Post new creative movesets/EV spreads here:

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Well... I guess I could post here... From my Moonlit Kiss team, but no one bothered to give that a rate here.

Scarfed Supercomputer Metagross

Leads generally have plenty of speed or durability, otherwise they get OHKOed, plain and simple.

Metagross @ Choice Scarf
Ability: Clear Body
EVs: 108 HP/196 Atk/204 Spd
Jolly nature (+Spd, -SAtk)
- Meteor Mash
- Ice Punch
- Explosion
- Earthquake

Outruns max Spd Jolly Dugtrio. Cleans up dragons and Infernape. Why bother using Agility if people know its coming, eh? Only real concern is Magnezone... Prediction wins though. Salamence leads get promptly OHKOed.

Psycho Mix Cresselia

This is my Cresselia set that I'm most notorious for on Shoddy. This has the EVs I'm currently using. Imagine burning stuff and making a wally team into an even greater wally team. I just find it funny when my Blissey stalls out a Focus Punching Tyranitar thanks to this Cress.

Cresselia (♀) @ Flame Orb
Ability: Levitate
EVs: 252 HP/96 Def/160 SDef
Calm nature (+SDef, -Atk)
- Psycho Shift
- Grass Knot
- Sleep Talk
- Rest

Thanks to this Tyranitar no longer is a solid counter to Cresselia. The technique is simple, just shift the burn or sleep to the opponent (yes sleep actually does get shifted with Sleep Talk). Grass Knot hits the Hippo, Mamo, and Pert for a decent amount of damage. Helps the others come in to clean up too. It can be quite scary for both players when she's asleep. I often test for Heracross before I do any statusing, unless Hail or a Sanstorm is in effect then something hurt by burn and buffeted/pelted by the weather takes 18% damage per turn. Cressela is bulky enough to take that with her HP and Defense that is on par with Arceus and Special Defense being better, so overall this poke does the job very well.

Super awesome status absorber/shifter/sleep talker.
 
I thought this was worth a mention:

PT Gengar w/ Substitute @ Black Sludge
Timid
-Mean Look
-Parish Song
-Hypnosis
-Substitute
252 Spd/252 HP/6 Def

OK, I realize PT isn't a new concept. However, the Substitue vesion doesn't appear on the PT Gengar's set in the analysis section. I thought it was particularly clever, once the foe is trapped, and on the count, an active substitute makes sure you'll get at least 2 more tries at another hypnosis before they get to attack or you have to switch out (provided your not trying to use this on a Scarf'd thing anyway >.>). Plus, it's a blast to use.
 
Scarfed Supercomputer Metagross

Leads generally have plenty of speed or durability, otherwise they get OHKOed, plain and simple.

Metagross @ Choice Scarf
Ability: Clear Body
EVs: 108 HP/196 Atk/204 Spd
Jolly nature (+Spd, -SAtk)
- Meteor Mash
- Ice Punch
- Explosion
- Earthquake

Outruns max Spd Jolly Dugtrio. Cleans up dragons and Infernape. Why bother using Agility if people know its coming, eh? Only real concern is Magnezone... Prediction wins though. Salamence leads get promptly OHKOed.

I hate to break it to you, but this isn't exactly new.

EDIT:

as long as i'm shitting on people's parades....

Machamp@Expert Belt
Brave, 252 attack, 252 hp, 6 special attack
No guard
-Dynamic Punch
-Earthquake
-Ice Punch
-Fire Blast

I've never seen a Machamp run Fire Blast before, not sure why not. It can 2hko Skarmory and OHKO Forry, two of the most common physical walls. Tangrowth is 2hkoed by it also. Bronzong is 3hkoed but Dynamic Punch seems to work better here usually (Aside from Bronzong NOT being the guy to leave him in on). My main concern is his speed, which was sad to begin with. I use him on Shoddy and walls never seem to be his problem.

Machamp OCCASIONALLY would run Fireblast in ADV.
 
Not so much a moveset/ev spead as a strategy. I've not looked into it majorly, just wanted to know if anyone could see that it massively fails before trying to;

First, a Togekiss (Azelf seemed perfect, til I found it didn't learn Baton Pass... from Serebii's moveset finder, this seemed the best...) with Baton Pass/Nasty Plot. Nasty Plots, then passes to...

NastyPlottar!

