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Project Monotype Rising Sets VI - Voting

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:sv/garganacl:
:sv/walking wake:
:sv/pawmot:
Monotype Rising Sets
:sv/ogerpon wellspring:
:sv/iron moth:
:sv/wo-chien:

Welcome to the sixth edition of the Monotype Rising Sets that aims to unveil the future of Monotype. You have been using an unknown set for a long time or have just thought about a new way of using a Pokémon? Come sharing your findings with the community!

This event will be run in the form of a contest. You will have 3 weeks to submit ONE set of your choosing for whichever Pokémon, before a poll is launched in the Monotype room to determine the winning set.

Rules:
  • Only one post per person is allowed.
  • Both the Pokémon and the set you want to feature are up to you.
  • A set is valid if and only if it does not exist in the Monotype SV SmogDex.
  • Item/Move-swap sets are not allowed, unless they change fundamentally the way the Pokémon is used.
  • You may import your set from your PS! teambuilder or write it down.
  • Your set proposition must include the following elements: set, description, potential teammates, and either replays or damage calculations.
  • Replays and damage calculations must showcase the set's uniqueness, so choose them wisely.
  • Please convey the uniqueness of your set while avoiding emphatic language ("It's the greatest set ever!")
  • Do not react to other submitted sets in your post, focus on yours.
Hereunder you will find the accepted format for submissions as well as an example of accepted and rejected sets.

Name of the set + Pokémon name + (Type) (ex: "Choice Specs Dragapult (Dragon)")

(you may import the set directly from your PS! teambuilder)

Pokemon @ Item
Ability:
EVs:
x Nature
- move 1
- move 2
- move 3
- move 4

Set Description

Describe what your set is achieving, which niche does it fill? Why is it interesting in the current metagame?

Teammates

Describe who would be the ideal teammates to surround it with which set.

Replays OR Damage calculations (doing both is accepted)

1. xxx
2. xxx
3. xxx

They should be commented and help you to make your point.

Barraskewda @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Flip Turn
- Close Combat
- Poison Jab

Changing one coverage move by another does not change the way the set is used, it is still Choice Band Barraskewda inside.
Barraskewda @ Heavy-Duty Boots / Muscle Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Flip Turn
- Close Combat
- Psychic Fangs

By swapping Choice Band with HdB or Muscle Band, the way the pokémon is used drastically changes. Now Barraskewda acts as an Offensive Pivot, which comes with its own perks. Changing the moveset is not mandatory, but it does not mean the moveset should be lazily copy/pasted from an existing set. Your moveset should always be backed up with arguments.

Rewards:
  • ^ rank on Monotype room for a month
  • The winning set will be featured in the Monotype room
  • Addition of the set in the SmogDex

If you feel the heart of a builder, come sharing your best craft with the community!


Deadline for set submission is September 27th @ 9:59pm GMT+2
 
Unaware Clefable (Fairy)
Clefable @ Kee Berry / Heavy Duty Boots
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Flamethrower / Stored Power
- Moonlight

We'll keep things brief for this explanation:
Clefable is almost one of those pokemon you remember being painfully annoying since generation 6 once fairy types became a thing, with pretty respectable stats, access to a plethora of coverage moves, and even a form of recovery in Moonlight (sadly no softboiled to avoid weather conditions lesser healing), but the key point for this Pokemon is its access to the ability: Unaware. which was never explored for Monotype.

Because one of fairy's "hard counters" is it's susceptibility to being outright swept by +2 Scizor when Klefki is absent from the game and just about any other steel pokemon in the game, which they can find themselves able to come at any second to end it, it is by no means the ultimate answer, but it can hold its own vs some of the threats Steel poses (such as Scizor, Corviknight/Skarmory, Archaludon and even Iron Treads)

It's not just Steel that we're focusing on, it can also allow Clefable to shine on Matchups such as bug (Unaware ignoring Volcarona's quiver dancing shtick and possibly sweeping the team altogether), Water, Ghost (Barring Ceruledge as it outheals clefable with bitter blade). and many more.

Given EV spread maximizes Clefable's physical defense and bulk to better tank most of the notably dangerous physical attackers (to name a few: Meowscarada, Scizor, Choice Band Mamoswine, etc..) and ensure that it's Kee Berry is triggered to raise its defense stat by one stage which further raises its physical walling allowing it to turn a lot of moves from 2hko's to 3 and possibly even 4 (Such is the case with Ting Lu/Iron Hand's Heavy Slam), alternatively, Heavy Duty Boots may be used as Clefable is now susceptible to hazards including Toxic Spikes which puts it on a timer.

Moonblast is Clefable's reliable STAB move. Calm Mind boosts both Clefable's special attack and it's lacking special defense which without the +1, you just get OHKO'd by something like specs sludge wave greninja. Flamethrower targets Steel types that would threaten it's teammates) alternatively, Stored Power can be utilized to rack up the stat boosts and blast powerful SP's that can shred poison types and about anything else that cannot afford coming out to it. and Moonlight is Clefable's form of recovery, keeping it up in the game for some time.

