Resource Monotype Creative / Underrated Sets (see post #125)

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Assault Vest Celesteela (Steel)

Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Air Slash
- Giga Drain
- Hidden Power [Ice]
- Flamethrower

I didn't think much of this at first until I tested it on Steel and realized how well it does against Ground. It notably checks Banded Exca, non-Gravity Lando-I, mixed Mega Garchomp, Seismitoad, and Gastrodon, all of which are huge threats to a standard Steel Monotype team. This thing makes the Ground matchup winnable when paired up with Ferrothorn. Unfortunately, outside of the Ground matchup (sometimes Grass?), its kinda meh everywhere else.

252 SpA Garchomp-Mega Fire Blast vs. 248 HP / 8 SpD Assault Vest Celesteela: 150-178 (37.7 - 44.8%) -- guaranteed 3HKO
252+ SpA Celesteela Hidden Power Ice vs. 0 HP / 0 SpD Garchomp-Mega: 264-312 (73.9 - 87.3%) -- guaranteed 2HKO

252+ Atk Choice Band Excadrill Rock Slide vs. 248 HP / 0 Def Celesteela: 136-160 (34.2 - 40.3%) -- guaranteed 3HKO
252+ SpA Celesteela Flamethrower vs. 4 HP / 0 SpD Excadrill: 268-316 (74 - 87.2%) -- guaranteed 2HKO

252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 248 HP / 8 SpD Assault Vest Celesteela: 133-157 (33.5 - 39.5%) -- guaranteed 3HKO
252+ SpA Celesteela Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 304-360 (95.2 - 112.8%) -- 75% chance to OHKO

S/Os to the one guy on ladder that used this lol
 
Assault Vest Celesteela (Steel)

Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Air Slash
- Giga Drain
- Hidden Power [Ice]
- Flamethrower

I didn't think much of this at first until I tested it on Steel and realized how well it does against Ground. It notably checks Banded Exca, non-Gravity Lando-I, mixed Mega Garchomp, Seismitoad, and Gastrodon, all of which are huge threats to a standard Steel Monotype team. This thing makes the Ground matchup winnable when paired up with Ferrothorn. Unfortunately, outside of the Ground matchup (sometimes Grass?), its kinda meh everywhere else.

252 SpA Garchomp-Mega Fire Blast vs. 248 HP / 8 SpD Assault Vest Celesteela: 150-178 (37.7 - 44.8%) -- guaranteed 3HKO
252+ SpA Celesteela Hidden Power Ice vs. 0 HP / 0 SpD Garchomp-Mega: 264-312 (73.9 - 87.3%) -- guaranteed 2HKO

252+ Atk Choice Band Excadrill Rock Slide vs. 248 HP / 0 Def Celesteela: 136-160 (34.2 - 40.3%) -- guaranteed 3HKO
252+ SpA Celesteela Flamethrower vs. 4 HP / 0 SpD Excadrill: 268-316 (74 - 87.2%) -- guaranteed 2HKO

252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 248 HP / 8 SpD Assault Vest Celesteela: 133-157 (33.5 - 39.5%) -- guaranteed 3HKO
252+ SpA Celesteela Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 304-360 (95.2 - 112.8%) -- 75% chance to OHKO

S/Os to the one guy on ladder that used this lol
I think you mean this guy.
 


This diggersby set is super fun and ezpz to use you set up spikes and than endeavor what's in front of you. helps breaks walls and bait defoggers to defog. used it in gen6+gen7 mono and had major success from both gens.

Diggersby @ Focus Sash
Ability: Huge Power
EVs: 252 Atk / 252 Spe
Jolly Nature
- Return/earthquake
- Endeavor
- Spikes
- Quick Attack

replays
http://replay.pokemonshowdown.com/gen7ubers-568030000 vs psychic
http://replay.pokemonshowdown.com/gen7monotype-574663848 vs Normal
http://replay.pokemonshowdown.com/ubers-568793489 mpl game



A dpp throwback. sorry couldn't find replays because alts names cant remember. anyways Super Lure Rachi is nice for steel because it can help deal with some things that can scare mono steel like lando I,chomp, Seismitoad, and drop Pelipper

clacs
Lando I
*252 SpA Jirachi Icy Wind vs. 0 HP / 0- SpD Landorus: 272-320 (85.2 - 100.3%) -- 81.3% chance to OHKO after Stealth Rock
*252 SpA Life Orb Sheer Force Landorus Earth Power vs. 0 HP / 0 SpD Shuca Berry Jirachi: 230-270 (67.4 - 79.1%) -- guaranteed 2HKO after Stealth Rock
chomp
*252 SpA Jirachi Icy Wind vs. 4 HP / 0 SpD Garchomp: 232-276 (64.8 - 77%) -- guaranteed 2HKO after Stealth Rock
*252 Atk Garchomp Earthquake vs. 0 HP / 0 Def Shuca Berry Jirachi: 163-193 (47.8 - 56.5%) -- guaranteed 2HKO after Stealth Rock

keep note that icy wind drops -1 speed 100% of the time

Jirachi @ Shuca Berry
Ability: Serene Grace
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Icy Wind
- Iron Head
- Psychic/Fire punch/thunderbolt
- Energy Ball

Acast edit: I merged your two posts. Please don't double post in the future.
 
