OU ADV OU Creative Sets, Synergistic Cores, and Concepts

vapicuno

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There are lots of serious threads around here. Sometimes, however, a neat idea you have might be too goofy, untested, or not prevalent enough for the metagame discussion thread, but you think you've found something cool that you want to share. That's what this thread is for!

Inspired by previous threads discussing underrated sets and little synergies, the ADV moderation team has put together this thread for discussing anything creative or insightful under the sun in OU. Discuss creative sets, synergistic cores, or even novel metagame concepts. To be clear, this isn't meant to be a thread of solely BLs or OUs; anything that is sensible is welcome. A perfect example of such an idea is the following exposition from BKC

"One of my favorite intricacies of Pokemon is seeing combinations that deal with the metagame in unconventional yet effective ways. They don't have the renown of SkarmBliss, but they are the real deal. One of the more well-known examples is the pairing of Heracross or Celebi with Dugtrio in ADV; Hera/Cele will force the opposing Dugtrio to lock into Aerial Ace or HP Bug, which allows one's own Dug to remove it from the game - this makes for a great pairing with powerful Pokemon that commonly struggle with getting trapped, such as DD Tyranitar and CM Jirachi."

The only guideline is that posts should elaborate on the usefulness of these novel or synergistic concepts. Give us a sales pitch on why or how we should use your idea!

Note: This is strictly for OU.
Discussion for other metagames should be held in their respective metagame discussion threads.

I'll start the ball rolling to give you a few examples of such sets, cores, and concepts.
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Example set:
:rs/nidoking:
TSS Breaker Nidoking
Nidoking (M) @ Leftovers
Ability: Poison Point
EVs: 244 Atk / 76 SpA / 188 Spe
Lonely Nature
- Fire Blast
- Hidden Power [Grass]
- Focus Punch
- Sludge Bomb

I started trying this out a couple of months ago and was reasonably pleased with its performance when I got to #2 on ladder with it. The idea is that Nidoking is Toxic-immune, so it can switch into Skarmory and fire off Focus Punch, kind of like Hclat's Aggron idea, but on a mixed mon here. If Skarmory decides to stay in and Drill Peck, Fire Blast away. The combination of Fire+Grass+Fighting coverage in conjunction with Spikes is really good at breaking TSS cores, enabling physically offensive stuff like Aerodactyl. Sludge Bomb helps Nidoking act as a HP Grass Zapdos check, so you can afford to divide matchups against HP Ice Zapdos and other special mons, say, with Swampert and Jirachi. The 30% chance of poison is really potent too. Another cool aspect of Nidoking is that it is immune to both Toxic and Thunder Wave, so it doesn't have to fear switching into Zapdos the first time round, and it can fish for Poison on Blissey more easily. The biggest issue with Nidoking is that it is a complete flop against Milotic, and teams I've built with it have felt a bit on the losing side of that matchup.

Example core:
:rs/gyarados::rs/salamence:
HP Ghost DD Gyarados + DD Salamence
Astamatitos introduced HP Ghost + Dragon Dance Gyarados, which I really like for its ability to hit Gengar and Starmie, but Gyarados suffers from the perennial problem of being walled by something regardless of its Hidden Power coverage. That's where Dragon Dance Salamence comes in. Complementing Gyarados with Salamence is a known idea that bolsters a team's physical defenses and allows one to break for the other, but HP Ghost provides two advantages to the conventional HP Flying/Rock Gyarados. First, very few teams use both Starmie and Aerodactyl, but both are frequently used as cleaners, so Gyarados and Salamence divide and conquer these different matchups. Second, Magneton offense teams (which this core is usually seen on) tend to be really weak to Gengar, so running both HP Ghost Gyarados and SpDef DD Salamence allows either member of this core sweep in its presence.

Example concept:
:rs/zapdos:
T1 Hidden Power Fighting Zapdos vs Tyranitar without Dugtrio revenge kill.
An idea I've been exploring recently is using a max Attack (non-CB) Zapdos lead to smack Tyranitar from lead and sacrifice itself to physical Tyranitar's Rock Slide. It might seem stupid to lose a superb Pokemon T1, but on some teams, physical Tyranitar is a key check (and sometimes the only check) to certain threats - CM Rachi, DD Gyarados, DD Salamence, and Celebi. Bringing Tyranitar to 40% is frequently enough to count it out as a check. I don't really want to use the more gimmicky Choice Band Zapdos because I'm left with a worse Pokemon if I don't face Rock Slide Tyranitar as a lead; mixed Zapdos is pretty good of a standalone Pokemon anyway. When you use this, make sure that you have a secondary Skarmory answer since you're potentially losing Zapdos T1.

