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Creative (and good) Movesets (READ THE OP FIRST)

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Chandelure_NB.gif

Chandelure @ Leftovers
Bold
D. 252/Sp D. 252/Sp. Atk. 4

Protect
Will-o-Whips
Minimize
Flamethrower

Also, Minimize is banned.
 
Chandelure_NB.gif

Chandelure @ Leftovers
Bold
Shadow Tag
D. 252/Sp D. 252/Sp. Atk. 4

Protect
Will-o-Whips
Flamethrower
Acid Armor

Edit: Removed Minimized with Acid Armor.
I see where you're going with this -- you want a bulky Shadow Tagger that can set up on resisted choiced hits. My first question is, why are you running 252 EVs in each defense when you can run 252 in HP? Second, even if you get to +6 in Defense and then kill the opposing attacker, you are completely screwed if you run into Heatran or Tyranitar, as you can hardly do anything to them while they are free to whittle you down or outright KO you.
Chandelure just doesn't have the typing to be a bulky attacker, imo. Also, a mono-attacker isn't going to do much to the opposing team with no recovery or no way to boost its damage output.
I see no reason to run this over Specially Defensive Heatran, Porygon2, or even Cosmic Power / Stored Power Sigilyph, unless you can get into, say, a Choiced Fighting move. Even then, you'll want Calm Mind so you can get +6 in both defenses as well as stronger damage output.
It's just kind of meh, unless you can show that you've tested and used it and got it to work.
 
One more set idea for the day:

"Variety-Gar"
Gengar@Choice Scarf
4 Hp/ 252 SpA/ 252 Spe
Modest (+SpA, -Atk)
Levitate
~Shadow Ball
~Focus Blast/ Hidden Power [fire/Ice]/ Thunderbolt
~Trick
~Destiny Bond

I decided to test out a Choice Scarfed Gengar. With Gengar I put Shadow Ball and Focus Blast originally for the 2 attacking options (for perfect coverage), I also decided to slash in the hidden powers or thunderbolt for a different attacking option. Next Came the ability to cripple an enemy with Trick (everyone knows the trickscarf idea.). But i decided to go ahead and add on destiny bond for the ability to pick off a Strong slow sweeper. Now Gengar at full health survive almost all priorty attacks bar scizors Bullet punch (but with ~44 Hp evs invested it can survive on a low damage roll a majority of the time) Destiny Bond also needs to be kept a secret to take down large threats such as Reuniclus, Conkeldurr, and dangerous dragons
 
That Gengar actually looks kind of fun. I might have to try that out here soon.

Have you tried it out yet? Has it worked well?

I wonder if there is any other things to slash in there as well for fast utility tricks? Kind of need to leave Destiny Bond and Trick though... Disable maybe?

Maybe not though, as it would be pointless to come in and Disable while having a scarf on, as you pretty much would HAVE to switch out immediately after.
 
Oooh, I actually found a sweet moveset for my favorite pokemon ever, Drifblim!!! It's even managed to hold its own in the OU tiers when played right.

426.gif

Drifblim @ Flight Gem
Trait: Unburden
EVs: 252 Atk / 88 Def / 8 SDef / 160 Spd (I'd avoid this EV spread, I have no idea how to make complicated ones)
Adamant Nature (+Atk, -SAtk)
- Acrobatics
- Return
- Disable
- Destiny Bond/Explosion
Got carried away with the hex code there...

Drifblim is always an underrated and overlooked pokemon. Most people that see a Drifblim will pretty much be expecting a special attacker, but Drifblim's attack, even though it isn't good, is still closely behind its special attack stat, making this set somewhat viable.

Basically, send it in against something Acrobatics can hit hard with/revenge kill without dying (a giant surprise factor, especially if you want to use this thing in OU). This activates the flying gem and acrobatics gets an awesome boost, which I'm sure you've already seen before.

However, Drifblim's flight gem doesn't just boost acrobatics for one turn. It also doubles its speed thanks to unburden, making Drifblim outspeed pretty much everything. This opens up tons of options for your next move.

If you didn't kill the other pokemon, you can always attack again. If it's KOed, you have a lot to do on the next pokemon. If you fear getting revenge killed, Destiny Bond works great, considering you have immunity to most priority moves. If you think you can live to take a hit, attack it and disable.
 
On Drifblim, I'd simply run 36 HP / 252 Atk / 216 Spe. This allows you to outrun Scarf Garchomp after the Unburden boost, pumps the maximum amount into Attack, and then gives you some extra bulk.
 
Oooh, I actually found a sweet moveset for my favorite pokemon ever, Drifblim!!! It's even managed to hold its own in the OU tiers when played right.

426.gif

Drifblim @ Flight Gem
Trait: Unburden
EVs: 252 Atk / 88 Def / 8 SDef / 160 Spd (I'd avoid this EV spread, I have no idea how to make complicated ones)
Adamant Nature (+Atk, -SAtk)
- Acrobatics
- Return
- Disable
- Destiny Bond/Explosion
Got carried away with the hex code there...

