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

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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.

I definitely want to try this, and it appears very creative. The one thing I would change is to switch its nature from Naughty to Naive for more Speed.
 
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Blissey @ Leftovers
Trait: Natural Cure
EVs: 136Def / 36 SAtk / 252SDef / 84 Spd
Calm Nature (+SDef, -Atk)
- Gravity
- Sing
- Fire Blast
- Softboiled

So there we were, trying to make the Pink Blos less of setup fodder than it usually is. Point is, we were trying to nail as many switch-ins as possible; it is common knowledgee that practically everyone hates induces sleep, we decided on a Gravity set in order to utilize Sing. With Gravity on the field, its accuracy ascend into a new level of reliability of 92%. As the second move we have chosen FireBlast, to deal with a good chunk of steel types who are prone of their toxic immunity. As a bonus, Fire Blast is actually perfectly accurate under Gravitiy's effect.
Fire Blast itself has a good chance to OHKO CB-Scizor (safe after SR), maybe 2HKO standard Ferrothorn (sure 2HKO after SR), 2HKO physical Skarmory and surefire on physically defensive Forretress. With the additional SAtk Blissey will always obliberate CB-Scizor and 2HKO Ferrothorn without entry hazards. Note, that if you are afraid of Ferrothorn going for the Leech Seeds in the first turn, you always can skip Gravity and lure it into FireBlast. Or, you have a Grass type like Breelom or Virizion in your team, so that the opponent is not too likely to fire of Leech Seed carelessly.
This Blissey should at least be fast enough to outrun CB-Scizor. As you know, more speed is always welcome, so don't be afraid to experiment with the spreads.

EVs: 96 Def / 36 SAtk / 252 SDef / 124 Spd
Calm Nature (+SDef, -Atk)

This one outruns Skarmories without speed investments. The Smogon sets' speed investments are relatively loose, so I won't turn in the speed creep; do it yourself.
You, of course, can leave Skarmory to another teammate, because Skarmory is extremely susceptible to strong Earthquakes while Gravity is under effect.

EVs: 36 SAtk / 220 SDef / 252 Spd
Timid Nature (+Spd, -Atk)

This one ties with adamant offensive Scizor. But really: Offensive Scizors are most likely trying to setup on you anyway, so anything more than being faster than CB-Scizor and maybe Skarmory is speed-overkill.

Everything that can't be disintegrate by Fire Blast and doesn't try to kill you right of the bat is the target of Sing. Reuniclus appreciates Toxic, doesn't mind paralysis too much and may carry Psyshock, so they are likely to come in. Mixed Tyranitars are slower than Blissey, too, and may try to Pursuit-trap it. The DD variant may be faster, but will probably try to setup like offensive Scizor, just to be put into sleep without even having struggeled in sleep for a round as usual it is the case. Conkeldurr is on the same boat, Ferrothorn, too, if you want to play safe instead of risking to take Leech Seed in your face.

A Fire Gem is an option, too. On the sets I've shown the only thing this can accomplish is a OHKO of specially defensive Forretress. When using a Fire Gem, I personally try to at least OHKO Ferrothorn. 240 SAtk will do it, 184 when having SR on the field, 120 when having one layer of Spikes.
 
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Blissey @ Leftovers
Trait: Natural Cure
EVs: 136Def / 36 SAtk / 252SDef / 84 Spd
Calm Nature (+SDef, -Atk)
- Gravity
- Sing
- Fire Blast
- Softboiled
I'm sorry, but this set is horrible. There's absolutely no reason to use this outside of a dedicated Gravity team, and even then I doubt it would be very effective. First off, you're stuck with one damaging move, and it's not STAB backed and only has 8 PP. With her mediocre Special Attack, Blissey would be incredibly easy to PP stall, rendering her basically useless. Even if your opponent PP stall you, Fire Blast still probably won't OHKO anything unless they're 4x weak to Fire. To give you an idea, Fire Blast won't ever 2HKO 0HP/4SpD Celebi (41.6%-49.3%). That's pathetic. It's even worse because of all the Rain teams running around, effectively halving Blissey's power. Second, you talk about how Fire Blast was chosen for its ability to hit Steels that are immune to Toxic, but then you don't even have Toxic on your move set. Last, because of the supposed need to heavily invest in Speed and Special Attack (especially in the other EV spreads you listed), you're also forced to sacrifice a good chunk Blissey's bulk, which is the only reason to use Blissey in the first place. Without full investment in Defense, Blissey can't take even one Physical hit without being crippled. The only thing this set gives you in the end is a semi-reliable Sleep move, but one that takes two turns to set up. That's not even close to worth it. That comes at the expense of Blissey's ability to spread status, wall a good chunk of the metagame, heal status, and pass monstrous Wishes that usually fully heal other pokemon.

