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Sort of gimmicky, but eh...

I was thinking of how Aerodactyl could work without Choice Band. The problem is is even with Life Orb, he suffers HORRIBLY from those OHKO ranges (something that's somewhat expected on base 105 Atk stat I guess). Then I was looking for some way to remedy it... This however was the only solution (without tacking on a Life Orb) that I guess I could think of.

Name: Aerodactyl
Ability: ...Does it matter really?
EVs: 4 HP/252 Atk/252 Spd
Nature: Jolly
Item: White Herb
- Rock Slide / Stone Edge
- Earthquake
- Curse
- Thief / [Something!?!]

If you really want to you can opt for a Fang of your choice, but if anything the best to use is Ice Fang. Fire Fang is too risky against Bronzong.

More of a mid to late-game sweeper, this moveset is a way to remedy the ability of locking on to one attack... but sadly only once. All you have to do is Curse once, and you will get +1 Atk and +1 Def (not that the latter matters). The White Herb will remove the Speed drop, but only once. To make it seem like it's not the end of the world, after 1 Curse, your Speed will drop to 262 Speed... Which... isn't the greatest, but it can possibly outspeed your basic walls (Skarmory usually achieves 146 Speed IIRC, so you still outspeed him too. Cresselia should probably be outsped too). So in other words, you are tying at Base 70 Speed (Max Speed with +Nature).

Stone Edge might be prefferable here incase if you screw up, but Rock Slide might appeal to you better, so there it is. Earthquake allows for little to resist the moveset; only Bronzong and Claydol, as far as my mind goes to, resists the combination.

The final move is something you might want to be interested in. Why Thief? Well, the negative part is is that you have to loose the White Herb. The bright side is is that it's not the end of the world, or maybe to the greater of benefit for you, if you play it out right. You want to aim to steal either a Choice Band (so you aren't fully negating the strategy) or Life Orb (to allow more of a bang after a Curse). Stealing Leftovers probably won't benefit much but if you do, oh well, sadly. Stealing a pinch berry could be useful in some situations I guess.
 
2nd gen is taking forever, I'm on my third test and second lab this week. :*
It's thursday, almost done with hell week, then onto Thanksgiving break!

Heh, don't put any pressure on yourself, it's meant to take pretty long.

@Lee: It seems to me that having enough speed EVs for 310 speed is a lot more useful, because then you can outspeed the neutral base 105s as well and kill something like that blasted Mismagius.

Stone Edge seems like it would be the most useful in that slot, because it still gets a 2HKO on Gyarados I'm pretty sure, and it can solve the flying pokemon problem. It just seems like it eliminates the need for Thunderbolt. I suppose Thunderbolt's ok though. Consider Thunder for that extra punch though. I suppose that the biggest counter is Garchomp though, since most of the attacks just won't do much to him.

It's a good set though, I forgot that Primeape could learn Overheat.
 
Snorlax@Choice Band
252 Attack, 252 HP
Adamant Nature
Thick Fat Ability

MS:
1. Last Resort
2-4. None

--

I LOL at how sadistically powerful this thing is. With STAB + Choice Boost 130 Base Power Last Resort at 350 attack, this fat retard 1HKO's EVERYTHING with 200 defense or less, and likely 2HKO's if it has 250-to around 320 defense. No other move is on it so you can get cracking straight away.

--

Drifblim@Leftovers
252 HP, split defenses
Some defensive nature
Pick an ability, doesn't matter

MS:
1. Substitute
2. Stockpile
3. Baton Pass
4. Ominous Wind [fillar]

--

I remember seeing this on YouTube somewheres... It's kind of a funny ms, but with the monstrous HP you get with Drifblim passing stockpiles to something like Noir or Umbreon could leave your opponent in some real trouble. Ominous Wind has a chance of raising all abilities and it's STAB, so that's what I put as the filler move.

------------

Yeah so make fun of these ideas if you want :P
 
His basic use is to be...cool?

