Lax - 252 Def, 252 Special Defense
I made a Hypno for a lead once. It does well against Politoed leads but suffers greatly from Physical attackers. It's good if you need to stop a sweeper with t-wave or a wall with choice scarf. Safeguard protects me from future status and allows me to send my swift swim water counter without fear of paralysis or sleep.
Hypno
Item:choice scarf
Ability: Insomnia
Nature:Careful
Evs: 36 def 220 sp.def 252spe
Moves: Switcheroo
Thunder Wave/Hypnosis
Taunt/Ice Punch/ Zen Headbutt
Safeguard
So, the Rechargeable Battery is a one-use item, right? If so, I might have a nice set here:
Sceptile@Rechargeable Battery
Unburden
Adamant nature
252Atk/252Spd/4Def
-Swords Dance
-Leaf Blade
-Acrobat
-Rock Slide
Switch into a (weak) electric attack, get +1 Atk, +2 Spd, and a possibility of getting up to +3 Atk on the switch, reaching 738Atk and 678Spd (If my calculations are correct) with a STABed Leaf Blade and powered up Acrobat.
This set is reliant on your opponent having an electric attack, so you might want to give Sceptile one of the Jewels, but I don't know if it'll have enough power.
EDIT @ Alphatron: I think Bind now lasts 4-5 turns, so you get slightly more damage than you thought :P. Also, I'd be wary of completely dismissing Sub for Protect or any other move on a Seeding set as any special attacker that gets a crit on you will completely destroy him. Aside from that, the set looks pretty cool though (but ofc you'd need something to deal with Grass types).
I kind of like this one. The huge downside here is that Sceptile's attacking stat is kind of low and steels will always wall him. There's earthquake or brick break for that though, I guess. I would say that steels could be eliminated before trying this, but steels are everywhere. A special set with bulb and a 4th attack over Sword's Dance could potentially work as well.
![]()
Empoleon @ Life Orb
Torrent
212 Atk | 252 SpAtk | 44 Spe
Lonely Nature [+Attack, -Defense]
- Aqua Jet
- Boil Over/Surf
- Grass Knot
- Ice Beam
This is my semi-mixed Empoleon for Gen 5. I use it on a sand team as to cover up Ice/Water weaknesses and because it helps kill both opposing Sand threats and things like Burungeru and stuff. Anyway, let's get into the EVs we have:
44 Speed outruns 0 Speed Scizor.
252 SpAtk is obviously maxed SpAtk
212 Atk is the remaining stuff supplemented by the Lonely Nature to do high damage with Aqua Jet, a powerful move in this metagame.
For some power examples here's some calcs:
Aqua Jet VS 0/0 Doryuuzu: 287 Atk vs 156 Def & 361 HP (40 Base Power): 204 - 242 (56.5% - 67%)
Torrent VS 0/0 Doryuuzu: 287 Atk vs 156 Def & 361 HP (60 Base Power): 308 - 366 (85.3% - 101.4%)
Aqua Jet VS 0/0 Landlos: 287 Atk vs 215 Def & 318 HP (40 Base Power): 150 - 176 (47.17% - 55.35%)
Torrent vs 0/0 Landlos: 287 Atk vs 215 Def & 318 HP (60 Base Power): 224 - 266 (70.44% - 83.65%)
Aqua Jet VS 0/0 Urugamosu: 287 Atk vs 166 Def & 311 HP (40 Base Power): 198 - 234 (63.67% - 75.24%)
Torrent VS 0/0 Urugamosu: 287 Atk vs 166 Def & 311 HP (60 Base Power): 290 - 344 (93.25% - 110.61%)
Boil Over VS 248/8 Scizor: 321 Atk vs 198 Def & 343 HP (80 Base Power): 181 - 214 (52.77% - 62.39%)
Torrent vs 248/8 Scizor: 321 Atk vs 198 Def & 343 HP (120 Base Power): 271 - 321 (79.01% - 93.59%)
Aqua Jet VS 248/0 Scizor: 287 Atk vs 236 Def & 343 HP (40 Base Power): 67 - 81 (19.53% - 23.62%)
