KM
slayification
This thread is meant to shed some light on the pokemon, movesets, or item choices on a set in UU that could be considered a viable gimmick. It differs from the lower-tier threats thread as it focuses on good, non-standard sets rather than good, non-standard pokemon.
Definition of a Viable UU Gimmick - please read before posting:
A viable gimmick must fulfill all of the following requirements.
1. First, and primarily, a viable gimmick must be viable (duh). Before you post a set, look at it and ask yourself if it is outclassed or irrelevant. For instance, there's no point posting an eviolite Baltoy set with the same moves as a Claydol set, as it is obviously inferior. In order for a set to be viable, it must either fill a role that the standard set does not, provide significant enough surprise factor through items, moves, or other factors that overcome the disadvantage of not using preferred moves, or merely accomplish an existing role better than a common pokemon does.
2. A viable gimmick must not be listed as a standard set on the Smogon website. There must be enough difference between your set and an existing one to qualify it as a gimmick. I'm not going to quantify this by saying "nature, EV Spread, and at least one move must be different", or whatever, but use your judgement. If you find Modest LO Shaymin with all the standard moves to be better than Timid LO Shaymin, that's a great opinion, but here isn't the place for it.
3. Finally, and possibly most obviously, the gimmick must be both usable and rational in UU in specific. Please do not post things like "Running HP Psychic on Arcanine is effective in higher tiers because it allows it to deal with Toxicroak." You are obviously welcome to use and highlight pokemon in lower tiers than UU, but the role that they fill must be in direct correlation to the UU metagame specifically.
What should my post look like in this thread?
The rules I'll be following for posts in this thread are similar to those in the corresponding thread for UU, although perhaps not as strict.
There are three components when you post a set. The first, and possibly most important, is the set itself. The bare minimum requires EVs, items, moves, and nature, but a sprite is appreciated.
Secondly, a description of the pokemon and why you chose the nature, EVs, items, and moves is necessary. Say how the moves deal with certain threats, or why you chose Adamant over Jolly.
Finally, you want to compare it to other existing threats in the UU metagame and make your point as to why it is a better use of that pokemon, why it fills a niche that others do not, or how it deals with counters that other sets of the same pokemon can not.
Example:
@ Salac Berry
Trait: Moxie/Swarm
EVs: 252 Atk/252 Spe/4 HP
Jolly Nature
- Endure
- Reversal
- Megahorn/Close Combat
- Stone Edge/Close Combat
EndureSalac Heracross is an unexpected threat, moreso with the abundance of scarfed and banded varients running around. Salac Berry acts as a great bluff for a choice item, and if you play with it right and bring it in on things that you're faster than without a scarf, you can easily trick the opponent. I chose Jolly Nature to be able to outspeed Adamant Scarf Hera after the boost, as well as the ability to outspeed things like Chandelure, Modest Rotom-Heat, and other big threats.
Endure and Reversal are obviously the crux of the set, but what makes this set so great as compared to other reversal users (most notably Hitmonlee) is that it has tremendous use and offensive presence before it pops the gimmick and endures. If you keep Megahorn and Stone Edge, you still have great coverage and a strong stab move, whereas Close Combat allows you to further bluff your choiced-ness as well as weaken you so that you can endure on a weaker attack and get down to 1HP. That said, I prefer Megahorn and Stone Edge for the increased coverage.
In many ways, this set outclasses Scarfed Heracross as a late-game cleaner and a Moxie sweeper. Not only does enduring with Salac Berry give you the 1.5x Speed Boost without needing to be locked into an inaccurate or not very effective move, you also get a major power boost from reversal over close combat, from 180 BP after stab to a staggering 300 BP. This allows you to forgo having to rely on things like Stone Edge and their shaky accuracy when dealing with certain threats. For example, at +1, a full-powered Reversal from Heracross easily OHKOs LO Zapdos after Stealth Rocks, whereas Close Combat does little over half. At +2, Nidoqueen gets OHKOd without any hazards at all, no matter what.
Although Moxie is the preferred ability for maximum cleaning ability, Swarm is also a viable option, as it gives you a guaranteed 33% damage boost to your Megahorn at low health. With Heracross' massive attack, 300 BP Reversal, and great coverage, you might not need those Moxie boosts to sweep through a team.
Some final words. It should go without saying that you are more than welcome to respond and discuss to any sets posted in this forum, and that it's not merely meant to be a eruption of gimmicks with no analysis. That said, all gimmicks that are deemed worthwhile to the UU metagame will be archived in the Archives, below.