Toxiclamp (Cloyster)
-Toxic or Toxic Spikes
-Clamp
-Protect
-Spikes or any physical attack

252 att/252def

At first you may think..."only a noob would fall for this!" take a closer look he has possibilities with skill link clamp lasts for 5 turns! and combined that with damage from toxic and you got yerself a fiesta! also if you choose to use the spikeset you can max his speed and lead or save him as a last resort counter when they have no special sweepers left or you could give him either wide lens or lefties for healing or because we all hate to miss.
 
I'm not sure if this could be really called a new set, but here it is. Oh, and before I start, please know that with this spread, EQ deals 39% - 46% to Blissey, and Adamant deals 43% - 50%. I am aware of that. Anyway!

Dutrio @ Life Orb
Nature: Naive (+Speed, -SpDef)
Ability: Arena Trap
EVs: 42 HP/252 Atk/216 Spd
- Earthquake
- Aerial Ace
- Sucker Punch
- HP Ice

That's right. Hidden Power on a Dugtrio. No, this is not Advance, everyone. This is your solution to Stone Edge no longer sitting on your fellow trapper as eye candy anymore. I was looking over Dugtrio's moveset the other day, and thought to myself how useless Stone Edge was to him. Seriously, I'm not sure about you, but I don't believe I have ever used it once. Let's take a look at the things that have a plausible excuse to be Stone Edge'd, shall we?

Charizard
Cloyster
Gyarados
Aerodactyl
Articuno
Zapdos
Dragonite
Crobat
Skarmory
Swellow
Ninjask
Walrein
Salamence
Staraptor
Driftblim
Weavile
Togekiss
Yanmega
Glaceon
Froslass

These are all the Pokemon under the over used sun I could think of that you may or may not want to use Stone Edge as opposed to your original 3 other moves for. Let's look at the more popular Pokemon. Note that all of these scenarios are barring in mind that the opponent has more than one Pokemon left, giving the option to switch.

Skarmory takes a pitiful amount of damage from Stone Edge with the maximum being 26% at Adamant nature with Maxed Attack EVs. It has Roost, and is in no hurry to run away, let alone the fact that in can run away if it chooses too.

Gyarados takes 40% minimum after Intimidate is activated. Impressive, yes. However, knowing this, Gyarados has no reason to even consider switching into Dugtrio unless it feels it can abuse the opportunity to stat up, or knows that it is a CBtrio using EQ. On any other occasion, Gyarados is likely to be faster due to Dragon Dance, or it will kill Dugtrio on the switch with virtually any attack at it's disposal, aside from Stone Edge. Gyarados can also flee if it feels the need to do so. Dugtrio has better things to do than tango with Gyarados.

Considering almost all Aero's are Jolly, it will kill Dugtrio with Ice Fang before it has a chance to do anything. It can also switch out.

Weavile? See Aerodactyl.

Swellow will kill Dugtrio with Facade easily once Guts is activated, and will also outspeed it. It can also switch out after Protecting the CB'd move.

Staraptor will switch.

Yanmega will protect until it can outspeed you, and KO you if it holds Life Orb. If not, it can protect and switch to the appropriate counter, or kill you if you are below 73% damage.

Froslass is mostly seen in Hail, at which point, it's ability is activated. We all know Stone Edge isn't the most reliable attack, and that Froslass is a frail Ghost type. Thus it is likely that Suck Punch is the wiser choice.

Ninjask? This is faster than Dugtrio by a fair bit. It can also switch. You are better off bringing in a phazer to screw with the incoming threat.

Walrein? Dugtrio can do a max of 52% to Walrein with Stone Edge, not including Leftovers afterwards and the possibility of Hail healing it as well. Assuming that the Walrein is at full health, it will easily proceed to wall and wittle you away with stalling and hail, if it is not doing that to your team already. Or it can simply Blizzard/Surf you to death. Which ever is more convenient. Like wise with Gyarados, Dugtrio has business with other Pokemon.