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Welp time to post a magical thing in this thread

Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake/Bonemerang
- Fire Punch/Knock off
- Stone Edge
- Swords Dance

This is basically trick room marowak, but in ground :D (when camerupt is out, troom ground is gonna be a thing trust me)
Kills everything it cares about with edgequake and fire punch for the scizors and ferrothorns. Knock off can be run over fire punch if those two are not an issue.
Swird dance is kind of mandatory because you will be stuck against walls like fini.
252+ Atk Thick Club Marowak Fire Punch vs. 252 HP / 88+ Def Ferrothorn: 348-412 (98.8 - 117%) -- 93.8% chance to OHKO
252+ Atk Thick Club Marowak Stone Edge vs. 248 HP / 196+ Def Pelipper: 260-308 (80.4 - 95.3%) -- guaranteed OHKO after Stealth Rock
252+ Atk Thick Club Marowak Earthquake vs. 248 HP / 192 Def Tapu Fini in Misty Terrain: 195-229 (56.8 - 66.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
Sets for Ice:
Mirror Coat Avalugg



Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Mirror Coat
- Avalanche
- Recover
- Rapid Spin

Mirror Coat Avalugg is extremely effective for Ice teams,, being able to deal with a wide range of threatening special sweepers, such as Mega Charizard Y, Magearna, Manaphy, Xurkitree, Alolan Raichu, Nihilego, Heatran, Magnezone, the list goes on and on. However, using this set does mean that you have to be extremely careful about keeping hazards away, as well as needing to spam Recover quite a bit in order to maintain full health. But regardless, Mirror Coat Avalugg is extremely effective and is able to catch a large portion of the special attacking metagame by surprise.

Here are a few replays showing it off:


Nasty Plot Alolan Ninetales



Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Nasty Plot
- Freeze-Dry
- Moonblast


This set isn't meant to outright sweep teams, but rather to break through bulkier Pokemon like Toxapex, Tapu Fini, and especially Calm Mind Mega Sableye. It's overall a nice way of breaking through bulkier teams without always having to fall back on Kyurem-Black or Lapras/Walrein for wallbreaking.

Freeze Dry Mamoswine



Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 220 Atk / 36 SpA / 252 Spe
Naive Nature
- Earthquake
- Freeze-Dry
- Stealth Rock
- Knock Off / Icicle Crash / Ice Shard

This set serves as an alternative to the Sash-Endeavor lead Mamoswine set. This set does a nice job of luring in bulky Water types that tend to switch into Mamoswine a lot, like Swampert, Pelipper, and Slowbro. 36 EVs in Special Attack are used to have a slight chance of OHKOing Swampert from full health. The set offers more wallbreaking potential than the Sash-Endeavor set, allowing Kyurem-Black to possibly fill a Choice Scarf role if you aren't already using Alolan Sandslash, or a more specially offensive set to have a secondary special wallbreaker. The last move is really dependent on what your team needs more. Knock Off can help take on Normal's Eviolite core. Ice Shard can be used as generally helpful priority. Icicle Crash is an option for consistently powerful Ice STAB, as well as OHKOing Zapdos.
 
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Sets for Rock:

Steel-Killer Omastar



Omastar @ Air Balloon / Waterium Z
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Hydro Pump / Surf
- Hidden Power [Fire]
- Earth Power / Ice Beam
- Shell Smash


This set is tailored specifically around breaking Steel teams, which are without a doubt one of the largest threats to Rock teams. This set can honestly have a lot of variety in it depending on what you want it to do. Air Balloon allows it to set up safely against choiced Ground types like Excadrill and Landorus-Therian. Waterium Z is another item choice that can allow you to break past Pokemon like Celesteela and Jirachi who would survive a hit otherwise. A Modest nature can bolster its sweeping potential greatly, but Timid is another option in order to outspeed Scarfers like Excadrill and Heracross after a single Shell Smash. Hydro Pump is usually the preferred STAB in order to put out as much damage as possible. However, Surf can be ran over it for more general consistency. Earth Power allows it to do consistently solid damage against Pokemon like Magearna, as well as allowing it to actually do something against Toxapex and Volcanion. However, Ice Beam can be ran over it in order to improve certain matchups outside of Steel, such as Dragon and Ground.

Tailwind Mega Aerodactyl



Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Stone Edge
- Aerial Ace
- Fire Fang / Earthquake / Aqua Tail

This set is just a nice way of giving offensive Rock teams some speed control without having Shuckle drain away your momentum. The main reasons Mega Aerodactyl is preferred over regular Aerodactyl for this set is because Mega Aerodactyl can offer a larger offensive presence and an even greater Speed tier. Stone Edge and Aerial Ace are the basic STAB moves. The last move is simply reliant on what your team needs. Fire Fang makes sure Mega Scizor can't set up safely on it, as well as hitting Ferrothorn and Celesteela for good damage. Earthquake lets it deal heavy damage to Magearna, as well as Heatran and Tapu Koko. Aqua Tail is the last alternative being able to hit Hippowdons that switch in (mixed bulk sets can't switch into 2 after prior chip damage), as well as hitting Landorus and Gliscor.

Icium Z Tyranitar



Tyranitar @ Icium Z
Ability: Sand Stream
EVs: 248 HP / 100 SpA / 160 SpD
Sassy Nature
- Ice Beam
- Stone Edge
- Crunch
- Flamethrower

This set mainly functions as a lure for Ground types that usually take advantage of Tyranitar like Hippowdon and Gliscor. 100 Special Attack EVs is used to do a large chunk of damage to mixed bulk Hippowdon (deals 79% max), allowing it to provide something more important for the Ground matchup than just tanking Landorus's Focus Blast. A specially defensive spread is used in order to maintain its great role as a special switch-in. Outside of that, the other 3 moves are pretty basic, with Stone Edge and Crunch being the main STAB moves and Flamethrower making sure it can hit Ferrothorn and Mega Scizor.
 
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Set for fighting (and flying if u want that too idk)

Tailwind setter haw

THE WINDS
(Hawlucha) @ Focus Sash
Ability: Unburden
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpD
- Tailwind
- High Jump Kick
- Poison Jab
- Acrobatics

I lowered the defensive ivs as much as possible to it gets to sash easier. It's the best thing to use vs alola-chu and other overly fast mons. Plus if u manage to preserve it, it can set up tailwind comfortaabley twice.

While it's moves won't be ohkko-ing the entire meta, it allows hera to get some moxie boosts under it's belt by revenging under a tailwind. Then after killing like one mon, it annialhates the next one.

