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

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Latios @Expert Belt / Life Orb
Timid
4 HP / 252 SpA / 252 Spe
~Draco Meteor
~Surf / Grass Knot
~HP Fire
~Protect

I used this set back before BW2 came out. Very effective with Scizor around, and even moreso in this meta thanks to Ttar's decline. Really, it is a simple set without much prediction required (Protect, obviously), but you may want to fit Psyshock on it to beat Keldeo and Terrakion, which is one of Latios's more unique niches in today's game.
 
I apologize, I didn't see it.

I can really see this set as usable, if what you said about the mentioned Pokemon and their attacks are true. I really like this set, but I'll think I'll have to test it before I give any further comments (sorry), to see how well it fits into the B/W2 metagame. I personally can see it working, but the last option kind of makes or breaks the set up against certain teams. (Especially ones with Skarmory; you have taunt, but once it learns this, it can Brave Bird for neutral damage, or switch if it predicts yours well. This, only being the case without Flamethrower. But if Flamethrower is chosen, the damned Heatran walls this set). Either way, it looks good. The ev spread looks weird at first for Hydreigon, but I think it can work. Very nice, and I'll try to give more on it later.

I've been using this set lately, and it actually works very well. I use fire blast on mine, though, instead of earth power. Sure, I can't by heatran, but that's what teammates are for. :P
 
That is to say IF rain is up. Anyway, after a DD you should be outspeeding a lot of pokemon. But still, I like this Kingdra, and disable has grown to be one of my favourite moves because of the annoyance.. I think that a bit more needs to be invested into Hp, because most teams run more than one priority. That is, longevity vs reliable kos. However, the current set still works wonders, it seems. I tried it for an hour or so, and I like it.

How much investment into HP are you thinking?
 
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Tornadus-T @ Flying Gem
Naughty Nature
252 Atk / 4 SpA / 252 Spe
~Bulk Up
~Acrobatics
~Heat Wave
~Superpower

The perfect sweeper for a Sun team, this set Bulks Up and then unleashes ubsurdly powerful Acrobatics's at your opponent. The reason why this set works so well in Sun is because Heat Wave is boosted, requiring no investment to hit what you need to hit hard. Superpower is an alternative move, hitting Heatran, and also Tyranitar and other rock types.
 
How much investment into HP are you thinking?
I couldnt be too sure myself. I also don't know if it's worth it; you have other teammates, and you could build a team to support this set :D So, actually, with testing I found that team support is all that is needed (and not too much) so you can ruin the opposing pokemon. I ran it on a Bulky offensive team, which worked pretty well. Ferrothorn and Kingdra are great partners, especially when Kingdra has Disable :D
 
I just ran it with the on-site spread: 144 hp, 160 atk, 40 SpD, 164 Spe. Has always been a nice bulky Kingdra spread.

The lack of investment in Atk really doesn't sit well with me. How did it go when you tested it?


I couldnt be too sure myself. I also don't know if it's worth it; you have other teammates, and you could build a team to support this set :D So, actually, with testing I found that team support is all that is needed (and not too much) so you can ruin the opposing pokemon. I ran it on a Bulky offensive team, which worked pretty well. Ferrothorn and Kingdra are great partners, especially when Kingdra has Disable :D

Yeah I'd rather rely on teammates to deal with threats to Kingdra, than risk being outsped by something because you've put too much investment into HP. Still, you never know what Pokemon could be packing a priority move or Choice Scarf (Sucker Punch is especially prone to popping up randomly).

As far as teammates go, you need something to easily remove Ferrothorn and Jirachi, just in case. Kingdra can still beat both of them if you set up properly, and Waterfall flinch helps too. But just in case, you need a strong Fighting/Fire type attack to keep them at bay. I use Arcanine with Superpower and Flare Blitz. It's bulky enough to switch into either one and KO them in return.
 
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Tornadus-T @ Flying Gem
Naughty Nature
252 Atk / 4 SpA / 252 Spe
~Bulk Up
~Acrobatics
~Heat Wave
~Superpower

The perfect sweeper for a Sun team, this set Bulks Up and then unleashes ubsurdly powerful Acrobatics's at your opponent. The reason why this set works so well in Sun is because Heat Wave is boosted, requiring no investment to hit what you need to hit hard. Superpower is an alternative move, hitting Heatran, and also Tyranitar and other rock types.

This looks like a pretty cool set but you definitely need Naive over Naughty. Tornadus-T's Speed and Regenerator are the only things it has over Tornadus-I.
 
Something I used a while ago but forgot about:

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Starmie @ Life Orb
Timid, 252 SpA, 252 Spe
Gravity
Thunder
Blizzard
HydroPump

Near perfect accuracy 120 base power, haxy moves? Yes please. Starmie usually doesn't have any trouble setting up gravity and it can make a nice counter to some weathers to boot.
 