Feel free to discuss and share your ideas!
 
Here's a core idea I've been making team drafts with:

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Molt + Bulky Dry-Pass Celebi + Spikes
Moltres @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Fire Blast
- Hidden Power [Grass]
- Will-O-Wisp
- Roar

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 36 Def / 40 SpA / 152 SpD / 32 Spe
Calm Nature
IVs: 2 Atk / 30 SpA
- Hidden Power [Grass]
- Recover
- Leech Seed
- Baton Pass

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Drill Peck
- Toxic
- Roar

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Spikes
- Hidden Power [Ghost]
- Counter
- Rapid Spin

Cloyster @ Leftovers
Ability: Shell Armor
EVs: 64 HP / 248 SpD / 196 Spe
Timid Nature
- Surf
- Ice Beam
- Explosion
- Spikes
Moltres spikes isn't anything new or profound or particularly complicated; Moltres' spike-immune defensive answers often don't have their own form of recovery (Zapdos forgoes rest often; even with wish, Mence can still be crippled with burn for the rest of the game; rest is far from mandatory on Gyara; then things like Aero/Flygon/etc never run rest and wouldn't be particularly great users of it either) and has access to roar, meaning juicy Moltres openings with spikes up and progress making go hand-in-hand nicely. Getting spikes up is self-explanatory: run a spiker---but getting Molt in on targets it meaningfully threatens safely is a little less so. While Molt's spike immunity goes a long way in helping its longevity, it's vulnerable to sand---meaning hits landed in sand will stick, not toxic immune, and lacks recovery more often than not, meaning it's prone to being worn down, thus shutting down its ability to put its coverage and strong offensive utility to good use over time.

That's where Celebi comes in---helping Molt get on the field. Because PhysDef/SpDef Celebi snatches up momentum nicely thanks to its great natural bulk and access to leech seed, it forces switches very consistently---and maaaaaaany of the common responses to Celebi (defensive Celebi especially) are absolute Moltres fodder, meaning a simple BP out from Celebi as they switch in leads to a clean in for Moltres:
  • Metagross is threatened by an ohko from Molt and needs rock slide or toxic to put Molt out of commission, meaning even if the Metagross user wants to hard-read Moltres using roar, odds are they can't meaningfully punish it without booming;
  • Jirachi is threatened quite heavily, although things like SpDef Astarachi can threaten to trade a toxic---still a great straight-up 1v1 for the Molt user;
  • Skarmory obviously gets roasted, but it's worth noting that Celebi BPing Moltres in as the Skarm attempts to pivot into Celebi is especially helpful as it bypasses the risk of Molt eating a toxic or drill peck;
  • fire stab obviously melts any CM/CM pass or SD pass Celebis looking to switch into your own and mount offense (HP rock is scary though);
  • Forretresses becomes a completely safe switch to pivot Celebi once its set is revealed, and Moltres threatens to ohko Forry about eighty times over;
  • Heracross threatens Celebis that drop Psychic, which Molt scares;
  • Toxic Magneton is valid manner of forcing out Celebi, which, again, is Molt food, although it takes some balls on the end of the Molt user to click anything other than their fire stab; and
  • Steelix looking to force out Celebi with toxic barely needs any chip to get ohko'd by Molt.
There are some other potential cases, but that should convey the value BP Celebi stands to bring to Molt structures well enough. I didn't mention it, but an auxiliary benefit to bulky HP grass or psychic / recover / leech Seed / baton pass Celebi here is leech helping Molt shrug off stuff like Metagross mashes a little bit easier---it's pretty minor all things considered, though, and is never going to be as nice as proper wish support.

The two also have pretty solid basic defensive synergy, with Moltres being a conditionally decent switchin to much of the list above and Celebi's ability to sit on Suicune, Starmie, Zapdos, Milo, and Jolteon plus its ability to pivot into Blissey meaning there's quite a lot of depth to the pair, although that's pretty standard for parts of FWG cores.