Tyranitar @ something (life orb?)
Ability: Sand Stream
Whichever EV's and Nature suit it best (max SpA and speed?)
-Dragon Dance
-Stone Edge/Crunch
-Flamethrower
-Ice Beam


So yeah, pass a Nasty Plot to Ttar, depending what's in, either attack or Dragon Dance. This powers up its physical attack, increases its speed, and proably confuses your opponent. After a Nasty Plot, Ice Beam OHKO's the Hippo (max SpA vs max SpD/hp), fire moves are for Steels like Bronzong(near certain OHKO on max spD/hp, unless I calculate wrong), and the STAB physical is to hit Special Walls hard.
I guess surprise would be the main factor, with the opponent not knowing
what was going on until hopefully too late. Anyway, there's my idea. Feel free to improve upon/tear it to pieces as you see fit...
 
Psycho Mix Cresselia

This is my Cresselia set that I'm most notorious for on Shoddy. This has the EVs I'm currently using. Imagine burning stuff and making a wally team into an even greater wally team. I just find it funny when my Blissey stalls out a Focus Punching Tyranitar thanks to this Cress.

Cresselia (♀) @ Flame Orb
Ability: Levitate
EVs: 252 HP/96 Def/160 SDef
Calm nature (+SDef, -Atk)
- Psycho Shift
- Grass Knot
- Sleep Talk
- Rest

Thanks to this Tyranitar no longer is a solid counter to Cresselia. The technique is simple, just shift the burn or sleep to the opponent (yes sleep actually does get shifted with Sleep Talk). Grass Knot hits the Hippo, Mamo, and Pert for a decent amount of damage. Helps the others come in to clean up too. It can be quite scary for both players when she's asleep. I often test for Heracross before I do any statusing, unless Hail or a Sanstorm is in effect then something hurt by burn and buffeted/pelted by the weather takes 18% damage per turn. Cressela is bulky enough to take that with her HP and Defense that is on par with Arceus and Special Defense being better, so overall this poke does the job very well.

Super awesome status absorber/shifter/sleep talker.

I unfortenately have gone against this yesterday.....and it works. My BulkCross had no ability to kill this,and my team couldn't beat it in general. It is a very hard thing to kill...

anyway-

CSDactyl.....

Aerodactyl@ Choice Scarf
Adamant
252 atk, 8 speed, 48 def, 200 hp

Crunch/Ice Fang/D-Claw/Fire Fang/T-Fang
Ice Fang/D-Claw/Fire Fang/T-Fang/Crunch
EQ
Stone Edge

This works pretty well- as it can 2HKO certain types of Cressilia, has 450 speed, and outruns the majority of things. The only problem is that it eliminates its smacking possiblities to outrun nearly every other CSer....but I did have D-Claw over Ice Fang....but that option sucks, seriously don't use it
 
Alrighty guys, I just fixed up my Kecleon moveset since I just found out the Magic Coat DOES in fact get priority and that there was a bug before on Shoddybattle. My set has become a lot more potent thanks to that fix.
 
An attempt at Nidoking for OU use:

Nidoking @ Choice Scarf - Rivalry
[Jolly, 4HP, 252Atk, 252Spd]
-Earthquake
-Ice Punch/Fire Punch
-Rock Slide/Stone Edge
-Megahorn

I can only see this working on Shoddy, because of Rivalry. It would only cause him lower Attack versus Bliss/Cress/Miltank who are most seen in OU, Miltank being the best counter(due to high def and neutrality to his attacks), but Hippo/Skarm/Forry are far more common. Blissey's defense is crappy as it is, Cress will feel Megahorn no matter what. Fire punch is for the common walls whilst ice punch is for dragons.
To be tested.
 
Slapping a Scarf on a random Pokemon doesn't really count as "creative" or "new". And why do you want to run Elemental Punches when you've got much more impressive Special Attacks to throw at Physical Walls, coming off his respectable SAtk? It'll never do as much damage.
 
My point was actually that Rivalry is overlooked(in Shoddy, that it) and that Nidoking seems to be able to pack a punch when combining it with Scarf. I do agree on the special attacks :) It may not be creative, but I'm testing him now and it sure is surprising... If he were just a bit faster than Scarfchomp I think it'd be good. Scarfchomp outspeeds him by about 10 points.
 
Psycho Mix Cresselia

This is my Cresselia set that I'm most notorious for on Shoddy. This has the EVs I'm currently using. Imagine burning stuff and making a wally team into an even greater wally team. I just find it funny when my Blissey stalls out a Focus Punching Tyranitar thanks to this Cress.

