Project OU Next Best Thing: Cycle 87 - Not hosted anymore

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Spiker Mew

Mew @ Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Seismic Toss
- Night Shade
- Spikes
- U-turn


Here we have the Spikes-setter Mew, alongside Seismic Toss and Night Shade in order to have solid attacking move that are not affected by drops or burn.
U-turn is picked over Flip Turn because it helps to deal more damage to Psychic and Dark types that may think to check our Mew.
 
:ss/mew:
Mew @ Colbur Berry
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk

- Nasty Plot
- Psyshock
- Flamethrower
- Ice Beam

This is a mew set I've messed around with a bit on ladder to act as a weavile lure for teammates like Dragonite and Garchomp, which appreciate it being removed so that the dragon can sweep without being forced out by ice shard late game. This mew can wallbreak early game and potentially catch a Weavile or Kartana attempting to revenge kill it with Knock Off. If you aren't concerned with the Blissey/Galar-Slowking Matchup as much, you could opt to run Psychic instead of Psyshock, for the OHKO on fully physdef Toxapex. This set is walled by Heatran, so if your team is more concerned with hitting that, Earth Power or Focus blast are also options, though Focus Blast is inaccurate, meaning it wouldn't be able to lure Weavile as consistently, and Earth Power leaves it unable to OHKO Weavile.


252 Atk Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Colbur Berry Mew: 151-178 (44.2 - 52.1%) -- 16% chance to 2HKO

252 Atk Choice Band Kartana Knock Off (97.5 BP) vs. 0 HP / 0 Def Colbur Berry Mew: 204-240 (59.8 - 70.3%) -- guaranteed 2HKO
 
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OU Previous Best Thing

:Mew:

Mew @ Choice Scarf
Ability: Synchronize
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Flamethrower / Fire Blast
- Trick / Psychic
- Close Combat / Psychic / Earthquake

My favorite lure set from every early generation where Scarf Genesect was predominant. So maybe you don't need to take me so seriously.
It's currently not that good because it lacks the strength for major KOs like SpDef Landorus-Therian with Ice Beam, but it's capable of 2HKOing things like Tornadus-Therian and Dragapult that risk a switch.
Choose 4 moves that best match your team's weaknesses and try to be happy.
Psychic KO Urshifu.
Close Combat KO Weavile and Bisharp, 2HKO Kartana and Tyranitar but not 2HKO max HP Heatran.
Kyurem and Melmetal are barely ticklish from just about everything.
Flamethrower/Fire Blast dilemma.
Trick is fun.
 
assault vest + future sight
:ss/mew:
Mew @ Assault Vest
Ability: Synchronize
EVs: 232 HP / 252 SpD / 24 Spe
Calm Nature
- Future Sight
- Knock Off
- Ice Beam / Flamethrower

- Volt Switch / U-turn
from a pokèmon with no moves to one with all moves? very interesting choice
anyway, why use this instead of the slowtwins who are blessed with regenerator? speed, active momentum, knock off support.
the most important one is momentum: while slowking is using dragon tail to thwart common future sight counterplay, mew can produce its own momentum via volt switch (who is picked over uturn and flip turn due to being a non-contact move) and allows its teammate to position themselves for a big hit. i feel like having volt switch also makes this mew a great fit on offensive teams who need a special sponge that doesn't drain momentum, because it is awkward for more offensive teams to fit an assault vest slowking and be able to make a safe switch out after it set future sight. this mew obviously offsets this problem with the appropriate switch move.
future sight and knock off are key to the set, as they allow mew to help make progress against any kind of team. The last two choices are up to personal preferences: ice beam is best paired with volt switch because many relevant ground type that could try to block volt switch gets severely chipped by ice beam (lando-t and chomp), although u-turn also grabs momentum off of gastrodon and hippowdon, which don't mind taking mew's ice beam at all. flamethrower is a valid alternative to ice beam that crisps ferrothorn who's trying to catch u-turn with its iron barbs, and also pressures common steel types (barring heatran) who may try to take on future sights.

252 SpA Choice Specs Tapu Lele Moonblast vs. 232 HP / 252+ SpD Assault Vest Mew: 112-133 (28 - 33.3%) -- 0% chance to 3HKO
252 SpA Choice Specs Dragapult Shadow Ball vs. 232 HP / 252+ SpD Assault Vest Mew: 158-188 (39.5 - 47.1%) -- guaranteed 3HKO

this mew hits a speed tier of 242, which sits above base 252 evd base 70s, 252+ evd base 60s and stuff evd to outspeed those
 
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Deleted User 465389

Banned deucer.
meteor herb mew:

:bw/mew:
Mew @ Power Herb
Ability: Synchronize
EVs: 4 HP/ 252 SpA/ 252 Spe
Modest Nature
-Meteor Beam
-Psychic
-Focus Blast/Dazzling Gleam/Scorching Sands
-Thunder/Blizzard

get a +1 special attack boost with your first meteor beam, dealing damage in one turn due to power herb, then use the appropriate attack for the situation. If none of your attacks are super effective, then psychic is the best consistent attack, with the 70% accuracy of the stronger moves.

