Other Creative / Underrated Sets Thread (Read the thread, NO SHITTY GIMMICKS)

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+1 252 Atk Zebstrika Earthquake vs. 4 HP / 0 Def Garchomp: 142-168 (39.6 - 46.9%) -- guaranteed 3HKO

What happened to "NO SHITTY GIMMICKS"?

But because it was used through Me First, it would be Earthquake x1.5, guaranteed 2HKO. Just enough time for Garchomp to waste a turn discovering the Air Balloon after being hit by the first EQ, then to be out sped and possibly KO'd by whatever comes next. Maybe a Me First-ed Dragon Rush or Outrage. Sorry for the hypotheticals, but a single Outrage from 252 Atk Zebstrika Earthquake vs. 4 HP / 0 Def Garchomp would take out 104.4 - 123.4% of Gar's HP, not even including the 1.5x Me First added damage.. Me First could have some potential, really.
 
You're all forgetting something - Porygon-Z. Its Adaptability-powered Tri Attack hits exactly as hard as Chatot's Boomburst, it's not as frail, it has a better movepool and it also has access to Nasty Plot. Chatot's faster, sure, but Base 91 Speed still isn't that great.

The only think that keeps Chatot from being outclassed is Chatter.



Unlike Greninja, it is so slow that any opponent can take advantage of its type changes, and that set is very easy to wear down. Worse, all of those moves have awful Base Power even with STAB and it'll need to fire off weak Power-Up Punches several times to do any significant damage. There's is nothing Kecleon can do that Greninja cannot except for dealing with that one Genesect set.




What Ground types?

Landorus and Gliscor, which are immune to Ground? Excadrill, which almost always runs Air Balloon? Donphan, which isn't that good in OU? Garchomp, when

+1 252 Atk Zebstrika Earthquake vs. 4 HP / 0 Def Garchomp: 142-168 (39.6 - 46.9%) -- guaranteed 3HKO

What happened to "NO SHITTY GIMMICKS"?

Chatot and Porygon -Z are in 2 different tiers though and like you said Chatter on Chatot. I hope you were referring to NO Shitty Gimmicks to that Zebriska. Chatot wouldn't be considered a Gimmick. At least I wouldn't.
 
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How is it gonna switch in on a Mega Lucario that has gotten a boost off? If i understood you right it could switch in and take a hit and on the next turn roar the opposing pokemon out. First off, there is no way it can switch in on a Mega Lucario that has setup or uses the turn to do it:
+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Suicune: 502-592 (124.2 - 146.5%) -- guaranteed OHKO
+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 0 SpD Suicune: 328-386 (81.1 - 95.5%) -- guaranteed 2HKO after Leftovers recovery
The physical OHKO's your set, and the special one nearly does, and if you roar it you took 81-95% of damage for barely no gain. The set is far from bad, but it cannot counter sweepers such as Mega Lucario, a pretty shaky check at best imo.
You need to invest in Defensive EVS then instead of speed and SP. Attack. Those are there for more firepower. But if you REALLY want to abuse the set to its full positional, 128 to Sp. Def and Def. Calm Nature. The set uses a variety of EV Spreads to your option. However, I like the first one at best. I was however directing if you choose a more, defense, approach. Then you take the hit, Roar it out as it is setting up or doing its thing, or possibly get a burn on it, if possible. I see too many people trying to overpredict with Lucario and get the swords dance. I roar them out, and they switch back into it. The scald comes in and completely ruins an offensive Lucario with the burn. Besides, if you let Lucario setup on your team, your better off loosing anyway.
 
Heres a good set that might be good in the lower tiers (RU&NU)

Girafarig @LifeOrb Ability: Sap Sipper
252 atk/ 252 spe / 4 sp. def
-Zen Headbutt
-Return
-Sucker Punch
-EQ

This sets interesting if you switch into Girafarig on a grass move. The 1.5 boost + Life orb hits a lot of things hard and the variety of moves it has can hit a lot of pokemon for solid damage. Another great thing about Girafarig is that since its NEVER used in OU a lot of people won't know what do expect from it. It also gets wish so that might be handy on a more defense orientated set. Here are some calculations.