244+ Atk Hawlucha High Jump Kick vs. 0 HP / 0 Def Magearna: 162-192 (53.8 - 63.7%) -- guaranteed 2HKO
252+ Atk Hawlucha Poison Jab vs. 4 HP / 0 Def Azumarill: 182-216 (53.2 - 63.1%) -- guaranteed 2HKO
252+ Atk Hawlucha Poison Jab vs. 0 HP / 0 Def Tapu Koko: 174-206 (61.9 - 73.3%) -- guaranteed 2HKO
 
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maroon

free palestine
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RMT & Mono Leader
From now on when I reject a set I will quote the post and explain that it is overly gimmicky for x reason or state that the certain set is common and not really underused!
Welp time to post a magical thing in this thread

Marowak @ Thick Club
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake/Bonemerang
- Fire Punch/Knock off
- Stone Edge
- Swords Dance

This is basically trick room marowak, but in ground :D (when camerupt is out, troom ground is gonna be a thing trust me)
Kills everything it cares about with edgequake and fire punch for the scizors and ferrothorns. Knock off can be run over fire punch if those two are not an issue.
Swird dance is kind of mandatory because you will be stuck against walls like fini.
252+ Atk Thick Club Marowak Fire Punch vs. 252 HP / 88+ Def Ferrothorn: 348-412 (98.8 - 117%) -- 93.8% chance to OHKO
252+ Atk Thick Club Marowak Stone Edge vs. 248 HP / 196+ Def Pelipper: 260-308 (80.4 - 95.3%) -- guaranteed OHKO after Stealth Rock
252+ Atk Thick Club Marowak Earthquake vs. 248 HP / 192 Def Tapu Fini in Misty Terrain: 195-229 (56.8 - 66.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Garbagery, unfortunately the only reason alolan marowak works well in monotype is because of its new offensive typing and ability which helps both types it can be used on. Unfortunately regular marowak is not really even viable on ground and for a reason, there are many better physical wallbreakers that are faster such as Landorus-Therian and Excadrill. Also even when Mega Camerupt is out I assure you trick room ground won't be seriously used. Set Rejected
Sets for Ice:
Mirror Coat Avalugg



Avalugg @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Mirror Coat
- Avalanche
- Recover
- Rapid Spin

Mirror Coat Avalugg is extremely effective for Ice teams, being able to deal with a wide range of threatening special sweepers, such as Mega Charizard Y, Magearna, Manaphy, Xurkitree, Alolan Raichu, Nihilego, Heatran, Magnezone, the list goes on and on. However, using this set does mean that you have to be extremely careful about keeping hazards away, as well as needing to spam Recover quite a bit in order to maintain full health. But regardless, Mirror Coat Avalugg is extremely effective and is able to catch a large portion of the special attacking metagame by surprise.

Here are a few replays showing it off:



Super Fang Walrein



Walrein @ Choice Specs
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Super Fang
- Ice Beam
- Hidden Power [Fire]
This set works very well with weakening common special walls that like to switch into Walrein, such as Empoleon, Alolan Muk, and Chansey. Wearing these threats down is very beneficial for wall breakers like Kyurem-Black, as well as late-game cleaners like Alolan Sandslash and Cloyster. Not to mention it doesn't come at a cost of important coverage since the only good move that could potentially replace it is Blizzard. It's a nice extra benefit that can be placed on any Ice team not utilizing Choice Specs Lapras.
Smub, the walrein set is not really nonstandard, specs walrein/lapras do the same exact thing and one of them is used on all Ice teams anyway. Avalugg also doesn't have enough special bulk to pull off mirror coat and can't really function well because of its primary role as a hazard removal Pokemon meaning it will always be chipped making it very hard for it to get off a rapid spin. Those 2 sets are rejected.

Sets For Rock:

Ice Beam Tyranitar



Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 68 Atk / 68 SpA / 124 SpD
Sassy Nature
- Stone Edge
- Crunch
- Flamethrower
- Ice Beam

This set mainly functions as a lure for Ground types that usually take advantage of Tyranitar like Landorus-Therian and Gliscor. The EV spread is pretty standard(credit goes to Tyke and Bitana) and 68 EVs in Special Attack is to guarantee an OHKO against Landorus-Therian with Ice Beam. Outside of that, the other 3 moves are pretty basic, with Stone Edge and Crunch being the main STAB moves and Flamethrower making sure it can hit Ferrothorn and Mega Scizor.
AV Tyranitar isn't really uncommon on Rock teams making this set while viable not really creative or underused

Set for fighting (and flying if u want that too idk)
Tailwind setter haw
THE WINDS
(Hawlucha) @ Focus Sash
Ability: Unburden
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpD
- Tailwind
- High Jump Kick
- Poison Jab
- Acrobatics

I lowered the defensive ivs as much as possible to it gets to sash easier. It's the best thing to use vs alola-chu and other overly fast mons. Plus if u manage to preserve it, it can set up tailwind comfortaabley twice.
Tailwind Hawlucha is a cool idea especially with the release of Mega Heracross on fighting however this set seems kind of gimmicky, while focus sash might allow Hawlucha to get up Tailwind always while a taunt user or stealth rocks arent on the field it does allow the team to use the speed boost correctly, also random coverage in poison jab isnt doing much to Fairy teams anyway. Set Rejected
 
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iLlama

Nothing personal, I protect my people
Sets for Rock:

Steel-Killer Omastar



Omastar @ Air Balloon / Waterium Z
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Hydro Pump / Surf
- Hidden Power [Fire]
- Earth Power / Ice Beam
- Shell Smash


This set is tailored specifically around breaking Steel teams, which are without a doubt one of the largest threats to Rock teams. This set can honestly have a lot of variety in it depending on what you want it to do. Air Balloon allows it to set up safely against choiced Ground types like Excadrill and Landorus-Therian. Waterium Z is another item choice that can allow you to break past Pokemon like Celesteela and Jirachi who would survive a hit otherwise. A Modest nature can bolster its sweeping potential greatly, but Timid is another option in order to outspeed Scarfers like Excadrill and Heracross after a single Shell Smash. Hydro Pump is usually the preferred STAB in order to put out as much damage as possible. However, Surf can be ran over it for more general consistency. Earth Power allows it to do consistently solid damage against Pokemon like Magearna, as well as allowing it to actually do something against Toxapex and Volcanion. However, Ice Beam can be ran over it in order to improve certain matchups outside of Steel, such as Dragon and Ground.