Teammates:
:hatterene: / :weezing-galar: : Are two of the most crucial teammates for Unaware Clefable to function right as they are Fairy's only hazard controllers, with Since Clefable is now leaving Magic Guard for Unaware making it susceptible to them, We have Hatterene's Magic Bounce reflecting back any form of hazard coming back, and Weezing-Galar having access to Defog, Hatterene can also utilize Nuzzle if it wishes to slow down some pokemon for Clefable to start setting up with a chance of paralysis or go for the kill next turn.
:Iron Valiant: : Can assist Clefable in breaking down some of the Steel types, alongside being capable of serving as a scarfed Destiny Bonder that tricks foes into killing it which may prove troublesome for Clefable (Such as Bisharp, Dengo, etc..)
:Klefki: : Can assist Clefable by setting up screens so that Clefable also finds more room to setup its Calm Mind and begin to sweep teams if it can, while also being capable of paralyzing foes with Thunder Wave
:Primarina: / :Azumarill: : Powerful breakers that can pick up the leftover damage that Clefable or any other teammate has induced.
:Flutter Mane: I don't think i need to mention why we need flutter mane lmao.

Important Calculations:
Against :Scizor:
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Clefable: 284-336 (72 - 85.2%) -- guaranteed 2HKO (Should you not have the Kee Berry boost)
252+ Atk Choice Band Technician Scizor Bullet Punch vs. +1 252 HP / 252+ Def Clefable: 188-224 (47.7 - 56.8%) -- 89.5% chance to 2HKO (With the Kee Berry Boost

Against :Goodra-Hisui:
0 Atk Goodra-Hisui Heavy Slam (120 BP) vs. +1 252 HP / 252+ Def Clefable: 152-182 (38.5 - 46.1%) -- guaranteed 3HKO (With the Kee Berry boost)
0 Atk Goodra-Hisui Heavy Slam (120 BP) vs. +1 252 HP / 252+ Def Clefable through Reflect: 76-91 (19.2 - 23%) -- possible 5HKO (With Reflect if you manage to fit Klefki in the field)
+6 0 SpA Clefable Moonblast vs. 248 HP / 252+ SpD Goodra-Hisui: 211-249 (58.1 - 68.5%) -- guaranteed 2HKO after Leftovers recovery (With Moonlight backing you up, you guarantee a 2hko if you get to +6 Calm Mind, nothing can phase you out on the Steel/Dragon MU besides Empoleon/Archaludon for steel with roar)

Against :Excadrill: :
252 Atk Choice Band Excadrill Iron Head vs. +1 252 HP / 252+ Def Clefable through Reflect: 118-141 (29.9 - 35.7%) -- 35.1% chance to 3HKO
+2 0 SpA Clefable Flamethrower vs. 0 HP / 4 SpD Excadrill: 350-412 (96.9 - 114.1%) -- 81.3% chance to OHKO

Against :Ursaluna:
252 Atk Guts Ursaluna Facade (140 BP) vs. +1 252 HP / 252+ Def Clefable through Reflect: 105-125 (26.6 - 31.7%) -- guaranteed 4HKO (Feel free to Moonblast if you've setup +2)
In case you choose to run Stored Power: Against :Blissey: +6 0 SpA Clefable Stored Power (280 BP) vs. 252 HP / 4 SpD Blissey: 589-694 (82.4 - 97.1%) -- guaranteed 2HKO (This is by no means an easy mu for Clefable, its only situational if you were given room to setup enough. as Thunder Wave + Seismic Toss will still be detrimental.

Against :Landorus:

252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. 252 HP / 4 SpD Clefable through Light Screen: 175-207 (44.4 - 52.5%) -- 20.7% chance to 2HKO

These should be the most threatning pokemon that aren't automatic hard counters (Like fighting vs Poison) that Clefable typically wouldn't survive against, if i am missing some, i am open for discussion!

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Specs Gholdengo (steel)
Gholdengo @ Choice Specs
Ability: Good as Gold
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Make It Rain
- Thunderbolt / Trick
- Shadow Ball

Set Description

Specs Gholdengo is an excellent wallbreaker in the current metagame, able to blast through many common switchins to the Scarf set, while not requiring an extra turn to start dealing damage as the Nasty Plot sets do. Make It Rain and Shadow Ball are the main options with Focus Blast and Thunderbolt as extra coverage, and Trick for the few special walls that can actually take a hit. Modest is chosen over timid for extra breaking power, as the only relevant mons that can outrun modest but not timid are Mamoswine, Hoopa-Unbound, and adamant Excadrill all of which can be play around with the rest of the team.

Teammates

Specs Gholdengo really loves to have ways to switch in safely and fire off its moves, thus the best partner is Corviknight with its slow U-turns. Gholdengo also loves having teamates that can take hits from any revenge killers so Heatran, Corviknight and Skarmory are all welcome additions. Hazard stacking also plays into Gholdengo's gameplan, as a little bit of chip damage is often all that is needed.