There are plenty of Special Walls that aren't setup bait, such as Latias, Heatran, and Meoletta (who also has a Sleep move). Use one of those if Blissey's lack of power is frustrating to you. Either way, there's just no good reason to use this set.
 
Any team with a fight move could easily switch into it and 1HKO her. No max HP/Def means the bast majority of the metagame will be able to 1HKO her with a Fight move. Also, that Gravity + Sing means 2 turns to set up, and thats just for a pseudo Spore. You waste 2 turns and they will most likely woke up in 2 turns. Doesnt really seems to pay off.

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Tentacruel @ Leftovers @ Rain Dish
252 HP 252 Def 4 SpD
- Acupressure
- Protect
- Surf
- Rest / Giga Drain

You restore 1/8 of your health in the turns you Acupressure and 1/4 in the turns you Protect. Then, STAB Surf under Rain with 196/392/588/784 SpA can 1HKO almost anything w/o Water Absorb.

Rest is there to remove status but you can go for Giga Drain to be able to hit pokemons with Water Absorb (the regen pseudo-counters BRN and PRZ is just evasion and speed, which you can take back from Acupressure).

Just use him as your 6th pokemon to avoid been phazed in your Rain team and enjoy the sweep.
 
Oh, it's sad, it really is. It looks awful.
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Blissey @ Leftovers
Trait: Natural Cure
EVs: 136Def / 36 SAtk / 252SDef / 84 Spd
Calm Nature (+SDef, -Atk)
- Gravity
- Sing
- Fire Blast
- Softboiled
That set is so wrong in so many ways. That's basicly trashing the whole concept of Blissey and turn it in something .. stupid. Even the standard Blissey I would not recommend to use on anything less than full stall teams, but this one is so impractical that it borders to "nigh-impossible" to create circumstances for it to be useful outside of those few surprise kills.
First of all, this one is more or less a sitting duck in the face of practically the whole metagame. As you said yourself, any reasonable strong and fast mon can and will force you out (never use Blissey with less than 252 Def, move them from the SDef to Def if you must). Most of the time you will only Use Gravity and switch. That said, Gravity itself is more likely to backfire unless your whole team is revolved around, which significantly limits your team options.
Also, you seemingly ignore, that Rain is a dominant force in this metagame and severely weakens your Fire Blast, unless it is somehow implicated you want to use sun in addition to gravity, limiting yourself further (the idea of safe Fire Blast spamming admittedly sounds appealing, though).
All in all, you have just made a creative, highly unusable mon who does almost nothing but inducing Gravity and luring. If it's that you had in mind, you will have to deal with it, but I won't recommend it for anyone else.


Also, try not to refer to you as "we" when we aren't. It's kinda irritating, even when I do it ourself, see?


Edit: Ok, admittedly, Blissey isn't too far away from a 2HKO of NP-Celebi, considered how wasteful you give away Blissey's bulk. 76 SAtk Allows you to 2HKO a 0/4 Celebi after one layer of entry hazard. That not factoring sun, but especially the superior rain in, and especially not +2 Celebi feasting from the gigantic HP. It still sucks and tomorrow I have the whole day to call you out on this one.
 
Oh, it's sad, it really is. It looks awful.