252 Atk Life Orb Girafarig Sucker Punch vs. 0 HP / 0 Def Alakazam: 309-364 (123.1 - 145%)
252 Atk Life Orb Girafarig Sucker Punch vs. 0 HP / 0 Def Espeon: 250-294 (92.2 - 108.4%) -- 50% chance to OHKO
252 Atk Life Orb Girafarig Sucker Punch vs. 4 HP / 0 Def Gengar: 250-294 (95.4 - 112.2%) -- 68.8% chance to OHKO
252 Atk Life Orb Girafarig Return vs. 0 HP / 0 Def Greninja: 218-257 (76.4 - 90.1%) -- guaranteed 2HKO
+1 252 Atk Life Orb Girafarig Return vs. 0 HP / 0 Def Greninja: 325-383 (114 - 134.3%) -- guaranteed OHKO
252 Atk Life Orb Girafarig Earthquake vs. 252 HP / 0 Def Heatran: 390-463 (101 - 119.9%) -- guaranteed OHKO
252 Atk Life Orb Girafarig Zen Headbutt vs. 4 HP / 0 Def Toxicroak: 702-827 (227.9 - 268.5%) -- guaranteed OHKO
252 Atk Life Orb Girafarig Zen Headbutt vs. 4 HP / 0 Def Breloom: 296-351 (112.9 - 133.9%) -- guaranteed OHKO
 
victreebel.gif


Victreebel @ Sitrus Berry
Ability: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Belch
- Solar Beam
- Weather Ball
- Growth

Victreebel has gotten two buffs this gen in belch (base 120 poison type move) and +10 SDef. This set capitalizes on Victreebel's ability to be a sun sweeper, something threatening in UU. He destroys the Florges- Mega Aggron Core with his STAB super effective belch on florges, and a sun-boosted super effective weather ball on Mega Aggron. The only downside to this set is the drought ban, however, Deoxys-Defense makes for a great sun setter and can resist psychic type attacks which Victreebel is weak to. Sitrus Berry allows Victreebel to take a hit and then set up a Growth. Sitrus Berry could be substituted for petaya berry for more damage.
I tried a similar set, xcept I swapped sitrus to kee berry to kinda prevent revenge killing, and solar beam-> gigadrain for the healing. I also traded a few speed evs for hp. It had some decent success, just don't forget belch can miss >.>
 
On the subject of Porygon-Z, it should be mentioned that it got a massive buff in the Steel nerf - Normal/Ghost coverage is now resisted by only Bisharp and Tyranitar and Normal/Dark by Bisharp, Tyranitar, Mawile, Klefki and Carbink, granting it coverage similar to BoltBeam but also incorporating that all-powerful Tri Attack STAB. With Tri Attack and Shadow Ball, it can condense the number of moveslots needed for coverage from three down to two, alleviating some of it's 4MSS and allowing it to run more interesting sets. Another perk for Porygon-Z is it's access to Download: due to the metagame's fear of +1 Genesect U-Turn, people are EVing their Pokémon to avoid the Attack boost, meaning that it's much more likely for the Download boost to work in Porygon's favour.

Porygon-Z @ Life Orb
Timid
Download/Adaptability
252 Sp. Atk/252 Spd/4 Def
-Agility/Substitute
-Nasty Plot/Substitute
-Tri Attack
-Shadow Ball/Dark Pulse

With two free moveslots to play with, Porygon-Z is now capable of several more interesting, varied and reliable methods of setting up a sweep. With Agility and Nasty Plot, it can run a decent double dancing set, similar to Terrakion; with this setup, it can break both offensive and defensive teams simultaneously if given the chance to set up. If one opts to choose Download over Adaptability, the Special Attack boost makes Nasty Plot less important, so you can choose to run Substitute with Agility instead.
 
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Been using Clefairy recently to great effect against people who play me locally:

Clefairy @ Eveolite
Bold
252 Def, 252 Sp. Def, 6 HP

Follow Me
Cosmic Power
Toxic/Thunder wave
Moonlight

Makes a wonderfull damage sponge allowing setup sweepers ignore threats and gain needed boosts/momentum.
I know this may seem gimicky at first but people have to take into acount that with Eveolite equipped, Clefairy reaches a higher Defense stat than Clefable who sould boos sweep or wish-pass anyway.
 
Been using Clefairy recently to great effect against people who play me locally:

Clefairy @ Eveolite
Bold
252 Def, 252 Sp. Def, 6 HP

Follow Me
Cosmic Power
Toxic/Thunder wave
Moonlight

Makes a wonderfull damage sponge allowing setup sweepers ignore threats and gain needed boosts/momentum.
I know this may seem gimicky at first but people have to take into acount that with Eveolite equipped, Clefairy reaches a higher Defense stat than Clefable who sould boos sweep or wish-pass anyway.

i think a +12 calm mind Stored Power from Clefable still would at least 2HKO Chansey.