The tricky thing about this core is that it commands a decent amount of support, at least imo. Obviously you want spikes support---and imo defensive Celebi desperately wants spin support---so your remaining slots are somewhat constrained. If you run HP grass over psychic on Celebi, you also probably want pursuit Tyranitar to shut out Gengar (although honestly this is a pretty nice luxury for Molt, as axing the opposition's revenge killing options against Molt is great).

kind of like Hclat's Aggron idea
Maybe I didn't dig hard enough, but I wasn't able to find a post about this. Could you elaborate further on specifics? Sounds fun
 
P E L I P P E R

I decided to play around with Pelipper for fun in ADV OU. At first glance when looking at Pelipper's stats it seems like it would be a bad mon but I really wanted to make a Pursuit team so I included it in the team just as a meme. After a while of playing around with Pelipper I begun to find that this pokemon isn't a meme, rather it actually being a genuine threat to some teams. This thread is going to talk about my experiences using it and how you can use its unique traits to your advantage

Screenshot_20210802-065302_Chrome.jpg


Pelipper's unique typing of Water/Flying is only shared amongst two other fully evolved Pokemon in Gyarados and Mantine and its defensive typing allows for Pelipper to be a real pain to one of the best mons in the game, Metagross with the only way for a Metagross to beat Pelipper is to either have coverage for it or to explode. It also has a decent special attack stat of 85 and solid coverage in Hydro Pump, Ice Beam, a choice of Hidden Power and Pursuit.

Pelipper, unlike the more commonly known Pursuit users in Tyranitar, Houndoom and Metagross is not hit super effectively by Earthquake and spikes is what makes it special. With pursuit it is one of the only real mons that can guarantee damage on Claydol and not feel threatened by anything other than an explosion. Claydol also drops to Hydro Pump effectively making Pelipper more or less a hard counter to it, which is amazing considering how it can be sometimes difficult to KO it due to Claydol having 2 good immunities alongside being immune to sand and spikes

Pelipper has also got some good physical defence. With some investment you can have your Pelipper survive +1 rock slides from Salamence and Metagross, banded Dugtrio cant KO it either with 1 hit, it can take up to 3 Breloom Focus Punches after Leftovers recovery, it can pivot into standard defensive variations of Swampert

Screenshot_20210802-062646_Chrome.jpg


These are the 3 Pelipper sets I made. To get the best results out of Pelipper I'd recommend using Surf/Hydro Pump, Ice Beam and Pursuit as your first 3 moves as Pelipper doesnt have a lot to use offensively. The last move can be anything you want. I personally really like Protect to absorb explosions and scout Choice Band moves. Agility is fun though I'd recommend making your Pelipper at least 198 speed for that so that it outspeeds Aero/Jolteon @+2. Hidden Power Grass is good too for hitting water types super effectively though don't expect Pelipper to be doing any form of meaningful damage vs Suicune or Milotic

If you love using Spikes but hate facing Claydols: consider testing out Pelipper in one of your teams. It's good fun and can be a really solid team player dealing pursuit damage to everyone that isn't a recover user. It really helps set up the end game for set up mons.

Even if the damage you're dealing is considered low, e.g. 19% to bulky Swampert: that damage is still a lot better than the 16-19% you'll be doing to Blissey with Hydro Pump
 
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Pursuit pelipper is a neat idea to force damage on claydol - I had the same idea with sceptile in the past but never was able to make it convincingly work. That has the advantage of also being able to pursuit starmie and being considerably stronger, but it has a much harder time coming in than pelipper would.
In terms of beating metagross it seems like this could pair nicely with magneton. Pelipper is nowhere near bulky enough to reliably come in on cb gross or any metagross with rock slide, but mag fixes the cb gross issue because any move that hits pelipper doesn't do much to mag.
 
Ok, so to start I was playing around with the idea of using download on Porgyon 2. Wanted to do a Gimmicky, Mixed Porgyon 2 Hp Fighting, Thunderbolt, Ice Beam, and Tri Attack. Thought getting each stat to 260 then download would give me 390 in the whatever lower defense then I could fire pretty powerful attacks. Of course, I forgot download does not exist in Gen 3. However, this did give me the idea to try to use an Offensive Porgyon 2 on the Special Side. I always like running Raikou and Celebi together, so I am somewhat used to Porgyon 2. But I hated it for not being a super offensive mon on its own. Great support to let you run certain mons free of the dangerous Dugtrio, Gyrados, and Salamance but other than that I never felt a need to use it. So I slapped it on a team and climbed from 1,300 to 1,500 in around 2 ish hours? Pretty good if do say so myself. Offensive Porygon 2, (I wish I had a cool epic name to call it but I don't.) Is a think a nice offensive piece on a team that needs a bit of backbone especially in relation to Gyrados, Dugtrio, and Salamance. While I'm don't believe it is better or easy to splash as a say a normal Porgyon 2 set, I think it can be pretty useful and I hope that can break down why it may be something you should give a go.

