Resource Creative and Underrated Sets: ORAS Edition (NO SHITTY GIMMICKS, Read Post #419)

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Why would you spend a turn to set up when you can have a base 100 power move (hammer arm) that is more accurate than dynamic punch even after the boost? Using hammer arm lets you take advantage of the last move slot, so you can use things like ice punch, grass knot, or thunder punch.
+2 252 Atk Tough Claws Mega Metagross Dynamic Punch vs. 252 HP / 88+ Def Ferrothorn: 420-496 (119.3 - 140.9%) -- guaranteed OHKO

+1 252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 252+ Def Hippowdon: 204-241 (48.5 - 57.3%) -- 46.9% chance to 2HKO after Leftovers recovery

+1 252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 248 HP / 216+ Def Rotom-W: 199-235 (65.6 - 77.5%) -- guaranteed 2HKO after Leftovers recovery <- not a roll

+2 252 Atk Tough Claws Mega Metagross Dynamic Punch vs. 248 HP / 0+ Def Mega Scizor: 214-252 (62.3 - 73.4%) -- guaranteed 2HKO

Those are just some calcs, but yeah I forgot that hone claws is a 1.33 boost and not a 1.5 boost to accuracy, and like I said this isn't the ideal set. Deciding between the moves you mentioned and these should all be decided accordingly by the offensive coverage your 5 other members provide, The point of using hone claws / dynamic punch is to not take the speed drop from hammer arm, being an alternative to hammer arm or the weaker brick break.
 
+2 252 Atk Tough Claws Mega Metagross Dynamic Punch vs. 252 HP / 88+ Def Ferrothorn: 420-496 (119.3 - 140.9%) -- guaranteed OHKO

+1 252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 252+ Def Hippowdon: 204-241 (48.5 - 57.3%) -- 46.9% chance to 2HKO after Leftovers recovery

+1 252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 248 HP / 216+ Def Rotom-W: 199-235 (65.6 - 77.5%) -- guaranteed 2HKO after Leftovers recovery <- not a roll

+2 252 Atk Tough Claws Mega Metagross Dynamic Punch vs. 248 HP / 0+ Def Mega Scizor: 214-252 (62.3 - 73.4%) -- guaranteed 2HKO

Those are just some calcs, but yeah I forgot that hone claws is a 1.33 boost and not a 1.5 boost to accuracy, and like I said this isn't the ideal set. Deciding between the moves you mentioned and these should all be decided accordingly by the offensive coverage your 5 other members provide, The point of using hone claws / dynamic punch is to not take the speed drop from hammer arm, being an alternative to hammer arm or the weaker brick break.


Those calcs are irrelevant.


First calc:

[+2 252 Atk Tough Claws Mega Metagross Dynamic Punch vs. 252 HP / 88+ Def Ferrothorn: 420-496 (119.3 - 140.9%) -- guaranteed OHKO]

Mega metagross needs to set up 2 hone claws just 2 ohko ferrothorn, while hammer arm can 2hko right off the bat

252 Atk Tough Claws Mega Metagross Hammer Arm vs. 252 HP / 88+ Def Ferrothorn: 212-250 (60.2 - 71%) -- guaranteed 2HKO after Leftovers recovery


Second calc:

[+1 252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 252+ Def Hippowdon: 204-241 (48.5 - 57.3%) -- 46.9% chance to 2HKO after Leftovers recovery]

Grass knot does more damage than a +1 meteor mash.

0 SpA Tough Claws Mega Metagross Grass Knot (120 BP) vs. 252 HP / 4 SpD Hippowdon: 312-368 (74.2 - 87.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Third calc:

+1 252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 248 HP / 216+ Def Rotom-W: 199-235 (65.6 - 77.5%) -- guaranteed 2HKO after Leftovers recovery

Sure it can 2hko, but hone claws doesnt help a lot with rotom, as it can burn you, which easily cripples metagross. Besides, regular metagross can 2hko rotom around 3/4 of the time with zen headbutt without the boost.

252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 252 HP / 212+ Def Rotom-W: 135-159 (44.4 - 52.3%) -- 76.6% chance to 2HKO after Stealth Rock and Leftovers recovery


Fourth calc:


Calc is irrelevant cause nobody runs 0+ defense scizor, so I changed the nature

+2 252 Atk Tough Claws Mega Metagross Dynamic Punch vs. 252 HP / 0 Def Mega Scizor: 235-277 (68.3 - 80.5%) -- guaranteed 2HKO after Stealth Rock

You have to get to +2, and you can't even kill after rocks. Meanwhile,

252+ Atk Technician Mega Scizor Bug Bite vs. 0 HP / 0- Def Mega Metagross: 141-166 (46.8 - 55.1%) -- 99.6% chance to 2HKO after Stealth Rock

Basically, hone claws wastes turns of setting up, while you can straight up 2hko most mons with a normal coverage move.
 