Credits to Jukain for being awesome letting me adopt this idea from OU and put into UU, and thanks in advance to everyone for posting :)
~Kitten Milk
Archives
Endure Salac Heracross
@ Salac Berry
Trait: Moxie/Swarm
EVs: 252 Atk/252 Spe/4 HP
Jolly Nature
- Endure
- Reversal
- Megahorn/Close Combat
- Stone Edge/Close Combat
EndureSalac Heracross is an unexpected threat, moreso with the abundance of scarfed and banded varients running around. Salac Berry acts as a great bluff for a choice item, and if you play with it right and bring it in on things that you're faster than without a scarf, you can easily trick the opponent. I chose Jolly Nature to be able to outspeed Adamant Scarf Hera after the boost, as well as the ability to outspeed things like Chandelure, Modest Rotom-Heat, and other big threats.
Endure and Reversal are obviously the crux of the set, but what makes this set so great as compared to other reversal users (most notably Hitmonlee) is that it has tremendous use and offensive presence before it pops the gimmick and endures. If you keep Megahorn and Stone Edge, you still have great coverage and a strong stab move, whereas Close Combat allows you to further bluff your choiced-ness as well as weaken you so that you can endure on a weaker attack and get down to 1HP. That said, I prefer Megahorn and Stone Edge for the increased coverage.
In many ways, this set outclasses Scarfed Heracross as a late-game cleaner and a Moxie sweeper. Not only does enduring with Salac Berry give you the 1.5x Speed Boost without needing to be locked into an inaccurate or not very effective move, you also get a major power boost from reversal over close combat, from 180 BP after stab to a staggering 300 BP. This allows you to forgo having to rely on things like Stone Edge and their shaky accuracy when dealing with certain threats. For example, at +1, a full-powered Reversal from Heracross easily OHKOs LO Zapdos after Stealth Rocks, whereas Close Combat does little over half. At +2, Nidoqueen gets OHKOd without any hazards at all, no matter what.
Although Moxie is the preferred ability for maximum cleaning ability, Swarm is also a viable option, as it gives you a guaranteed 33% damage boost to your Megahorn at low health. With Heracross' massive attack, 300 BP Reversal, and great coverage, you might not need those Moxie boosts to sweep through a team.
Endeavor Piloswine
Anti-Umbreon Gothorita
Lead Offensive Omastar
Belly Drum Darm
Trapper Azu
Flame Orb/WoW Chandelure
Definition of a Viable UU Gimmick - please read before posting:
A viable gimmick must fulfill all of the following requirements.
1. First, and primarily, a viable gimmick must be viable (duh). Before you post a set, look at it and ask yourself if it is outclassed or irrelevant. For instance, there's no point posting an eviolite Baltoy set with the same moves as a Claydol set, as it is obviously inferior. In order for a set to be viable, it must either fill a role that the standard set does not, provide significant enough surprise factor through items, moves, or other factors that overcome the disadvantage of not using preferred moves, or merely accomplish an existing role better than a common pokemon does.
2. A viable gimmick must not be listed as a standard set on the Smogon website. There must be enough difference between your set and an existing one to qualify it as a gimmick. I'm not going to quantify this by saying "nature, EV Spread, and at least one move must be different", or whatever, but use your judgement. If you find Modest LO Shaymin with all the standard moves to be better than Timid LO Shaymin, that's a great opinion, but here isn't the place for it.
3. Finally, and possibly most obviously, the gimmick must be both usable and rational in UU in specific. Please do not post things like "Running HP Psychic on Arcanine is effective in higher tiers because it allows it to deal with Toxicroak." You are obviously welcome to use and highlight pokemon in lower tiers than UU, but the role that they fill must be in direct correlation to the UU metagame specifically.
What should my post look like in this thread?
The rules I'll be following for posts in this thread are similar to those in the corresponding thread for UU, although perhaps not as strict.
There are three components when you post a set. The first, and possibly most important, is the set itself. The bare minimum requires EVs, items, moves, and nature, but a sprite is appreciated.
Secondly, a description of the pokemon and why you chose the nature, EVs, items, and moves is necessary. Say how the moves deal with certain threats, or why you chose Adamant over Jolly.
Finally, you want to compare it to other existing threats in the UU metagame and make your point as to why it is a better use of that pokemon, why it fills a niche that others do not, or how it deals with counters that other sets of the same pokemon can not.
Example:
Trait: Moxie/Swarm
EVs: 252 Atk/252 Spe/4 HP
Jolly Nature
- Endure
- Reversal
- Megahorn/Close Combat
- Stone Edge/Close Combat
EndureSalac Heracross is an unexpected threat, moreso with the abundance of scarfed and banded varients running around. Salac Berry acts as a great bluff for a choice item, and if you play with it right and bring it in on things that you're faster than without a scarf, you can easily trick the opponent. I chose Jolly Nature to be able to outspeed Adamant Scarf Hera after the boost, as well as the ability to outspeed things like Chandelure, Modest Rotom-Heat, and other big threats.
