Post new creative movesets/EV spreads here:

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Metagross lead killer/revenge killer:

Metagross@Life Orb
Brave
252HP / 66Atk / 192Sp.Def
Hammer Arm/Bullet Punch/Meteor Mash
Thunder Punch
Ice Punch
Grass Knot

Ice Punch OHKOes Salamence, Thunder Punch OHKOes Gyarados, Hammer Arm hits Lucario, Tyranitar, and Weavile for OHKO (unless sash is there) it also hits Blissey lead or not, Grass Knot OHKOes Swampert, and 2KOes Hippowdon, while suviving the STABed EQ (even with Brave it still outruns Hippowdon), the Sp.Def evs, makes it survive even a SpecsMence Flamethrower, No STAB, but worth for lead/revenge killing.

PS: SpecsMence FT does ~80% and then Metagross well hit with Ice Punch, losing 10%, so it won't faint, Life Orb is needed for OHKOing Swampert and 2Koing Hippowdon with Grass Knot, STAB isn't there, because it won't take care of Lucario, but if you don't care about him or Blissey, use Bullet Punch for the likes of Gengar (2KO however), and Meteor Mash (in general for big STAB), it also can be used for revenge, such as against the aftermentioned if they're not leads, as well as some others like Starmie and Suicune (surviving more CM Surfs).
 
What about Expert Belt?
I don't think it'll be enough for Swampert OHKO, and Hippowdo 2KO, since with Life Orb, it over these things by little, so Expert Belt probably won't cut it, I'll do some calculations with Expert Belt and see how much though.

Edit: With Expert Belt it's still 2KO to Hippowdon, but Swampert not OHKO, but 2KO ( 72.77% - 85.40%).
 
Gallaglade Gallade

GALLAGLADE

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Gallade @ Expert Belt/Leftovers/Lum Berry
Impish
EVs: 116 HP, 52 Atk, 100 Def, 136 SDef, 104 Spd
~Bulk Up
~Hypnosis
~Drain Punch
~ThunderPunch/Ice Punch/Night Slash

The Gallaglade version of Gallade. With base 115 SDef and Impish nature, it can certainly wall relatively well. After Hypnosis this Galla can Bulk Up once or two to raise its not-as-well-as-SDef Defense as well as attack. If for some reason the opponent wakes up and attacks on the second turn while you still were bulking up, Drain Punch will kill it as well as restore the health that you lost. It's a great STAB healing-also-attacking move. The last movespot is for killing Flying or Ghost types. Night Slash would be for killing ghosts, obviously, and with good base attack and 2 Bulk ups it usually would OHKO if they don't kill you first... ThunderPunch and Ice Punch are for birds. ThunderPunch would hit Blastoise and other water types while Ice Punch can hit birds also, as well as grass type such as Torterra and Claydol.

This is mostly used in BL anyway as this is a BL Pokemon.
 
BL isn't a "tier" of battling. It's a faux tier really. As in you don't "play" BL to run into other BLs, you play BLs as just lesser-used but viable Pokemon in OU.

The problem with your Bulk Up Gallade is that by nature Bulk Up's designed to tank, and he has 8 hits with his horribly low-BP Drain Punch to work with. Besides, his EVs are all wrong. You're boosting his Defense so he should be prioritizing his fairly low HP, then his good Special Defense and Attack.

I use this set on Shoddy: Bulk Up / Wish / Brick Break / Night Slash. I've learned he doesn't get Wish since then... but I'm lazy. Basic idea is that you switch straight in to Cresselia, Bulk Up while non-Toxic variants do nothing to you, and kill her with Night Slash, Brick Breaking any Reflects she tries to save herself with. 252 HP / 112 Atk / 144 SDef; Adamant.
 
Two new Infernapes!

EncoreDancer: 252 Atk/ 252 Spd/ 6 HP @ Focus Sash
Encore
Swords Dance
Close Combat
Shadow Claw

Strategy: Switch in on a move that will do zilch to Nape ie. WoW, DD, Recover. Encore before they can change the move they're doing. This forces them to switch so you can swords dance. Swords dance again b/c of the focus sash, unless you think they have a priority move or are faster. As long as no one is faster than you, you have an unresisted attack combo with plenty of power.

Wall Smasher Ape: 172 SpA / 206 Atk / 140 Speed
Taunt/Encore (probably taunt)
Overheat
Close Combat
U-turn/Shadow Claw/Grass Knot (probably Grass Knot)

Taunt to weaken the walls abilities. (Take that you no attack walls!) Close Combat the Blisseys and Snorlaxes, Overheat the Skarmory, and Use the third option to make Cressy an unhappy space duck. Not sure what item to go with.