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Celebi @ Expert Belt
Ability: Natural Cure
EVs: 128 HP / 208 SpA / 172 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain / Stealth Rock
- Earth Power
- Psychic / Stealth Rock
- Recover

A set I made for a M-Altaria team to lure in shared checks such as M-Metagross, Bisharp, and Heatran to kill them for M-Altaria to sweep later.
This allows for Heal Bell > EQ so you can set up on Rotom-W, Slowbro, and other status inducing mons freely.

The speed is meant to outspeed max speed Heatran since Heatran runs a ton of speed now for fast M-Scizor, and you also get to outspeed a Metagross before it Megas. The EVs in SpA guarantee an OHKO against M-Hera with Psychic and a 2HKO against standard AV Azu with Giga Drain, then the rest is dumped into HP to check stuff like Specs Keldeo reliably, assuming no HP Ghost/Bug/Flying/Ice or Icy Wind.

Celebi can also be used as a rock setter if need be, Giga Drain and Psychic are just options for what your team is weak to and for STAB in general. Psychic guarantees a kill against M-Hera w/o HP investment as well as M-Lopunny and pesky Brelooms, it also gets a 2HKO on M-Venu and Amoonguss. And Giga Drain is good STAB for Scarf Tar and can 2HKO it with this spread (Altaria sets up on it anyway so it's w/e), and for reliably hitting Slowbro, Rotom-W, and Azu.

This set can also be used with a Zard X since Celebi freely switches into Quagsire & Slowbro, 2HKOs Azu, and kills Heatran. So that's cool.

Calcs:

208+ SpA Expert Belt Celebi Earth Power vs. 0 HP / 4 SpD Metagross: 228-269 (75.7 - 89.3%) -- guaranteed 2HKO after Stealth Rock
208+ SpA Expert Belt Celebi Earth Power vs. 0 HP / 4 SpD Mega Metagross: 190-226 (63.1 - 75%) -- guaranteed 2HKO after Stealth Rock
208+ SpA Expert Belt Celebi Earth Power vs. 4 HP / 0 SpD Bisharp: 278-329 (102.2 - 120.9%) -- guaranteed OHKO
208+ SpA Expert Belt Celebi Earth Power vs. 248 HP / 252+ SpD Heatran: 288-341 (74.8 - 88.5%) -- 6.3% chance to OHKO after Stealth Rock
208+ SpA Expert Belt Celebi Earth Power vs. 248 HP / 24+ SpD Heatran: 350-418 (90.9 - 108.5%) -- guaranteed OHKO after Stealth Rock
208+ SpA Expert Belt Celebi Psychic vs. 252 HP / 120 SpD Amoonguss: 324-384 (75 - 88.8%) -- 6.3% chance to OHKO after Stealth Rock
208+ SpA Expert Belt Celebi Psychic vs. 252 HP / 0 SpD Mega Venusaur: 266-317 (73 - 87%) -- guaranteed 2HKO after Stealth Rock
208+ SpA Expert Belt Celebi Giga Drain vs. 240 HP / 16 SpD Assault Vest Azumarill: 204-245 (50.8 - 61%) -- guaranteed 2HKO after Stealth Rock

Ferrothorn is still a bitch tho.


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huh this set sounds fun think i will try it.
 
Altaria @ Altarianite
Cloud Nine -> Pixillate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Facade / Return (possibly Body Slam)
- Dragon Dance
- Cotton Guard
- Roost

Been running this set recently. Because many of Altaria's common checks I've run into are physical rather than special, it's quite easy to wind up in a situation where Altaria comes in with it's only opposing checks being the likes of Scizor, Mamoswine, Ferrothorn, M-Metagross, Bisharp, M-Beedrill, etc. The general idea with this set is to come in on something it can easily force out, set up a cotton guard while they expect a DD, going for that +3 Def, then another as they try to break Altaria with their strongest super effective STAB physical attacks. At +6, Roost if you need to and stack DDs with impunity while they switch to something to status you (lol wisp) or simply forfeit if you've played it well.

Rotom-W is another common poke I've run into, in addition to sometimes M-CroBro (watch out for Ice Beam), which is why I prefer Facade over Return when running a bulky set intended to set up a bit more before sweeping -- with the extra turns you'll be setting up it just finds itself getting burned so frequently, which would otherwise shut it down if running Return). Getting Toxic'd is obviously less satisfactory, but by the time opponents switch in a toxic user I've usually had enough time to set up enough that Altaria can take 2-3 pokemon down in a last ditch effort. I think a lot of people have an aversion to facade because they can't get over 70 BP, but remember with Pixilate's x1.3 it's 91 BP when healthy, which is 1 point higher than MOST physical fairy-type's best attack (Play Rough) with better accuracy. It's a matter of risk/reward over Return, but I find that the risk isn't much, while the reward is massive (182 BP before STAB, bypassing common burn).

I'm admittedly not good/lazy with EVs, I'm sure Defense can be scaled down to a certain benchmark (as after a cotton guard or two it becomes overkill) and the rest can be pumped into Atk/Spe (or even SpD) based on your needs. Personally, I've found that it doesn't need SpD as much, as Dragon/Fairy already gives it useful resistances to many common special attacking types (fire/water/grass/electric, plus dragon immunity which is pretty much 50/50 in OU). Going physically defensive also allows it to counter rather than check lati@s, as it resists or is immune to Draco Meteor, Thunderbolt and HP Fire, and the only unresisted attack they run is psychic- STAB, which is usually Psyshock to avoid getting walled by the blobs, which just so happens to force them to hit Altaria's bulkier side.