Some relevant damage calcs

1. 252+ SpA Choice Specs Gholdengo Shadow Ball vs. 248 HP / 252+ SpD Corviknight: 175-207 (43.8 - 51.8%) Corviknight cannot freely wall
2. 252+ SpA Choice Specs Gholdengo Make It Rain vs. 244 HP / 204+ SpD Gliscor: 298-352 (84.6 - 100%) can outspeed and kill most Gliscor after only a little chip
3. 252+ SpA Choice Specs Gholdengo Shadow Ball vs. 248 HP / 252+ SpD Goodra-Hisui: 118-141 (32.5 - 38.8%) Hoodra only gets to switch in once if spikes are up
4. 252+ SpA Choice Specs Gholdengo Make It Rain vs. 252 HP / 252+ SpD Clodsire: 237-279 (51 - 60.1%) with some hazards in play Clodsire cannot safely switch in

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Close Combat Weakness Policy Ceruledge (ghost)
Ceruledge @ Weakness Policy
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Endure
- Shadow Sneak
- Bitter Blade
- Close Combat

Set Description
Ever wanted to abuse Ceruledge while not having to worry about those pesky pesky hazards? Well look no further! The classic Endure + Weakness policy combo ensures that you live a hit and get some boosts without your poor guy having to stress about stepping on legos! In fact, hazards being down can lure your opponent into a false sense of security, moments before Ceruledge blows massive holes in their team. We’re including Close Combat for some much needed coverage to get supereffective damage on things like :archaludon: and :roaring moon: so these nasty pokemon that think they’re safe from the traditional Ceruledge moves get slammed. You also, unsurprisingly, run through ghost, without the need to set up a Swords Dance. Take a Shadow Ball and run away with the game, may Arceus favor you on the Shadow Sneak 50/50s and Endure mindgames if you don’t have a speed boost for enemy :ceruledge:, though

Teammates
Ceruledge loves support from his friends! Good teammates include more traditional and obvious includes to ghost offensive cores, such as :flutter mane: to apply pressure on the opposite side of the physical/special spectrum and :gholdengo: because Good as Gold was a really good design decision on Game Freak’s part. Other things that can help our man thrive are the hazard setters :brambleghast: and :froslass: as one or two layers of spikes (which are staying down because your whole team is spinblockers and you have dengo to block defog) can turn Ceruledge’s sweep from a threatening setup that’s poking holes in the enemy team to a full sweep that is ending the game on the spot. :brambleghast: allows for rapid spin support for the rest of the team (as ceru no longer truly requires it) while threatening things like enemy :gholdengo: from safely coming in to spinblock due to the threat of a poltergeist ohko. :froslass: can be a menace to deal with, with not only spikes at its disposal, but other great support options like Thunder Wave, Will-o-Wisp, Taunt and even a cheeky Destiny Bond.

Damage Calcs
:archaludon:
+2 252 Atk Ceruledge Close Combat vs. 252 HP / 204+ Def Archaludon: 316-372 (82.2 - 96.8%) -- 62.5% chance to OHKO after 1 layer of Spikes
and
+2 252 Atk Ceruledge Close Combat vs. 252 HP / 204+ Def Archaludon: 316-372 (82.2 - 96.8%) -- 87.5% chance to OHKO after 2 layers of Spikes

If you can get one or two layers of spikes down our man is favored to bust through this known Ceru check.

:roaring moon:
+2 252 Atk Ceruledge Close Combat vs. 0 HP / 0 Def Roaring Moon: 674-794 (192 - 226.2%) -- guaranteed OHKO

Eviscerates this guy when he thinks he’s only taking 77 max from poltergeist.

:ting-lu:
+2 252 Atk Ceruledge Close Combat vs. 252 HP / 4 Def Ting-Lu: 418-494 (81.3 - 96.1%) -- 56.3% chance to OHKO after 1 layer of Spikes
and
+2 252 Atk Ceruledge Close Combat vs. 252 HP / 4 Def Ting-Lu: 418-494 (81.3 - 96.1%) -- 81.3% chance to OHKO after 2 layers of Spikes
See: archaludon calc description.

:heatran:
+2 252 Atk Ceruledge Close Combat vs. 248 HP / 8 Def Heatran: 480-566 (124.6 - 147%) -- guaranteed OHKO
vs.
+2 252 Atk Ceruledge Poltergeist vs. 248 HP / 8 Def Heatran: 330-388 (85.7 - 100.7%) -- 6.3% chance to OHKO
(Remember that you’re not getting spikes on tran unless balloon is popped)

Replays
https://replay.pokemonshowdown.com/gen9monotype-2437309913 Getting to endure here at 1hp allowed me to get the speed boost to finish the game off with Ceruledge in a checkmate situation despite the very serious Moltres-Galar setup.

https://replay.pokemonshowdown.com/gen9monotype-2437717831 Ignore the poltergeist misplay we’re here for the set. Being able to get boosted while spikes were down allowed Ceruledge to clean up the game with a little support from flutter.

https://replay.pokemonshowdown.com/gen9monotype-2437846022 The set performing exactly as advertised. My opponent thought he was safe to eq into ceru because he had taken rocks damage, and with 2 laters of spikes down we are favored to KO archaludon with close combat and continue our sweep.