Tailwind Mega Aerodactyl



Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Stone Edge
- Aerial Ace
- Fire Fang / Earthquake / Aqua Tail

This set is just a nice way of giving offensive Rock teams some speed control without having Shuckle drain away your momentum. The main reasons Mega Aerodactyl is preferred over regular Aerodactyl for this set is because Mega Aerodactyl can offer a larger offensive presence and an even greater Speed tier. Stone Edge and Aerial Ace are the basic STAB moves. The last move is simply reliant on what your team needs. Fire Fang makes sure Mega Scizor can't set up safely on it, as well as hitting Ferrothorn and Celesteela for good damage. Earthquake lets it deal heavy damage to Magearna, as well as Heatran and Tapu Koko. Aqua Tail is the last alternative being able to hit Hippowdons that switch in (mixed bulk sets can't switch into 2 after prior chip damage), as well as hitting Landorus and Gliscor.

Ice Beam Tyranitar



Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 68 Atk / 68 SpA / 124 SpD
Sassy Nature
- Stone Edge
- Crunch
- Flamethrower
- Ice Beam

This set mainly functions as a lure for Ground types that usually take advantage of Tyranitar like Landorus-Therian and Gliscor. The EV spread is pretty standard(credit goes to Tyke and Bitana) and 68 EVs in Special Attack is to guarantee an OHKO against Landorus-Therian with Ice Beam. Outside of that, the other 3 moves are pretty basic, with Stone Edge and Crunch being the main STAB moves and Flamethrower making sure it can hit Ferrothorn and Mega Scizor.
This might just be me thinking this, but why does "Steel-killer Omastar" have Ice Beam as an option? Also, that set and the Ttar are already pretty common Rock spreads.
 
Tailwind Hawlucha is a cool idea especially with the release of Mega Heracross on fighting however this set seems kind of gimmicky, while focus sash might allow Hawlucha to get up Tailwind always while a taunt user or stealth rocks arent on the field it does allow the team to use the speed boost correctly, also random coverage in poison jab isnt doing much to Fairy teams anyway. Set Rejected
Ok lemme tell u this. While it is a big gimmick, it is a great gimmick. No one taunts a hawlucha and I got hazard removal (ye laugh at me using the hitmons). I forgot to add calcs so they'll come up
 
From now on when I reject a set I will quote the post and explain that it is overly gimmicky for x reason or state that the certain set is common and not really underused!

Garbagery, unfortunately the only reason alolan marowak works well in monotype is because of its new offensive typing and ability which helps both types it can be used on. Unfortunately regular marowak is not really even viable on ground and for a reason, there are many better physical wallbreakers that are faster such as Landorus-Therian and Excadrill. Also even when Mega Camerupt is out I assure you trick room ground won't be seriously used. Set Rejected

Smub, the walrein set is not really nonstandard, specs walrein/lapras do the same exact thing and one of them is used on all Ice teams anyway. Avalugg also doesn't have enough special bulk to pull off mirror coat and can't really function well because of its primary role as a hazard removal Pokemon meaning it will always be chipped making it very hard for it to get off a rapid spin. Those 2 sets are rejected.


AV Tyranitar isn't really uncommon on Rock teams making this set while viable not really creative or underused


Tailwind Hawlucha is a cool idea especially with the release of Mega Heracross on fighting however this set seems kind of gimmicky, while focus sash might allow Hawlucha to get up Tailwind always while a taunt user or stealth rocks arent on the field it does allow the team to use the speed boost correctly, also random coverage in poison jab isnt doing much to Fairy teams anyway. Set Rejected
I changed the Tyranitar's set and put a new set for Ice in Walrein's place.

And in response to iLlama, I put Ice Beam as an option on Omastar to allow it to provide some usefulness in certain matchups outside of Steel, like Dragon and Ground. I didn't think it was that big of a deal since Tyke's Steelbreaking Porygon-Z had Ice Beam on it too.
 
Haha looking at this thread reminds me of the gimmick I used in Gen 6 and Gen 5 bug.. Rock slide forretress.. he was a most wonderful Fire/Bug/Flying counter move~
 
Bulky Offensive Bewear



Bewear @ Fightinium Z
Ability: Fluffy
Happiness: 0
EVs: 32 HP / 252 Atk / 4 Def / 220 Spe
Adamant Nature
- Swords Dance
- Superpower
- Frustration
- Taunt / Earthquake

This is a fun set that I've been making use of on a hyper offensive normal team that functions as a check for common threats to the type. This includes priority sweepers such as Azumarill, Bisharp, and Mega Scizor and dangerous Choice Scarfs like Terrakion or Infernape that threaten normal, especially offensive builds. It accomplishes this without compromising it's offensive presence, and hits hard with Adamant Max Attack STABs and can use it's bulk to pull off swords dance. This set can easily break Steel Teams.

The Speed EVs are to outspeed Rotom-Wash, Azumarill, Bulky Mega Scizor, as well as all common Mega Venusaur spreads. Fightinium Z gives Bewear a big nuke without inviting in Defense drops that make it easier to revenge, while also cementing OHKOs at +2 against Skarmory, Celesteela, and Mega Scizor (just make sure to intimidate it to +1 before trying to check offensive superpower variants). Frustration is to round out the STAB, while the last slot can go to Taunt if you want to annoy defensive walls like Mega Venusaur, Skarmory, Porygon2, Hippodown, etc. Earthquake is also a great option to hit Steel-types without using Z-moves or Defense Drops while also decking Doublade, Gengar, and Toxapex who may otherwise wall.