Endure and Reversal are obviously the crux of the set, but what makes this set so great as compared to other reversal users (most notably Hitmonlee) is that it has tremendous use and offensive presence before it pops the gimmick and endures. If you keep Megahorn and Stone Edge, you still have great coverage and a strong stab move, whereas Close Combat allows you to further bluff your choiced-ness as well as weaken you so that you can endure on a weaker attack and get down to 1HP. That said, I prefer Megahorn and Stone Edge for the increased coverage.
In many ways, this set outclasses Scarfed Heracross as a late-game cleaner and a Moxie sweeper. Not only does enduring with Salac Berry give you the 1.5x Speed Boost without needing to be locked into an inaccurate or not very effective move, you also get a major power boost from reversal over close combat, from 180 BP after stab to a staggering 300 BP. This allows you to forgo having to rely on things like Stone Edge and their shaky accuracy when dealing with certain threats. For example, at +1, a full-powered Reversal from Heracross easily OHKOs LO Zapdos after Stealth Rocks, whereas Close Combat does little over half. At +2, Nidoqueen gets OHKOd without any hazards at all, no matter what.
Although Moxie is the preferred ability for maximum cleaning ability, Swarm is also a viable option, as it gives you a guaranteed 33% damage boost to your Megahorn at low health. With Heracross' massive attack, 300 BP Reversal, and great coverage, you might not need those Moxie boosts to sweep through a team.
----------------
That description is obviously more than necessary, but I really do like EndureSalac Heracross, so I got a little bit carried away. (Seriously people, try it).
Some final words. It should go without saying that you are more than welcome to respond and discuss to any sets posted in this forum, and that it's not merely meant to be a eruption of gimmicks with no analysis. That said, all gimmicks that are deemed worthwhile to the UU metagame will be archived in the Archives, below.
Credits to Jukain for being awesome letting me adopt this idea from OU and put into UU, and thanks in advance to everyone for posting :)
~Kitten Milk
Archives
Endure Salac Heracross
Trait: Moxie/Swarm
EVs: 252 Atk/252 Spe/4 HP
Jolly Nature
- Endure
- Reversal
- Megahorn/Close Combat
- Stone Edge/Close Combat
EndureSalac Heracross is an unexpected threat, moreso with the abundance of scarfed and banded varients running around. Salac Berry acts as a great bluff for a choice item, and if you play with it right and bring it in on things that you're faster than without a scarf, you can easily trick the opponent. I chose Jolly Nature to be able to outspeed Adamant Scarf Hera after the boost, as well as the ability to outspeed things like Chandelure, Modest Rotom-Heat, and other big threats.
Endure and Reversal are obviously the crux of the set, but what makes this set so great as compared to other reversal users (most notably Hitmonlee) is that it has tremendous use and offensive presence before it pops the gimmick and endures. If you keep Megahorn and Stone Edge, you still have great coverage and a strong stab move, whereas Close Combat allows you to further bluff your choiced-ness as well as weaken you so that you can endure on a weaker attack and get down to 1HP. That said, I prefer Megahorn and Stone Edge for the increased coverage.
In many ways, this set outclasses Scarfed Heracross as a late-game cleaner and a Moxie sweeper. Not only does enduring with Salac Berry give you the 1.5x Speed Boost without needing to be locked into an inaccurate or not very effective move, you also get a major power boost from reversal over close combat, from 180 BP after stab to a staggering 300 BP. This allows you to forgo having to rely on things like Stone Edge and their shaky accuracy when dealing with certain threats. For example, at +1, a full-powered Reversal from Heracross easily OHKOs LO Zapdos after Stealth Rocks, whereas Close Combat does little over half. At +2, Nidoqueen gets OHKOd without any hazards at all, no matter what.
Although Moxie is the preferred ability for maximum cleaning ability, Swarm is also a viable option, as it gives you a guaranteed 33% damage boost to your Megahorn at low health. With Heracross' massive attack, 300 BP Reversal, and great coverage, you might not need those Moxie boosts to sweep through a team.