Torrent VS 248/0 Scizor: 287 Atk vs 236 Def & 343 HP (60 Base Power): 102 - 121 (29.74% - 35.28%)
Boil Over vs 252/0 Roobushin: 321 Atk vs 166 Def & 414 HP (80 Base Power): 216 - 255 (52.17% - 61.59%)
Torrent vs 252/0 Roopushin: 321 Atk vs 166 Def & 414 HP (120 Base Power): 322 - 381 (77.78% - 92.03%)
Aqua Jet vs 252/0 Roopushin: 287 Atk vs 226 Def & 414 HP (40 Base Power): 72 - 85 (17.39% - 20.53%)
Torrent vs 252/0 Roopushin: 287 Atk vs 226 Def & 414 HP (60 Base Power): 108 - 127 (26.09% - 30.68%)
Aqua Jet vs Deoxys-A: 287 Atk vs 76 Def & 241 HP (40 Base Power): 211 - 249 (87.55% - 103.32%)
Grass Knot vs 252/0 Burungeru: 321 Atk vs 246 Def & 404 HP (100 Base Power): 244 - 288 (60.40% - 71.29%)
Grass Knot vs 252/252 Burungeru: 321 Atk vs 339 Def & 404 HP (100 Base Power): 178 - 210 (44.06% - 51.98%)
Ice Beam vs 0/0 Latios: 321 Atk vs 256 Def & 301 HP (95 Base Power): 224 - 264 (74.42% - 87.71%)
Aqua Jet vs 0/0 Latios: 287 Atk vs 196 Def & 301 HP (40 Base Power): 42 - 49 (13.95% - 16.28%)
Torrent vs 0/0 Latios: 287 Atk vs 196 Def & 301 HP (60 Base Power): 61 - 72 (20.27% - 23.92%)
Aqua Jet vs 0/0 Heatran: 287 Atk vs 248 Def & 323 HP (40 Base Power): 132 - 156 (40.87% - 48.30%)
Torrent vs 0/0 Heatran: 287 Atk vs 248 Def & 323 HP (60 Base Power): 198 - 234 (61.30% - 72.45%)
Boil Over vs 0/0 Heatran: 321 Atk vs 248 Def & 323 HP (80 Base Power): 288 - 342 (89.16% - 105.88%)
Boil Over vs 0/0 Terakion (in Sand):321 Atk vs 324 Def & 323 HP (80 Base Power): 222 - 264 (68.73% - 81.73%)
Torrent vs Terakion: 321 Atk vs 324 Def & 323 HP (120 Base Power): 332 - 392 (102.79% - 121.36%)
Aqua Jet vs 0/0 Terakion: 287 Atk vs 216 Def & 323 HP (40 Base Power): 150 - 176 (46.44% - 54.49%)
Torrent vs 0/0 Terakion: 287 Atk vs 216 Def & 323 HP (60 Base Power): 222 - 264 (68.73% - 81.73%)
Aqua Jet vs 0/0 Terakion after CC: 287 Atk vs 144 Def & 323 HP (40 Base Power): 222 - 264 (68.73% - 81.73%)
Torrent vs 0/0 Terakion after CC: 287 Atk vs 144 Def & 323 HP (60 Base Power): 336 - 396 (104.02% - 122.60%)
Aqua Jet vs 0/0 Shandera: 287 Atk vs 216 Def & 261 HP (40 Base Power): 150 - 176 (57.47% - 67.43%)
Torrent vs 0/0 Shandera: 287 Atk vs 216 Def & 261 HP (60 Base Power): 222 - 264 (85.06% - 101.15%)
Gah too many calcs.
Basically this guy checks tons of metagame threats, including one that most people bring in to beat it, Burungeru. I suppose people think it's light because it's a ghost or something despite it being 135 kg, meaning almost 300 lbs. If anyone has suggestions for superior EV spread or something I'd be more than willing to listen, or alternative movesets.
![]()
Barujiina (F) @ Leftovers
Trait: Dustproof
EVs: 252 HP / 126 Def / 126 SDef
Calm Nature (+SDef, -Atk)
- Psych Up
- Dark Pulse
- Whirlwind
- Roost
Yes, the EV spread is really crude, but I've used it, and it works good enough. This Pokemon takes attacks better than you would imagine for a bird. It can Roost off damage as Sandstorm (Dustproof makes it immune) and/or Toxic Spikes rack up damage on the opponent. It can also phaze Pokemon for entry hazard damage. The best thing about it is that it can Psych Up on Calm Mind Rankurusu, Birijion, Lati@s, and Manaphy, and then send them flying away with nothing. It's best used on a stall oriented team, especially since it doesn't particularly mind facing Espeon and Xatu.