Here's a replay vs Steel showcasing the set: http://replay.pokemonshowdown.com/gen7monotype-578751755
Scizor-Mega
+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 32 HP / 4 Def Fluffy Bewear: 109-130 (28 - 33.4%) -- 0.1% chance to 3HKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 32 HP / 4 Def Fluffy Bewear: 144-171 (37 - 43.9%) -- guaranteed 3HKO
+1 252+ Atk Scizor-Mega Superpower vs. 32 HP / 4 Def Fluffy Bewear: 288-340 (74 - 87.4%) -- guaranteed 2HKO
+2 252+ Atk Bewear All-Out Pummeling (190 BP) vs. 248 HP / 116 Def Scizor-Mega: 453-534 (132 - 155.6%) -- guaranteed OHKO
252+ Atk Bewear All-Out Pummeling (190 BP) vs. 0 HP / 4 Def Scizor-Mega: 246-291 (87.5 - 103.5%) -- guaranteed OHKO after Stealth Rock


Azumarill
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 32 HP / 4 Def Fluffy Bewear: 190-225 (48.8 - 57.8%) -- 96.1% chance to 2HKO
252+ Atk Bewear Return vs. 0 HP / 0 Def Azumarill: 214-253 (62.7 - 74.1%) -- guaranteed 2HKO

Bisharp
+2 252+ Atk Life Orb Bisharp Iron Head vs. 32 HP / 4 Def Fluffy Bewear: 218-257 (56 - 66%) -- guaranteed 2HKO
252+ Atk Bewear Earthquake vs. 0 HP / 0 Def Bisharp: 234-276 (86.3 - 101.8%) -- 12.5% chance to OHKO
252+ Atk Bewear Superpower vs. 0 HP / 0 Def Bisharp: 840-988 (309.9 - 364.5%) -- guaranteed OHKO


Infernape
252 Atk Infernape Close Combat vs. 32 HP / 4 Def Fluffy Bewear: 204-240 (52.4 - 61.6%) -- guaranteed 2HKO
252 Atk Infernape Flare Blitz vs. 32 HP / 4 Def Bewear in Sun: 303-357 (77.8 - 91.7%) -- guaranteed 2HKO
252+ Atk Bewear Earthquake vs. 0 HP / 0 Def Infernape: 308-364 (105.1 - 124.2%) -- guaranteed OHKO
252+ Atk Bewear Superpower vs. 0 HP / 0 Def Infernape: 277-327 (94.5 - 111.6%) -- guaranteed OHKO after Stealth Rock


Terrakion
252 Atk Terrakion Close Combat vs. 32 HP / 4 Def Fluffy Bewear: 236-278 (60.6 - 71.4%) -- guaranteed 2HKO
252+ Atk Bewear Superpower vs. 4 HP / 0 Def Terrakion: 458-540 (141.3 - 166.6%) -- guaranteed OHKO

---

Wallbreaking:
+2 252+ Atk Bewear All-Out Pummeling (190 BP) vs. 252 HP / 252+ Def Skarmory: 375-442 (112.2 - 132.3%) -- guaranteed OHKO
+2 252+ Atk Bewear All-Out Pummeling (190 BP) vs. 252 HP / 252+ Def Celesteela: 466-549 (117 - 137.9%) -- guaranteed OHKO
+1 252+ Atk Bewear All-Out Pummeling (190 BP) vs. 240 HP / 252+ Def Staraptor: 447-526 (120.4 - 141.7%) -- guaranteed OHKO
+2 252+ Atk Bewear Earthquake vs. 252 HP / 252+ Def Toxapex: 248-294 (81.5 - 96.7%) -- 62.5% chance to OHKO after Stealth Rock
+2 252+ Atk Bewear All-Out Pummeling (190 BP) vs. 252 HP / 240+ Def Hippowdon: 427-504 (101.6 - 120%) -- guaranteed OHKO
+2 252+ Atk Bewear Return vs. 252 HP / 212+ Def Venusaur-Mega: 229-270 (62.9 - 74.1%) -- guaranteed 2HKO after Stealth Rock
 
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mushamu

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ok so I haven't seen anyone use this set (or Ghost in general) so I'll post this.

Taunt Jellicent

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Taunt
- Recover
- Scald

So the point of this set is to stop utility mons. I know a lot of people this gen have been using Acid Amor Jellicent so I just wanted to point this set out. Idk if this set is used at all, since I haven't seen anyone play ghost in a while, but I'll give it a shot.

Here's how it works:
Many common utility Pokémon carry the standard set of 3 utility moves and 1 attacking move. Taunt would be used to stop the utility moves, and Cursed Body would disable their other attacking move, forcing them to struggle. Now, before you hit me with "but Decem acid armor Jellicent is so much better", I'll explain the threats this set Counters.

Toxapex
Toxapex is a threat to ghost teams because of its ability to 1v1 Mega Sableye, wall Gengar's Shadow Ball, and set up toxic spikes. Most of them carry Scald, Toxic Spikes, Haze / Baneful Bunker, and Recover. Taunt Jellicent blocks all of those, and disables Scald, forcing Toxapex to switch.

Chansey
Many Acid Armor variants of Jellicent find themselves useless against Chansey, while getting slowly worn down with Chansey's toxic. Chansey usually carries Heal Bell, Softboiled, Stealth Rock / Toxic, and Seismic Toss. Taunt blocks all of those.

Clefable
or to be more specific, Calm Mind variants. If you look at the amount of support Klefki provides for fairy teams, Gengar can't even take Clefable down behind screens. Jellicent blocks Calm Mind and Softboiled, then uses its ,onsterous special defense and Cursed Body to deal with Moonblast and Flamethrower.