Crobat is faster than Dugtrio, and will either abuse Hypnosis or U-Turn out of the way to an appropriate counter, provided that it decides it wants to stay in.

I am too lazy to look up the defensive spreads of Zapdos. However, on a 0/0 Zapdos, Dugtrio has a chance at KOing Zapdos with Stone Edge. If it doesn't, it will be eating HP Ice/Grass. Many Zapdos also run the Sleep Talker set, and they have no problem with resting back to full health once your Dugtrio is gone. They can also run away.

Even with a 252/252 +Defense nature spread, Articuno only has a chance at living from a Dugtrio's Stone Edge. Articuno isn't staying in. Dugtrio has no business switching in to Articuno either, unless it likes eating Ice attacks.

Charizard is in the same boat as Articuno.

Glaceon can't be KO'd by Dugtrio at full health, even with no EV investment. Granted, it does do a significant amount at 74-87%. At a healthy state though, it will survive, and Dugtrio will be eating an Ice attack. Glaceon can then pick a proper opportunity to Wish itself back to HP. It can't switch in safely either, apart from Fake Tears possibly, as it will either be Yawned, beaten with Ice Beam/Blizzard, facing a problem with Wish healing the opposing Glaceon back to full health, or being hit by HP Fighting, which will also KO Dugtrio. It's essentially not a safe gamble, although I can see Dugtrio landing a kill or two.

Togekiss will take 80-94% damage from Stone Edge if has no EV investment in HP/Defense. Calm variants with Max HP will take 66-78% damage. I personally wouldn't keep a Togekiss in on Dugtrio knowing it could Stone Edge me. If for whatever reason I did, unless I was damaged already due to Stealth Rock, which is a high possibility, I would simply KO it with a Special Attack and Roost the damage off later.

An Adamant, Choice Banded Dugtrio is only doing 48% at best to a Cloyster, disregarding Leftovers. Granted, SR could have done sufficient damage to allow a kill, and it is likely to switch in safely on the set up. However, Dugtrio is likely to be hit by Surf/Ice Beam, and that's a waste of a RK.

Drifblim takes a few percent more from Stone Edge than it does from Sucker Punch. Stone Edge is not as accurate, but Sucker Punch does not work on the set up, which is likely to happen. However, Drifblim can still switch freely if it chooses too, and will likely do so considering it will take heafty damage from either of those attacks.

What Pokemon does this leave left? Salamence and Dragonite. HP Ice does 82 - 96% to Salamence. With SR, that's a direct KO. With Stone Edge, that is true too. However, with Salamence, you are in one of three scenarios. You both come in at the same time, in which HP Ice would provide more damage due to Intimidate. You come in on a Salamence, eating an attack. Or you come in on Salamence, facing a Dragon Dance and then eating an attack. Either way you look at it, HP Ice does more for you in the few times it can be used. The LO set also free's you from being locked in place by CB, so using HP Ice on a Salamence trying to come in on the EQ you were supposed to use repeatedly will be very annoyed. Dragonite is different, as it will not be holding Intimidate, and many carry a Yache berry. That I can admit to.

So basically, we have a load of Pokemon that will either outspeed and kill Dugtrio, will switch out due to a Flying type attribute, or will be a rare sight to see and have very circumstantial times in which Stone Edge is usable.