Running Cotton Guard also allows it to beat Ferrothorn and Talonflame one on one, which can check or outright counter other sets. If possible, Alt can boost up it's defense before mega evolving for an easy time against Ferro (or other steels), but even if it's already Mega Evolved, with two Cotton Guards Ferro can't even touch a +6 speed Altaria with Gyro Ball. Same with Talonflame, you'll get Defense up to +6 before it gets it's attack that high, then when both are at +6 use a combination of DD/Roost to beat it. Or if it WoWs you'll win the matchup much easier. SD Mega Scizor still beats this version of Alt one on one, quite handily if it comes in after you've mega evolved.

The pokes that check this are obviously powerful special attackers with super effective attacks - Greninja for the time being, Gengar if running Sludge Wave, Heatran if running Flash Cannon, MeGarde, and Thundurus/Lando-I off the top of my head for common OU pokemon, so it's best to pair it with something that can handle these.

Just a couple replays, the rankings are low since I had just begun playing in the suspect test latter like, the day before it went down, and just started laddering in the new OU:
http://replay.pokemonshowdown.com/ou-200004367 early CG set ups rendered it unbreakable while DD'd and swept the opponent, only 2-0 before the forfeit, but it obviously would have been a 6-0.
http://replay.pokemonshowdown.com/oususpecttest-199830541 Same as above, essentially.
http://replay.pokemonshowdown.com/oususpecttest-199766905 This one is a little dodgy as I don't know why anyone would use regular Aggron in OU play, but either way it's STAB Heavy Slam (100 BP?) was unable to break CG M-Alt as she stalled it out while setting up a few DDs, forcing yet another forfeit.
http://replay.pokemonshowdown.com/oususpecttest-199612112 ^ Same as above, this time with a Delphox... Still, with a single turn of setup non-LO Mamo's 5x Icicle Spear only did about 30-35%.
 
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@ Leftovers
Ability: Clear Body
EVs: 248 HP / 8 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Moonblast
- Diamond Storm
- Earth Power

Not to mention Diancie also has access to Stealth Rock, which is nice to have on a Trick Room team seeing as there is usually no room for a dedicated rocker. What you slash for it depends on the coverage needed for the rest of your team, but its useful.
 
Altaria @ Altarianite
Cloud Nine -> Pixillate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Facade / Return (possibly Body Slam)
- Dragon Dance
- Cotton Guard
- Roost

Been running this set recently. Because many of Altaria's common checks I've run into are physical rather than special, it's quite easy to wind up in a situation where Altaria comes in with it's only opposing checks being the likes of Scizor, Mamoswine, Ferrothorn, M-Metagross, Bisharp, M-Beedrill, etc. The general idea with this set is to come in on something it can easily force out, set up a cotton guard while they expect a DD, going for that +3 Def, then another as they try to break Altaria with their strongest super effective STAB physical attacks. At +6, Roost if you need to and stack DDs with impunity while they switch to something to status you (lol wisp) or simply forfeit if you've played it well.

Rotom-W is another common poke I've run into, in addition to sometimes M-CroBro (watch out for Ice Beam), which is why I prefer Facade over Return when running a bulky set intended to set up a bit more before sweeping -- with the extra turns you'll be setting up it just finds itself getting burned so frequently, which would otherwise shut it down if running Return). Getting Toxic'd is obviously less satisfactory, but by the time opponents switch in a toxic user I've usually had enough time to set up enough that Altaria can take 2-3 pokemon down in a last ditch effort. I think a lot of people have an aversion to facade because they can't get over 70 BP, but remember with Pixilate's x1.3 it's 91 BP when healthy, which is 1 point higher than MOST physical fairy-type's best attack (Play Rough) with better accuracy. It's a matter of risk/reward over Return, but I find that the risk isn't much, while the reward is massive (182 BP before STAB, bypassing common burn).

I'm admittedly not good/lazy with EVs, I'm sure Defense can be scaled down to a certain benchmark (as after a cotton guard or two it becomes overkill) and the rest can be pumped into Atk/Spe (or even SpD) based on your needs. Personally, I've found that it doesn't need SpD as much, as Dragon/Fairy already gives it useful resistances to many common special attacking types (fire/water/grass/electric, plus dragon immunity which is pretty much 50/50 in OU). Going physically defensive also allows it to counter rather than check lati@s, as it resists or is immune to Draco Meteor, Thunderbolt and HP Fire, and the only unresisted attack they run is psychic- STAB, which is usually Psyshock to avoid getting walled by the blobs, which just so happens to force them to hit Altaria's bulkier side.