LOL I saw Chansey on your avatar and stuck to it. Stupid
 
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Been using Clefairy recently to great effect against people who play me locally:

Clefairy @ Eveolite
Bold
252 Def, 252 Sp. Def, 6 HP

Follow Me
Cosmic Power
Toxic/Thunder wave
Moonlight

Makes a wonderfull damage sponge allowing setup sweepers ignore threats and gain needed boosts/momentum.
I know this may seem gimicky at first but people have to take into acount that with Eveolite equipped, Clefairy reaches a higher Defense stat than Clefable who sould boos sweep or wish-pass anyway.
Follow Me is a move specific to double battles, and this is not the place for double battle sets.
 
A great set, although probably not new is Ambipom with the following

Ambipom
Adamant/Jolly
Ability: Technician
Life Orb
252 Attack/252 Speed/ 4 HP
-Fake Out
-Last Resort

This thing absolutely decimates most openers, simply use fake out on the first turn and follow up with spamming last resort.
Need to watch out for ghosts however.
 
A great set, although probably not new is Ambipom with the following

Ambipom
Adamant/Jolly
Ability: Technician
Life Orb
252 Attack/252 Speed/ 4 HP
-Fake Out
-Last Resort

This thing absolutely decimates most openers, simply use fake out on the first turn and follow up with spamming last resort.
Need to watch out for ghosts however.

Is the 40% boost in power (from Last Resort over Return) really worth giving up all of Ambipom's coverage moves?
 
This might have been posted before, but why not. Mega Lucario using Sub:
Lucario @ Lucarionite
Ability: Justified
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Substitute
- Close Combat
- Bullet Punch/Extremespeed
- Earthquake/Ice Punch/ Crunch/Stone Edge/Swords Dance

Before you say anything; No, i dont think this set is better than the standard SD/NP, but it has a little different role. The thought is to come in after a kill, a slow U-turn/Volt Switch or anything that gets Lucario on the field safe and healthy, and the force a pokemon out as Lucario sets up its substitute. Substitute allows Lucario to take at least two hits from anything not faster than it or using Infiltrator or sound moves while it also absorbs crippling status such as TWave and Will-o-wisp. CC is a must as it is Lucarios best STAB and hits a lot of the metagame for solid damage. The third moveslot is reserved for some kind of priority, which in this case is BP or Espeed. The fourth moveslot is coverage or if you think that you can sweep with just CC and a second move then you can slap SD on that slot. Of course you could do a special variant of this but i just made a physical variant because it is the one i use the most. The sub also protects the physical variant from Intimidate users once it has been set up. I found this set to have a not too worthless niche, although the standard setup sets performs better overall. One problem this set faces is that the turn Lucario megaevolves its speed is still base 90 which obviously is way slower than base 112, so it may be outsped and crippled or attacked.
 
trapinch.jpg

Trapinch @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Superpower
- Rock Slide
- Crunch

Yes, Trapinch in OU. It seems wierd to use Trapinch, a LC Pokemon in OU, but this thing is a good trapper. With Adamant, it has an Attack stat of 328. Earthquake is for STAB, the other moves for coverage.
Trapinch is really slow and has bad bulk, it needs a focus sash and rapid spin/defog support to be able to hit a pokemon. Trapinch is able to OHKO or heavily cripple a lot of Pokemon.
Calcs for Trapinch:

252+ Atk Trapinch Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 212-252 (65.4 - 77.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Trapinch Earthquake vs. 252 HP / 0 Def Aegislash-Blade: 518-612 (159.8 - 188.8%) -- guaranteed OHKO