+1 252+ SpA Mew Thunder vs. 252 HP / 0 SpD Tapu Fini: 262-310 (76.1 - 90.1%) -- guaranteed 2HKO after Leftovers recovery

+1 252+ SpA Mew Scorching Sands vs. 0 HP / 4 SpD Tapu Koko: 264-312 (93.9 - 111%) -- 62.5% chance to OHKO

+1 252+ SpA Mew Psychic vs. 252 HP / 4 SpD Tangrowth: 348-409 (86.1 - 101.2%) -- 12.5% chance to OHKO

+1 252+ SpA Mew Psychic vs. 252 HP / 4 SpD Toxapex: 296-350 (97.3 - 115.1%) -- 81.3% chance to OHKO

+1 252+ SpA Mew Focus Blast vs. 0 HP / 4 SpD Weavile: 816-964 (290.3 - 343%) -- guaranteed OHKO
 
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Zeno420

Banned deucer.
Time to vote!
:ss/mew:

These are the 8 nominations:

:life orb: SD + 3 attacks by Katy
:light clay: Dual Screens by InvisibleWater
:chesto berry: Cosmic Power + Rest by TailGlowVM
:heavy-duty-boots: Spikes by nameless90
:colbur berry: NP + 3 attacks by Azure Nights
:choice scarf: Trick + 3 attacks by Tio Chico
:assault vest: Future Sight by SLDR
:power herb: Meteor Beam by Xaviere

Some very interesting sets this time around, reminder that you have 2 days to submit votes!
you cannot vote for your own submission.
 
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Zeno420

Banned deucer.
:ss/mew:
Voting has concluded and the winner by unanimous decision is :life orb: SD mew by Katy. Congrats on winning cycle 60, you submission will be added to the HoF. Now let’s move on to another pink blob.

Cycle 61 - Clefable
:ss/clefable:

Clefable has been on top of the meta game since pre home even gaining traction to be suspect tested at one point. Now I realized we did clefable before but that was during cycle 1 when the main set was wish+teleport. With drastic changes since then, I figured we should revisit everyone’s favorite pink blob. Being one of the best status absorbers and a stable on stall teams with unaware, clef finds itself on all types of builds outside of ho. But clef can also generate a lot of offensive pressure with the cm+lo set.

Banned Sets
:life orb::leftovers::heavy-duty boots:
click me

The deadline is Monday, December 6th. Good luck!​
 
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Katy

Banned deucer.
reserving cosmic power + 2 attacks clef

:ss/clefable:
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Cosmic Power
- Moonblast
- Stored Power

- Soft-Boiled

Cosmic Power Clefable can turn into a demonic set, it can set up on Pokemon such as Body Press Corviknight and also Tyranitar as well as Dragapult locked into Draco Meteor. It can also find other setup opportunities on Pokemon such as Buzzwole and Blissey. Clefable is able to break through Toxapex after multiple Cosmic Power boosts and it is able to break through a lot of Pokemon after some boosts. It can also create setup possibilities on Iron defense Magnezone sets.

after +6 in both stats
252+ SpA Clefable Stored Power (260 BP) vs. 4 HP / 0 SpD Magnezone: 136-161 (48.2 - 57%) -- 44.1% chance to 2HKO after Leftovers recovery
252+ SpA Clefable Stored Power (260 BP) vs. 252 HP / 4 SpD Toxapex: 368-434 (121 - 142.7%) -- guaranteed OHKO
 
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Damn Katy how are you so quick on these threads?
Reserving Choice Scarf + Trick btw

Smashburn Zen just changed into only Choice Scarf

:choice scarf: :ss/clefable: :choice scarf:

why choice scarf on clefable? well, first of all, nowadays it remains relevant for its utility moveset and ability to fulfill specific niches on specific archetypes (e.g. the banned sets of twave/knock/rocks or unaware cm on stall teams).
secondly, equipping a choice scarf on clefable enables it to outspeed and claim surprise kills and cripples between moonblast, trick and both coverage and utility options. specific threats include bulkarona, calm mind tapu fini and demon mew: they usually use clef as setup fodder (especially the latter two), but trick+scarf turns the table on them. offensive pokèmon that might get checked include garchomp, urshifu, kyurem and the newly populat galarian zapdos, which are all weak to moonblast.

i will be showcasing two variants of choice scarf clefable: the main appeal of both set is crippling faster setup sweepers and being a surprise revenge killer of common offensive threats that can normally pray on clefable. that's the main point of having choice scarf on clefable.
that being said, the two variants go about this in two slightly different ways.