Running Cotton Guard also allows it to beat Ferrothorn and Talonflame one on one, which can check or outright counter other sets. If possible, Alt can boost up it's defense before mega evolving for an easy time against Ferro (or other steels), but even if it's already Mega Evolved, with two Cotton Guards Ferro can't even touch a +6 speed Altaria with Gyro Ball. Same with Talonflame, you'll get Defense up to +6 before it gets it's attack that high, then when both are at +6 use a combination of DD/Roost to beat it. Or if it WoWs you'll win the matchup much easier. SD Mega Scizor still beats this version of Alt one on one, quite handily if it comes in after you've mega evolved.

The pokes that check this are obviously powerful special attackers with super effective attacks - Greninja for the time being, Gengar if running Sludge Wave, Heatran if running Flash Cannon, MeGarde, and Thundurus/Lando-I off the top of my head for common OU pokemon, so it's best to pair it with something that can handle these.

Just a couple replays, the rankings are low since I had just begun playing in the suspect test latter like, the day before it went down, and just started laddering in the new OU:
http://replay.pokemonshowdown.com/ou-200004367 early CG set ups rendered it unbreakable while DD'd and swept the opponent, only 2-0 before the forfeit, but it obviously would have been a 6-0.
http://replay.pokemonshowdown.com/oususpecttest-199830541 Same as above, essentially.
http://replay.pokemonshowdown.com/oususpecttest-199766905 This one is a little dodgy as I don't know why anyone would use regular Aggron in OU play, but either way it's STAB Heavy Slam (100 BP?) was unable to break CG M-Alt as she stalled it out while setting up a few DDs, forcing yet another forfeit.
http://replay.pokemonshowdown.com/oususpecttest-199612112 ^ Same as above, this time with a Delphox... Still, with a single turn of setup non-LO Mamo's 5x Ice Shard only did about 30-35%.
Cotton Guard sets have actually been rejected mention on the analysis, though I don't remember if it was because of QC or the writer AccidentalGreed (who I hope gets this notification to explain why it's not good).
 
Cotton Guard sets have actually been rejected mention on the analysis, though I don't remember if it was because of QC or the writer AccidentalGreed (who I hope gets this notification to explain why it's not good).

I can't imagine why, unless it was a kneejerk reaction since Cotton Guard has never been viable in higher tiers as far as I can remember. But that's mainly due to distribution, it's never been in the hands of something with solid physical/mixed bulk, one of the best defensive typings in the game and instant recovery. It's mentioned in OO for a Bulky DD set there, which seems relatively fair (I only started using it because EQ wasn't cutting it with Alt getting burned half the time, and Fire Blast was good, but situational). I mean, it should at least warrant a slash IMO.

Incidentally, I'll probably tinker around with a special attacking set with CG as the main boosting move (Hyper Voice / Fire Blast / Cotton Guard / Roost?) and see if it pulls it's weight there.
 
I can't imagine why, unless it was a kneejerk reaction since Cotton Guard has never been viable in higher tiers as far as I can remember. But that's mainly due to distribution, it's never been in the hands of something with solid physical/mixed bulk, one of the best defensive typings in the game and instant recovery. It's mentioned in OO for a Bulky DD set there, which seems relatively fair (I only started using it because EQ wasn't cutting it with Alt getting burned half the time, and Fire Blast was good, but situational). I mean, it should at least warrant a slash IMO.

Incidentally, I'll probably tinker around with a special attacking set with CG as the main boosting move (Hyper Voice / Fire Blast / Cotton Guard / Roost?) and see if it pulls it's weight there.
Cotton Guard isn't viable in any tier tbh. It is a bad move as it still leaves you open to special attacks, it is wreaked by phazing and it is screwed over by crits, making it overly reliant on a good RNG to be particularly effective in a match.
 
Cotton Guard isn't viable in any tier tbh. It is a bad move as it still leaves you open to special attacks, it is wreaked by phazing and it is screwed over by crits, making it overly reliant on a good RNG to be particularly effective in a match.
That can be said about every defense boosting move. Cotton Guard is a great move but it just don't have any good abusers outside of Smeargle in GeoPass teams and maybe Mega Altaria.
 
Scizor @ Focus Sash
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Adamant nature
- Bullet Punch
- U-turn
- Roost
- Counter

While this set may seem gimmicky, it works really well, given that you have defog/rapid spin support. EV's are for outspeeding 44 speed Rotom-Wash, so you can U-turn safely (172 for uninvested Rotom-Wash) and hitting as hard as possible. The idea of the set is to give a Scizor a way to lure and kill Talonflame, which is manages to do pretty often, as either Brave Bird or Flare Blitz will be guaranteed to deal enough damage to OHKO Talonflame with Counter. It is also be able to lure common physical set-up sweepers, like Mega Charizard X, while being able to survive all of the CB azumarill's attacks (Waterfall deals 81.7 - 96.9%) and dealing good amount of damage with Counter (CB min-damage Aqua Jet deals 120 dmg, which means 240 dmg to azumarill). Focus Sash also allows it to safely stay in on alakazam and 2HKO'ing with it Bullet Punch, in case of HP Fire and Alakazam's Focus Sash, assuming you can bring in Scizor unscathed.

Roost is there for mainly for the worst case scenerio and that is not being at 100% health while still having Focus Sash intact.
 