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The Set: Assault Vest Ting Lu(Ground)

Ting-Lu @ Assault Vest
Ability: Vessel of Ruin
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Payback
- Earthquake
- Heavy Slam
- Stone Edge

Set Description
This set is designed to lean even harder into ting lu's tankiness to 1 v 1 things that it normally can't
Unlike clodsire,Ting Lu is downright immune to psychic attacks,and It can do damage or knock out the pokemon clodsire would need a toxic and a few turns to finish off(this wouldn't work against things with ice or psychic attacks)

Teammates:
Great Tusk Can be used as a spinner,so Ting Lu's ability to sponge special hits isn't compromised,And be used as a physical wall
Hippowdon,Gliscor,and Landorus Therian could potentially be used for hazards in ting lu's place

Calculations:

252 SpA Choice Specs Flutter Mane Moonblast vs. 252 HP / 252+ SpD Assault Vest Vessel of Ruin Ting-Lu: 200-236 (38.9 - 45.9%) -- guaranteed 3HKO
252 SpA Choice Specs Greninja Surf vs. 252 HP / 252+ SpD Assault Vest Vessel of Ruin Ting-Lu: 156-186 (30.3 - 36.1%) -- 43.5% chance to 3HKO
252 SpA Choice Specs Latios Aura Sphere vs. 252 HP / 252+ SpD Assault Vest Vessel of Ruin Ting-Lu: 110-130 (21.4 - 25.2%) -- 0.1% chance to 4HKO
0 SpA Ninetales-Alola Moonblast vs. 252 HP / 252+ SpD Assault Vest Vessel of Ruin Ting-Lu: 72-86 (14 - 16.7%) -- possible 6HKO

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BASED Bird (Flying)
Delibird @ Focus Sash
Ability: Vital Spirit
Tera Type: Ice
EVs: 252 SpA / 252 Spe
Timid Nature
- Spikes
- Rapid Spin
- Icy Wind / Ice Shard / Fake Out
- Endeavor / Destiny Bond / Counter / Memento

Set Description:
Delibird is a fantastic lead for Flying, getting the combination of Spikes, Rapid Spin, and Endeavor. This makes Delibird the best suicide lead since sliced bread, and see your opponents watch in horror as you lead this t1 vs archaludon, spikes t1, spin their rocks t2, and endeavor their arch t3 and immediately have a won game state due to BASED bird. There are other things you can run (like Destiny Bond); Delibird's movepool is really good for a suicide lead, so feel free to go nuts with whatever suits you best.

Teammates:
High-tempo teammates that appreciate a clear field (from spin support) are the best teammates. One may include things like Weakness Policy Dragonite, who appreciates the Spikes and Spin support; other good teammates include traditional favorites such as SD Gliscor and Taunt Corviknight. Other than that, other offensive teammates really appreciate Lead Delibird. But to be honest, any flying mon can be used as a Delibird teammate because Delibird is just that good; in Delibird we trust.

Replays:
https://replay.pokemonshowdown.com/gen9monotype-2437255709-8r4fbch9j131ulytt2fk9qxqjbdol4ypw?p2 BASED bird gets 3 layers and breaks Zoro's illusion, fantastic mon
https://replay.pokemonshowdown.com/gen9monotype-2437190356-3pnerg9jfm77vhx0fwdwcrekq4sn7l2pw?p2 BASED bird gets 3 layers and lures the removal and leaves it at 1hp
https://replay.pokemonshowdown.com/gen9monotype-2437188058-e90l41e8uddred5rege4t3vnm2bk62mpw BASED bird gets up a spike ASAP and leaves a clear field, allowing WP dnite to do shenanigans
https://replay.pokemonshowdown.com/gen9monotype-2437166958-lk6sd9f57nihmeckv4fsl534k8dtdnspw?p2 BASED bird does 60% to arch and gets a spike, ensuring SR never goes up for the rest of the game, OPOP

Roomtour: I used Delibird in a roomtour and it won all the games! That's how you know the set is GOATed

https://replay.pokemonshowdown.com/gen9monotype-2437312709
https://replay.pokemonshowdown.com/gen9monotype-2437315675
https://replay.pokemonshowdown.com/gen9monotype-2437317351

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Offensive Araquanid (Bug)
Araquanid @ Heavy-Duty Boots
Ability: Water Bubble
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Liquidation
- Leech Life
- Sticky Web
- Mirror Coat / Surf

Set Description
This set maximizes Araquanid's offense for the most OHKO and 2HKO potential. Liquidation is the standard attack move used, with its damage doubled by Water Bubble and a solid chance at a Defense drop. Leech Life is a secondary STAB that can be used for recovery and to catch targets that resist Liquidation but are weak to Leech Life, such as Lati@s, Meowscarada, Greninja, Roaring Moon. It's still the obligatory Sticky Web setter ofc. Mirror Coat can be used to deal heavy damage to or defeat special attackers that its STABs can't instantly kill, such as Gholdengo, Choice Scarf Archaludon, Terapagos, Tornadus-Therian, while Surf can be used to chunk physically defensive mons with weak SpD like Great Tusk and Skarmory. The Spe EVs allow it to outspeed no Spe investment Ting-Lu.

Teammates
Standard powerful offensive threats on Bug like Volcarona, Scizor, Kleavor, and Lokix are good teammates. Araquanid's solid bulk, typing, and Water Bubble let Araquanid switch in on moves that would threaten them like Fire, Water, and Ground moves, then keep up the offensive pressure or set Sticky Web. Forretress is a good physical wall that can use Volt Switch for pivoting or set Spikes to chip opponents for Araquanid and the rest of the team.