These are all threats to Ghost one way or another. I believe that running Taunt over Acid Armor on Jellicent would block these threats, but that's just me.
 
ok so I haven't seen anyone use this set (or Ghost in general) so I'll post this.

Taunt Jellicent

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Taunt
- Recover
- Scald

So the point of this set is to stop utility mons. I know a lot of people this gen have been using Acid Amor Jellicent so I just wanted to point this set out. Idk if this set is used at all, since I haven't seen anyone play ghost in a while, but I'll give it a shot.

Here's how it works:
Many common utility Pokémon carry the standard set of 3 utility moves and 1 attacking move. Taunt would be used to stop the utility moves, and Cursed Body would disable their other attacking move, forcing them to struggle. Now, before you hit me with "but Decem acid armor Jellicent is so much better", I'll explain the threats this set Counters.

Toxapex
Toxapex is a threat to ghost teams because of its ability to 1v1 Mega Sableye, wall Gengar's Shadow Ball, and set up toxic spikes. Most of them carry Scald, Toxic Spikes, Haze / Baneful Bunker, and Recover. Taunt Jellicent blocks all of those, and disables Scald, forcing Toxapex to switch.

Chansey
Many Acid Armor variants of Jellicent find themselves useless against Chansey, while getting slowly worn down with Chansey's toxic. Chansey usually carries Heal Bell, Softboiled, Stealth Rock / Toxic, and Seismic Toss. Taunt blocks all of those.

Clefable
or to be more specific, Calm Mind variants. If you look at the amount of support Klefki provides for fairy teams, Gengar can't even take Clefable down behind screens. Jellicent blocks Calm Mind and Softboiled, then uses its ,onsterous special defense and Cursed Body to deal with Moonblast and Flamethrower.

These are all threats to Ghost one way or another. I believe that running Taunt over Acid Armor on Jellicent would block these threats, but that's just me.
This is a pretty common set, so.
 
Jfc i wish people would use hoopa more
(Credit to dyunsamon)
http://www.zerochan.net/user/Dyunasumon


Hoopa @ Salac Berry
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk
- Substitute
- Calm Mind
- Focus Blast
- Shadow Ball

Honestly this should be used way more. It handles the threats mentioned by jellicent easily (not calm mind unaware cleff but rly, it can handle magical guard) it also can sweep teams with ease when it subs up its salac. With magician it can steal items too, like a leftovers to heal itself or ascarf to be even faster.

You can choose nasty plot over calm mind, but being able to take more moonblasts and set up subs over special pokemon is nicer in my opinion

Dem stally mons
It laughs in front of chandey. While she sets up stealth and tpxoc, mah hoopa subs and calm minds over her. If she switches out, as no normal mon has sucker, hoopa can spam focus blast and if she's too slow, she can get herself the salac boost with subs. With magician, she can steal her eviolite too! Same with every other stall mon out there (bar dugtrio but who uses stall trio in mono)


+2 252 SpA Hoopa Psyshock vs. 4 HP / 252+ Def Eviolite Chansey: 385-454 (59.9 - 70.7%) -- guaranteed 2HKO

+2 252 SpA Hoopa Psyshock vs. 252 HP / 232+ Def Toxapex: 314-372 (103.2 - 122.3%) -- guaranteed OHKO
 
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SLUDGE WAVE M-SWAMPERT



Since M-Swampert recently became usable, I can finally post this set here. Already posted it once in the Metagame Discussion Thread, but I feel it belongs here as well.

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 228 Atk / 28 SpA / 252 Spe
Naive Nature
- Waterfall
- Sludge Wave
- Earthquake
- Ice Punch


The main thing here is Sludge Wave, which acts as a lure to Bulu and possibly a few other fairies. It outspeeds every Bulu variant under rain and all bulu variants besides Scarf and Max spped + jolly, the latter I don't think is extremely common unless they are scarfs. This set lets you not get 6-0'd by Scarf Bulu with rain, which a lot of water teams will struggle with.

Check calcs for EV explanation

28 EVs are so I OHKO 0 HP Bulu right away, and OHKO 160 HP Bulu after rocks. Always outspeeds Adamant bulu out of rain and any Bulu under rain.

28 SpA Swampert-Mega Sludge Wave vs. 0 HP / 0 SpD Tapu Bulu: 284-336 (101 - 119.5%) -- guaranteed OHKO

28 SpA Swampert-Mega Sludge Wave vs. 160 HP / 0 SpD Tapu Bulu: 284-336 (88.4 - 104.6%) -- guaranteed OHKO after Stealth Rock
 
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maroon

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RMT & Mono Leader
ok so I haven't seen anyone use this set (or Ghost in general) so I'll post this.

Taunt Jellicent

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Toxic
- Taunt
- Recover
- Scald

So the point of this set is to stop utility mons. I know a lot of people this gen have been using Acid Amor Jellicent so I just wanted to point this set out. Idk if this set is used at all, since I haven't seen anyone play ghost in a while, but I'll give it a shot.

Here's how it works:
Many common utility Pokémon carry the standard set of 3 utility moves and 1 attacking move. Taunt would be used to stop the utility moves, and Cursed Body would disable their other attacking move, forcing them to struggle. Now, before you hit me with "but Decem acid armor Jellicent is so much better", I'll explain the threats this set Counters.

Toxapex
Toxapex is a threat to ghost teams because of its ability to 1v1 Mega Sableye, wall Gengar's Shadow Ball, and set up toxic spikes. Most of them carry Scald, Toxic Spikes, Haze / Baneful Bunker, and Recover. Taunt Jellicent blocks all of those, and disables Scald, forcing Toxapex to switch.

Chansey
Many Acid Armor variants of Jellicent find themselves useless against Chansey, while getting slowly worn down with Chansey's toxic. Chansey usually carries Heal Bell, Softboiled, Stealth Rock / Toxic, and Seismic Toss. Taunt blocks all of those.