That set is so wrong in so many ways. That's basicly trashing the whole concept of Blissey and turn it in something .. stupid. Even the standard Blissey I would not recommend to use on anything less than full stall teams, but this one is so impractical that it borders to "nigh-impossible" to create circumstances for it to be useful outside of those few surprise kills.
First of all, this one is more or less a sitting duck in the face of practically the whole metagame. As you said yourself, any reasonable strong and fast mon can and will force you out (never use Blissey with less than 252 Def, move them from the SDef to Def if you must). Most of the time you will only Use Gravity and switch. That said, Gravity itself is more likely to backfire unless your whole team is revolved around, which significantly limits your team options.
Also, you seemingly ignore, that Rain is a dominant force in this metagame and severely weakens your Fire Blast, unless it is somehow implicated you want to use sun in addition to gravity, limiting yourself further (the idea of safe Fire Blast spamming admittedly sounds appealing, though).
All in all, you have just made a creative, highly unusable mon who does almost nothing but inducing Gravity and luring. If it's that you had in mind, you will have to deal with it, but I won't recommend it for anyone else.


Also, try not to refer to you as "we" when we aren't. It's kinda irritating, even when I do it ourself, see?

I... I am beyond confused right now...
 
Its not a terrible set, but yeah Blissey needs defensive investment, there is no debate here or else your eaten alive by pursuit, Bold 252 Def / 64 SpD is what you need to at least not be 2HKOed by pursuit (max 47%). Gravity isn't to bad, but yeah you need toxic over sing easily, the sleep is noth worth losing to volcarona ever.

Also you 96 speed evs to out speed scizor as most of them are really 8 speed and not 8 spD.
 
I don't play much anymore, but I've always wondered how viable a Automize/Swords Dance/Brave Bird/ Roost Skarmory would be. I'm assuming you'd have to go 252/252/6 to reach a desirable speed at +2, and even if he got both boosts off, who knows if the lack of bulk would even make him desirable to Roost.

On the plus side, you could Swords Dance on a switch, and utilize Sturdy for a +2 Brave Bird.
 
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Conkeldur @ Leftovers
EV: 170 HP 252 atk 86 spe
Trait: Guts
Nature: Adamant

-Drain Punch
-Mach Punch
-Ice Punch
-Pay Back

This set's main job is to be an offensive tank. Conkeldur can effectively become a status absorber because of guts; with the boost guts provides, bulk up isn't really needed. With leftovers residual damage isn't anything to worry about and poison or burn won't wear it down too easily. Think of it as a cb conkeldurr that can switch moves. The speed ev's makes sure you out speed chansey, blissey, hippowdon, tyranitar, and donphan. If you have a conkeldurr at low health send it in on a blissey, use drain punch and heal back up. The only reason your opponent would keep blissey on a weak conkeldurr is because it normally outspeeds. Since conkeldurr outspeeds both hippo and donphan it can effectively defeat them, before hippo heals or donphan wears it down.
 
I don't play much anymore, but I've always wondered how viable a Automize/Swords Dance/Brave Bird/ Roost Skarmory would be. I'm assuming you'd have to go 252/252/6 to reach a desirable speed at +2, and even if he got both boosts off, who knows if the lack of bulk would even make him desirable to Roost.
Probably even less viable than CB-Skarmory, who at least can dish out some surprise damage. AutoDance/DoubleDance is not bad per se, but Skarmory's stats leave a lot to be desired. Unlike powerhouses like Terrakion or Landorus(-T) Skarmory is either too slow, or too weak, depending on the setup move you use. Plus, both its neutral coverage and is SE coverage is poor at best. Rotom-W takes a pitiful amount of damage from Brave Bird, as well as anything else it might use; the strongest against it is Return. Other Skarmories wall the hell out of this one, and no matter what it does, it still can't scratch Magnezone.
If you ask me, even with a cookie cutter spead it still would be a better wall than a sweeper, for which its naturally given stat spread is responsible.