Endeavor Piloswine
Piloswine @ Eviolite
Trait: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Endeavor
- Ice Shard
A+ Stealth rock setter. Strong Raikou/Zapdos counter. Extremely high defenses. Anti-hail striker. Ultimate Electric counter. Busts Gligar and Flygon
and when you predict yourself getting to low HP levels you can Endeavor for a big fuck-you before Ice Sharding the opponent and signing off
252 Atk Heracross Close Combat vs. 252 HP / 4 Def Eviolite Piloswine: 306-362 (75.74 - 89.6%) -- guaranteed 2HKO
252+ Atk Heracross Close Combat vs. 252 HP / 4 Def Eviolite Piloswine: 336-396 (83.16 - 98.01%) -- guaranteed 2HKO
252 Atk Mienshao Hi Jump Kick vs. 252 HP / 4 Def Eviolite Piloswine: 332-392 (82.17 - 97.02%) -- guaranteed 2HKO
Trait: Thick Fat
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Endeavor
- Ice Shard
A+ Stealth rock setter. Strong Raikou/Zapdos counter. Extremely high defenses. Anti-hail striker. Ultimate Electric counter. Busts Gligar and Flygon
and when you predict yourself getting to low HP levels you can Endeavor for a big fuck-you before Ice Sharding the opponent and signing off
252 Atk Heracross Close Combat vs. 252 HP / 4 Def Eviolite Piloswine: 306-362 (75.74 - 89.6%) -- guaranteed 2HKO
252+ Atk Heracross Close Combat vs. 252 HP / 4 Def Eviolite Piloswine: 336-396 (83.16 - 98.01%) -- guaranteed 2HKO
252 Atk Mienshao Hi Jump Kick vs. 252 HP / 4 Def Eviolite Piloswine: 332-392 (82.17 - 97.02%) -- guaranteed 2HKO
Anti-Umbreon Gothorita
Hai Umbreon Fak U (Gothorita)
@Eviolite
Bold Nature
EVs: 96 Spe / 248 HP / 164 Def
Moves:
-Taunt
-Rest
-Sleep Talk
-Toxic
I really hate Umbreon and if you do too, then this is the set for you (rhymes). The idea is to get off a toxic and keep the taunt thing going but if that doesn't work, you can always stall umbreon out of foul plays and force it to struggle. Obviously this set can deal with other pokemon very well, too, but I made the EVs specifically for Umbreon.
Bold Nature
EVs: 96 Spe / 248 HP / 164 Def
Moves:
-Taunt
-Rest
-Sleep Talk
-Toxic
I really hate Umbreon and if you do too, then this is the set for you (rhymes). The idea is to get off a toxic and keep the taunt thing going but if that doesn't work, you can always stall umbreon out of foul plays and force it to struggle. Obviously this set can deal with other pokemon very well, too, but I made the EVs specifically for Umbreon.
Lead Offensive Omastar
Yeah. I never post here, but here's a cool one.
Omastar @ Focus Sash
Trait: Weak Armor
Nature: Modest/Timid
EVs: 4 HP / 252 Sp. Att / 252 Spe
- Spikes
- Stealth Rock
- Surf/Hydro Pump
- Ice Beam/Grass Knot
idk if this counts as a gimmick or not, but I'll shoot. When people see Omastar, they think of Shell Smash. Furthermore, if they see Omastar in the lead position, they usually think that its just some cocky dude trying to Shell Smash asap. This set capitalizes on this to support your team with double hazards from Turn 1. By the time they respond, you've most likely laid down SR and 1 - 2 Spikes with Weak Armor activated. Now he switches into sweeper mode and terrorize everyone with high damage output, something that the other Hazards lead, Crustle, could never accomplish.
Continuing on. When matched up against the top 10 leads (minus Froslass ofc):
#1: Bronzong)
252 SpAtk Omastar (+SpAtk) Hydro Pump vs 252 HP/4 SpDef Bronzong: 51.48% - 60.65%
2-3 hits to KO (with Leftovers)
252 SpAtk Omastar Hydro Pump vs 252 HP/4 SpDef Bronzong: 47.04% - 55.33%
2-3 hits to KO (with Leftovers)
So basically, Omastar with a Hydro Pump threatens Bronzong with a 2HKO from Hydro Pump, either forcing it out or debilitating it for mid to late game (especially since it has no real recovery options). No matter which nature you run (Modest or Timid), you're still going to hurt him pretty badly.
#2: Mienshao) Mienshaos in lead position either run Fake Out + Life Orb or Choice Scarf. Fake Out activates Weak Armor, boosting Timid Omastar to 343.5 Speed, which is greater than Jolly LO Mienshao's 339 Speed. Then following up:
252 SpAtk Omastar Hydro Pump vs 0 HP/4 SpDef Mienshao: 100% - 117.71%
Guaranteed OHKO
So either way, it's a losing situation for Mienshao and a perfect setup for Omastar after Mienshao's dead. CS Mienshao will most likely HJK Omastar or U-Turn out to break an anticipated Sash. The former leaves a dead Mienshao and the latter gives Omastar free speed to set up hazards.
#3: Azelf) Kind of a losing prospect here to some degree. If Azelf invests in killing Omastar, it risks being brought down to Focus Sash from an attack from Omastar and then get picked off by Omastar's team members. If it decides to set up, Omastar will just Hydro Pump it to death and still have the speed to set up hazards after Azelf is dead.
#4: Rhyperior) Joke?
#5: Ambipom) Sadly and ironically, this is one lead Omastar can't beat. Fake Out breaks its Sash and Low Kick kills it. :(
#6: Crobat) As stated, most people anticipate Omastar to be Shell Smash, so Bat will Taunt regardless. This gives Omastar a kill advantage.