Now, for the pros of HP Ice. Here are some Calcs:

Garchomp w/ 0/0 - 72% - 85%
Salamence w/ 0/0 - 82 - 96%
Tangrowth w/ 252/0 - 48% - 56%
Celebi w/ 252/0 - 28% - 33%
Gliscor w/ 252/0 - 81% - 95%
Hippowdon w/ 252/0 - 35% - 41%
Claydol w/ 252/0 - 30% - 35%

Those are the damage calcs with the standard EV sets. Sure, most of them are not ground breaking. However, this still works effectively with Dugtrio, as he is still a revenge killer. If that Hippowdon believe it is going to Slack Off after taking out your last Pokemon in a stalling match, it can think again. Gliscor can run, sure, but why would anyone think to do that against a Dugtrio? Instead, they will attempt to Knock Off, recover HP with Roost, or set up SR's. Celebi would kill a Dugtrio, but it sure can't switch out, and will be cocky enough to believe it's Defense is enough to surivive an Aerial Ace, or that it will stay safe from your Suck Punch if it just uses Leech Seed and stalls with no attacks. Claydol can also run, but a weak one can be taken out if the player believes that your desperate by sending in a Dugtrio.
56% is quite a fine number to do to a Tangrowth, especially one that may be weak and can't run. Not many physical attackers can boast about doing that kind of damage in one shot to that heap of vines. And what I personally love, is the look on your opponents face when he/she dances up with Garchomp thinking their defense and typing can survive anything Dugtrio throws, and then realizes that they do not have the speed, nor the HP to surivive another hit. Oh, and Substitutes failing due to lack of HP is always fun too.

Wow. That was long. Anyway, questions? Comments? Complaints?

This post deserves more comments. Although frankly, I can't really think of anything to critisize it with >_>

I should note that on _my_ froslass, I spike first on all pokemon who can possibly use sucker-punch. I tend to find it more useful... you'd probably get me with Dugtrio though, because it is one of the pokemon who would have outsped me anyway, so I'd bet on Stone Edge, and would want to kill you before you can go again.
 
I suppose that the biggest counter is Garchomp though, since most of the attacks just won't do much to him.

Life Orb Close Combat vs 0/0 Garchomp = 63.03% - 74.23%. If I was to translate that into Primeape's native tongue, it would sound something like "Fuck you Garchomp. *random monkey noises*"

@Lee: It seems to me that having enough speed EVs for 310 speed is a lot more useful, because then you can outspeed the neutral base 105s as well and kill something like that blasted Mismagius.

I did give it a quick thought initially, but Scyther, Mismagius and Rapidash will nearly always be running +Speed, so I don't know if I'll ever see any fruit from it. However, I've gave it a little bit more thought and it seems to be worth running 310 if only to beat Rotom. The little pest maxes out at 309 and is capable of threatening with WoW, TWave or TBolt amongst others.

I did a bit of testing on Shoddy earlier, with U-Turn in the last slot and was pleasantly surpised with his performance. Vital Spirit is such an awesome ability, and is made even better when you can OHKO the two most common sleepers in the game (Breloom and Gengar). My dislike for Life Orb has been confirmed though...I'm sticking with Fist Plate. Expert Belt is also an option, because with Stone Edge in the last slot, you're hitting 11/17 types for SE damage.

Stone Edge seems like it would be the most useful in that slot, because it still gets a 2HKO on Gyarados I'm pretty sure, and it can solve the flying pokemon problem. It just seems like it eliminates the need for Thunderbolt. I suppose Thunderbolt's ok though. Consider Thunder for that extra punch though.

Tbh, I could never honestly reccomend TBolt over U-Turn or Stone Edge...I just hate Gyarados SO much. After Intimidate, Life Orb Stone Edge is only hitting BulkyGyarados for 41-48% damage. Non-bulky Gyarados takes 59-69% and Salamence takes 58-68% though.
 
I've been eyeing up Primeape for awhile now because of Vital Spirit.

My only issue with Pay Back is this:

I can see it being useful on the predicted switch. After that though, what does the Ape survive, to strike back with a fully powered back for the kill?

Against Cres and Dusknoir, it seems limited though. It's 200 BP IF Primeape is struck first, otherwise it's 100 BP.

I've done the calcs on Metal Kid, and well, it's not too good.

252 HP/252 DEF Bold Cres takes a WHOPPING..... 14-16% from a Pay Back (using fist plate, didn't bother with Life Orb, because the damage increase wouldn't be worth the life lost), if the Ape moves first (which he should).