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Conkeldur @ Leftovers
EV: 170 HP 252 atk 86 spe
Trait: Guts
Nature: Adamant

-Drain Punch
-Mach Punch
-Ice Punch
-Pay Back
Well, I better think of it as a CB-Conkeldurr who takes residual damage. An All-Out-Attacker doesn't seem too alien. I just want to ask if it is really necessary to outspeed those said threats, especially Hippodown and Donphan who probably won't bend over after one attack anyway. When I start with full HP, I probably even want to underspeed the opponent in order to utilize Drain Punch to the whole extent, because otherwise it may start the next round weakened and Finish of with Mach Punch should they be weakened enough.
 
I've been in situations were my opponent has a chansey/blissey left and I have a weak conkeldurr and a special attacker. Outspeeding those threats decided the game for me a few times. This set takes the fact that conk won't be at 100% all the time so outspeeding and healing up could really change the tide of the match. IMO it's better to ouspeed and heal rather than be ko'd by the next two moves. As long as you don't give hippo the chance to heal up and you keep putting pressure, than once it's around 40-50% a statused conk can get the ko
 
I don't play much anymore, but I've always wondered how viable a Automize/Swords Dance/Brave Bird/ Roost Skarmory would be. I'm assuming you'd have to go 252/252/6 to reach a desirable speed at +2, and even if he got both boosts off, who knows if the lack of bulk would even make him desirable to Roost.

On the plus side, you could Swords Dance on a switch, and utilize Sturdy for a +2 Brave Bird.

Oh crap, were you the poor sod who used Automize Skarmory against me yesterday? Seriously, no. It is not viable. AT ALL. First off, to be even close to an actual threat you need two turns of set up, which is not something Skarmory is particularly likely to get. And even after you DO set up virtually any physically defensive Pokemon that isn't weak to flying is going to wall you. 80 Base attack is no where near good enough to sweep with good coverage, let alone with mono-type coverage (even if that one type is flying, one of the best offensive types in OU).

The real problem is setting up though. Skarmory without defensive investment is going to get shredded before it can set up properly. Skarmory basically NEEDS both boosts to be even close to a threat, and the chances of it getting those boosts off are very slim, especially if SR is on the field which it probably will be. Add that to the fact that virtually any special attacker is going to OHKO you and you have one hell of a bad set on your hands. Skarmory needs to stick to walling.

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Conkeldur @ Leftovers
EV: 170 HP 252 atk 86 spe
Trait: Guts
Nature: Adamant

-Drain Punch
-Mach Punch
-Ice Punch
-Pay Back

This set's main job is to be an offensive tank. Conkeldur can effectively become a status absorber because of guts; with the boost guts provides, bulk up isn't really needed. With leftovers residual damage isn't anything to worry about and poison or burn won't wear it down too easily. Think of it as a cb conkeldurr that can switch moves. The speed ev's makes sure you out speed chansey, blissey, hippowdon, tyranitar, and donphan. If you have a conkeldurr at low health send it in on a blissey, use drain punch and heal back up. The only reason your opponent would keep blissey on a weak conkeldurr is because it normally outspeeds. Since conkeldurr outspeeds both hippo and donphan it can effectively defeat them, before hippo heals or donphan wears it down.

I have a big problem with this set, and that's that a good player isn't going to throw status around randomly when Conk is about. Guts abusing Conk isn't anything new mind you; they just usually carry a Flame Orb to guarantee they actually get statused. Potential leftovers recovery isn't worth the very strong possibility of never getting statused at all, and being left with a distinctly underwhelming Conkeldurr. Don't forget that despite Conks' massive attack stat, it is deceptively weak without boosts due to the low BP of its moves. Conk basically NEEDS +1 to be a serious threat, and all his other, existing sets make sure that happens one way or another. This set is banking the opponent giving you what you need, which is never a good bet to make in a competitive environment.
 
@jimera0 Predicting a status move isn't that hard. Conk won't be keeping anyone from using a status move on anything, that's just a ridiculous statement, no pokemon bar espeon will keep people from throwing it around. Besides that, scald and toxic spikes exist along with jirachi's body slam. The difference between this set and the flame orb one is that it won't be worn down so quickly. Let me tell you that the left over recovery has more than once kept it from getting knocked out. I seriously think you're underestimating how strong it is if you think it needs a boost, it can still get the OHKO on plenty of pokes. Don't tell me depending on the opponent is a bad idea, just look at kingdra. Use it, it's one of those sets that needs experience for validation.
 