Calculations
:ting-lu:
252+ Atk Water Bubble Araquanid Liquidation vs. 252 HP / 4 Def Ting-Lu: 336-396 (65.3 - 77%) -- guaranteed 2HKO
:ogerpon-hearthflame:
252+ Atk Water Bubble Araquanid Liquidation vs. 0 HP / 0 Def Ogerpon-Hearthflame: 235-277 (78 - 92%) -- guaranteed OHKO after Stealth Rock
:ogerpon-wellspring:
252+ Atk Araquanid Leech Life vs. 0 HP / 0 Def Ogerpon-Wellspring: 222-264 (73.7 - 87.7%) -- guaranteed 2HKO
:hatterene:
252+ Atk Water Bubble Araquanid Liquidation vs. 252 HP / 204+ Def Hatterene: 159-187 (50 - 58.8%) -- 75% chance to 2HKO after Leftovers recovery
:greninja:
252+ Atk Araquanid Leech Life vs. 0 HP / 0 Def Greninja: 266-314 (93.3 - 110.1%) -- guaranteed OHKO after Stealth Rock
(after it uses Protean and becomes not-Water)
252+ Atk Water Bubble Araquanid Liquidation vs. 0 HP / 0 Def Greninja: 282-333 (98.9 - 116.8%) -- guaranteed OHKO after Stealth Rock
:gallade:
252+ Atk Water Bubble Araquanid Liquidation vs. 56 HP / 0 Def Gallade: 288-340 (98.9 - 116.8%) -- 93.8% chance to OHKO
:roaring-moon:
252+ Atk Araquanid Leech Life vs. 0 HP / 0 Def Roaring Moon: 254-300 (72.3 - 85.4%) -- guaranteed 2HKO
:enamorus:
252+ Atk Water Bubble Araquanid Liquidation vs. 0 HP / 0 Def Enamorus: 271-321 (93.7 - 111%) -- 62.5% chance to OHKO
:sneasler:
252+ Atk Water Bubble Araquanid Liquidation vs. 0 HP / 0 Def Sneasler: 306-361 (101.6 - 119.9%) -- guaranteed OHKO
:spectrier:
252+ Atk Water Bubble Araquanid Liquidation vs. 0 HP / 0 Def Spectrier: 306-361 (89.7 - 105.8%) -- guaranteed OHKO after Stealth Rock
:gliscor:
252+ Atk Water Bubble Araquanid Liquidation vs. 244 HP / 0 Def Gliscor: 336-396 (95.4 - 112.5%) -- guaranteed OHKO after Stealth Rock

Replays
soonTM when I find the will to grind them out and/or can find some good old ones lol
https://replay.pokemonshowdown.com/gen9monotype-2357875916?p2 It's vs Psychic so lol but it does showcase Araquanid 2HKOing Hatterene, denying them the ability to set up
https://replay.pokemonshowdown.com/gen9monotype-2405764313 2HKOd Gholdengo
https://replay.pokemonshowdown.com/gen9monotype-2437801681-fx2vvlv18y7435avb6bawfabjtb0qe6pw OHKOd Gliscor and heavily chipped Tornadus

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Kee Charm Hatterene:
Hatterene (F) @ Kee Berry
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Draining Kiss
- Charm

I took part in discussing this set with Jahkem and Wincon which this kitchen of chefs followed after boomp requested the community to come up with a viable "Screens Psychic".

I sadly don't have too much time to ladder these days so I like to come up with hypotheticals based on calcs and what can happen at any point on the ladder high, mid and low:
This set gives our Hat the chance to combat one of its best counters in Goodra H, most dragon or steel teams will most likely swap into Hoodra a turn after Hat comes in giving it a free chance normally to pick a move for free normally calm mind, nuzzle or draining kiss. This sets allows Hat to either get a free calm mind or in this set's possibility to charm it (-2 to opponent's attack stat). This combined with kee berry lets Hat set up on nearly anything that has high usage not only on steel/dragon but other types aswell, not to mention if Hat is behind screens. Important to note aswell, after kee berry has been activated, one of the strongest ghost move poltergeist has no effect. The only major counter to this set that i can currently think of would be parting shot which when interacting with magic bounce will force you pick a pokemon of your choice into the opposing mon with less offensive stats which may be beneficial but at the same time your losing out on a heavily invested setup sweeper.

Some other threats not only to this mon but the entire team psychic or fairy would be mons like Greninja and Darkrai with fast and strong poison moves, pokemon with guaranteed critical hit moves like Meowscarada with Flower Trick and Sneasler with dire claw (what isn't threatened when facing that tbh) and possibly whatever mon is running some sort of calm mind iron defense set which i don't believe anything of note is fairly common right now much like parting shot.

LET HATTERENE BE SELFISH AND CHARMING! Most Hat sets have some sort of team supporting move like trick room and nuzzle which both definetly help Hat but in my opinion can favor its team a lot more than itself. Lately people have even been running healing wish as another support move which is purely for its team. The replacement of these options with charm most certainly can be helpful for its team but with an item like kee berry means you're mainly using it for Hat's benefit! With it's support from its teams screens be it Klefki (less effectively also Grimmsnarl at the cost of spikes for most likely more support options fairy doesnt need) and in my opinion most effectively on psychic with Deoxys Speed (can possibly be Scream Tail with help from its fairy typing and Meowstic with its prankster ability but no hazards) Hat is receiving defenses to help it set up its own to stack on top of each other until Hat is out of control for the opponent and eventually ideally sweep.