OFFENSIVE CHOICE SCARF

Clefable @ Choice Scarf
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Moonblast
- Flamethrower
- Ice Beam
UTILITY CHOICE SCARF

Clefable @ Choice Scarf
Ability: Magic Guard
EVs: 248 HP / 72 SpD / 188 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Moonblast
- Toxic / Thunder Wave
- Soft-Boiled
this scarf clef variant trades every bit of bulk for coverage and speed. this expands the list of normally faster victims to breakers such as kartana, adamant weavile and choice band terrakion, to name a few.
this wierd clefable fits those fatter builds that desperately need some ensurance against these threatening breakers. keep in mind that clefable has the same speed tier as magnezone, which means that a scarf clefable is able to outspeed everything up to support tornadus-t, which typically reach 352 speed.
trick and moonblast are obvious, flamethrower claps steel types (mainly used for kartana and ferrothorn) while ice beams murks offensive garchomp from full hp and also heavily weakens unsuspecting landorus-t who are looking to click uturn or knock off.
this set is way more versatile in true clefable style, trading some speed with better bulk and adding status and reliable recovery. this ev spread reaches 223 without choice scarf, which means it outspeeds your typical full spdef lando-t after trick but - most importantly - garchomp and base 100s with choice scarf (hello mew). trick cripples these set up sweepers and also pretty much every steel type and common clef switchins.
toxic and twave add layers to its utility after trick is used, enabling clef to still cripple many threats. you can choose based on your team composition. softboiled gives clefable some staying power allowing it to stick around and annoy the opponent's team.

this is for moderators: even though the premise of both is the same, I know these are two different sets. Since keeping one is ideal, I'll pick UTILITY CHOICE SCARF as my official submission. It's the most viable - thus better - one. I just wanted to showcase two ideas I had for choice scarf.
 
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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Moonlight
- Teleport
- Gravity

This can set pokemon up such as CB landorus-t, garchomp, and excadrill. This can help them bypass most of their issues around corviknight, zapdos, skarmory, and can force non-grounded pokemon to take spikes damage and the occasionally toxic spikes. Excadrill under sand and gravity is such a terror as corviknight, skarmory, and zapdos are no longer counters and are just another victim for it. Teleport is used to get these pokemon in safely. It can also be useful on teams that rely on flying types as their ground counterplay as this just turns the tables on them
 

Deleted User 465389

Banned deucer.
specs clef
:rb/clefable:
Clefable @ Choice Specs
Ability: Magic Guard
EVs: 4 HP/ 252 SpA/ 252 Spe
Modest Nature
-Moonblast
-Thunder
-Blizzard
-Shadow Ball/Grass Knot​

while clefable’s base 95 special attack isn’t the best, it can deal good damage with choice specs

252+ SpA Choice Specs Clefable Moonblast vs. 56 HP / 0 SpD Kyurem: 450-530 (111.1 - 130.8%) -- guaranteed OHKO

252+ SpA Choice Specs Clefable Thunder vs. 0 HP / 4 SpD Tapu Fini: 252-298 (89.6 - 106%) -- 37.5% chance to OHKO

252+ SpA Choice Specs Clefable Moonblast vs. 0 HP / 0 SpD Zeraora: 247-292 (77.9 - 92.1%) -- guaranteed 2HKO
 
Damn Katy how are you so quick on these threads?
Reserving Trick (choice scarf and sticky barb variants) btw
I doubt it was intentional, but try to limit your reservations to one specific set. Reserving Trick variants covers a broad range of sets and prevents other players from submitting their ideas, it also goes against the rules of submission-- being limited to 1 set per week. Thanks!

3 Attacks LO
:ss/clefable:

Clefable @ Life Orb :life orb:
Ability: Magic Guard
Nature: Bold / Calm
EVs: 252 HP / 252 Def / 4 SpD ( 252 HP / 4 Def / 252 SpD )
- Flamethrower / Ice Beam
- Thunder / Focus Punch
- Moonblast
- Soft-Boiled

The premise of this set is fairly simple; bait in walls that would normally prevent progress and claim surprise K.O's. Being difficult to scout, it bluffs many sets at once and is capable of baiting switches such as Heatran, Blissey, and Toxapex in order to cripple and/or kill them. Thunder is the move of choice, however, Focus Punch hits Heatran, Blissey, and Tyranitar for significant damage.