Now I wasn't sure if Metal Kid was doing Pay Back right, so I overrided a 50 BP dark, physical attack and got the same results.

So you can get Thunder Waved, and go second, but that's only 28-32% damage, in exchange for your crippled Ape.

Dusknoir is a tad better, taking roughly 22-25%. Dusk is less likely to Paralyze you though, so much as burn you.

I went through the same thing trying to find an option for Hariyama to hit the above two. It just wasn't worth it.

Better to run the exact set, but put U-Turn on the last slot, and then choose between Edge and T-Bolt if you want.

EDIT: I'm at a blank to when Sandstorm does it's damage, and at work, and can't check. If it does it at the start of the turn, Ape might make a good fit on a Sandstorm team to charge up your Pay Back maybe? I dunno.

EDIT 2: Someone correct me if Metal Kid does Payback wrong or something.
 
Yeah, Payback is entirely for switches or against faster Pokemon like Gengar or Starmie. After hitting Cress or Dusknoir on the switch, I'd be bouncing straight to my counter safe in the knowledge that they didn't get in scott-free. I can accept that there is no magic move that will allow Primape to slaughter Cresselia.

Thus far Payback has actually worked well, bagging some easy kills on Starmie, Gengar and even Drifblim.
 
Stone Edge hits Starmie and Gengar for the exact same amount on the switch. It hits Driftblim harder (200 BP vs 100 BP).

I hope i'm not being a stickler, and I know Pay Back is 100% accurate v.s. 80% accurate, but how much is that 100% accuracy worth v.s. the coverage you get via Stone Edge, and another move slot free? Stone Edge's critical hit chance has to count for something as well.

Paybacks secondary effect, I just don't see coming into play all that often. What is the Ape going to stay in on (and live) to return KO with a full powered Payback?
 
As long as you move second, Payback's power doubles. That means if they switch, Paybacks secondary effect will activate and the switch in will be hit for 100BP rather than 50BP. Therefore a Starmie or Gengar switch will be hit for 200BP, rather than Stone Edge's 100BP. This is why I've been saying it's so good for ghostly/psychic switch ins - they get hammered if they try it.

PS:

Gengar used Hypnosis.
Primeape used Payback.
It's super effective!
Gengar lost 100% of its health.
RT's Gengar fainted.

Haha, bitches don't know about my Vital Spirit.
 
As long as you move second, Payback's power doubles. That means if they switch, Paybacks secondary effect will activate and the switch in will be hit for 100BP rather than 50BP. Therefore a Starmie or Gengar switch will be hit for 200BP, rather than Stone Edge's 100BP.

PS:

Gengar used Hypnosis.
Primeape used Payback.
It's super effective!
Gengar lost 100% of its health.
RT's Gengar fainted.

Haha, bitches don't know about my Vital Spirit.

Well then. Serves me right for relying on Serebii's description of the move which reads "Power doubles if user receives damage first." Rather then Smogons description, which I should have known to check anyway. Let this be a lesson to all you lazy folk!

Pay Back + U-Turn is a really cool combo for the Ape then. At least v.s slower Psychics.

EDIT: Are people really trying to put the Ape to sleep, rather then outright killing it? O_o.

P.S. You may have half solved my Cresselia issue on my rain dance team you rated. Go go Guts Pay Back Hariyama?

EDIT 2: It's so damn close. Guts 180 ATK EV'd Hariyama does 47-55%. Not enough to 2KO after rest, or stop Moonlight with Leftovers factored in.
 
Well, they did in that instance. To be fair though, 394 SpA Gengar's Shadow Ball hits for 72-84% on Primeape so it must of seemed like the best option at the time. Starmie's Surf hits for 58-68%, which is why they're such good targets for Payback. :)

If you're that opposed to them, Flinging the Fist Plate would result in a one-time 90BP Dark attack, but I don't reccomend it.
 