Drifblim is always an underrated and overlooked pokemon. Most people that see a Drifblim will pretty much be expecting a special attacker, but Drifblim's attack, even though it isn't good, is still closely behind its special attack stat, making this set somewhat viable.

Basically, send it in against something Acrobatics can hit hard with/revenge kill without dying (a giant surprise factor, especially if you want to use this thing in OU). This activates the flying gem and acrobatics gets an awesome boost, which I'm sure you've already seen before.

However, Drifblim's flight gem doesn't just boost acrobatics for one turn. It also doubles its speed thanks to unburden, making Drifblim outspeed pretty much everything. This opens up tons of options for your next move.

If you didn't kill the other pokemon, you can always attack again. If it's KOed, you have a lot to do on the next pokemon. If you fear getting revenge killed, Destiny Bond works great, considering you have immunity to most priority moves. If you think you can live to take a hit, attack it and disable.


The Drifblim+Flying gem+Acrobatics is actually kind of an old topic. I REALLY like the fact that you exploit destiny bond and disable with Unburden, however, if youre counting on doing a lot of damage with a boosted Acrobatics... not gonna happen. So really, all this thing does is a non guarenteed 1 for 1 kill pokemon, which there are others who can do it better and can still do more damage.
 
Mienshao@Choice scarf
252spe,252atk and 4 sp.d
Nature : Hasty
Ability: Regenerator
-Acrobatics
-u-turn
-grass Knot
-hidden power ground
 
Golbat@eviolite
I Inner Focus
Bold nature
252 hp,128 def,128 sp.d
-Roost
-super fang
-Confuse ray
-Haze

With eviolite golbat is an amazingly good hazer with ability to roost and cripple with superfang.
 
That Gengar actually looks kind of fun. I might have to try that out here soon.

Have you tried it out yet? Has it worked well?

I wonder if there is any other things to slash in there as well for fast utility tricks? Kind of need to leave Destiny Bond and Trick though... Disable maybe?

Maybe not though, as it would be pointless to come in and Disable while having a scarf on, as you pretty much would HAVE to switch out immediately after.

Yes! It works fantastic (possibly put timid on there) I usually criple one pokemon and KO 1-2 usually in one batttle
 
Yes! It works fantastic (possibly put timid on there) I usually criple one pokemon and KO 1-2 usually in one batttle

I'd use Timid so I can Bond +1 Max Spe Mence or outspeed Scarfrachi/gon/mence/chomp/all other Base 5-109's and tie with scarfed 110's (But besides the rare Latias [who won't like staying in], what else is commonly Scarfed at Base 110?)
 
Okay, so I am playing with a Nidoking.

Most Nidokings run Sheer Force and some sort of Special Sweeper move set of like Ice Beam, Fire Blast, Thunder Bolt, and Earth Power. I was using that in 4th gen and loving it (obviously not sheer force though).

I was trying to figure out ways to get rid of Latios, and I don't know what made me think of Nidoking (probably just the fact that its been one of my favorite pokemon since I was 14... oh so many years ago when red and blue came out). But it hit me that he got Sucker Punch. Like, it clicked.

Now, mind you, this thing ISN'T going to take out Latios, but I started playing with it a little bit...


WTF-king?
252 Attk/252 HP
Left Overs / Life Orb
Adamant

Sucker Punch
Bull Doze
Substitute/Dragon Tail/Megahorn
Toxic Spikes/Dragon Tail/Megahorn

I am not 100% on the move set yet. As I said, this thing started out thinking of an odd ball Latios check, but then I realized I can't kill Latios with 252 attk ev's and life orb and adamant with a Sucker Punch... But I can kill it with 252 attk, adamant and Choice Scarf + Megahorn. And I didn't want to run Choice Scarf. So I started playing around.

Come in on something that you KNOW Nidoking will scare the heck out of. And lets be honest, Nidoking can scare some shit pretty good. Ferrothorn will run for the hills quick, for instance. On their switch, either set up a sub, throw down some toxic spikes, dragon tail, or BULLDOZE AWAY to lower their speed. Make this judgment call depending on what their team preview looked like.

No Sheer Force on this set because I wanted to preserve that secondary effect of Bulldoze. Then, you can make your judgment call from there. Will they switch out, and should you pull another Bulldoze or set up a sub? Or will they attack and should you Sucker Punch?

The EV's... no EV's in speed, because hes going to be lowering the enemy speed anyways, and working with +1 priority, and -1 Priority. Mostly working on the enemy switches (or thats the plan), you won't need to really have to invest in speed if youre going to be chopping down the opponent anyways.

Obviously this will have issues with levitators and flying types, for being unable to hit them with Bulldoze as they switch in is really sad. However, Dragon Tail seems to help make up for that.