252 SpAtk Omastar Hydro Pump vs 176 HP/4 SpDef Crobat: 60.85% - 71.83%
2 hits to KO (with Leftovers)
So yeah. If Crobat decides to Brave Bird it the turn after Taunt, it gives Omastar a +1 as well as a kill secure on Crobat. Ice Beam does around the same damage as Hydro Pump (95*2 = 190; 120*1.5 = 180) << close enough
#7: Swampert) HP Grass makes this thing a joke.
#8: Sableye) The most he can do is Taunt Omastar and hit it repeatedly with Foul Play. He can stall out Omastar if used correctly, but if you keep on spamming Hydro Pump until his supposed Turn 1 Taunt wears off, you can potentially hit him with a Hydro Pump and KO him or set up hazards when he recovers. WoW is going to make the aformentioned situation shorter, but it still potentially guarantees you hazards at some point during or after fighting with Sableye.
#9: Victini) Focus Sash on Bolt Strike, Hydro Pump for the win.
#10: Darmanitan) Focus Sash on the Earthquake/Superpower, Hydro Pump for the win
Toxic Spikes are another cool option vs. teams lacking a poison type, and can be used over Spikes if you wish.
Additions/Corrections by Sweep in Italics.
Omastar @ Focus Sash
Trait: Weak Armor
Nature: Modest/Timid
EVs: 4 HP / 252 Sp. Att / 252 Spe
- Spikes
- Stealth Rock
- Surf/Hydro Pump
- Ice Beam/Grass Knot
idk if this counts as a gimmick or not, but I'll shoot. When people see Omastar, they think of Shell Smash. Furthermore, if they see Omastar in the lead position, they usually think that its just some cocky dude trying to Shell Smash asap. This set capitalizes on this to support your team with double hazards from Turn 1. By the time they respond, you've most likely laid down SR and 1 - 2 Spikes with Weak Armor activated. Now he switches into sweeper mode and terrorize everyone with high damage output, something that the other Hazards lead, Crustle, could never accomplish.
Continuing on. When matched up against the top 10 leads (minus Froslass ofc):
#1: Bronzong)
252 SpAtk Omastar (+SpAtk) Hydro Pump vs 252 HP/4 SpDef Bronzong: 51.48% - 60.65%
2-3 hits to KO (with Leftovers)
252 SpAtk Omastar Hydro Pump vs 252 HP/4 SpDef Bronzong: 47.04% - 55.33%
2-3 hits to KO (with Leftovers)
So basically, Omastar with a Hydro Pump threatens Bronzong with a 2HKO from Hydro Pump, either forcing it out or debilitating it for mid to late game (especially since it has no real recovery options). No matter which nature you run (Modest or Timid), you're still going to hurt him pretty badly.
#2: Mienshao) Mienshaos in lead position either run Fake Out + Life Orb or Choice Scarf. Fake Out activates Weak Armor, boosting Timid Omastar to 343.5 Speed, which is greater than Jolly LO Mienshao's 339 Speed. Then following up:
252 SpAtk Omastar Hydro Pump vs 0 HP/4 SpDef Mienshao: 100% - 117.71%
Guaranteed OHKO
So either way, it's a losing situation for Mienshao and a perfect setup for Omastar after Mienshao's dead. CS Mienshao will most likely HJK Omastar or U-Turn out to break an anticipated Sash. The former leaves a dead Mienshao and the latter gives Omastar free speed to set up hazards.
#3: Azelf) Kind of a losing prospect here to some degree. If Azelf invests in killing Omastar, it risks being brought down to Focus Sash from an attack from Omastar and then get picked off by Omastar's team members. If it decides to set up, Omastar will just Hydro Pump it to death and still have the speed to set up hazards after Azelf is dead.
#4: Rhyperior) Joke?
#5: Ambipom) Sadly and ironically, this is one lead Omastar can't beat. Fake Out breaks its Sash and Low Kick kills it. :(
#6: Crobat) As stated, most people anticipate Omastar to be Shell Smash, so Bat will Taunt regardless. This gives Omastar a kill advantage.
252 SpAtk Omastar Hydro Pump vs 176 HP/4 SpDef Crobat: 60.85% - 71.83%
2 hits to KO (with Leftovers)
So yeah. If Crobat decides to Brave Bird it the turn after Taunt, it gives Omastar a +1 as well as a kill secure on Crobat. Ice Beam does around the same damage as Hydro Pump (95*2 = 190; 120*1.5 = 180) << close enough
#7: Swampert) HP Grass makes this thing a joke.
#8: Sableye) The most he can do is Taunt Omastar and hit it repeatedly with Foul Play. He can stall out Omastar if used correctly, but if you keep on spamming Hydro Pump until his supposed Turn 1 Taunt wears off, you can potentially hit him with a Hydro Pump and KO him or set up hazards when he recovers. WoW is going to make the aformentioned situation shorter, but it still potentially guarantees you hazards at some point during or after fighting with Sableye.
#9: Victini) Focus Sash on Bolt Strike, Hydro Pump for the win.