Well, they did in that instance. To be fair though, 394 SpA Gengar's Shadow Ball hits for 72-84% on Primeape so it must of seemed like the best option at the time. Starmie's Surf hits for 58-68%, which is why they're such good targets for Payback. :)

Good to know he's not as fragile as I thought. I expected a complete fold over to be honest. Wouldn't like gambling that their spec'ed though (I'm guessing you knew they weren't before hand?)

If you're that opposed to them, Flinging the Fist Plate would result in a one-time 90BP Dark attack, but I don't reccomend it.

Not opposed to anything now that it's all cleared up. Would never consider Fling an option haha.
 
Not sure how new or creative this is, but it wasn't in the analysis, so, here it is.

Registeel @ Apicot Berry
Nature: Careful/Sassy
EVs: 252 HP/252 SDEF/6 ATK or DEF (Might need work, I dunno)

Curse
Rest
Earthquake
Ice Punch

This is the Registeel that I use on Shoddy Battle. It actually works pretty well. The basic strategy is rather obvious. Curse until you think the Berry will activate and Rest on that turn. I usually get in at least two Curses and, combined with the berry boost, that gives it 364 HP/672 DEF/657 SDEF. It's HP isn't too great, and no Leftovers means you'll be Resting more than you'd probably like, but with those defences it can take some big hits. It also has 374 ATK with two Curses, but you might be able to get another one in there after the Rest. Or before, if you're lucky. Earthquake and Ice Punch are there for coverage.

A few calcs, assuming the Apicot Berry has been used:

2 Curses
CB max+ attack Garchomp EQ-53.02% - 62.64%
CB max attack Garchomp EQ-48.63% - 57.14%

3 Curses
CB max+ attack Garchomp EQ-42.86% - 50.27%
CB max attack Garchomp EQ-39.01% - 46.15%

Chain Chomp FB-27.75% - 32.69%

2 curse Ice Punch on 16 HP/0 DEF Garchomp (from the analysis)-100.00% - 117.73%

2 Curses
+1 max+ attack T-Tar EQ-36.26% - 42.58%
Boah FP-40.93% - 48.08%
Specs FB-34.89% - 41.21%

2 Curse Earthquake
0 HP/0 DEF T-Tar-62.17% - 73.02%
252 HP/0 DEF T-Tar-52.48% - 61.63%

2 Curses
+2 max attack LO Infernape Flare Blitz-85.71% - 100.82%
+2 max sp. attack LO Infernape Fire Blast-87.64% - 103.02%

2 Curse Earthquake
Infernape dies, okay?

This looks pretty bad. However, you really shouldn't be running into this very often, if you're using Registeel, making these extreme examples. And, you'd never switch it in on these anyway. However, if they switch into you, hopefully after you've Rested and made your opponent upset at you, you might have a chance, depending on how many Curses you got off. In BL, where Steel belongs, however, you can get several Curses off and take nearly everything that comes at you. That is, until hax kills you. But, that's an occupational hazard for nearly all walls/tanks, isn't it?
 
The thing I'd be most worried about is that once it goes to sleep, and should they predict it, it's the same old "Infernape will use Nasty Plot and if it's in Blaze it'll rape you with Fire Blast" etc etc etc. But of course this like holds true for anything that pretty much sleeps without Sleep Talk.

I'd also rather try to find another 2 combination of moves, since it seems like semi easy Gyarados bait if it switches in on it after only one Curse.
 
Well, it could go with T-Punch and Ice Punch, but if Gyarados comes in on one curse, then chances are the berry hasn't activated and, as far as Registeel is concerned, you can switch out. Now, whether or not you have something to switch in depends on your team. Should I do some Gyara calcs?
 
No I can easily do them much faster myself.