Oh crap, were you the poor sod who used Automize Skarmory against me yesterday? Seriously, no. It is not viable. AT ALL. First off, to be even close to an actual threat you need two turns of set up, which is not something Skarmory is particularly likely to get. And even after you DO set up virtually any physically defensive Pokemon that isn't weak to flying is going to wall you. 80 Base attack is no where near good enough to sweep with good coverage, let alone with mono-type coverage (even if that one type is flying, one of the best offensive types in OU).

The real problem is setting up though. Skarmory without defensive investment is going to get shredded before it can set up properly. Skarmory basically NEEDS both boosts to be even close to a threat, and the chances of it getting those boosts off are very slim, especially if SR is on the field which it probably will be. Add that to the fact that virtually any special attacker is going to OHKO you and you have one hell of a bad set on your hands. Skarmory needs to stick to walling.



I have a big problem with this set, and that's that a good player isn't going to throw status around randomly when Conk is about. Guts abusing Conk isn't anything new mind you; they just usually carry a Flame Orb to guarantee they actually get statused. Potential leftovers recovery isn't worth the very strong possibility of never getting statused at all, and being left with a distinctly underwhelming Conkeldurr. Don't forget that despite Conks' massive attack stat, it is deceptively weak without boosts due to the low BP of its moves. Conk basically NEEDS +1 to be a serious threat, and all his other, existing sets make sure that happens one way or another. This set is banking the opponent giving you what you need, which is never a good bet to make in a competitive environment.

I wasn't, but I'm glad to know that someone else made a fool of them self so I don't have to. :)
 
@jimera0 Predicting a status move isn't that hard. Conk won't be keeping anyone from using a status move on anything, that's just a ridiculous statement, no pokemon bar espeon will keep people from throwing it around. Besides that, scald and toxic spikes exist along with jirachi's body slam. The difference between this set and the flame orb one is that it won't be worn down so quickly. Let me tell you that the left over recovery has more than once kept it from getting knocked out. I seriously think you're underestimating how strong it is if you think it needs a boost, it can still get the OHKO on plenty of pokes. Don't tell me depending on the opponent is a bad idea, just look at kingdra. Use it, it's one of those sets that needs experience for validation.

First of all, you are kidding yourself if you think people won't be wary throwing out status when Conkeldurr can come on to the field. Very few people will risk throwing status out there if it has the ability to raise the power of something as naturally dangerous and strong as Conkeldurr.

No it is a bad idea to rely on your opponent. Kingdra is used because of the extreme overuse of rain in the meta (even then it isn't that good but that is another discussion) and it has the capacity to be very threatening outside of it. Meanwhile, there is no extreme overuse of status in the meta now and you lessen the capacity how threatening Conkeldurr can be. There are numerous of examples of how relying on your opponent is a bad idea. Would you use Leftovers Poison Heal Gliscor? What you say you are trying to accomplish now is very similar.

The point is that relying on your opponent doesn't give you consistent wins, which is the most important aspect of a Pokemon set. Removing the ability to boost Conkeldurr's power on your own accord every game is not worth the mitigation of status damage; status which that it might get.
 
Lol do play this game or do you just like throwing around ideas that have no practical implication? People will throw status, or a move that causes it, you're acting as if everyone is intelligent and that one pokemon will limit the use of status completely. What do you mean no "extreme over use"? Status is every were. At least two pokemon on each team carry a status move, and another has a move with a great chance at inducing it. Trust me, people will throw status at your wall and attempt to out predict you, I've actually EXPERIENCED this. It's main job as I mentioned in my first post is a status absorber. It works well on my team giving me countless wins each time. Rain is used on 22% of teams, that's not "extreme over use", it's just very common. The only teams that don't utilize status move are HO teams, which are only 20%, meaning a status move will be found in 80% of teams, that's a big number. -gasp- And if you're facing a stall team, were status is inevitable, than conkeldurr is having a field day. Using your opponents team against them, isn't noncompetitive, in fact it's a great way at dealing with something your team is weak to. Kingdra-good for teams weak to rain. Conkeldurr-good against teams that utilize status.
 