Replays (courtesy of Wincon-Z)

4 Atk Ting-Lu Heavy Slam (120 BP) vs. +1 252 HP / 204+ Def Hatterene: 98-116 (30.8 - 36.4%) -- guaranteed 4HKO after Leftovers recovery

+1 0 SpA Hatterene Draining Kiss vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 134-158 (26 - 30.7%) -- 2.5% chance to 4HKO after Leftovers recovery (You outdamage heavy slam from ting-lu after a single calm mind and +1 defense)

To beat goodra you need screens up first or to already be +1 defense at near max hp. You always charm first and then you need at least +3 to out damage heavy slam with draining. This set should mainly only be used on screens.

0 Atk Goodra-Hisui Heavy Slam (120 BP) vs. 252 HP / 204+ Def Hatterene through Reflect: 102-120 (32 - 37.7%) -- 91.3% chance to 3HKO
(You take the Heavy Slam and always charm.)
-2 0 Atk Goodra-Hisui Heavy Slam (120 BP) vs. +1 252 HP / 204+ Def Hatterene through Reflect: 34-42 (10.6 - 13.2%) -- possible 8HKO
(At +1 you now do more damage than heavy slam does to you, and at +2 you deal more damage than it does to you in return. You need to get at least 3 calm minds to out damage heavy slam outside of screens and after the kee berry defense boost + charm)

0 Atk Goodra-Hisui Heavy Slam (120 BP) vs. +1 252 HP / 204+ Def Hatterene: 134-162 (42.1 - 50.9%) -- 2.7% chance to 2HKO

(After charm and +3 spa you deal 25.8-30.8 recovering 22.3-26.4 hp, meaning you heal slightly more than goodra is dealing to you)

-2 0 Atk Goodra-Hisui Heavy Slam (120 BP) vs. +1 252 HP / 204+ Def Hatterene: 68-84 (21.3 - 26.4%) -- 4.8% chance to 4HKO

If you can get at least +3 you beat Goodra 1 vs 1 and there likely isn’t anything that can revenge kill you after Goodra is dealt with.)

12 Atk Corviknight Iron Head vs. +1 252 HP / 204+ Def Hatterene: 84-98 (26.4 - 30.8%) -- guaranteed 4HKO

-2 12 Atk Corviknight Iron Head vs. +1 252 HP / 204+ Def Hatterene: 42-50 (13.2 - 15.7%) -- possible 7HKO

(You only need 2 calm minds to out damage iron head from corviknight. You heal back 13.5-15.7)

+2 0 SpA Hatterene Draining Kiss vs. 252 HP / 244+ SpD Corviknight: 57-67 (14.2 - 16.7%) -- possible 9HKO

0 Atk Heatran Heavy Slam (120 BP) vs. +1 252 HP / 204+ Def Hatterene: 122-146 (38.3 - 45.9%) -- guaranteed 3HKO after Leftovers recovery

(Only attempt to beat Heatran if you’re behind a reflect as you can’t ever out recover or recover as much damage as heavy slam deals to you without needing at least +6)

-4 0 Atk Heatran Heavy Slam (120 BP) vs. +1 252 HP / 204+ Def Hatterene: 42-50 (13.2 - 15.7%) -- possibly the worst move ever

+6 0 SpA Hatterene Draining Kiss vs. 252 HP / 228+ SpD Heatran: 49-58 (12.6 - 15%) -- possible 6HKO

(You need +3 to always 3 hit ko with psyshock and +2 to two hit ko spdef Tran most of the time after stealth rock)

+2 0 SpA Hatterene Psyshock vs. 252 HP / 0 Def Heatran: 106-126 (27.4 - 32.6%) -- 82.8% chance to 3HKO after Stealth Rock

edit: validated
 
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:sv/pecharunt:

Itemless Pecharunt

160 def bro (Pecharunt)
Ability: Poison Puppeteer
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Parting Shot
- Hex

Introduction:
So this set is basically Pecharunt but itemless as you can see it in the title. Giving it 252 HP and 252 Def Bold nature to make it the maximum wall possible. Uses of this? let's check it out.

Uses:

Knock off eater:
Ghost type Pokemon in general are mostly prone to Knock Off. They are also frail like :Dragapult: :Flutter Mane: :Ceruledge: :Spectrier: :Zoroark-Hisui: and more. In fact, Pecharunt is the best bulky Pokemon Ghost can ever afford for. Thanks to it's giga bulk at base 160 defense, it can live knock off when it does not have an item. Knock Off spammers like :Meowscarada: :Roaring Moon: :Weavile: :Muk-Alola: are pretty hard for Ghost to switch.

Pokemon like :Muk-Alola: lives the special attacking ghost types and hits them back with Knock off. This is where Pecharunt shines.

Ceruledge :Ceruledge: :
It's also useful vs the Fire/Ghost MU that has :Ceruledge: . When you're running mono ghost and if you see a :Ceruledge: , Poltergeist will fail because you won't have an item. This is where you poison the opponent with toxic and use hex. They're forced to use Shadow Sneak or Bitter Blade which you can tank.