#10: Darmanitan) Focus Sash on the Earthquake/Superpower, Hydro Pump for the win
Toxic Spikes are another cool option vs. teams lacking a poison type, and can be used over Spikes if you wish.
Additions/Corrections by Sweep in Italics.
Belly Drum Darm
Realistically, Belly Drum Darmanitan is about as viable as the Reversal Heracross set you posted. However, it's a gimmick I've seen work before, mostly because if it can Drum safely, it sets up a win condition against a team where you've paralyzed/killed all the scarfed/faster Pokemon + priority users (though that's an enormous if). If you're going to use a Belly Drummer, this very well may be the easiest one in the game to use. Darmanitan can OHKO the entire metagame at +6 with Fire Punch and Earthquake after Stealth Rock with the given setup, it cannot be burnt by Sableye, and it usually has plenty of chances to force switches against the opponent. Still, the big issue that keeps this set a gimmick is that there is a faster poke/priority user on nearly every UU team. You will be hard pressed to find a team with nothing able to outspeed base 95 right off the bat, but if you can somehow get rid of those faster Pokemon (or get behind a Substitute), Darmanitan is essentially impossible to stop if it gets a Drum off.
Darmanitan
@Salac Berry/Soft Sand
Ability: Sheer Force
Jolly Nature
EVs: 252 Atk, 252 Spe, 6 SpD
- Belly Drum
- Fire Punch
- Earthquake
- Substitute/Encore
Calcs w Jolly Nature (Using Honkalculator 4000):
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Corfagrigus: 116.56%-137.81% (OHKO, but note that you lose Sheer Force afterward)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Cresselia: 96.62%-113.73% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Dusclops w Eviolite: 95.42%-112.32% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Gligar w Eviolite: 93.71%-110.77% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Porygon2 w Eviolite: 93.04%-109.35% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Rotom-H: 75.98%-89.98% (OHKO w Stealth Rock. Also, 252 HP/252 +Def Rotom-H doesn't exist anyway.)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Blastoise: 109.39%-129.00% (OHKO)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Milotic: 117.00%-137.81% (OHKO)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Rhyperior w Solid Rock: 114.05%-134.33% (OHKO, and mostly the reason why you need Earthquake instead of say, Return)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Slowbro: 94.41%-111.16% (OHKO w Stealth Rock)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Snorlax: 98.85%-116.41% (OHKO w Stealth Rock. Also, 252 HP/252 +Def Snorlax doesn't exist anyway.)
+6 Soft Sand Earthquake vs. 252 HP/252 + Def Suicune: 89.35%-105.19% (OHKO w Stealth Rock)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Swampert: 105.19%-124.00% (OHKO)
If you're willing to do dedicated Spikestacking on top of Stealth Rock, you could get away with using something like say, a Salac berry to fix its issue with slower scarfers. Using a Life Orb raises your attack to the point where everything in the metagame is OHKO'd even without hazards, but Soft Sand guarantees all the KOs you need without adding recoil to Earthquake, and Darmanitan's main issue is its speed.
Darmanitan
Ability: Sheer Force
Jolly Nature
EVs: 252 Atk, 252 Spe, 6 SpD
- Belly Drum
- Fire Punch
- Earthquake
- Substitute/Encore
Calcs w Jolly Nature (Using Honkalculator 4000):
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Corfagrigus: 116.56%-137.81% (OHKO, but note that you lose Sheer Force afterward)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Cresselia: 96.62%-113.73% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Dusclops w Eviolite: 95.42%-112.32% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Gligar w Eviolite: 93.71%-110.77% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Porygon2 w Eviolite: 93.04%-109.35% (OHKO w Stealth Rock)
+6 Sheer Force Fire Punch vs. 252 HP/252 +Def Rotom-H: 75.98%-89.98% (OHKO w Stealth Rock. Also, 252 HP/252 +Def Rotom-H doesn't exist anyway.)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Blastoise: 109.39%-129.00% (OHKO)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Milotic: 117.00%-137.81% (OHKO)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Rhyperior w Solid Rock: 114.05%-134.33% (OHKO, and mostly the reason why you need Earthquake instead of say, Return)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Slowbro: 94.41%-111.16% (OHKO w Stealth Rock)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Snorlax: 98.85%-116.41% (OHKO w Stealth Rock. Also, 252 HP/252 +Def Snorlax doesn't exist anyway.)
+6 Soft Sand Earthquake vs. 252 HP/252 + Def Suicune: 89.35%-105.19% (OHKO w Stealth Rock)
+6 Soft Sand Earthquake vs. 252 HP/252 +Def Swampert: 105.19%-124.00% (OHKO)
If you're willing to do dedicated Spikestacking on top of Stealth Rock, you could get away with using something like say, a Salac berry to fix its issue with slower scarfers. Using a Life Orb raises your attack to the point where everything in the metagame is OHKO'd even without hazards, but Soft Sand guarantees all the KOs you need without adding recoil to Earthquake, and Darmanitan's main issue is its speed.