Cresselia (♀) @ Flame Orb
Ability: Levitate
EVs: 252 HP/96 Def/160 SDef
Calm nature (+SDef, -Atk)
- Psycho Shift
- Grass Knot
- Sleep Talk
- Rest

Thanks to this Tyranitar no longer is a solid counter to Cresselia. The technique is simple, just shift the burn or sleep to the opponent (yes sleep actually does get shifted with Sleep Talk). Grass Knot hits the Hippo, Mamo, and Pert for a decent amount of damage. Helps the others come in to clean up too. It can be quite scary for both players when she's asleep. I often test for Heracross before I do any statusing, unless Hail or a Sanstorm is in effect then something hurt by burn and buffeted/pelted by the weather takes 18% damage per turn. Cressela is bulky enough to take that with her HP and Defense that is on par with Arceus and Special Defense being better, so overall this poke does the job very well.

Super awesome status absorber/shifter/sleep talker.

There's one thing that's got me confused with Psycho Shift though.

Salaspectrum switched in Gyarados (lvl 100 Gyarados ?).
Gyarados's intimidate cut Cresselia's attack!
Cresselia is fast asleep!
Cresselia used Sleep Talk.
Cresselia used Psycho Shift.
Gyarados fell asleep!
Gyarados's leftovers restored its health a little!
Gyarados restored 6% of its health.
Cresselia was burned!


Here, Cresselia shifted the sleep to Gyarados, and at the end of the turn was burned by Flame Orb. During the latter part of the match, Gyarados still asleep, we are faced with this scenario:

Salaspectrum switched in Rhyperior (lvl 100 Rhyperior ?).
Cresselia is fast asleep!
Cresselia used Sleep Talk.
Cresselia used Psycho Shift.
Cresselia was burned!
Rhyperior's leftovers restored its health a little!
Rhyperior restored 6% of its health.


We see that instead of putting Rhyperior to sleep, Cresselia wakes up and is burned? I can see that the presence of sleep clause prevents Rhyperior from being put to sleep, but why does Cresselia wake up and get burned?

I'm assuming that Cresselia, just like when it slept Gyarados, "shifted" its status to Rhyperior, leaving us with an awake Cress and a sleeping Rhyperior. However, Rhyperior could not be put to sleep with sleep clause in effect, so we are left with two Pokemon awake.

Still, I don't get why Cress was burned the second time around. Does Flame Orb remain even if it is used up already? If so, then I guess that answers it.
 
Ursaring

[SET]
name: Once Burnt, Twice as Hard
move 1: Facade
move 2: Crunch/Shadow Claw
move 3: Hammer Arm
move 4: Thunder Punch/SD/Protect
item: Flame Orb
ability: Guts
nature: Brave
evs: 252 HP / 252 Atk / 4 Def

This set is designed purely for TR, Don't expect favourable outcomes in Non-TR.

SD or Protect on First Turn and Sweep. Crunch/Shadow Claw for Ghosts, Hammer Arm for Steels. Hammer Arm preferred choice due to TR speed boost

Some calcs.

Facade is a Near-Guarnteed 2hko on all Hera Sets exception of Rest/Talk Set (Guarenteed if a SD is used)

ThunderPunch is a Near-Guarnteed 2hko on BulkyDos, Facade is a 3hko however 2hko with one SD
Facade is a 3hko (possibly 2hko) on DDdos, However is a 2hko (possibly 1hko) with one SD

Facade is a 4hko (possibly 3hko) on Blissey, However with one SD is a certfied 2hko (possibly 1hko)
Hammer Arm is a 4hko (possibly 3hko) on Blissey, However with one SD is a certfied 2hko
 
[SET]
name: Once Burnt, Twice as Hard
move 1: Facade
move 2: Crunch/Shadow Claw
move 3: Hammer Arm
move 4: Thunder Punch/SD/Protect
item: Flame Orb
ability: Guts
nature: Brave
evs: 252 HP / 252 Atk / 4 Def

This set is designed purely for TR, Don't expect favourable outcomes in Non-TR.

SD or Protect on First Turn and Sweep. Crunch/Shadow Claw for Ghosts, Hammer Arm for Steels. Hammer Arm preferred choice due to TR speed boost

Some calcs.