Clefable
or to be more specific, Calm Mind variants. If you look at the amount of support Klefki provides for fairy teams, Gengar can't even take Clefable down behind screens. Jellicent blocks Calm Mind and Softboiled, then uses its ,onsterous special defense and Cursed Body to deal with Moonblast and Flamethrower.

These are all threats to Ghost one way or another. I believe that running Taunt over Acid Armor on Jellicent would block these threats, but that's just me.
As tyke already said that not a super uncommon set.
Jfc i wish people would use hoopa more
(Credit to dyunsamon)
http://www.zerochan.net/user/Dyunasumon


Hoopa @ Salac Berry
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk
- Substitute
- Calm Mind
- Focus Blast
- Shadow Ball

Honestly this should be used way more. It handles the threats mentioned by jellicent easily (not calm mind unaware cleff but rly, it can handle magical guard) it also can sweep teams with ease when it subs up its salac. With magician it can steal items too, like a leftovers to heal itself or ascarf to be even faster.

Dem stally mons
It laughs in front of chandey. While she sets up stealth and tpxoc, mah hoopa subs and calm minds over her. If she switches out, as no normal mon has sucker, hoopa can spam focus blast and if she's too slow, she can get herself the salac boost with subs. With magician, she can steal her eviolite too! Same with every other stall mon out there (bar dugtrio but who uses stall trio in mono)


+2 252 SpA Hoopa Psyshock vs. 4 HP / 252+ Def Eviolite Chansey: 385-454 (59.9 - 70.7%) -- guaranteed 2HKO

+2 252 SpA Hoopa Psyshock vs. 252 HP / 232+ Def Toxapex: 314-372 (103.2 - 122.3%) -- guaranteed OHKO
I see no problem to putting this set in the database though in Gen 7 Hoopa has gotten Nasty Plot due to access of a move tutor, why should Calm Mind be used on an offensive salac berry set? I will input the Nasty Plot set for now.
SLUDGE WAVE M-SWAMPERT



Since M-Swampert recently became usable, I can finally post this set here. Already posted it once in the Metagame Discussion Thread, but I feel it belongs here as well.

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 228 Atk / 28 SpA / 252 Spe
Naive Nature
- Waterfall
- Sludge Wave
- Earthquake
- Ice Punch


The main thing here is Sludge Wave, which acts as a lure to Bulu and possibly a few other fairies. It outspeeds every Bulu variant under rain and all bulu variants besides Scarf and Max spped + jolly, the latter I don't think is extremely common unless they are scarfs. This set lets you not get 6-0'd by Scarf Bulu with rain, which a lot of water teams will struggle with.

Check calcs for EV explanation

28 EVs are so I OHKO 0 HP Bulu right away, and OHKO 160 HP Bulu after rocks. Always outspeeds Adamant bulu out of rain and any Bulu under rain.

28 SpA Swampert-Mega Sludge Wave vs. 0 HP / 0 SpD Tapu Bulu: 284-336 (101 - 119.5%) -- guaranteed OHKO

28 SpA Swampert-Mega Sludge Wave vs. 160 HP / 0 SpD Tapu Bulu: 284-336 (88.4 - 104.6%) -- guaranteed OHKO after Stealth Rock
While it is too late to say for sure whether this will be an uncommon set I have heard many people of talking about using 28 SpA Sludge Wave Mega Swampert to ohko Tapu Bulu on Swift Swim teams.
 
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Sets for Ghost

Choice Specs Chandelure


Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Energy Ball
- Trick

While most Chandelure sets run Choice Scarf, I hardly ever saw the point since Gengar is already the superior Scarfer for Ghost. I wanted a special wallbreaker, and since I felt like I wanted something more to benefit my Steel and Fire matchups better than Hoopa did, I went with Choice Specs Chandelure. It's no understatement how powerful it is, 2HKOing a wide range of powerful threats to Ghost teams. A Timid nature is really nice for outspeeding Heatran, Adamant Dragonite, and Jolly Breloom. However, a Modest nature can be ran if you value the extra power more.
After Chandelure switches into a Fire Blast from Mega Charizard Y:

252 SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 4 SpD Charizard-Mega-Y in Sun: 290-342 (97.6 - 115.1%) -- 87.5% chance to OHKO

252+ SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 4 SpD Charizard-Mega-Y in Sun: 318-375 (107 - 126.2%) -- guaranteed OHKO

252 SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 4 SpD Hippowdon: 416-490 (99 - 116.6%) -- 93.8% chance to OHKO

252+ SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 176 SpD Hippowdon: 370-436 (88 - 103.8%) -- 25% chance to OHKO

252+ SpA Choice Specs Chandelure Fire Blast vs. 248 HP / 0 SpD Mandibuzz: 334-394 (78.9 - 93.1%) -- guaranteed OHKO after Stealth Rock

252 SpA Choice Specs Chandelure Shadow Ball vs. 0 HP / 0 SpD Dragonite: 213-252 (65.9 - 78%) -- 25% chance to OHKO after Stealth Rock



Calm Mind Wincon Mega Sableye


Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Snarl
- Calm Mind
- Recover

I won't deny the incredible effectiveness of the standard utility Mega Sableye set. However, the Calm Mind wincon set is vastly underrated. Once it sets up about 2 or 3 times, it's capable of solo-ing some important matchups for Ghost, some of which being Dark and Water, and a matchup that can prove to be difficult if Alolan Marowak is removed, specifically Electric. Snarl is the preferred attack in order to lower Special Attack, giving it an easier setup opportunity. However, Dazzling Gleam could be a potential choice if you're looking to hit Dark types like Hydreigon, Mandibuzz, and Greninja for more damage.
 