Trapper Azu
Oh man, you're going to flip shit over the set I am about to post. Dear Christ, this set has netted me sooooo many kills that Azumarril has no right getting.
Azumarill @ Leftovers
Trait: Thick fat/Huge Power
EVs: 100 SDef / 252 HP / 156 Def (these are open to tweaking)
Calm Nature/non attack lowering nature
- Rain Dance/Scald/Aqua jet/Aqua Ring
- Perish Song
- Whirlpool
- Protect
The important thing to note is that sap sipper is not compatible with whirlpool so any notion of walking grass moves is not viable. This set works because things like burning Azumarril. Suicune, Blastoise, Cofagrigus, Sableye.
Things that get their jollies from burning your pokemon will generally stay in on Azumarril even after it's burnt. It's also important to note that I have rain dance on to stop Abomasnow, the team I have has a pokemon that's next to useless if hail is up so yeah, chuck aqua jet with huge power or scald in that slot if you don't need manual weather. I would advise against huge power if you want to trap Umbreon because foulplay is a problem, but if you want the still decent aqua jet off of base 100 att then that is definately an option.
There you go, not much to this set, but it works waaaay better than Lapras would because Azumarril is such a beast offensively that the obvious, and completely wrong play is to send in a physical wall. Blastoise usually carries roar, as does Suicune, and Gligar can u turn out, however that doesn't make for much of a downside when you can take out threats like Slowbro and Cofagrigus wth relatively little hassle.
I didn't come up with the set, youtuber Rykard3 did, so be sure to check out this and other sets on youtube for more workable sets like this (work up mixed keldeo is a favourite of mine just because it's so cool)
Azumarill @ Leftovers
Trait: Thick fat/Huge Power
EVs: 100 SDef / 252 HP / 156 Def (these are open to tweaking)
Calm Nature/non attack lowering nature
- Rain Dance/Scald/Aqua jet/Aqua Ring
- Perish Song
- Whirlpool
- Protect
The important thing to note is that sap sipper is not compatible with whirlpool so any notion of walking grass moves is not viable. This set works because things like burning Azumarril. Suicune, Blastoise, Cofagrigus, Sableye.
Things that get their jollies from burning your pokemon will generally stay in on Azumarril even after it's burnt. It's also important to note that I have rain dance on to stop Abomasnow, the team I have has a pokemon that's next to useless if hail is up so yeah, chuck aqua jet with huge power or scald in that slot if you don't need manual weather. I would advise against huge power if you want to trap Umbreon because foulplay is a problem, but if you want the still decent aqua jet off of base 100 att then that is definately an option.
There you go, not much to this set, but it works waaaay better than Lapras would because Azumarril is such a beast offensively that the obvious, and completely wrong play is to send in a physical wall. Blastoise usually carries roar, as does Suicune, and Gligar can u turn out, however that doesn't make for much of a downside when you can take out threats like Slowbro and Cofagrigus wth relatively little hassle.
I didn't come up with the set, youtuber Rykard3 did, so be sure to check out this and other sets on youtube for more workable sets like this (work up mixed keldeo is a favourite of mine just because it's so cool)
Flame Orb/WoW Chandelure
I guess I'll throw this one up here, I've had some fun using it and I'm pretty positive it works:
Chandelure @ Flame Orb
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
The goal of this set is pretty simple...Chandelure emphasizes on the last 4 letters in its name by luring in some of its checks, primarily Snorlax, as well as Umbreon, Porygon2, Rhyperior at times, and anything else thinking it can safely switch in on a choiced Fire or Ghost-type move. The lack of Leftovers recovery and Life Orb damage usually gives the idea that this Chandelure must be holding a choice item, which can lure your opponent into trying to play around it with ease.
Tricking a Flame Orb onto Rhyperior (Though you may as well spank it with an Energy Ball provided it's taken a little bit of damage prior to coming in or it at least tanks a Shadow Ball before it comes in), Snorlax, and even Umbreon (Umbreon no longer has lefties, and Heal Bell won't ever get rid of the burn that keeps coming back, thus making Foul Play useless and turning it into complete bait) and Porygon2 (Lol what Eviolite? Best part is you can Trick it to something else later if Chandy lives long enough) can cripple them and make it easy for Chandelure to continue hammering the opponent's team, or at least for something else to setup on the crippled Pokemon.