Immediate toxic + confusion:
:Pecharunt: 's ability that confuses the opponent when they're poisoned by a :Pecharunt: is cool. But the thing is that Malignant Chain has only 8PP and a 50% chance to poison the target. I find it better to use Toxic which has 16 PP instead, 100% toxic on the opponent as well. It can't miss as well since Pecharunt is a poison type. This was so good during when :Gouging Fire: existed. Nothing worse now, you can still utilise this set.

The set is useful when you face something like a Scarf :Meowscarada: vs Mono Grass. It would keep spamming Knock Off which would more likely disturb your whole team much. Pecharunt is an easy switch into that and can do something like toxic or parting shot.

Not to forget but Parting Shot is also a worthy pivot it gets.

Calcs:

252 Atk Meowscarada Knock Off vs. 252 HP / 252+ Def Pecharunt: 98-116 (25.7 - 30.5%) -- guaranteed 4HKO

252 Atk Roaring Moon Knock Off vs. 252 HP / 252+ Def Pecharunt: 116-138 (30.5 - 36.3%) -- 45.7% chance to 3HKO

Teammates:

Your teammates aren't gonna be someone new. The usual ones

:Ceruledge: can be the weak armour sweeper. :Flutter Mane: can aid in :Pecharunt: in combatting Dark types. You can also use screens :Sableye: if your Pecharunt wants to wall something like Hisuian Samurott and Meowscarada (not on Bisharp though).

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[SET]
Choice Band Okidogi (Poison)
Okidogi (M) @ Choice Band
Ability: Toxic Chain
Tera Type: Poison
EVs: 252 Atk / 4 Def / 252 Spe
Jolly/Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Gunk Shot / High Horsepower / Psychic Fangs

[SET COMMENTS]
Trying not to repeat myself too much, Choice Band Okidogi is a valuable wallbreaker for Poison teams making use of its colorful coverage to check problematic threats for Poison like Gliscor, Ting-Lu and Gallade. Close Combat is STAB, you know what it does, checking Steel- and Dark-types like Bisharp, Archaludon, and Ting-Lu. Knock Off enables Okidogi to slam incoming Ghost- and Psychic-types like Gholdengo and Galarian Slowking along with being just a consistent progress maker into threats it struggles into such as Toxapex. Ice Punch removes Gliscor along with being able to pressure Clodsire. Finally its last option is reasonably flexible, Gunk Shot cleanly removes Gallade alongside Primarina, High Horsepower it useful in handling Poison-types like Toxapex and Pecharunt, and Psychic Fangs can help with Weezing-G and opposing Okidogi. Jolly is used to mainly outspeed the opposing base 80s who all run Adamant along with getting the jump on fast Heatran variants. Alternativelly Adamant can be used to give Okidogi far more breaking potetional, such as Knock Off going from a 25% chance to OHKO 232 HP / 0 Def Ghold to a 75% chance and guarteeing the OHKO on Archaludon.
:Archaludon: 252+ Atk Choice Band Okidogi Close Combat vs. 252 HP / 204+ Def Archaludon: 396-468 (103.1 - 121.8%) -- guaranteed OHKO (62.5% with Jolly)
:Skarmory: 252 Atk Choice Band Okidogi Close Combat vs. 252 HP / 252+ Def Skarmory: 165-195 (49.4 - 58.3%) -- 98.4% chance to 2HKO
:Gliscor: 252 Atk Choice Band Okidogi Ice Punch vs. 244 HP / 0 Def Gliscor: 404-476 (114.7 - 135.2%) -- guaranteed OHKO
:Gallade: 252 Atk Choice Band Okidogi Gunk Shot vs. 56 HP / 0 Def Gallade: 414-487 (142.2 - 167.3%) -- guaranteed OHKO
:Primarina: 252 Atk Choice Band Okidogi Gunk Shot vs. 252 HP / 252+ Def Primarina: 506-596 (139 - 163.7%) -- guaranteed OHKO
:Toxapex: 252 Atk Choice Band Okidogi High Horsepower vs. 248 HP / 252+ Def Toxapex: 164-194 (54.1 - 64%) -- guaranteed 2HKO
:Okidogi: 252 Atk Choice Band Okidogi Psychic Fangs vs. +1 252 HP / 4 Def Okidogi: 324-384 (85.2 - 101%) -- 12.5% chance to OHKO

[Teammates]
Galarian Slowking provides Future Sight support to pressure would be switch ins like the aformentioned Great Tusk and Toxapex and safe entry with Chilly Reception. Amoonguss provides support by dealing with Water- and Ground-types like Urshifu-R, Ogerpon-W, and Great Tusk which can all outspeed and remove Okidogi. Both Amoonguss and Galarian Slowking are also able to provide speed control support with Thunder Wave and Stun Spore respectivelly enabling Okidogi to outspeed foes like Roaring Moon, Choice Scarf Archaludon, and Tornadus-T and safely remove them. Choice Scarf Iron Moth can also serve as a vital ally being able to outspeed and check threats like Choice Scarf Gholdengo and use options such as Discharge to handle Pelipper and Dazzling Gleam to check Sableye while apprecating Okidogi removing specials such as Blissey and Hisuian Goodra. Choice Scarf Sneasler can provide a double fighting breaking core while also being able to outspeed and check threats like the Ogerpon formes, Enamorus, and Iron Valiant which can threaten Okidogi greatly.