Something I used a while ago but forgot about:

Starmie @ Life Orb
Timid, 252 SpA, 252 Spe
Gravity
Thunder
Blizzard
HydroPump

Near perfect accuracy 120 base power, haxy moves? Yes please. Starmie usually doesn't have any trouble setting up gravity and it can make a nice counter to some weathers to boot.
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Setting up isn't exactly difficult, since Starmie has good coverage. Ferrothorn still walls you, and you're still checked by most of the same pokemon, but Starmie really can't change that anyhow.
10/10 Would use
 
Something I used a while ago but forgot about:

Starmie @ Life Orb
Timid, 252 SpA, 252 Spe
Gravity
Thunder
Blizzard
HydroPump

Near perfect accuracy 120 base power, haxy moves? Yes please. Starmie usually doesn't have any trouble setting up gravity and it can make a nice counter to some weathers to boot.

This seems like a really cool set! However, given Starmie's somewhat bad bulk, would it be easy to set up, in tangent with Life Orb recoil?

Anyways, here's a set that I would like to contribute:

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Magnezone @ Sitrus Berry
Trait: Magnet Pull
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 30 HP
Timid Nature
- Substitute
- Charge Beam / Thunderbolt
- Hidden Power [Fire] / Hidden Power [Ice]
- Recycle

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Have you ever tried to set up on a Ferrothorn and never really got to +6 because it never missed a Power Whip, breaking all your Subs and giving you a hard time to set up in general? Either that or you just getting haxed and Charge Beam never got a Special Attack boost? No, I haven't, but you most certainly have. With the increasingly rain dominant Metagame, and Ferrothorn being one of the top dogs of today's competitive scene, Sub-Charge Magnezone practically has a field day... as long as it gets to set up. Anyways, the first three moves are fairly practical and common on most Magnezones - coverage moves, etc etc. However, the last move is what sets it apart from others. Thanks to Recycle, you can consistently heal your HP whenever you drop to below 50%. The IV amount helps too - giving you a perfect 280, thereby going down to 140 in two Subs, activating Sitrus, and rinse and repeat, while you slowly fire off Charge Beams at the Ferrothorns, and soon enough, voila! +6 Magnezone at your service! While Leftovers has a helpful immediate boost each turn, it is, however, not enough to continuously provide enough HP for Substitutes against Ferrothorns that successfully smack you with Powerwhip. A Ferrothorn with no Attack EVs and a Neutral Attack nature can also never break a Magnezone's Substitute, unless I got my math wrong (Oh no!), which means that there will be turns where you can comfortably use Recycle from behind a Sub, and continuing your rampage of smacking Charge Beams at Ferrothorn.
 
Anyways, here's a set that I would like to contribute:

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Magnezone @ Sitrus Berry
Trait: Magnet Pull
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 30 HP
Timid Nature
- Substitute
- Charge Beam / Thunderbolt
- Hidden Power [Fire] / Hidden Power [Ice]
- Recycle

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Have you ever tried to set up on a Ferrothorn and never really got to +6 because it never missed a Power Whip, breaking all your Subs and giving you a hard time to set up in general? Either that or you just getting haxed and Charge Beam never got a Special Attack boost? No, I haven't, but you most certainly have. With the increasingly rain dominant Metagame, and Ferrothorn being one of the top dogs of today's competitive scene, Sub-Charge Magnezone practically has a field day... as long as it gets to set up. Anyways, the first three moves are fairly practical and common on most Magnezones - coverage moves, etc etc. However, the last move is what sets it apart from others. Thanks to Recycle, you can consistently heal your HP whenever you drop to below 50%. The IV amount helps too - giving you a perfect 280, thereby going down to 140 in two Subs, activating Sitrus, and rinse and repeat, while you slowly fire off Charge Beams at the Ferrothorns, and soon enough, voila! +6 Magnezone at your service! While Leftovers has a helpful immediate boost each turn, it is, however, not enough to continuously provide enough HP for Substitutes against Ferrothorns that successfully smack you with Powerwhip. A Ferrothorn with no Attack EVs and a Neutral Attack nature can also never break a Magnezone's Substitute, unless I got my math wrong (Oh no!), which means that there will be turns where you can comfortably use Recycle from behind a Sub, and continuing your rampage of smacking Charge Beams at Ferrothorn.[/QUOTE]

this seems like a good set all in all. recycle allows it to keep recovering and able to get more and more subs in so it can charge beam.

also here is a set i'd like to show.