Maximum speed is required to make sure the worst that ever happens is you at least tie with opposing Non-Scarfed Chandelure in the event they switch those in at you. It's pretty funny when you activate a guy's Flash Fire and then subsequently OHKO him the next turn before he gets to do anything. However the big drawback to this set is it requires 100% skillful prediction, otherwise you just wasted an entire turn for yourself while all the pressure falls on you. Because Flame Orb + Trick is kind of a one-shot pony, Re-Tricking the Orb back to yourself (provided you aren't dead) and doing it again later is just costing you game time by this point. So if that's not quite your thing...Then try the 50% less pressure edition:
Chandelure @ Expert Belt/Flame Plate/Any Item That Isn't a Choice Item, Life Orb, or Leftovers
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Will-O-Wisp
Same deal as above, but there are a few advantages and disadvantages this ChandeLURE set has over the above one: First, your biggest advantage is you can unleash burns repeatedly, not just one time through the match. This really helps if you mispredict though you kind of have given away the fact you're using a Will-O-Wisp Chandelure...A somewhat-overlooked benefit, is that the burn activates instantly when you use it. When you Trick a Flame Orb to the foe, the burn doesn't activate until the end of the turn after both Pokemon have made their moves. Say for instance my Chandelure leads off against a Rhyperior on turn 1. Energy Ball won't OHKO, but I can predict Stealth Rock and Trick Flame Orb onto it. And when I do, I end up dying to an Earthquake just before the Flame Orb activates. With this set, you can just Will-O-Wisp straight from the git and go from there.
However the obvious disadvantages are you don't rid a foe of their item, meaning Umbreon can just Heal Bell for free, Porygon2 still holds its Eviolite, and the nowadays-somewhat-rare RestTalk Snorlax can still cure itself, whereas Flame Orb would permanently burn these Pokemon AND negate the benefits of Leftovers/Eviolite/etc. Also more importantly, Will-O-Wisp can become Will-O-Miss and not only disappoint you, but result in the set being given away as well as possibly letting Chandelure die to something it could have otherwise lived.
Anyway it's still a fun Chandy set to me either way and it really pisses a lot of players off when it happens...Heck, it may actually encourage the use of Houndoom a bit more than what I've been seeing as of late!
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
The goal of this set is pretty simple...Chandelure emphasizes on the last 4 letters in its name by luring in some of its checks, primarily Snorlax, as well as Umbreon, Porygon2, Rhyperior at times, and anything else thinking it can safely switch in on a choiced Fire or Ghost-type move. The lack of Leftovers recovery and Life Orb damage usually gives the idea that this Chandelure must be holding a choice item, which can lure your opponent into trying to play around it with ease.
Tricking a Flame Orb onto Rhyperior (Though you may as well spank it with an Energy Ball provided it's taken a little bit of damage prior to coming in or it at least tanks a Shadow Ball before it comes in), Snorlax, and even Umbreon (Umbreon no longer has lefties, and Heal Bell won't ever get rid of the burn that keeps coming back, thus making Foul Play useless and turning it into complete bait) and Porygon2 (Lol what Eviolite? Best part is you can Trick it to something else later if Chandy lives long enough) can cripple them and make it easy for Chandelure to continue hammering the opponent's team, or at least for something else to setup on the crippled Pokemon.
Maximum speed is required to make sure the worst that ever happens is you at least tie with opposing Non-Scarfed Chandelure in the event they switch those in at you. It's pretty funny when you activate a guy's Flash Fire and then subsequently OHKO him the next turn before he gets to do anything. However the big drawback to this set is it requires 100% skillful prediction, otherwise you just wasted an entire turn for yourself while all the pressure falls on you. Because Flame Orb + Trick is kind of a one-shot pony, Re-Tricking the Orb back to yourself (provided you aren't dead) and doing it again later is just costing you game time by this point. So if that's not quite your thing...Then try the 50% less pressure edition:
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Will-O-Wisp
Same deal as above, but there are a few advantages and disadvantages this ChandeLURE set has over the above one: First, your biggest advantage is you can unleash burns repeatedly, not just one time through the match. This really helps if you mispredict though you kind of have given away the fact you're using a Will-O-Wisp Chandelure...A somewhat-overlooked benefit, is that the burn activates instantly when you use it. When you Trick a Flame Orb to the foe, the burn doesn't activate until the end of the turn after both Pokemon have made their moves. Say for instance my Chandelure leads off against a Rhyperior on turn 1. Energy Ball won't OHKO, but I can predict Stealth Rock and Trick Flame Orb onto it. And when I do, I end up dying to an Earthquake just before the Flame Orb activates. With this set, you can just Will-O-Wisp straight from the git and go from there.
However the obvious disadvantages are you don't rid a foe of their item, meaning Umbreon can just Heal Bell for free, Porygon2 still holds its Eviolite, and the nowadays-somewhat-rare RestTalk Snorlax can still cure itself, whereas Flame Orb would permanently burn these Pokemon AND negate the benefits of Leftovers/Eviolite/etc. Also more importantly, Will-O-Wisp can become Will-O-Miss and not only disappoint you, but result in the set being given away as well as possibly letting Chandelure die to something it could have otherwise lived.
Anyway it's still a fun Chandy set to me either way and it really pisses a lot of players off when it happens...Heck, it may actually encourage the use of Houndoom a bit more than what I've been seeing as of late!
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