Its EVs are interchangeable for desired benchmarks, although max Def and max SpD are quite splashable. Bold / Calm are the preferred natures to avoid a tradeoff of speed for power when using Focus Punch, as rolls are still relatively favorable without Relaxed / Sassy.

0- Atk Life Orb Clefable Focus Punch vs. 252 HP / 0 Def Heatran: 179-213 (46.3 - 55.1%) -- 12.5% chance to 2HKO after Leftovers recovery
0- Atk Life Orb Clefable Focus Punch vs. 252 HP / 0 Def Heatran: 179-213 (46.3 - 55.1%) -- 98.8% chance to 2HKO after Stealth Rock and Leftovers recovery

0- Atk Life Orb Clefable Focus Punch vs. 252 HP / 252+ Def Blissey: 341-403 (47.7 - 56.4%) -- 85.5% chance to 2HKO

0- Atk Life Orb Clefable Focus Punch vs. 252 HP / 4 Def Tyranitar: 348-411 (86.1 - 101.7%) -- 12.5% chance to OHKO

0- Atk Life Orb Clefable Focus Punch vs. 252 HP / 4 Def Tyranitar: 348-411 (86.1 - 101.7%) -- 87.5% chance to OHKO after Stealth Rock

Ice Beam is a niche option over Flamethrower, giving up coverage on Steel-types such as Ferrothorn, Scizor, and Melmetal in order to hit unsuspecting Landorus, Garchomp, and Dragonite more effectively.

This set is useful on teams that need a broad range of coverage to remove shared checks. It mutually benefits from offensive breakers and sweepers that punch holes in shared defensive checks in order to break down teams quickly.

nice.
 
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agslash23

Banned deucer.
LO Stealth Rock Clefable
:ss/Clefable:

Clefable @ Life Orb
Level: 100
Modest Nature
Ability: Magic Guard
EVs: 196 HP / 144 SpA / 108 SpD / 60 Spe
- Stealth Rock
- Thunderbolt
- Ice Beam/Moonblast
- Soft-Boiled​

LO Stealth Rock Clefable can beat almost every relevant defogger in SS OU using an Offensive spread as above.

Thunderbolt helps it pressure Corviknight, Tornadus-T, Tapu Fini who are some of the best defoggers in the tier. Moonblast is STAB that hits most neutral targets hard; however, Ice Beam is preferred on this set to eliminate Lando-T, who runs Defog commonly nowadays as it paired with a Steel Type Rocks setter like Heatran or Ferrothon.

144+ SpA Life Orb Clefable Ice Beam vs. 252 HP / 252+ SpD Landorus-Therian: 343-406 (89.7 - 106.2%) -- guaranteed OHKO after Stealth Rock
144+ SpA Life Orb Clefable Thunderbolt vs. 248 HP / 92 SpD Corviknight: 213-252 (53.3 - 63.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
144+ SpA Life Orb Clefable Thunderbolt vs. 248 HP / 92 SpD Tornadus-Therian: 205-242 (56.7 - 67%) -- guaranteed 2HKO
144+ SpA Life Orb Clefable Ice Beam vs. 248 HP / 0 SpD Zapdos: 224-265 (58.4 - 69.1%) -- guaranteed 2HKO
 
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Belly Drum Clefable

Clefable @ Adrenaline Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Belly Drum
- Drain Punch
- Play Rough
- Ice Punch


This set is totally unexpected, but still effective once you get the +6 Atk boost from Belly Drum, the key of this set. What I really love of this move is that it allows Clefable to go from -6 Atk to +6 Atk immediately.
Play Rough is the physical STAB, whereas Drain Punch is for both coverage and utility because it allows Clefable to replenish its own health.
Ice Punch is here for coverage.
No Fire move because Drain Punch replaces it most of the time with the added bonus of the recovery.

The EVs spread is meant to give Clefable both bulk and Speed. No Atk EVs because after a +6 Clefable hits hard anyway.

This set is good because it uses the particular combination of Belly Drum + Magic Guard, ability that acts as a Heavy-Duty Boots.
Adrenaline Orb is useful to get that +1 Spe boost in order to reach 360 Spe points, and it allows Clefable to revenge kill most of the opponent's Intimidate users.

A way to get rid of Corviknight and Toxapex is mandatory.
 
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Obviously I can't vote for myself, so I will be voting for Utility Choice Scarf by SLDR. I found it to be the most practical out of all the other sets, with Belly Drum by nameless90 being a close second.

LO Stealth Rock was also cool, but I thought it was a very specific slot that sunk momentum, being less practical. Cool idea though!
 
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