Cotton Guard sets have actually been rejected mention on the analysis, though I don't remember if it was because of QC or the writer AccidentalGreed (who I hope gets this notification to explain why it's not good).
It's not so much a practical option as it robs the DDD set of its supportive aspects. This includes doxxing Heal Bell (DDD is used on balanced teams, which typically can't choose much for status support due to a shortage in good offensive Heal Bell users) and Substitute (great because Altaria can force out switches, fire off a Return before switching, and scout whatever's coming her way, in addition to preventing status). Cotton Guard is a fun move, but is usually more situational as there's no guarantee that opposing physical attackers will be prominent or problematic, and, if using either Facade or Return, no guarantee that it will be statused or not.

Don't let the analysis stop you from using it, though, if you're in it for the fun or it actually gets you to a higher rank. We're literally speaking, after all, in the "creative" part of town.
 
Scizor @ Focus Sash
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Adamant nature
- Bullet Punch
- U-turn
- Roost
- Counter

While this set may seem gimmicky, it works really well, given that you have defog/rapid spin support. EV's are for outspeeding 44 speed Rotom-Wash, so you can U-turn safely (172 for uninvested Rotom-Wash) and hitting as hard as possible. The idea of the set is to give a Scizor a way to lure and kill Talonflame, which is manages to do pretty often, as either Brave Bird or Flare Blitz will be guaranteed to deal enough damage to OHKO Talonflame with Counter. It is also be able to lure common physical set-up sweepers, like Mega Charizard X, while being able to survive all of the CB azumarill's attacks (Waterfall deals 81.7 - 96.9%) and dealing good amount of damage with Counter (CB min-damage Aqua Jet deals 120 dmg, which means 240 dmg to azumarill). Focus Sash also allows it to safely stay in on alakazam and 2HKO'ing with it Bullet Punch, in case of HP Fire and Alakazam's Focus Sash, assuming you can bring in Scizor unscathed.

Roost is there for mainly for the worst case scenerio and that is not being at 100% health while still having Focus Sash intact.

I'm not sure about this set tbh. Sure it can kill talonflame and zard x IF its sash is still intact. However, it is extremely hard to keep a sash intact, and requires constant hazard removal. Also, stray rocket helmet pokemon can break your sash, rendering this set useless. If you want a solid answer to talonflame (non liechi berry) and zard x, you can just use rhyperior.

Edit: Alakazam isn't even common, and there are a shitton of mons that can avoid 2hkos and 2hko back.

Overall, I don't think this set can function well in ou.
 
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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ground]

When building an OU team I found my team very weak to Specially Defensive Heatran. With Skarmory already beaten by Thunderbolt and Ferrothorn and Scizor not being big problems to my team I decided to try out HP Ground. Specs HP Ground does 80-95% to the standard SpDtran (220+ SpD) while 184 Spe is enough to outspeed 44 speed Heatrans. You can't just switch into Heatran like you can on Skarmory or Ferrothorn, but using this on a voltturn team (which I do) gives him a free switch in and often results in a kill. Just make sure the heatran doesn't run more than 44 speed EVs and you're fine (and even if it does it means it is offensive and that set is no threat to my team)
Another cool thing about zone is that people will play very carefully with their Ferrothorn and even with 3 fire moves in my team Ferro can be annoying af.

Optional: According to the usage stats 68 Speed is more common than 40 Speed, so if you really want to be safe, you should use a spread of 48 HP / 252 SpA / 208 Spe
 
Scolipede (M) @ Focus Sash
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rock Slide (Poison Jab)
- Earthquake
- Megahorn


  • Rock, Ground, Bug hit 0 Pokemon for NVE, 292 Neutral, and 486 Super Effective.
  • 323 Starting speed is already faster than most things, and 1 boost makes it faster than any unboosted pokemon, all notable scarfers (Lando-t, Keldeo, Lati@s), even +1 Adamant CharizardX - at 485 speed.
  • 1 Swords Dance allows you to OHKO most of the meta
  • Poison Jab is optional as additional STAB/Fairy-slayer but Rock Slide is better coverage
  • Best as late game sweeper after common walls are weakened or KOed (Lando-t, Skarmory, Rotom-W, Ferrothorn).
  • Needs hazard clearing to keep focus sash intact
  • Appreciates hazard setters to help with OHKOing bulky opponents
Ideally you get your Swords Dance off without burning your sash, but if the opponents priority users are taken care of, then you can set up on anything you want (Fire users included) because after 1 SD you can OHKO any OU fire user and will outspeed them too.
So the plan with Scolipede is to keep him healthy until late game and get him in when hazards are cleared, then come in and set up ASAP.
The only way to use him is after a boost (which is easy to pull off if you clear hazards) so my calculations will use +2.