[Other Options]
Thunder Punch is a decent option for threatening Pelipper while also being able to threaten Primarina and Toxapex, however it needs prior chip to be super threatening into Primarina and is generally less useful than the alternative coverage options.

edit: validated
 
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Specs Raging Bolt (Dragon)
Raging Bolt @ Choice Specs
Ability: Protosynthesis
Tera Type: Electric
EVs: 252 SpA / 4SpD / 252 Spe
Modest Nature
IVs: 20 Atk
- Volt Switch
- Thunderclap
- Draco Meteor
- Thunderbolt

Set Description

Specs give Bolt more immediate power while also allowing us to use volt switch to pivot.
The speed evs let us outspeed most gliscor, bulky ghold, and defensive arch.

Teammates

For teammates we obviously want arch+hoodra for walls and I was using boots dnite, scarf latias, and specs pult but those three could be changed if you want.
252+ SpA Choice Specs Raging Bolt Thunderclap vs. 0 HP / 4 SpD Iron Valiant: 295-348 (102 - 120.4%) -- guaranteed OHKO
252+ SpA Choice Specs Raging Bolt Thunderclap vs. 0 HP / 4 SpD Meowscarada: 262-309 (89.4 - 105.4%) guaranteed OHKO after Stealth Rock this is after type change from protean
I like these two Thunderclap calcs

252+ SpA Choice Specs Raging Bolt Draco Meteor vs. 244 HP / 204+ SpD Gliscor: 331-390 (94 - 110.7%) -- guaranteed OHKO after Stealth Rock
252+ SpA Choice Specs Raging Bolt Draco Meteor vs. 248 HP / 252+ SpD Goodra-Hisui: 196-232 (53.9 - 63.9%)
252+ SpA Choice Specs Raging Bolt Draco Meteor vs. 252 HP / 252+ SpD Swampert: 280-331 (69.3 - 81.9%)

Disgusting Meteor calcs vs walls
Might add more.

edit: validated
 
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Adaptability Basculegion-F (Water)
Basculegion-F (F) @ Choice Specs
Ability: Adaptability
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Flip Turn
- Hydro Pump
- Ice Beam

Set Description
This mon is an incredible wallbreaker with very few mons resisting Ghost + Water STAB. Hydro Pump is prefered to get more guaranted KOs ( :weezing-galar: … ) or 2HKO on mons like Articuno :articuno: or Muk-Alola :muk-alola: . A modest nature can be interesting allowing even more damages and reaching 255 outspeeding most bulky threats and mons like Meowscarada :meowscarada: and :iron boulder: with sticky web. It's a great element in sticky web for example and helps water team that generally spread hazards easily to keep them on field threatening rapid-spinners and defoggers.

Teammates

Basculegion-Female is not a really fast breakers so appreciate sticky webs to help putting pressure while helping the team to keep it with its Ghost-type. So Araquanid :Araquanid: is a nice lead to help it.
This mon also appreciates to chip a little bit and assure KOs on some mons or chip Goodra-Hisui which can take 3 or 4 shadow balls. So Swampert :swampert: in an offensive team is a great mon allowing also to bring safely our fish with Flip Turn and Knock Off Heavy-Duty-Boots or Assault Vest plus being an electric immunity.
Samurott-Hisui :samurott-hisui: can help Basculegion-Female by dropping Spikes with its signature move and also remove special walls with Swords Dance or Choice Scarf sets.
It also really sees a good offensive duo with a water-fighting mon such as Urshifu-R :urshifu-rapid-strike: or Quaquaval :quaquaval: . That can remove more easily dark mons and special walls.

Replays OR Damage calculations (doing both is accepted)

252 SpA Choice Specs Adaptability Basculegion-F Hydro Pump vs. 248 HP / 208+ SpD Articuno: 192-226 (50.1 - 59%) -- guaranteed 2HKO
252 SpA Choice Specs Adaptability Basculegion-F Hydro Pump vs. 252 HP / 244+ SpD Corviknight: 242-286 (60.5 - 71.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Adaptability Basculegion-F Hydro Pump vs. 248 HP / 8 SpD Mandibuzz: 310-366 (73.2 - 86.5%) -- guaranteed 2HKO
252 SpA Choice Specs Adaptability Basculegion-F Hydro Pump vs. 252 HP / 252+ SpD Muk-Alola: 216-256 (52.1 - 61.8%) -- 98% chance to 2HKO after Black Sludge recovery
252 SpA Choice Specs Adaptability Basculegion-F Hydro Pump vs. 248 HP / 8 SpD Weezing-Galar: 396-468 (118.9 - 140.5%) -- guaranteed OHKO

252 SpA Choice Specs Adaptability Basculegion-F Shadow Ball vs. 0 HP / 4 SpD Ogerpon-Wellspring: 226-266 (75 - 88.3%) -- guaranteed 2HKO

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New month, new Rising Set, so let's discover which set emerged victorious this time!

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As the 6th edition of the Monotype Rising Sets has come to an end. I would like to thank again the passionate builders who shared their sets and the voters who took the time to elect the Rising Set of the month!

With 39 votes, Close Combat Weakness Policy Ceruledge (Ghost) wins the competition, followed by Lead Delibird (Flying).


Congratulations to Molemitts for winning this 6th edition!


As promised, the set will be uploaded on SmogDex and be featured in the Monotype Room :)



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