Latias can run a very similar set with Roar and Dragon Pulse, but its weaknesses (particularly Ghost, Bug, and Dark) and lack of immunity to Sandstorm may want to make you reconsider using it over Barujina.
Just to let you know, the most efficient EV spread in terms of overall bulk for Clefable can be found with X-Acts calc. 252 HP/200Def/56 SpDef with a +SpDef nature will get you slightly more bulk for your buck than your present set. I'd advise against a Def lowering nature when you can cut your speed instead to let Copycat go after more things. Higher HP will also help you pass much larger wishes.
So... anyone have any thoughts on that Kojondo set?
Your first set you show in the OP is a Curse, White Herb Crobat with Steel Wing for coverage. Steel Wing goes so well with Acrobat for coverage of course, hitting those Rock types and still being resisted by Electric and Steel. Not to mention that the entire gimmick fails if your opponent has an electric or steel type, or, god help you, Magnezone.Creative =/= Gimmick. Not every set here has to be a gimmick, and to be honest, Gimmicks aren't really too good or useful. All we want are just creative movesets that will break away from the standards, but will still be usable.
Aqua Jet VS 0/0 Doryuuzu: 287 Atk vs 156 Def & 361 HP (40 Base Power): 204 - 242 (56.5% - 67%)
Torrent VS 0/0 Doryuuzu: 287 Atk vs 156 Def & 361 HP (60 Base Power): 308 - 366 (85.3% - 101.4%)
![]()
Kojondo @Life Orb/Leftovers (Regenerate)
(Still don't know from EV distribution, sorry) Jolly
Hi Jump Kick
U-Turn
Substitute
Baton Pass
I must have mistyped it into the calculator. thanks for the correction.I'm not so sure that this calculation is correct. My changes are in bold:
Doryuzuu has base 110 hp, giving it 110*2+110+31=361 HP. Defense is also one point higher, for whatever reason. Damage was right, percents was not.
Your first set you show in the OP is a Curse, White Herb Crobat with Steel Wing for coverage. Steel Wing goes so well with Acrobat for coverage of course, hitting those Rock types and still being resisted by Electric and Steel. Not to mention that the entire gimmick fails if your opponent has an electric or steel type, or, god help you, Magnezone.
Ah, but the end result is the same, yes? I can have Kojondo Baton Pass a small Substitute to let something glass cannony get his foot in the door, and then he can come back in and heal off the Substitute damage, then do it all over again.
In fact, let me go ahead and try to cobble up a moveset:
Kojondo @Life Orb/Leftovers (Regenerate)![]()
(Still don't know from EV distribution, sorry) Jolly
Hi Jump Kick
U-Turn
Substitute
Baton Pass
Kojondo retains his main attacks (HJK for sheer damage, U-Turn for the trollish ability to switch out and get Regenerate active), but in this set, he can send Substitutes to teammates that need that extra protection to switch in safely. Sadly, his low HP means that that's all his substitutes can do, since they won't take too many hits. But for, say a Gengar that wants to come in, that's all that's needed. As an added bonus, he's the only 'mon out there that has Baton Pass, Substitute, and Regenerate, which means he can keep coming back to do it again. Regenearte heals for 1/3rd max health, which is more than a single Substitute takes away.
Alternate setups: you can give him a Salac/Leichi/Petaya Berry if you like, let him sub down to berry range, and pass another boost alongside the Substitute. Then he comes in later with his HP regenerated.
The problem is, what happens when they break your sub? A slower sustitute user might actually serve you better. If you're faster, you use substitute, they hit it and break it, and you've gained nothing. If you're slower, they hit you or whatever, you use substitute and you have a sub. Then they either break your sub or they don't, and you use baton pass and your sweeper is in regardless. I like the regeneration idea, and therefore nominate (copy/paste):
Kojofo @Prevo Stone (Regenerate)
Impish 252 Def/252 SD/ 4 Attack
U-Turn
Substitute
Baton Pass
Cheer Up/Bulk Up/Calm Mind/Taunt
It reaches 327 Defense and 298 SD, and 231 HP. It should have the defenses to take a hit, sub, then switch out. HP number divisable by 3. you make 57 HP subs and regain 77 HP on the switch, +20. HJK was removed because now you don't have an attack stat. The three stat boosters are there because you are a baton passer, after all, and taunt is to prevent phazing.