Lol do play this game or do you just like throwing around ideas that have no practical implication? People will throw status, or a move that causes it, you're acting as if everyone is intelligent and that one pokemon will limit the use of status completely. What do you mean no "extreme over use"? Status is every were. At least two pokemon on each team carry a status move, and another has a move with a great chance at inducing it. Trust me, people will throw status at your wall and attempt to out predict you, I've actually EXPERIENCED this. It's main job as I mentioned in my first post is a status absorber. It works well on my team giving me countless wins each time. Rain is used on 22% of teams, that's not "extreme over use", it's just very common. The only teams that don't utilize status move are HO teams, which are only 20%, meaning a status move will be found in 80% of teams, that's a big number. -gasp- And if you're facing a stall team, were status is inevitable, than conkeldurr is having a field day. Using your opponents team against them, isn't noncompetitive, in fact it's a great way at dealing with something your team is weak to. Kingdra-good for teams weak to rain. Conkeldurr-good against teams that utilize status.

This is under the assumption that Conkeldurr is a good switch in to everything that has status. Yeah, you can get statused easily. And then the same Dragonite that just paralyzed you OHKOs you with hurricane. Just because you have a Conkeldurr and it has status doesn't mean you've suddenly got an I win button because you're recovering 6% health a turn. The point of Flame Orb/Toxic Orb is that it happens when you want it to happen, not when your opponent makes it happen.
 
Lol do play this game or do you just like throwing around ideas that have no practical implication?

No I don't play this game. "Extreme overuse" doesn't mean something like a point in time where everyone and their mom was using rain to try new stuff. I'm really not the guy who went through almost every Conkeldurr set to see how they played. I am especially not that guy who would put an OO mention of the same exact Conekldurr set in the Conkeldurr analysis and had it approved.

So yeah what the hell do I know superbadd?
 
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Conkeldurr
@ Life Orb
Trait: Sheer Force
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature (+Atk, -SAtk)
- Mach Punch / Force Palm / Drain Punch
- Fire Punch
- Ice Punch
- ThunderPunch

While we're talking about an all out attacking Conkeldurr, this is the best. It works best in the sun. Gen 5 move tutors gave this guy all 3 of the elemental punches, give it superb coverage. You can probably add some speed to outspeed stuff like Skarm, etc. As far as teammates, Ninetales provides Sun. Wish support is always welcome. This is one of the best sets I've used in Gen 5, and I encourage you all to try this.
 
No I don't play this game. "Extreme overuse" doesn't mean something like a point in time where everyone and their mom was using rain to try new stuff. I'm really not the guy who went through almost every Conkeldurr set to see how they played. I am especially not that guy who would put an OO mention of the same exact Conekldurr set in the Conkeldurr analysis and had it approved.

So yeah what the hell do I know superbadd?

ex·treme/ikˈstrēm/
Adjective:
Reaching a high or the highest degree; very great: "extreme cold".


"Extreme overuse" does sound like everyone is using it. If that's not what you meant, pick your words more wisely next time. Since you also approve the conkeldurr set why go against it the way you did? I don't know if you like playing the devil's advocate or you are just plain hypocritical. In any case, I questioned the way you think status moves aren't common and how you knew what every player would do, not whether or not you know how to use conkeldurr.
 
@Tangelo, Sheer Force Conkeldurr is, believe it or not, outclassed by Guts Conkeldurr - if/when the opponent figures out your ruse, they'll nail you with Will-O-Wisp and you'll be useless.
 
ex·treme/ikˈstrēm/
Adjective:
Reaching a high or the highest degree; very great: "extreme cold".


"Extreme overuse" does sound like everyone is using it. If that's not what you meant, pick your words more wisely next time. Since you also approve the conkeldurr set why go against it the way you did? I don't know if you like playing the devil's advocate or you are just plain hypocritical. In any case, I questioned the way you think status moves aren't common and how you knew what every player would do, not whether or not you know how to use conkeldurr.