252+ Atk Trapinch Rock Slide vs. 4 HP / 0 Def Talonflame: 400-472 (134.2 - 158.3%) -- guaranteed OHKO
252+ Atk Trapinch Rock Slide vs. 4 HP / 0 Def Mega Charizard Y: 368-436 (123.4 - 146.3%) -- guaranteed OHKO
252+ Atk Trapinch Earthquake vs. 4 HP / 0 Def Mega Charizard X: 272-324 (91.2 - 108.7%) -- 50% chance to OHKO
252+ Atk Trapinch Earthquake vs. 0 HP / 0 Def Mega Lucario: 332-392 (118.1 - 139.5%) -- guaranteed OHKO
252+ Atk Trapinch Earthquake vs. 252 HP / 0 Def Heatran: 576-676 (149.2 - 175.1%) -- guaranteed OHKO
252+ Atk Trapinch Superpower vs. 252 HP / 0 Def Tyranitar: 444-524 (109.9 - 129.7%) -- guaranteed OHKO
252+ Atk Trapinch Superpower vs. 4 HP / 0 Def Excadrill: 362-426 (100 - 117.6%) -- guaranteed OHKO

Calcs for Dugtrio.
252+ Atk Dugtrio Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 186-218 (57.4 - 67.2%) -- guaranteed 2HKO after Leftovers recover
252+ Atk Dugtrio Earthquake vs. 252 HP / 0 Def Aegislash-Blade: 450-530 (138.8 - 163.5%) -- guaranteed OHKO

252+ Atk Dugtrio Stone Edge vs. 4 HP / 0 Def Talonflame: 460-544 (154.3 - 182.5%) -- guaranteed OHKO
252+ Atk Dugtrio Stone Edge vs. 4 HP / 0 Def Mega Charizard Y: 428-504 (143.6 - 169.1%) -- guaranteed OHKO
252+ Atk Dugtrio Earthquake vs. 4 HP / 0 Def Mega Charizard X: 236-282 (79.1 - 94.6%) -- guaranteed 2HKO
252+ Atk Dugtrio Earthquake vs. 0 HP / 0 Def Mega Lucario: 288-342 (102.4 - 121.7%) -- guaranteed OHKO
252+ Atk Dugtrio Earthquake vs. 252 HP / 0 Def Heatran: 496-588 (128.4 - 152.3%) -- guaranteed OHKO
252+ Atk Dugtrio Earthquake vs. 252 HP / 0 Def Tyranitar: 240-284 (59.4 - 70.2%) -- guaranteed 2HKO
252+ Atk Dugtrio Sucker Punch vs. 4 HP / 0 Def Excadrill@Air Baloon: 105-124 (29 - 34.2%) -- 3% chance to 3HKO



 
The Aegislash calculations are irrelevant, since it has an immunity to trapping.

Also, Dugtrio can take out Tyranitar and Excadrill if its HP gets low enough to use Reversal. Sure, Dugtrio needs Rapid Spin/Defog support for that, but so does Trapinch.
 
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The Aegislash calculations are irrelevant, since it has an immunity to trapping moves.

Also, Dugtrio can take out Tyranitar and Excadrill if its HP gets low enough to use Reversal. Sure, Dugtrio needs Rapid Spin/Defog support for that, but so does Trapinch.

Actually, if I'm correct, Arena Trap still traps Ghost-Types not named Gengar. However, Non-MegaZard X Zards, and TalonFlame can still run for it.

However, compared to dugtrio, Trapinch is also slower, and still very frail. :P
 
Actually, if I'm correct, Arena Trap still traps Ghost-Types not named Gengar. However, Non-MegaZard X Zards, and TalonFlame can still run for it.

However, compared to dugtrio, Trapinch is also slower, and still very frail. :P
No, ghost types were buffed to the point where they are immune to all forms of trapping. Plus trapinch is way better is a nu trick room sweeper/wall breaker.
 
Actually, if I'm correct, Arena Trap still traps Ghost-Types not named Gengar. However, Non-MegaZard X Zards, and TalonFlame can still run for it.

However, compared to dugtrio, Trapinch is also slower, and still very frail. :P
Levitate would've made Gengar immune last gen, but you're incorrect, all Ghost-type Pokemon are immune to trapping moves/abilities. It's a shame since Aegislash would've otherwise been a huge target for Dugtrio. Anyway, as for Trapinch, while it has slightly more power, it requires even more support to function because it is slower than dirt, so there's very few reasons to use it over Dugtrio (or Gothitelle). I did try him out in NU last gen just for kicks though!
 
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 252 Spe
Adamant/Jolly Nature
-Knock Off
-Earthquake
-Stone Edge
-Superpower

The idea of this set is not to be a revenge killer, but to be a debilitator. He is a great hit and run attacker; Choice Scarf STAB Knock Off catches people off guard and does surprisingly heavy amounts of damage. He gets a surprising amount of KO's since no one expects it to outspeed them. Then, you simply retreat to a different pokemon. Intimidate provides even more utility, forcing out physical attackers and extending his longevity. This works best as a lead, bringing immediate offensive pressure to your opponent. The rest of the moves are simply to pick off weakened opponents.
 