Facade is a Near-Guarnteed 2hko on all Hera Sets exception of Rest/Talk Set (Guarenteed if a SD is used)

ThunderPunch is a Near-Guarnteed 2hko on BulkyDos, Facade is a 3hko however 2hko with one SD
Facade is a 3hko (possibly 2hko) on DDdos, However is a 2hko (possibly 1hko) with one SD

Facade is a 4hko (possibly 3hko) on Blissey, However with one SD is a certfied 2hko (possibly 1hko)
Hammer Arm is a 4hko (possibly 3hko) on Blissey, However with one SD is a certfied 2hko

You're talking about Ursaring,isn't it?
The set isn't new,and the calculations are WAY wrong
Hera is easily OHKO by Facade after burn
Blissey is OHKO by Facade which is stronger than Hammer Arm after burn
After a SD and burn,Skarm is almost OHKO by Fire Punch or Thunderpunch(an example)

Just too wrong...
 
I admit, my calculations were abit wrong, (after looking at Meta's Calc, I realised my error's, However...)

Ursaring 31 IV in Atk with 252 Ev's hits a 31 HP, 26 DEF IV Hera 104HP Ev's for Damage: 249 - 292: 76.15% - 89.30%
 
Revenge-killing Mewtwo:

dpmfb150.png

Nature - Rash/Mild
EVs - 168 Atk / 88 Speed / 252 SpAtk
Item - Choice Scarf

Moveset -
- Me First
- Selfdestruct
- Grass Knot
- Aura Sphere / Fire Blast

OK, an unusual looking movest, with unusual EVs and an unusual Item. This set packs a helluva surprise and has the potential to take out several Ubers before going down.

Ubers vulnerable to Mewtwo:

Rayquaza: Come in, after it makes it's first Dragon Dance. Now it should use something like Outrage. You Me-First (EVs give it enough speed to even outpace Jolly Rayquazas) and take that Dragon out. Though it is safer to sacrifice something, so it is locked into an Outrage.

Kyogre/Groudon: The 2 weather changers are very vulnerable to Revenge-Mewtwo even the notorious ScarfOgre. You can easily outspeed and OHKO the 252/0 HP/SpDef Groudons, the bulkiest that exist in Ubers. Kyogre's meet an easy 2HKO and with Water-spout underpowered from Grass Knot it won't be doing too much back to you.

Deoxys-A: Outsped and can be KO'd by any of Mewtwo's moves. Hell, a NVE Aura Sphere can take him.

Latias/Blissey: Self Destruct will OHKO even 252 HP/Def Blisseys and 252 HP/Def Latias all the time. Not that they'd ever run such sets.

Darkrai/Dialga: Met with a swift Aura-Sphere to the face. Though this means you can't touch Metagross. Aura Sphere also slaps Dialga around hard, 2HKO.

Metagross/Forretress/Shedinja: OHKO'd by Fire Blast under Sun as well as in neutral weather. Rainy conditions, unfortunately make this a 2HKO. Fire Blast also allows you to get the jump on Forretress and allows you to hit Shedinja.

Palkia: The Uber with no counters. Under sunny conditions you could fool it into using it's STAB Dragon moves, which you then steal with Me-First, getting Pseudo-STAB and hitting for SE damage.
 
The New Boah - Wall breaker Jirachi:

Jirachi @ Life orb
Lonely
- 252 HP/120 Att/32 Speed/104 Sp.att
-Substitute
-Focus punch
-Shadow ball
-Thunderbolt

Works wonders from the times I have used him. A Great Boah likeness. Very bulky. OHKO's Bliss all the time with FP with Rocks out. shadow ball for Dusknoir and Cressy. T Bolt for Skarmory and the waters.

What do you think?
 
Heres a Tyraniboah lead I've been using. Can wreck havoc if played right...

Tyranitar @ Lum Berry >>>> every lead needs a lum
Nature: Rash
EVs: 8 HP / 24 Attack / 252 Speed / 224 Special Attack
*Crunch
*Dragon Dance
*Ice Beam
*Thunderbolt

Obviously don't leave him in against the Ape or Weavile, But he works very well if played right. Most people sleep first, so lum gives you the free DD, putting you above base 100 +pers pokes. Then beat things up with Crunch. T-bolt OHKOs skarm, and 2HKO's forry. Ice Beam 2HKOs Donphan and the Hippo (who think you will switch and SR you...). Ice beam also OHKOs all the dragons and Gliscor. In fact, once you get the DD you can 2HKO most of the pokemon in the game.
 
Someone on GameFAQs was asking for a Relaxed Darkrai moveset. The humanity of it all. Actually, after a bit of looking, I think this one might work, but my expertise in ubers leaves a lot to be desired.