+2 252+ Atk Scolipede Earthquake vs. 248 HP / 0 Def Mega Charizard X: 364-430 (101.3 - 119.7%) -- guaranteed OHKO
+2 252+ Atk Scolipede Megahorn vs. 248 HP / 252+ Def Tyranitar: 482-570 (119.6 - 141.4%) -- guaranteed OHKO
+2 252+ Atk Scolipede Poison Jab vs. 252 HP / 252 Def Mega Altaria: 356-420 (100.5 - 118.6%) -- guaranteed OHKO
+2 252+ Atk Scolipede Earthquake vs. 0 HP / 0- Def Mega Metagross: 312-368 (103.6 - 122.2%) -- guaranteed OHKO
+2 252+ Atk Scolipede Megahorn vs. 252 HP / 252+ Def Slowbro: 482-570 (122.3 - 144.6%) -- guaranteed OHKO
+2 252+ Atk Scolipede Megahorn vs. 252 HP / 252 Def Mega Slowbro: 372-438 (94.4 - 111.1%) -- 62.5% chance to OHKO
+2 252+ Atk Scolipede Megahorn vs. 252 HP / 252 Def Mega Sableye: 243-286 (79.9 - 94%) -- 43.8% chance to OHKO after Stealth Rock
+2 252+ Atk Scolipede Earthquake vs. 252 HP / 252 Def Diancie: 238-280 (78.2 - 92.1%) -- 37.5% chance to OHKO after Stealth Rock
+2 252+ Atk Scolipede Earthquake vs. 0 HP / 0 Def Mega Diancie: 368-434 (152.6 - 180%) -- guaranteed OHKO
+2 252+ Atk Scolipede Megahorn vs. 0 HP / 0 Def Garchomp: 373-441 (104.4 - 123.5%) -- guaranteed OHKO
+2 252+ Atk Scolipede Megahorn vs. 248 HP / 216+ Def Rotom-W: 253-298 (83.4 - 98.3%) -- 68.8% chance to OHKO after Stealth Rock


As you can see he OHKOs the metas bulkiest pokemon after 1 SD and he is fast enough to do it too. Take care of walls, hazards, and Scolipede can turn a game around very easily. I only calculated the bulkiest pokes, he obviously KOs the less bulky pokemon easily,
looking down the OU viability list there aren't many pokemon who can take him on.


watch this OU team flee in fear of Scolipede's might: http://replay.pokemonshowdown.com/ou-201118738

watch him single-handedly dismantle this entire ubers team: http://replay.pokemonshowdown.com/ubers-193606392

he can even be a lead pokemon:
http://replay.pokemonshowdown.com/ou-201170737
 
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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ground]

When building an OU team I found my team very weak to Specially Defensive Heatran. With Skarmory already beaten by Thunderbolt and Ferrothorn and Scizor not being big problems to my team I decided to try out HP Ground. Specs HP Ground does 80-95% to the standard SpDtran (220+ SpD) while 184 Spe is enough to outspeed 44 speed Heatrans. You can't just switch into Heatran like you can on Skarmory or Ferrothorn, but using this on a voltturn team (which I do) gives him a free switch in and often results in a kill. Just make sure the heatran doesn't run more than 44 speed EVs and you're fine (and even if it does it means it is offensive and that set is no threat to my team)
Another cool thing about zone is that people will play very carefully with their Ferrothorn and even with 3 fire moves in my team Ferro can be annoying af.

Optional: According to the usage stats 68 Speed is more common than 40 Speed, so if you really want to be safe, you should use a spread of 48 HP / 252 SpA / 208 Spe
Why not run 252 Speed? With 31 IVs in speed, you can now speed tie with 44 Speed Rotom Wash and outspeed any Rotom with less than 44 Speed, hitting it hard with Specs Thunderbolt or switching into something that can finish it off after Volt Switch.

Anyways, I'm surprised to not have seen Diggersby here...

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Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- U-turn
- Earthquake / Return
- Knock Off / Gunk Shot
- Ice Punch / Fire Punch

Diggersby received a plethora of moves in ORAS, giving it a ton of coverage it couldn't get before. Hitting even harder than Adamant 252 Atk Aegislash Blade, Diggersby has the power to OHKO alot of things, and Scarf gives Diggersby more speed than a Timid 252 Speed Greninja. The main difference from Lando-T is its ability to use Elemental Punches and Gunk Shot, murdering things like Ferrothorn, Garchomp, and Clefable.

U-Turn allows Diggersby to generate momentum, especially if the Scarf catches your opponent off guard. Earthquake and Return are its strongest STAB, hitting at 100 / 102 BP respectively. Knock Off allows it to partner well with Magnezone, as it can knock off a Skarmory's Shed Shell for Magnezone to trap and kill. Gunk Shot is incredibly powerful and can handle most Fairies. Both Fire Punch and Ice Punch are extremely useful, as they deal x4 damage against many things.

Ideally, Diggersby can be used to revenge kill any Pokemon your team is rather weak to and functions as a late game cleaner.
 
Why not run 252 Speed? With 31 IVs in speed, you can now speed tie with 44 Speed Rotom Wash and outspeed any Rotom with less than 44 Speed, hitting it hard with Specs Thunderbolt or switching into something that can finish it off after Volt Switch.

I believe it's supposed to have 31 IVs in speed, since that's actually the IV spread for HP Fire. The IVs for HP Ground are 30 Spa and 30 SpD, going off of the team builder on PS (which may not be the most reliable).
 