To clarify, he did not approve of it. The "OO" section of an analysis is basically the place where all the shitty ideas go that could work in theory but suck in practice. Go ahead and hang out in the C&C section of the site for a while and you'll see what I mean. OO is where outdated, overspecialized, unreliable or flat out bad ideas go to die.

Arguing semantics over a phrase he used is also the oldest diversionary tactic in the book and is a clear sign that you got your ass handed to you.

And the issue isn't that status moves aren't common, but that they aren't guaranteed. It's the difference between always having a Pokemon that always gets an attack boost vs. one that only sometimes gets an attack boost. It's different from Kingdra and rain as well, in that Kingdra can a) Provide it's own rain with Rain Dance b) Rain is a permanent battle condition that is sure to come into play any time Politoed is on a team. Yes more teams might have status moves, but the chance that those status moves will be used and that you will correctly predict and switch Conk into them AND that doing so won't get Conk killed right off the bat are actually considerably lower than the 22% chance of Politoed appearing. And again, Kingdra can provide its own rain, unlike the set you just suggested which cannot provide its own status.

The other issue, and perhaps the more important one, is that when using your set you don't get the boost immediately when you need it. An unboosted Conkeldurr is not particularly threatening, and if you have to wait for the opponent to throw a status move your way then you might not be able to take advantage of the boost when you need it most. For instances, for checking CB Terrakion, without the boost Conkeldurr will get smushed as it won't do enough damage to KO it. However with Flame Orb, you can activate the orb whenever you want just by switching in, ensuring that you have that power you need to check that Terrakion when you need it.

Ultimately, when looking at your set you have to look at the risk vs. reward factor. The reward is an extra 6% of health a turn. The risk is not having the power to do anything and being almost completely useless until you get the chance to absorb status from an opponent (which may be a long time since most good players WILL be careful with status around Conkeldurr). Most people don't believe the extra 6% a turn is worth it when the consequence is essentially being down a Pokemon for a large portion (or potenially all of) a match.

Now, please stop being butthurt that your set is not getting the reception you hoped for. Creative sets often fall flat. It's just the way it is; coming up with a truly new and effective set is a daunting and challenging task, and most of the sets on this thread really don't work very well in practice. Accept that you missed this time and look towards the future, before you start making more personal attacks and get yourself infracted.
 
@Tangelo, Sheer Force Conkeldurr is, believe it or not, outclassed by Guts Conkeldurr - if/when the opponent figures out your ruse, they'll nail you with Will-O-Wisp and you'll be useless.

Since most of the things that burn are pretty obvious I never found that to be a problem.

I actually have to agree with Tangelo on this one. The key is not to play Conkeldurr in such a way as to bluff Guts, and to simply treat Conk as any other physical attacker that has to fear Burn. Basically, don't switch into Scalds, lava plumes and wispers, and you should be fine.

That being said, the fact that you have to watch out for these things is precisely why the sheer force set is outclassed. I actually did some calculations with Sheer force vs. guts in the Conkledurr thread a week or two or something ago, and basically the conclusion I came to was this;

Sheer force:
Weaker STAB attacks
Slightly stronger coverage moves
Slightly weaker Payback should you choose to use it
Greater survivability from a damage perspective
vulnerable to status

Guts:
Stronger STAB attacks
slightly weaker coverage moves
slightly stronger payback
On a timer due to residual damage (though Drain Punch can help minimize this)
immunity to status.

While at first glance they seem pretty even, the real kicker is that immunity to status. Guts conk can stay in on situations where Sheer Force conk can't, such as against bulky waters and heatran (scald and lava plume), and that greatly boosts its usefulness, residual damage or not. Status absorbers in general are extremely powerful in this metagame, so that's a big deal in and of itself.

That being said it's not like there's no place for Sheer force, but for most teams Flame/toxic orb has more utility and general usefulness. If surviving strict damage is your top priority, then Sheer force Conk could be more useful to you. Just remember that a burned Sheer Force conk is about as useful to you as a fainted Flame Orb Conk.
 
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