Honestly, I am posting this because I want some more opinions on this. I want to play with this set some more and want to make a goofy and affective Nidoking. The goal of this set as I was working on it was major surprise factor, baiting and netting KO's. Some utility thrown in there as well, if possible.


Edit: Minor thought that hit me after I posted this, and this is more of a general question. Bulldoze does nothing for Nidoking when hes running with a priority move and a negative priority move. It just lets him set up subs faster. So slashing in Megahorn or some other power move in there may prove more effective. Either way, I am planning on play testing this a bit more when I have time, once I finish my last bit of college courses. So, the general question is: is bulldoze + sucker punch redundant? Should Sucker Punch be replaced? Should Dragon Tail just be switched with a damaging move?
 
Don't know if someone has posted something similar to this for Gliscor but this is my standard set. I run it on my offensive sandstorm team and it works amazingly. This gliscor lacks healing capabilities but gains a 110 power STAB move that gets a 1 time boost. After SR and residual damage the flight gen boosted acro gets loads of OHKO's. Acro dominates many sun sweepers if I have their weather off and grants good coverage alongside stab Earthquake.

Gliscor (F) @ Flight Gem
Trait: Sand Veil
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Earthquake
- Taunt
- Acrobatics
 
Sheer Force wouldn't remove the speed drop from Bulldoze since it always happens. But Sheer Force doesn't help anything in the moveset anyway, and you have more options without it so there's no point in using it. I like the set though (I think I would opt for Dragon Tail and Toxic Spikes, but I feel like Nidoqueen could do this better because she is more bulky), but I don't know if that necessarily makes Sucker Punch miss any OHKOs or 2HKOs.
 
Golbat@eviolite
Slip through
Bold nature
252 hp,128 def,128 sp.d
-Roost
-super fang
-Confuse ray
-Haze

With eviolite golbat is an amazingly good hazer with ability to roost and cripple with superfang.
It can't even USE Super Fang or Roost with Slip Through. Change the ability to Inner Focus.
 
Sheer Force wouldn't remove the speed drop from Bulldoze since it always happens. But Sheer Force doesn't help anything in the moveset anyway, and you have more options without it so there's no point in using it. I like the set though (I think I would opt for Dragon Tail and Toxic Spikes, but I feel like Nidoqueen could do this better because she is more bulky), but I don't know if that necessarily makes Sucker Punch miss any OHKOs or 2HKOs.


I agree, Nidoqueen DOES do the T-spikes and Dragon Tail better. When I was looking down Nidoking's utility tricks, the most he has are those 2 moves, Roar (inferior dragon tail), Taunt, and Disable. So, pretty much, those 2 were the superior options.

However, I will say that I totally forgot that Bulldoze is 100% chance of happening, thus sheer force won't affect it. This makes me wonder... Would it be better to run a set of something like: Sucker Punch, Bulldoze, Substitute, Special Attacking Coverage Move.

Then you could swap out the 252 HP for 252 Sp Attk, make him Naughty, and since Bulldoze drops the enemy speed, Nidoking will be fast enough to launch off a Sheer Force boosted Fire blast or Ice Beam.

This almost seems like an over all better idea, but it starts moving right back into a "bulldoze and sweep build" thats kind of typical, and it has a random Substitute on it. However, I feel Sucker Punch will really catch people off guard if they still think they are faster while running with a Choice Scarf.
 
I think the special coverage move would be better if you're going for offense. I would say Ice Beam would be the best option (Ground/Ice offers better coverage than Ground/Fire or Ground/Electric I believe). I would adjust the EVs a little though, to something like 252 HP/ 80 Att/ 176 SpA so Sucker Punch and Bulldoze do decent damage and Ice Beam (or Fire Blast/ Thunderbolt) can still pack a punch after being boosted by Encourage (and LO if you use it).

This does seem like a one use thing though. Once you hit the switch in, you probably won't be able to do much other than get another Sucker Punch in. That's my only real concern.
 
Untrue. Sheer Force affects all moves with secondary effects -- including Bulldoze and Flame Charge, IIRC.
Nope, it only affects non-crit chance affects. Anything that has a chance to reduce stats, induce a status, or flinch is boosted, anything that always does those is not boosted, so Bulldoze is unaffected and still reduces speed.
 
Nope, it only affects non-crit chance affects. Anything that has a chance to reduce stats, induce a status, or flinch is boosted, anything that always does those is not boosted, so Bulldoze is unaffected and still reduces speed.

Did you actually test it? Because the game classifies Bulldoze and whatnot as "100%" chance effects, which would be affected by Sheer Force.
 
Did you actually test it? Because the game classifies Bulldoze and whatnot as "100%" chance effects, which would be affected by Sheer Force.
I meant chance effects as things that are not constant. If anyone can test it, that would be great, but I'm almost entirely sure that is how it works.
 
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