Darkrai @Leftovers
Nature: Relaxed
252 HP 252 Def 6 SpD
Speed IV 0 (reaching 229 speed..)
~Will-O-Wisp
~Dark Void
~Dark Pulse
~Calm Mind/Spacial Rend


If you can burn Groudon on the switch, he'll only 4HKO you with Earthquake (22.67% - 26.74%) WITH Choice Band. Without the burn, you'll be taking 45.35% - 53.20%. A burned Choice Band Attack Deoxy will fail to OHKO, but of course easily is blown aside by Dark Pulse. If you're insane, you could come in on Choice Band Rayquaza's Outrage (54.36% - 63.66%), burn him(27.03% - 31.98%), and still survive to tell the tale.

Calm Mind is a great way to make up for Darkrai's lack of EV investment into Special Attack, and to make sure special sweepers say away while you burn the physical bunch. One Calm Mind ensures a Specs Aura Sphere from Mewtwo won't OHKO. Spacial Rend could be used for the sake of not being walled by Dialga, but it won't scare him off regardless.

Probably horrible, but.. :)
 
Psycho Mix Cresselia

This is my Cresselia set that I'm most notorious for on Shoddy. This has the EVs I'm currently using. Imagine burning stuff and making a wally team into an even greater wally team. I just find it funny when my Blissey stalls out a Focus Punching Tyranitar thanks to this Cress.

Cresselia (♀) @ Flame Orb
Ability: Levitate
EVs: 252 HP/96 Def/160 SDef
Calm nature (+SDef, -Atk)
- Psycho Shift
- Grass Knot
- Sleep Talk
- Rest

Thanks to this Tyranitar no longer is a solid counter to Cresselia. The technique is simple, just shift the burn or sleep to the opponent (yes sleep actually does get shifted with Sleep Talk). Grass Knot hits the Hippo, Mamo, and Pert for a decent amount of damage. Helps the others come in to clean up too. It can be quite scary for both players when she's asleep. I often test for Heracross before I do any statusing, unless Hail or a Sanstorm is in effect then something hurt by burn and buffeted/pelted by the weather takes 18% damage per turn. Cressela is bulky enough to take that with her HP and Defense that is on par with Arceus and Special Defense being better, so overall this poke does the job very well.

Super awesome status absorber/shifter/sleep talker.

I hate this thing with a passion. Seriously, it's a bitch to take down and throws status all over the damn place. I hate you for creating it. Go to hell =P (That's in good humour, not a flame.)

Then again, it's really satisfying to use <.<

Anyway, I should contribute something. . . Hmm. . . Give Aerodactyl a Life Orb and run EQ/SE/Ice Fang/Flamethrower with a Hasty Nature, as FT 2HKOs Skarm. I seriously doubt it's anything new (I'm not sure if it's in the analysis), but just throwing it out there for people like me who love to use this underrated sweeper and haven't tried this out.
 
Hitmontop
Name: Physical tank/sweeper and rapid spinner
Nature: Adamant, Impish, or Careful
Ability: Intimidate
Item: Leftovers
Move 1: Bulk up
Move 2: Brick Break
Move 3: Rapid Spin
Move 4: Earthquake/Stone Edge/Toxic
EVS: 252 Attack and/or Defense (maybe split), 252 Special Defense

This is my Hitmontop's moveset, and boy, does it work wonders. Intimidate and Bulk Up is to slowly but surely decrease the impact of physical attacks, all while increasing its attack. Brick Break is there instead of Close Combat to avoid the loss in defense and special defense, and it can also break Reflect and Light Screen, which could come in handy. Rapid Spin is almost always a must on Hitmontop, since being a Rapid Spinner is what it does best. The last one is more of a preference move. Earthquake can hit hard, and so can Stone Edge (trades accuracy for a high critical hit ratio), and finally, Toxic makes it more tank-like, but you will be walled more easily, but you can slowly chip off most Pokemon's health at least.

I personally like to use Stone Edge, just in case someone tries to get wise with a physical flying type.

Sorry if this strikes as too similar to a strategy already up. Ah great, I just blew my Hitmontop's cover....
 
Name: SwampertBOAH (xD Proper name coming soon).
Swampert @ Life orb.
Rash - 252 HP/144 Att/112 Sp.att
-Substitute
-Focus punch
-Ice Beam/HP Electric
-Surf

In a sense Boah, but without the sandstorm and with better typing. 101 Subs for Blissey. Focus punch with those EVs will always OHKO Blissey when Rocks are up. Ice beam/HP Electric (Whichever you want for different purposes) and Surf for general STAB.

It's still being planned, but what do you think?
 
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