Well?
Interesting Excadrill set. Unfortunately, it's pretty slow, and one of the main reasons it's so dangerous is Sand Throw.
I think I'll throw out one of my own:
Excadrill@Leftovers
Sand Power
Impish
252 HP / 4 Atk / 252 Def
Rapid Spin
Earthquake
Rock Slide
Swords Dance
I use this on my hail team. It's a great spinner that can also be a major offensive threat very, very quickly. It also resists Rock, which is kinda important on a hail team for a spinner.
There's still no reason to ever run Curse/White Herb, giving up both your item and a moveslot for a one time attack and defense boost.. Give me one situation where Curse/White Herb would ever be a good option over some other option.
It's practically the definition of a gimmick.
I actually really like this set, Barujiina is a terror defensively. But I don't see a need for both Psych Up and Whirlwind on the same set. Psych Up copies boost, Whirlwind erases them. I'd replace Psych Up with either Air Slash or Toxic. Any thoughts on this one?![]()
Barujiina (F) @ Leftovers
Trait: Dustproof
EVs: 252 HP / 128 Def / 128 SDef
Calm Nature (+SDef, -Atk)
- Psych Up
- Dark Pulse
- Whirlwind
- Roost
This set is extremely situational, and really can't be pulled off in real life. It is reliant on the foe having an electric attack, you predicting it, and you predicting that the foe will switch out. But a similar set can be used as a hard counter against rain teams.Sceptile@Rechargeable Battery
Unburden
Adamant nature
252Atk/252Spd/4Def
-Swords Dance
-Leaf Blade
-Acrobat
-Rock Slide
Switch into a (weak) electric attack, get +1 Atk, +2 Spd, and a possibility of getting up to +3 Atk on the switch, reaching 738Atk and 678Spd (If my calculations are correct) with a STABed Leaf Blade and powered up Acrobat.
Jirachi@Metal Coat/Leftovers
Modest 252 HP / 252 SpA
Doom Desire
Wish
Protect
U-Turn
Jirachi@Choice Specs
Timid/Modest 252 SpA / 252 Spd
Doom Desire
Draco Meteor
Psychic/Psycho Shock
Thunderbolt/Thunder
Kingdra has some useful resistances and great bulk. That being said, this is not the best set for a tanking Kingdra. A supporting Kingdra would be much better with something like Yawn or Toxic (and Boiling Water). That gives me the ida to have a set-up Kingdra that can use DDance after forcing out the opponent with Yawn.Kingdra @ Leftovers
Ability: Swift Swim / Sniper
Nature: Bold
EVs: 252 HP / 80 Def / 176 SpD
Moves:
- Rest
- Sleep Talk
- Boiling Water
- DragonBreath
So this set similar to this was posted a while back, and I made some changes to it, but I want to see what you think of the new version:
![]()
Garchomp @ Leftovers / Rugged Helmet / Yache Berry
Rough Skin
Jolly
252 HP / 4 Atk / 252 Spd
--Swords Dance
--Dragon Tail
--Rest
--Sleep Talk
So, the main idea of this is to Swords Dance until you are low on health. At that point, you can Rest to heal yourself and put yourself to sleep. Then you use Sleep Talk to alternate between Swords Dance and Dragon Tail. The only thing is, if Sleep Talk is used, then Dragon Tail loses its negative priority, meaning that it becomes an incredibly fast phazing move. Additionally, it becomes twice as powerful each time because of the Swords Dances. It becomes difficult to kill due to the fact that it phazes you out before you can touch it, and even if you do touch it, it's bulky enough to take a few hits.
I think that the idea was to force a mindgame with your opponent like with U-Turn normally, if you come in on something that's hit hard by U-Turn/Hi-Jump, namely - should I stay in and risk dying to break the Sub, or should I switch out and risk the free U-turn or now the free Sub pass?
Basically it gives you the advantage of being able to choose to attack, U-Turn to something else to take the hit, or see their switch as you Sub and let something else in safely by passing it (as opposed to fast U-turning and letting them get hit).
Nonetheless your set looks pretty awesome too, though I think Cheer Up would work less well that CM/BU/Taunt.