I LIKE INFERNAPES!
 
Two new Infernapes!

EncoreDancer: 252 Atk/ 252 Spd/ 6 HP @ Focus Sash
Encore
Swords Dance
Close Combat
Shadow Claw

Strategy: Switch in on a move that will do zilch to Nape ie. WoW, DD, Recover. Encore before they can change the move they're doing. This forces them to switch so you can swords dance. Swords dance again b/c of the focus sash, unless you think they have a priority move or are faster. As long as no one is faster than you, you have an unresisted attack combo with plenty of power.

Wall Smasher Ape: 172 SpA / 206 Atk / 140 Speed
Taunt/Encore (probably taunt)
Overheat
Close Combat
U-turn/Shadow Claw/Grass Knot (probably Grass Knot)

Taunt to weaken the walls abilities. (Take that you no attack walls!) Close Combat the Blisseys and Snorlaxes, Overheat the Skarmory, and Use the third option to make Cressy an unhappy space duck. Not sure what item to go with.

I LIKE INFERNAPES!

Heh, I use an EncoreApe as well. However, I use Blaze Kick over Shadow Claw, because nothing's 4x weak to Ghost, and while unSTAB Shadow Claw has 140 BP, STAB Neutral Blaze Kick has 127 BP, which is only a 13 BP difference, and it hits a lot more super-effective. I agree that hitting Starmie and such is good, but Infernape shouldn't be going up against Starmie anyway.

My EncoreApe set is:

Infernape @Leftovers
EVs: 252 atk/252 spd/4 HP
Ability: Blaze
Jolly Nature

- Encore
- Blaze Kick
- Swords Dance
- Close Combat

This thing is just scary. Being one of the fastest Encorers in the game, next to Jumpluff and Alakazam, so many strategies get nerfed, and allow you to set up a Swords Dance if they stay in, or if they switch out. This Infernape has gotten me so many late-game sweeps it's not even funny. Honestly, once the team this is on gets one win, it gets on a gigantic roll. I use this mostly because I love Encore, and because I hate things like Garchomp trying to Swords Dance up in my face. That, and no one expects Swords Dance Infernape these days, and it's a nice surprise to the opponent's entire team, as even resisted attacks will mess them up royally. :]
 
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Porygon2

Evs: 180 HP, 200 def, 84 spatt.

Moves:

Ice Beam
Charge Beam
Tri Attack
Recover

What used for:

Basically you use charge beam to make its spatt go high and then this little tank will even have the potential to sweep and not just trace and be cool. The moveset is basically standard but charge beam adds a great advantage on this pokemon. Especially late game when they don't have any ground types left.

 
I like the Infernape set a lot... however, I would use Fire Punch since I'm an accuracy buff. Focas Sash may not work though with sandstream everywhere. Perhaps a fire or fighting boosting item? I'm against Life Orb, because talented battlers always try to stall it to death, but it could definately be a good option also.
 
Heh, well I personally hate using Focus Sash, hence why I use Leftovers. I feel that Infernape has quite a few useful resistances, and Focus Sash is going to ruin that, especially with Stealth Rock up.

In my opinion, EncoreApe should be able to come in several times during the match to break strategies with Encore, not just once. After all, lots of players have more than one set-up pokemon or wall, and Infernape should use his speed and resistances to Encore that stuff out to support his team, and himself.
 
WARNING, Cool Pokemon ahead:


























Misty%27s_Togetic.jpg


Yeah, Togetic has always been cool. I cried when he left Misty. But for all his useful moves, he's never been able to put it all together. In the transition to D/P, he got some important upgrades but they were all ignored because Togekiss is better in every way.

Isn't he?

Well...not really. Togetic has two advantages. The first one is that he isn't a complete tosser who turns every match into a luckfest. The second "advantage" is that he is cripplingly slow. With a minus speed nature and 0 IV's, he hits the breakneck speed of 73. Or in other words, Togetic always moves second.

That's bad, right?

Not when you consider that he learns Baton Pass this gen. Obviously, you'll want to go second if you're passing to a frail sweeper. Togetic will take the initial hit, then Baton Pass to your sweeper who will come in unscathed. So here's what I've been playing around with.

Togetic @ Flame Orb
Sassy nature, 0 Speed IV.
252 HP / 252 Def / 4 SpDef

- Light Screen
- Baton Pass
- Wish
- Psycho Shift

The EV's are very simple, but allow for 314 HP, 269 Def and 271 SpDef. Coupled with an instant recovery move and two immunities, he can take a few hits, but naturally struggles against some of the stronger attackers. Which is where the other moves come in - Psycho Shift ensures that physical attackers are permanently neutered at the expense of 12% of your health per turn. Light Screen makes sure special attacks don't scratch 'Tic for the next five turns.