I believe it's supposed to have 31 IVs in speed, since that's actually the IV spread for HP Fire. The IVs for HP Ground are 30 Spa and 30 SpD, going off of the team builder on PS (which may not be the most reliable).

Not sure if that really is HP Ground, but I know for certain that HP Fire can not have 31 Speed IVs (all 4 IV spreads require 30/0 speed), which means HP Fire Specszone can never outspeed 44 Speed Rotom...
 
AGI SCIZOR
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Agility
- Bug Bite
- Bullet Punch
- Superpower / Knock Off

The speed ev's allows you to outspeed timid choice scarf latios after agility. 252 in attack and the rest goes to HP. It's nice, but kinda difficult to set up and before doing it you have to beat down or at least weaken everything that can stop it (talonflame, m-charizard, ferrothorn and heatran if you dont have superpower, skarmory).
 
On this page, we have

uribe13 said:
AGI SCIZOR
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Agility
- Bug Bite
- Bullet Punch
- Superpower / Knock Off

I suppose this is fast enough and fairly strong, but it lacks coverage and general punch-through, so it's threatening to an arguably limited group of teams that would've had serious trouble with fast SD Scizor anyhow. Why Bullet Punch? Sure, the utility is big, but it's deadweight while sweeping. Oh yeah, this uses up your Mega slot.

xdirciox said:
Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- U-turn
- Earthquake / Return
- Knock Off / Gunk Shot
- Ice Punch / Fire Punch

Not that creative considering it's just an updated scarf diggersby with the new moves, but pretty good/underrated so w/e on that score. However, it really ought to look more like

U-turn / Earthquake / Return / Ice Punch|Fire Punch|Knock Off

Gunk shot seems pretty unnecessary,as you already have the power to muscle past fairies. Fire Punch gives you the ability to trash Skarmory, Ferrothorn, Scizor, while Ice Punch lets you muscle past Lando-T (but it won't enjoy returns too much either), knock off is for gengar but you're faster and either elemental punch deals very nice damage to him. Both STABs are pretty necessary, just to hit as much as possible hard; being locked into EQ is unfortunate and Return just gives you another STAB to spam.


nauris said:
Scizor @ Focus Sash
Ability: Technician
EVs: 40 HP / 252 Atk / 216 Spe
Adamant nature
- Bullet Punch
- U-turn
- Roost
- Counter

While this set may seem gimmicky, it works really well, given that you have defog/rapid spin support (redacted for length) The idea of the set is to give a Scizor a way to lure and kill Talonflame, which is manages to do pretty often, as either Brave Bird or Flare Blitz will be guaranteed to deal enough damage to OHKO Talonflame with Counter. It is also be able to lure common physical set-up sweepers, like Mega Charizard X, while being able to survive all of the CB azumarill's attacks (Waterfall deals 81.7 - 96.9%) and dealing good amount of damage with Counter (CB min-damage Aqua Jet deals 120 dmg, which means 240 dmg to azumarill). Focus Sash also allows it to safely stay in on alakazam and 2HKO'ing with it Bullet Punch, in case of HP Fire and Alakazam's Focus Sash, assuming you can bring in Scizor unscathed.

Simply put, why should I carry Defog/Rapid Spin support for a mon that gets 1 kill and dies? You have to switch in safely too, and it's useless if the opponent's mon for killing you is special, so this is a lot of work for what looks like not much payoff. If you want to lure in Talonflame and hit it hard, try a rock-type Natural Gift-still very gimmicky, but at least it doesn't require you to die to make use of it. Consider that Mega Charizard X will just spam Dragon Dance;once it sees that counter, it might use Dragon Claw, survive the counter, and KO you, or try to stall your PP with Roost+Dragon Dance (And if it succeeds, your entire team is swept). As for Alakazam, that's not taht threatening and you can't switch in on it.

alejandrawrrr said:
Altaria @ Altarianite
Cloud Nine -> Pixillate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Facade / Return (possibly Body Slam)
- Dragon Dance
- Cotton Guard
- Roost

This is still beaten by strong SE special attackers, as well as physical attackers scoring critical hits and by Toxic users; yes, boosted Facade, but altaria is really not that hard to wall and once you use cotton guard the jig is up. Also, unaware clefable says a big sloppy hey there. Not terrible, but there's a reason Cotton Guard is shunned.

celes's set looks pretty cool TBH. This is what a creative set should be like. I will add that it could be Life Orb, but Expert Belt isn't half bad either, i guess.

SketchUp's set is basically okay, though it could really be better as a Specs Gothitelle with HP ground. Whatever, it's okay enough at doing Magnezone things and in a team-specific context it works out well enough. Run Max speed though-many defensive heatran do creep.

Finally:

keenpeen said:
Scolipede (M) @ Focus Sash
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Rock Slide (Poison Jab)
- Earthquake
- Megahorn

To be honest, this set looks bad. Moreover, those replays are really, really low quality. Let's review them

No.1: The Ubers Replay. The ubers team shown here had many, many terrible sets, and honestly wasn't worth calling an ubers team. If the player had been any good at all, the Yveltal would have had Sucker Punch, and not... Dragon claw... and just ended Scoli's life.