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Gengar @ Choice Scarf
Trait: Levitate
EVs: 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Hidden Power [Ice]
- Focus Blast
- Trick

this set allows u to revenge kill many sweepers that may reck ur team such as dnite, haxorus, and the list goes on. Trick also allows it to break down many walls like forretress or skarmory. Hidden Power Ice can also his the therians for a nice super effective hit while outspeeding them easily with its choice scarf. And with all the dragons deciding to fly around it takes them out quite easily as well. This set also outspeeds modest venusaurs with chlorophyll or adamant stoutlands in sand. This set has been working wonders for me and i suggest some of u guys should try it too. :)
 
So there I was, working on Trick Room teams, when suddenly I have an urge to use Gallade. So I came up with this set, it's kind of like a gallade-y version of Trick Room Reuniclus, where Trick Room greatly helps the user itself.

Gallade @ leftovers
252 HP/252 SpD/4 Def
Brave
~Drain Punch
~Night Slash
~Trick Room
~Bulk Up

The general idea is to switch in on a Special Attacker and use Gallade's incredibly bolstered SpD and HP to sluff off the hits, while setting up Trick Room. If they don't switch out, you should be able to bulk up in their face with the some-what reliable drain punch as a recovery method. If they switch out, you can decide whether it's best to Bulk up on the switch in (you'll probably be going first, so if you can survive the hit well with +1 def is to be considered), simply attack the switch in (once again, attacking first), or switch out to a different abuser.
 
So there I was, working on Trick Room teams, when suddenly I have an urge to use Gallade. So I came up with this set, it's kind of like a gallade-y version of Trick Room Reuniclus, where Trick Room greatly helps the user itself.

Gallade @ leftovers
252 HP/252 SpD/4 Def
Brave
~Drain Punch
~Night Slash
~Trick Room
~Bulk Up

The general idea is to switch in on a Special Attacker and use Gallade's incredibly bolstered SpD and HP to sluff off the hits, while setting up Trick Room. If they don't switch out, you should be able to bulk up in their face with the some-what reliable drain punch as a recovery method. If they switch out, you can decide whether it's best to Bulk up on the switch in (you'll probably be going first, so if you can survive the hit well with +1 def is to be considered), simply attack the switch in (once again, attacking first), or switch out to a different abuser.

Why not run Sassy over Brave? You dont really score any noticable KO's by running +attack with no investment, and you're already running bulk up anyways. I'd suggest running Psycho Cut over Night Slash because then you have double STAB and arent walled by toxicroak.
 
Why not run Sassy over Brave? You dont really score any noticable KO's by running +attack with no investment, and you're already running bulk up anyways. I'd suggest running Psycho Cut over Night Slash because then you have double STAB and arent walled by toxicroak.

I might be Sassy actually. I bet I am. And I went with Night Slash because I was using this in OU, so I just went with the coverage on Night Slash. I might have to try Psycho Cut though, depending on what the trade off for things that will wall me then are.
 
So there I was, working on Trick Room teams, when suddenly I have an urge to use Gallade. So I came up with this set, it's kind of like a gallade-y version of Trick Room Reuniclus, where Trick Room greatly helps the user itself.

Gallade @ leftovers
252 HP/252 SpD/4 Def
Brave
~Drain Punch
~Night Slash
~Trick Room
~Bulk Up

The general idea is to switch in on a Special Attacker and use Gallade's incredibly bolstered SpD and HP to sluff off the hits, while setting up Trick Room. If they don't switch out, you should be able to bulk up in their face with the some-what reliable drain punch as a recovery method. If they switch out, you can decide whether it's best to Bulk up on the switch in (you'll probably be going first, so if you can survive the hit well with +1 def is to be considered), simply attack the switch in (once again, attacking first), or switch out to a different abuser.

Hi. This is a cool set, and seeing a new addition for Trick Room users is nice. What about Close Combat as an option? It offers very good offensive power, and could perhaps suit a Gallade which seeks to deal damage right off the bat.
 
Hi. This is a cool set, and seeing a new addition for Trick Room users is nice. What about Close Combat as an option? It offers very good offensive power, and could perhaps suit a Gallade which seeks to deal damage right off the bat.

I of course considered Close Combat, as it's amazing. However, I don't know if the healing from Drain Punch can be passed up. It's the only thing that really keeps Gallade from just being chipped off when he's getting his Bulk Ups
 
This seems like a really cool set! However, given Starmie's somewhat bad bulk, would it be easy to set up, in tangent with Life Orb recoil?