Last edited:

maroon

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RMT & Mono Leader
Sets for Ghost

Choice Specs Chandelure



Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Energy Ball
- Trick

While most Chandelure sets run Choice Scarf, I hardly ever saw the point since Gengar is already the superior Scarfer for Ghost. I wanted a special wallbreaker, and since I felt like I wanted something more to benefit my Steel and Fire matchups better than Hoopa did, I went with Choice Specs Chandelure. It's no understatement how powerful it is, 2HKOing a wide range of powerful threats to Ghost teams. A Timid nature is really nice for outspeeding Heatran, Adamant Dragonite, and Jolly Breloom. However, a Modest nature can be ran if you value the extra power more.
After Chandelure switches into a Fire Blast from Mega Charizard Y:

252 SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 4 SpD Charizard-Mega-Y in Sun: 290-342 (97.6 - 115.1%) -- 87.5% chance to OHKO
252+ SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 4 SpD Charizard-Mega-Y in Sun: 318-375 (107 - 126.2%) -- guaranteed OHKO

252 SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 0 SpD Hippowdon: 418-492 (99.5 - 117.1%) -- 93.8% chance to OHKO

252+ SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 176 SpD Hippowdon: 370-436 (88 - 103.8%) -- 25% chance to OHKO

252 SpA Choice Specs Chandelure Fire Blast vs. 248 HP / 0 SpD Mandibuzz: 306-360 (72.3 - 85.1%) -- guaranteed 2HKO

252+ SpA Choice Specs Chandelure Fire Blast vs. 248 HP / 0 SpD Mandibuzz: 334-394 (78.9 - 93.1%) -- guaranteed OHKO after Stealth Rock

252 SpA Choice Specs Chandelure Shadow Ball vs. 0 HP / 0 SpD Dragonite: 213-252 (65.9 - 78%) -- 25% chance to OHKO after Stealth Rock



Edit: trying to fix this tag issue

Calm Mind Wincon Mega Sableye



Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Snarl
- Calm Mind
- Recover

I won't deny the incredible effectiveness of the standard utility Mega Sableye set. However, the Calm Mind wincon set is vastly underrated. Once it sets up about 2 or 3 times, it's capable of solo-ing some important matchups for Ghost, some of which being Dark and Water, and a matchup that can prove to be difficult if Alolan Marowak is removed, specifically Electric. Snarl is the preferred attack in order to lower Special Attack, giving it an easier setup opportunity. However, Dazzling Gleam could be a potential choice if you're looking to hit Dark types like Hydreigon, Mandibuzz, and Greninja for more damage.
While it is true that Ghost does run scarf gengar this gen and doesnt use it as the teams special wallbreaker, Specs Hoopa is a better fit for that slot. Also Calm Mind Mega Sableye isnt really an uncommon set and was infact the reason Mega Sableye was banned from monotype last gen.
 
Sets for Ghost

Choice Specs Chandelure


Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Energy Ball
- Trick

While most Chandelure sets run Choice Scarf, I hardly ever saw the point since Gengar is already the superior Scarfer for Ghost. I wanted a special wallbreaker, and since I felt like I wanted something more to benefit my Steel and Fire matchups better than Hoopa did, I went with Choice Specs Chandelure. It's no understatement how powerful it is, 2HKOing a wide range of powerful threats to Ghost teams. A Timid nature is really nice for outspeeding Heatran, Adamant Dragonite, and Jolly Breloom. However, a Modest nature can be ran if you value the extra power more.
After Chandelure switches into a Fire Blast from Mega Charizard Y:

252 SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 4 SpD Charizard-Mega-Y in Sun: 290-342 (97.6 - 115.1%) -- 87.5% chance to OHKO

252+ SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 4 SpD Charizard-Mega-Y in Sun: 318-375 (107 - 126.2%) -- guaranteed OHKO

252 SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 4 SpD Hippowdon: 416-490 (99 - 116.6%) -- 93.8% chance to OHKO

252+ SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 176 SpD Hippowdon: 370-436 (88 - 103.8%) -- 25% chance to OHKO

252+ SpA Choice Specs Chandelure Fire Blast vs. 248 HP / 0 SpD Mandibuzz: 334-394 (78.9 - 93.1%) -- guaranteed OHKO after Stealth Rock

252 SpA Choice Specs Chandelure Shadow Ball vs. 0 HP / 0 SpD Dragonite: 213-252 (65.9 - 78%) -- 25% chance to OHKO after Stealth Rock
Might as well note Overheat over Trick as an option. I remember trying this set out in a Ghost team back in Gen 6. Damage output was pretty brutal and decently high to use two Overheats in a row.
 

(you can use it for either one i guess)
Vikavolt @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Bug Buzz
- Volt Switch
- Energy Ball

This is basically the best slowturner in existance. PHENOMINAL special attack (yes it's a wallbreaker too), great coverage without relying on hidden power and volt switch. It can slowturn (and possibly break open a wall) into something like fell stinger beedrill (guranteeing a free 3+ after a fell stinger hit)

252+ SpA Vikavolt Thunderbolt vs. 252 HP / 252+ SpD Celesteela: 252-296 (63.3 - 74.3%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Charizard Fire Blast vs. 252 HP / 0 SpD Assault Vest Vikavolt: 270-318 (75.4 - 88.8%) -- guaranteed 2HKO

252+ SpA Vikavolt Energy Ball vs. 252 HP / 16 SpD Hippowdon: 300-354 (71.4 - 84.2%) -- guaranteed 2HKO after Leftovers recovery
 
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Surskit @ Focus Sash
Ability: Swift Swim
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Sticky Web
- Rain Dance
- Toxic
- Aqua Jet

This guy is water's best (and only) sticky web setter. Reguar suicide leads ussualy try to kill this little fellow here, so then surskit uses rain dance and outspeeds those ppl (alos supportingn those swift swimmers). Then it brings out the sticky webs and then just dies. ... I'm not bringing calcs for him, he doens't deal or take damage.


But with mega swampert in rain AND webs, he outspeeds the entire meta (even the scarfed ones) to sweep everything.
 
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