No. 2: The player sacrificed his Skarmory because...I have no idea? Not sure why he didn't Roost after being faced with the burned Landorus-Therian. To be fair, he didn't have Soft-Boiled or Protect on his Blissey, but then again, that's a completely noob ass move, which just proves my point. Skarm basically used Scoli as lolbait, so if the player had been any good, it would have accomplished zero.

no. 3: the final replay was the worst, and yes, i see that player liked your post. However, he made many deeply questionable plays against Mega Sceptile and really should have brought in Unaware Clefable to wall your ass (protect scouts for Jab;he can then go to excadrill.)

Is the set good? Not really, but it's okay.

Ultimately, there's not much here to like. Step your game up people, and ask yourself if the set is any good and if it can be better, and if so, how?
 
celes's set looks pretty cool TBH. This is what a creative set should be like. I will add that it could be Life Orb, but Expert Belt isn't half bad either, i guess.

I considered Life Orb but it's kind of forces you to predict your opponent's switch.

For instance, what if i switch Celebi into Poison Heal Breloom as it goes for SD? Do i not go straight for Psychic and risk my opponent going for Facade since they might think they outspeed or that i don't have Psychic coverage? Or do i predict Heatran? If i kill the Breloom or don't predict the switch, the Life Orb recoil ruins the bait since my opponent knows that i'm offensive, so they'll scout for Earth Power or just assume i have it.

With Expert Belt you can bluff being Choiced or a random item like Colbur Berry to get surprise kills. Life Orb gives away that you're offensive and ruins the bait.
 
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Zen Headbutt
- Meteor Mash
- Dynamic Punch
This set is to abuse hone claws and tough claws to the full extent allowing you to never miss both stab moves and have a 75% accurate dynamic punch after one boost. Dynamic punch allows you to still be able to hit Pokemon such as heatran and ferrothorn for super effective damage and not lower your speed to be revenge killed after the speed drop from hammer arm. The guaranteed confusion hax is also always nice allowing you to potentially get a free turn, from the confusion after getting massive damage off. If they do hit themselves in confusion it will gain you a free turn and as we all know from spore free turns in Pokemon is incredibly powerful. Hone claws dynamic punch might not be the most effective set, (untested) but this is a creative set.

If you really want to use Dynamicpunch you are better with Gravity in this set, since it goes to 82% accuracy that way, it is good for a Gravity team forming a good core with Scarf Lando-T for spamming Earthquake(which lets him threaten things like Rotom-W and Skarmory on Gravity), I have tested it and it works because there is not a single Rotom-W user that expects being killed by an EQ coming of a Lando-T, but it is kind of difficult to use consistently in a match since it only works as a surprise factor but after the first time of activation it becomes more difficult to do it reliable, but it is hella fun to spam Earthquakes(Lando-T) and Zap Cannons(Crown Raikou) since you threaten and cripple things that would otherwise check you on normal circumstances.
 
I do not know if anyone has posted this yet, but

Azelf @ Focus Sash
Ability: Levitate
EVs: 196 Atk / 60 SAtk / 252 Spe
Naive Nature
- Fire Blast
- Explosion
- Skill Swap
- Stealth Rock

Lead Azelf often has issues facing Magic Bounce users, i.e. Mega-Sableye and Mega-Diancie, and Skill Swap allows it to handle them by removing Magic Bounce so you can put up Stealth Rock. Fire Blast is for Mega-Scizor, Ferrothorn, Bisharp, Skarmory, and other steel types, while Explosion gets your other Pokemon in safely (it is a suicide lead anyway). You can also Skill Swap away Heatran's Flash Fire and make something take a Flash Fire boosted Fire Blast. EVs allow you to OHKO Bisharp with Fire Blast, and the rest is put in Atk to boost Explosion.

Skill Swap is just one of those moves with a lot of utility if you use it right.
 
Mew @ Earth Plate
Ability: Synchronize
EVs: 252 HP / 176 Atk / 48 SpD / 32 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Will-O-Wisp
- Roost

A nice lure + support Mew. Still bulky enough to take hits, gets up rocks, spreads burns and massacres Heatrans. No lefties is a bit annoying, but can usually be mitigated well enough with roost.

EVs are to OHKO Heatran whilst outspeeding stuff like some Bisharps and max speed Jolly TTar to get off clutch Will-os.
 
Last edited:
Mew @ Earth Plate
Ability: Synchronize
EVs: 252 HP / 176 Atk / 48 SpD / 32 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Will-O-Wisp
- Roost

A nice lure + support Mew. Still bulky enough to take hits, gets up rocks, spreads burns and massacres lots of steel switch-ins, obviously the most notable being Heatran. No lefties is a bit annoying, but can usually be mitigated well enough with roost.

EVs are to OHKO Heatran whilst outspeeding stuff like some Bisharps and max speed Jolly TTar to get off clutch Will-os.

EQ Mew is actually for Heatran and Charizard-X, and not most of the steel-type switch ins (there aren't any, nothing wants to risk a Will-o-Wisp). Actually I think a physically defensive spread with lefties would work better with that set.
 
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