Didn't see anywhere else to post these so I'll just do it here
Don't Look Now (Gengar) @ Leftovers / no item
IVs: 14 HP / 28 Atk / 26 Def
- Hidden Power [Water]
- Explosion
- Ice Punch
- Thunderbolt / Psychic / Hypnosis / Thief
WaterGar is my favorite variant for its ability to turn the tables on Golem (17.9% to OHKO from full) - now you can actually beat it without having to sacrifice yourself with Destiny Bond. You also hit Steelix really hard (84.9% to 2HKO with Spikes) and can semi-reliably pressure Tyranitar more with good play (and the rare Houndoom!). 59% to OHKO a full health Rhydon too. The lowered bulk is little more than a mild inconvenience given how aggressive this Gar likes to play.
Strappado (Golem) @ Leftovers
- Earthquake
- Rapid Spin
- Fire Blast
- Explosion
Blastlem is excellent if you have another phazer, which is not hard to fit given how good Whirlwind Zapdos is. Its primary function is preventing Forry from coming right back in as you Spin and Spiking again as you run from Toxic/Giga Drain. Being able to threaten Forry out is an excellent offensive trait in its own right - it gives Golem more opportunity to double switch in and both rack up Spikes on Forry while getting a Spin off. FBlast also makes Golem quite scary to defense in its own right - now that Skarmory can't wall it, it can threaten the other Normal resist (Rock/Ghost) with Earthquake and thus get a successful Explosion KO. Fire Blast also hits Cloyster switchins surprisingly hard - whereas EQ does 25 - 29.7%, FB does 31.6 - 37.2%, making Cloy quite reluctant to switch in with Spikes up, and yet it has to or the Spin goes uncontested. Finally, being able to chunk Exeggutor switchins is nice as well.
Blue Ruin (Cloyster) @ Miracle Berry
- Spikes
- Explosion
- Surf / Ice Beam
- Toxic / HP Electric / Ice Beam
Superb for highly offensive teams that don't really need Leftovers; completely turns the tides in those fast-paced games where every turn is crucial by taking sleeps (LK Lax, Jynx, Nido), Lax Body Slam paralysis and even Toxic from Cloy/Forry/Skarm without losing a step.
The VVitch (Jynx) (F) @ Never-Melt Ice
- Lovely Kiss
- Ice Beam
- Psychic
- Blizzard
Sometimes, Jynx needs a little help in the power department. Thus, instead of hiding behind Subs that don't do anything to solve the issue of getting walled by Lax even from low health and praying for 10% chances, you can give yourself some guaranteed boosts instead. Normally, I prefer Thief and/or Nightmare for this purpose, but I have found this set surprisingly threatening as well. Lefties are nice and all, but Jynx is more threatening the faster the game goes, and NMI's boosts ensure it leaves as much damage on the field as possible. Boosted Ice Beam is difficult to switch into comfortably with Spikes down,
especially if the opposing special wall has been softened up by Jynx's teammates' Thief(s) prior. Even then, Jynx sometimes finds it hard to reliably finish the job; when that Snorlax is just out of Ice Beam range, you can pray that you get the 6.25% crit or 10% freeze for the KO...or you can take the 70% chance of finishing it off with NMI Blizzard, which hits harder than Zapdos' Thunder. It also thrashes Raikou and does a ton to Tyranitar.
Bone Tomahawk (Nidoking) (M) @ Leftovers
- Earthquake
- Ice Beam
- Thunder
- Dynamic Punch
Nidoking sometimes just barely misses a KO on the wall it's trying to bust open. With DynamicPunch in conjunction with paralysis support (which isn't hard to come by, and can be provided with Nido's own Thunder), it improves its odds quite decently - healing against Nido while paralyzed is expected, healing against Nido while paralyzed and confused is rough. It's especially good for Nido's most common nemesis, Snorlax, as on top of providing great odds of denying Lax's rest, DPunch also hits it much harder than EQ. Landing DPunch against a paralyzed Zap swings the odds of winning the one-on-one heavily in Nidoking's favor. It's similarly effective against the occasional Heracross, and can even be the extra push to get past Suicune / Vaporeon. Nice tool on paralysis-heavy offense to improve your odds of Nidoking doing what it's supposed to, which is breaking holes in the opposing defensive core. Of course, it's not a move you spam - you only use it against a paralyzed opponent (preferably twice - once as it switches in, a second time if the first one misses) or against a Lax in KO range.
Neon Demon (Starmie) @ Leftovers
- Hydro Pump
- Thunder
- Rapid Spin
- Recover
I originally used this as a way to pressure Vaporeon into Resting on stall without subjecting my Raikou to Surfs. It's good for that, but it's also got a ton of other uses. You grab a free KO on a ton of Cloysters trying to Toxic you, and being able to threaten opposing Starmie can be a significant advantage as well. The high paralysis rate is excellent to hinder common Starmie switchins as well - Snorlax, Electrics, Ghosts. Hydro is not necessary but I was messing around with it and found it was surprisingly useful - the power is a huge step up from Surf, is especially nice in really pressuring Misdreavus, and can actually be really threatening in its own right against teams weakened by Spikes.
Shin Godzilla (Tyranitar) @ Leftovers
Ability: None
- Rock Slide
- Earthquake
- Pursuit
- Roar
This has been my preferred Pursuit Tar for years. Threatening and Pursuiting Raikou with Spikes down is incredibly valuable and makes your special attackers scary as hell; to make things even more inescapable for Kou, Tar can drag it in with Roar. EQ is also its strongest move against Gengar. Chipping a fleeing Golem is pretty great as well.
Jenny Ondioline (Vaporeon) @ Leftovers
- Substitute
- Growth
- Hydro Pump
- Baton Pass
Passing Subs and/or Growths while remaining a vicious offensive threat in its own right, this Vaporeon is a beast and turns the tables on several common checks. Cloyster is forced to boom just to break the Sub, Exeggutor switching in might mean that Jynx got a free Growth boost, and this takes punishing a paralyzed/Resting Electric/Snorlax to a whole new level. Most defensive teams get run over real hard and offensive teams aren't exactly off the hook either given how pummeled they are by Hydro Pump.
Kmotr (Snorlax) @ Leftovers
- Curse
- Rest
- Body Slam
- Double-Edge
It's difficult to decide on MonoLax's STAB sometimes. Most players go with Double-Edge, and rightfully so - its power is immense. That said, sometimes you see games where Body Slam just paralyzes the entire opposing team and you wonder how you could ever pass up on that, especially with how ruinous it can be even when the opponent walls it with a non-Ghost. With this set, you can have your cake and eat it too. Early game, you can spam BS early on looking for paralysis - nothing like punishing a Zapdos trying to Thunder you down and/or a Cloyster trying to get Spikes. In longer games, you can do this without running low on attacking PP, as often happens with DrumLax trying to set itself up. In shorter and longer games alike, you can bait the opponent into thinking they can live a BS then destroy them with a DE. Wonderful flexibility.
Children of God (Exeggutor)
- Sleep Powder
- Psychic
- Thief
- Explosion
I think this is the best Exeggutor set by some margin. It's incredibly forceful - would-be sleep blocks get their Leftovers stolen, making them far worse at dealing with Eggy, and thus it is able to leave them dented and permanently crippled while landing the sleep on something else.
Free GSC shinies.