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Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 252 Spe
Adamant Nature
-Knock Off
-Earthquake
-Stone Edge
-Crunch

The idea of this set is not to be a revenge killer, but to be a debilitator. He is a great hit and run attacker; Choice Scarf STAB Knock Off catches people off guard and does surprisingly heavy amounts of damage. He gets a surprising amount of KO's since no one expects it to outspeed them. Then, you simply retreat to a different pokemon. Intimidate provides even more utility, forcing out physical attackers and extending his longevity. This works best as a lead, bringing immediate offensive pressure to your opponent. The rest of the moves are simply to pick off weakened opponents.
Good set but why not moxie over intimidate? Also you might want to run Jolly so you can outspeed more scarfers. Furthermore since you already have knock off why not Superpower/Brick break over crunch so you can hit T-tar harder and Balloon Excadrill? Running 2 similar power'd dark type moves is quite silly.
 
Huh yeah, don't know why I have Crunch XD.

Intimidate in my opinion provides more utility that Moxie, as I usually keep it in for only one round. The idea is to mess up opponents, not sweep or revenge kill. Although that is how I personally use it, somebody else can easily run Moxie. It's a matter of how you were to use it.
 
Huh yeah, don't know why I have Crunch XD.

Intimidate in my opinion provides more utility that Moxie, as I usually keep it in for only one round. The idea is to mess up opponents, not sweep or revenge kill. Although that is how I personally use it, somebody else can easily run Moxie. It's a matter of how you were to use it.
While I agree, moxie is just a lot better on him. I know what you mean but moxie is still (the more) viable option changing 2HKO's to 1HKO's.
 
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 252 Spe
Adamant Nature
-Knock Off
-Earthquake
-Stone Edge
-Crunch

The idea of this set is not to be a revenge killer, but to be a debilitator. He is a great hit and run attacker; Choice Scarf STAB Knock Off catches people off guard and does surprisingly heavy amounts of damage. He gets a surprising amount of KO's since no one expects it to outspeed them. Then, you simply retreat to a different pokemon. Intimidate provides even more utility, forcing out physical attackers and extending his longevity. This works best as a lead, bringing immediate offensive pressure to your opponent. The rest of the moves are simply to pick off weakened opponents.
Choice Scarf Krook is a pretty well-known set actually. As Dododoggy said, Moxie is the preferred ability for racking up boosts as you pick off opponents. You're scarfed anyway, so you shouldn't need to tank hits. Jolly nature is also worth considering, for beating scarf Exca and Rotom.

Good set but why not moxie over intimidate? Also you might want to run Jolly so you can outspeed more scarfers. Furthermore since you already have knock off why not Superpower/Brick break over crunch so you can hit T-tar harder and Balloon Excadrill? Running 2 similar power'd dark type moves is quite silly.
Krookodile has no need for Fighting-type coverage, because TTar is already KO'd by STAB Earthquake, and Ferro really isn't that much of a worry (if he is, you'd want Fire Fang for that because Superpower can't 2HKO). Pursuit is by far the best option in the final slot. It's an amazing move in general, but especially on Scarf Krook for removing threats like Gengar and Lati@s from the match, and it grabs a Moxie boost as well.
 
Choice Scarf Krook is a pretty well-known set actually. As Dododoggy said, Moxie is the preferred ability for racking up boosts as you pick off opponents. You're scarfed anyway, so you shouldn't need to tank hits. Jolly nature is also worth considering, for beating scarf Exca and Rotom.


Krookodile has no need for Fighting-type coverage, because TTar is already KO'd by STAB Earthquake, and Ferro really isn't that much of a worry (if he is, you'd want Fire Fang for that because Superpower can't 2HKO). Pursuit is by far the best option in the final slot. It's an amazing move in general, but especially on Scarf Krook for removing threats like Gengar and Lati@s from the match, and it grabs a Moxie boost as well.
Well yes but Air balloon steel types could be a problem, or maybe just normal types (not many in OU). But now that I look at it Pursuit may be the better option although it really all comes down to personal preference.
 
The problem with Pursuit is that you'll be locked into the move, and Pursuit is defenitely not the best move to be locked into.
 
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