This Togetic can unleash 100% accurate burns, but also fulfils the holy grail of duties as the slowest Wish Passer on the game. And don't forget the ever effective psuedo passing.

I've been testing it all morning, and I'm considering shifting some Def EV's to SpDef, and maybe even scratching the Flame Orb and Psycho Shift. It holds it's weight well and allows 'Tic to deal damage, but loses a bit too much health in a Sandstorm. Fortunately, he doesn't lose health on turn he Psycho Shifts. The other options in that slot are Reflect, Nasty Plot, Thunder Wave, Yawn and Encore. Or a special attack of that respectable 80 base.

Yeah...Kiss has the edge everywhere except speed and cool factor...so obviously, you should use Togetic. ^_^
 
Oh yes, base 55 HP will love to take hits.
I can see this working once a match. SR weak, Bolt, Beam, Stone Edge, and with only a Ground/Ghost immunity to switch in with, it's lackluster 55/85/105 defensive stats will pretty much let it down every time.

Then you burn yourself for 12% more damage a turn and don't have the 6% leftovers recovery. Then oh god sandstorm. This is the sad story of EVERY psycho-shifter.

I absolutely need to know if you've tried it out before. It seems like it would just fizzle itself out and get killed, passing a Wish or a (possible) boost to one other pokemon. If I wanted a pokemon that did that, I'd go with Healing Wish Lopunny.
 
Well yes, like I said, I have tried it out and I was considering removing the Flame Orb, but it was pretty much the only thing that could stop anything from switching in at will.

I originally used it to set up BellyZard. The goal was to burn physical attackers, set up a Light Screen against special attackers, then perform a slow Baton Pass to Charizard who will survive virtually an hit and execute a Belly Drum. If Charizard failed, I could pass a Wish later. There's nobody else who can do that as well as 'Tic.

It's a mixed bag. Some games I've been laughing my ass off that a Togetic is performing this well, but other times it just gets bogged down and overwhelmed.

I'm talking about OU over here, I'll test it in UU when I get a chance.
 
I'm talking about OU over here, I'll test it in UU when I get a chance.

Too bad that Togetic is currently banned from UU as it does seem to have some interesting options now with special Tri Attack and super slow Nasty Plot/Wish passing among other things.
 
Two-poke combo I've been thinking of. Haven't had time to optimise EV's, so just rate the movesets.

Umbreon @ Leftovers
Nature: Bold
Ability: Synchronise
EV's: 252Hp, 160Def, 98Sp.Def
~ Mean Look
~ Torment
~ Baton Pass
~ Wish

Mr. Mime @ Leftovers
Nature: Bold
Ability: Filter
EV's: 252Hp, 220Def, 32Sp.Def
~ Calm Mind
~ Encore
~ Baton Pass
~ Reflect

The strategy is simple. Trap something with Umbreon, Torment it and pass the trap to Mr. Mime. He Encores you, and have fun dying to struggle recoil, whilst he sets up Calm Minds and passes it to something who could do damage with it at the last available moment. Wish support helps with his lack of recovery. Anyway, will it work?

Edit: I swear I didn't put that in Italics. Oh well.
 
No calcs or anything, but this makes and awsome tank.

Uxie@Leftovers
Calm (+SpDef, -Atk)
252 Hp/252 Def
Moveset:
Reflect
Calm Mind
Rest
Water Pulse/Shadow Ball/Grass Knot/Psychic

The idea is to set up Reflect, then Calm Mind up in the face of physical sweepers. Water Pulse has the added confusion bonus, hits Tyranitar and Heatran, and is un-resisted. Shadow Ball = Good coverage, but doesn't effect Blissey. Psychic for STAB, counters Heracross+many other Fighting types, and is generally a good move. Grass Knot for coverage. Blissey walls this set, but after LOTS of Calm Minds (Should be able to get lots in), Blissey is K0ed. Calm for an all-round defensive tank. And besides, it doesn't really need bold with reflect.
 
@ Evil Hamster: be sure to pack a good Bug resist in order to counteract that weakness. Even with Filter, Megahorn and Bug Buzz will still walk all over those two.

@ Lemmiwinks: Yeah, that's an awkward technicality. It's difficult to say "Togetic's an acceptable NFE because his speed is worse than Togekiss, because the same could be said for everything from Hippopotas to Metang.
 