Anyways, here's a set that I would like to contribute:

[box]

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Magnezone @ Sitrus Berry
Trait: Magnet Pull
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 30 HP
Timid Nature
- Substitute
- Charge Beam / Thunderbolt
- Hidden Power [Fire] / Hidden Power [Ice]
- Recycle

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Have you ever tried to set up on a Ferrothorn and never really got to +6 because it never missed a Power Whip, breaking all your Subs and giving you a hard time to set up in general? Either that or you just getting haxed and Charge Beam never got a Special Attack boost? No, I haven't, but you most certainly have. With the increasingly rain dominant Metagame, and Ferrothorn being one of the top dogs of today's competitive scene, Sub-Charge Magnezone practically has a field day... as long as it gets to set up. Anyways, the first three moves are fairly practical and common on most Magnezones - coverage moves, etc etc. However, the last move is what sets it apart from others. Thanks to Recycle, you can consistently heal your HP whenever you drop to below 50%. The IV amount helps too - giving you a perfect 280, thereby going down to 140 in two Subs, activating Sitrus, and rinse and repeat, while you slowly fire off Charge Beams at the Ferrothorns, and soon enough, voila! +6 Magnezone at your service! While Leftovers has a helpful immediate boost each turn, it is, however, not enough to continuously provide enough HP for Substitutes against Ferrothorns that successfully smack you with Powerwhip. A Ferrothorn with no Attack EVs and a Neutral Attack nature can also never break a Magnezone's Substitute, unless I got my math wrong (Oh no!), which means that there will be turns where you can comfortably use Recycle from behind a Sub, and continuing your rampage of smacking Charge Beams at Ferrothorn.

I'm just theorymonning for the most part here, but couldn't you use Reflect or even Iron Defense to get a similar effect without both giving up leftovers and using a moveslot on a move that will only really be useful for you while and you'll really only have time to use when you're setting up against one Pokemon? With Reflect or at +2 defense, uninvested Power Whip is only doing 11.7% max, meaning your subs will only be 3HKO'd, so you'll gain back 18.75% minimum for every Sub Ferrothorn breaks. Plus, Power Whip only has 16 PP, meaning Ferrothorn can only break 5 of your Subs before it runs out of attacks, which means that it will no longer be able to do anything to you once you use the Sub that brings you down to 43.75% HP (Iron Defense is probably safer than Reflect for this, since you don't have to waste turns setting it up again, and +6 Magnezone only takes 6.1% max from Ferrothorn's Power Whip).
 
I'm just theorymonning for the most part here, but couldn't you use Reflect or even Iron Defense to get a similar effect without both giving up leftovers and using a moveslot on a move you'll really only have time to use when you're setting up against one Pokemon? With Reflect or at +2 defense, uninvested Power Whip is only doing 11.7% max, meaning your subs will only be 3HKO'd, so you'll gain back 18.75% minimum for every Sub Ferrothorn breaks. Plus, Power Whip only has 16 PP, meaning Ferrothorn can only break 5 of your Subs before it runs out of attacks, which means that it will no longer be able to do anything to you once you use the Sub that brings you down to 43.75% HP (Iron Defense is probably safer than Reflect for this, since you don't have to waste turns setting it up again, and +6 Magnezone only takes 6.1% max from Ferrothorn's Power Whip).

Ahh why couldn't I think of this. This is actually a very good idea, and actually lets Magnezone support the team even further if it opts to run Reflect. Anyways, thanks for your input, and I'm excited to test out this set when I get the opportunity to.

Edit: Just tried this out, and it was magical. Really easy to get to +6 against Ferrothorns without Bulldoze or Shed Shell. The lack of a third offensive move in Thunderbolt or Flash Cannon for coverage was a bit disappointing, but none of that matters when you sit at +6.
 
Ahh why couldn't I think of this. This is actually a very good idea, and actually lets Magnezone support the team even further if it opts to run Reflect. Anyways, thanks for your input, and I'm excited to test out this set when I get the opportunity to.

Edit: Just tried this out, and it was magical. Really easy to get to +6 against Ferrothorns without Bulldoze or Shed Shell. The lack of a third offensive move in Thunderbolt or Flash Cannon for coverage was a bit disappointing, but none of that matters when you sit at +6.

Not so sure about this set. Ferrothorn rarely carries Bulldoze, and is never seen with a shed shell. Unboosted Ferro's Power Whip does 19-22% to 36 / 0 Magnezone, never enough to break your Substitute, so I don't see why you'd have trouble setting up. Also, in the case the opponent does have Bulldoze, just OHKO it with HP Fire. What Magnezone's goal is is to KO the opponent's Steel types and have a Substitute up so it can attack once more. Any boosts are just bonuses, IMO, because unless you're Scarfed, in which case none of this mattered, you're not sweeping anything no matter how high your SpA is because of your low speed. If, for some strange reason, you are having trouble setting up on Ferrothorn, then you really need to rethink your strategy.
 
I might be Sassy actually. I bet I am. And I went with Night Slash because I was using this in OU, so I just went with the coverage on Night Slash. I might have to try Psycho Cut though, depending on what the trade off for things that will wall me then are.

you could try ice punch over night slash because of all the bad dragons and therians flying around for even better coverage!
 
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