196 attack vs 239 defense, 75 power(*4), 384 max HP: 46.88% - 55.21%
196 attack vs 239 defense, 75 power(*4 *1.5), 384 max HP: 70.31% - 82.81%
196 attack vs 239 defense, 75 power(*4 *2), 384 max HP: 93.75% - 110.42%

Without Curse, 1 Curse, 2 Curse.
 
Oh, thanks. Of course, with Intimidate factored in, that's not too good.

Oh, and, for what it's worth, a +1 max+ Earthquake from Gyarados does 45.60% - 53.85% after one curse. Not good for Steel.

Thanks for the input.
 
Just curious, how does this Dewgong set sound?

Damp Rock
Hydration
EV's: 252 HP, 252 Sp. Def, 6Spd.
- Encore
- Rain Dance
- Rest
- Perish Song

I've 6-0'd a standard OU team with it before, just because it came as such a surprise. It should be obvious how to use it. More than anything, when the other team has either just one or no more remaining physical attackers, this should be able to take some hits and also attack well.
 
okay i'm thinking about creating a golduck mixed set that would look something like this:

golduck.jpg


lonely/naughty
surf
ice beam/water fall/shadow claw/return
focus punch
confuse ray/yawn/screech

i haven't really worked out the evs yet, however. my real question is which option for the last move do you think would have a better shot at forcing switches?

confuse ray
this is the option that looks most appealing to me. mainly because if they try and stay in they have a chance to hurt themselves, and still take a focus punch.

yawn
yawn is limited in it's use if someone decides to let their poke fall asleep then i'm limited by sleep clause. one positive that could come from yawn is that they will most likely eat at least one focus punch, and then the next time around they must choose whether they want to fall asleep or take a focus punch.

screech
screech's problem is that #1 reveals that i might be packing a physical attack and #2 the foe might not switch out thinking i couldn't hit hard enough with a physical attack. but if i run screech i could use one of the 3 physical moves instead of ice beam to hit hard if they don't switch.

so let me know what you guys think. i should clarify that this is a UU set. thanks for listening.
 
Why not hypnosis as your last move? You could use something like

-Waterfall
-Ice beam (for obvious reasons)
-Focus Punch
-Hypnosis

Lonely Nature @ leftovers since cloud nine ensures you always get the leftovers recovery and which you will need . Not to mention Hypnosis ensures at least one Focus Punch .
 
i looked into hypnosis and decided it was an option because it guarantees sleep (usually). and next time around i might not be able to force a switch because of sleep clause. that's one of the reasons i wasn't sure about using yawn, but then i realized yawn has benefits whether they switch or they don't, like i said, the first turn they will most likely switch, and then the next time that happens they must choose between losing a poke to sleep or switching in another to absorb the focus punch.

your suggestion to run waterfall & ice beam is a good one that i will take you up on. that makes more sense to have physical stab if i'm running a plus attack nature.

by the way the one flaw i see in this strategy is that ghost type poke will put me in a bad place once they figure this strategy out, being immune to focus punch and all. but that can be solved by some prediction either attacking on the switch or yawning again on the switch (which might work nicely if i have some entry hazards in play).

i'm still thinking confuse ray, but yawn is making me think a lot about this. i think moveset wise i'll be running the moves Es5enc3 suggested for the first three. thanks for the input, any other advice/suggestions?
 
Name: Aerodactyl
Ability: ...Does it matter really?
EVs: 4 HP/252 Atk/252 Spd
Nature: Jolly
Item: White Herb
- Rock Slide / Stone Edge
- Earthquake
- Curse
- Thief / [Something!?!]
Damn, I was going to post that! I thought it up for an Item Clause tourney and have been using it on Shoddy some. I also tried making it bulky, with a Sandstreamer for SpDef boost and HP and Def investments, with Roost in the last slot, but it didn't work out. For the last slot, Crunch or any of the elemental Fangs work (I prefer Ice Fang to hit ground-types).

Sometimes I try to think up some creative sets, but when I think I invent a new set, it's always in the Smogon analysis lol.
 
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