Uxie@Leftovers
Calm (+SpDef, -Atk)
252 Hp/252 Def
Moveset:
Reflect
Calm Mind
Rest
Water Pulse/Shadow Ball/Grass Knot/Psychic
One unboosted attack and no status just begs the opponent to Taunt or set-up on you, you should know this as a competitive player.

Since you can only have one attacking type, don't bother with different types of counters. Only psychic means a dark-type walls you, only water means a water-absorber or bulky water walls you, only grass knot means that Mence and other 4x grass resisters wall you, and only Shadow ball means that any normal type walls you.

No Blissey would ever try to wall such a piddly attacker as this. I imagine the most common switch-in would either be Weavile or Heracross and you can't carry more than Psychic. Take this one back to the drawing book.
 
I've been trying this for a while on Shoddy with great success; it looks gimmicky at first but let me explain before you discount it.

Heatran @ Life Orb
Lonely Nature
208 atk/76 satk/220 spd
- Earthquake
- Explosion
- Magma Storm
- Taunt

The general premise of this set is to destroy a bulky water or Blissey and set up a sweep. As soon as Heatran comes out, Magma Storm. If Blissey comes out, Taunt it so it can't protect, and OHKO it with explosion. If you catch a bulky water, Explosion will always OHKO (even Gyarados after Intimidate - Heatran is also faster.) Earthquake is to hit other Heatran and Flash Fire Pokemon, and because Ground/Fire is decent type coverage. Why Earthquake? Think about who you'll use it against - Houndoom, Ninetales, and other Heatran are OHKO'd by both, and after a Magma Storm, always kills Tenacruel, who otherwise lives through Earth Power and will kill you back with Surf. It also hits Tyranitar for more damage, about 60% iirc, and since it beats Jolly Tyranitar, it could serve its purposes if needed. I've often found it useful in a pinch.

As soon as something dies, send in your respective sweeper (I use this in tandem with Azelf and Garchomp - something like Houndoom could work well too) and it's often easy to pull off a sweep.

The EVs are to OHKO Slowbro with Explosion 100% of the time, with speed of 245 to beat things that hang around at 244, and the rest in Special Attack.
 
Breloom @ Life Orb
Rash, 252 Special Attack/ 124 Speed/ 134 Attack
Hidden Power [Ice]
Focus Punch
Spore
Leech Seed/ Mach Punch

Mixed Breloom? Are You kidding? No im not. Life Orb HP Ice will do Damage: 88.98% - 104.52% to Gliscor, meaning if Stealth Rock is down, you will OHKO 100% of the time. Leech Seed can work nicely with Life Orb, as it will recover the hp you lose due to life orb. Mach Punch will OHKO Weavile 100% of the time (minimum 161%). Spore will force quite a few switches, and the speed is enough to outrun Cresselia. Focus Punch OHKOs Blissey always, as well as Snorlax, and does minimum 94% to Snorlax after a Curse.
 
I've been trying this for a while on Shoddy with great success; it looks gimmicky at first but let me explain before you discount it.

Heatran @ Life Orb
Lonely Nature
208 atk/76 satk/220 spd
- Earthquake
- Explosion
- Magma Storm
- Taunt

The general premise of this set is to destroy a bulky water or Blissey and set up a sweep. As soon as Heatran comes out, Magma Storm. If Blissey comes out, Taunt it so it can't protect, and OHKO it with explosion. If you catch a bulky water, Explosion will always OHKO (even Gyarados after Intimidate - Heatran is also faster.) Earthquake is to hit other Heatran and Flash Fire Pokemon, and because Ground/Fire is decent type coverage. Why Earthquake? Think about who you'll use it against - Houndoom, Ninetales, and other Heatran are OHKO'd by both, and after a Magma Storm, always kills Tenacruel, who otherwise lives through Earth Power and will kill you back with Surf. It also hits Tyranitar for more damage, about 60% iirc, and since it beats Jolly Tyranitar, it could serve its purposes if needed. I've often found it useful in a pinch.

As soon as something dies, send in your respective sweeper (I use this in tandem with Azelf and Garchomp - something like Houndoom could work well too) and it's often easy to pull off a sweep.

The EVs are to OHKO Slowbro with Explosion 100% of the time, with speed of 245 to beat things that hang around at 244, and the rest in Special Attack.

That actually looks like a pretty effective set. I'm not sure how well it would work along with Garchomp (given that nobody's going to switch a steel type into Heatran, and I find Steels/Cress tend to be the bane of Chomp more than Bulky waters), but if you snag a Blissey (probably the most common switch-in to Heatran) then I could see that working quite effectively.
 
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