First, what does Porgyon 2 normally bring to the table. Well, other than being a great Gyrados, Salamance, and Dugtrio check, it is pretty tanky. The usual set of Ice Beam, Thunderbolt, Recover then Thunderwave or Toxic can threaten bascailly any pokemon that is not faster or Blissy. But offensively it can be a lame duck. Yes, it hits certain targets and takes them down but those are only a few. 252 Hp, 200D with Bold Nature, and 56SPD do make you super hard to take down though. The Ability to Trace can also let you stuff certain mons or gain nice nifty abilities. Gaining Levitate, Volt Absorb, or Water Absorb can be a nice way to put a halt to a dangerous mon like Flygon, Jolteon, or Vaporeon. So on teams that need a Dug Counter Porgyon 2 fits like a glove. It has always been a nice mon to have. But that when it parried with very dangerous mon that likes having Dugtrio gone. Porgyon 2 is never breaking any holes for its own team.

But the big question is that does Offensive Porgyon 2 still take hits well? Well, I run max Hp on it as well giving it a pretty high Hp Total. It Defense and Special Defense even without investment are not bad at all. It not gonna be taking as many hits and it can be chipped down into something like Dug, +1 Gyrados, or Meance so you do have to be a bit more careful. That being said in the former's case running a flyer that can take advantage of a DD Salamance or like Sub Flygon can take advantage of that situation. Still, it is pretty bulky. As a consequence of this Porgyon, 2 is pretty slow. You might wanna increase its speed to certain benchmarks, I had mine at 157 Speed but maybe 160? Probably run a bit less bulk and just to make sure you outrun standard 159 (Like 4 Speed Ttar's and the like)

Thunderbolt and Ice beam are the two standard moves that you probably always want to run. You wanna still hit Gyrados, Dugtrio, and Gyrados, that is half the reason you running this guy. It is always nice and pumping Porgyon 2 to Max Special Attack with Modest gets you a pretty meaty 339 Special Attack. So not only do those guys no longer have any chance of surviving the hits without taking massive irrecoverable damage, you smack other pokemon that could take these hits better. Standard Skarmory for example takes 52 to 62 percent from Thunderbolt. While Protect can allow them to take three hits potentially, that is if you low roll. If you roll on the higher end, the Skarmory is going down in 2 hits and needs to switch.

Of course, Porygon 2 is not an Electric but even if you expand the list, it is not a massive list can learn Boltbeam and then also run Hp Grass along with actually being good at doing it. In Ou only Starmie, Ttar, Blissy (and a special shout out to Regice and Dragonite) will probably ever even consider running something like this. Starmie would never run Hpgrass since it smacks with Hydro, Ttar not gonna run all three of these moves (I don't think Ice beam, Thunderbolt, Hp Grass then a fourth move either Fireblast of Brick break. exists I could be wrong but maybe it worth giving a go). Blissy is not running all three of those moves since it will only then have a recovery move. Offensive Blissy is not gonna exist, I hope not since that blob is already a big pain. Regice wants Hp Fire for Fortress and Dragonite is awesome and def is maybe can be nice but your probably not running Dragonite if you can run Mixmeance or Flygon. Not a bad mon but certainly not commonplace. Especially on an offensive team where you can run Salamance in its place. (I don't think we're gonna see Dragonite and Salamance on the same team any time soon)

Back on track for the third standard move, Running Recover on top allows you to heal yourself if you come into an advantageous situation. (Like on a Vaperon using Hydro or a Jolteon using Tb where you can Trace their ability then heal up). Though do have to be careful in both of these situations for Toxic or Thunderwave. Having the ability to exert offensive pressure while being able to restore health is pretty nice to have. Of course, a lot of pokemon have these traits. But it's a valuable trait and Porgyon 2 has the ability to come in and get even more health before it heals, letting it squeeze into surviving an attack where it can heal that 50 percent without dropping.

For the fourth move, you do have some flexibility in this slot while I didn't run these I did consider, Hp Fire, Psychic, Agility, Thunderwave, Hp Grass, and on the very very gimmick side, Conversation. From my little experience, I will personally say Hp grass is the best option. You could drop Recover, but then I think your making yourself have less of a reason to run Porgyon 2. Being able to recover and be offensive is pretty nice. But I might try it later tonight. Though for the Conversation, you would drop Recover, though I'll go more into that later.

Hp Fire, for Steels, is nice since Ice Beam and Thunderbolt may struggle to tear through steels which are gonna be a common switch into your Porgyon 2. Also, Dinks Fortress is always sick. But Thunderbolt dinks most steels just fine so only for Fortress, I'd say if that is what your teams struggle with. Though maybe just wanna build a team that does not get stopped by a Fortress. It seems like it gets a bit more common on the ladder each day. (still semi-rare but I do see it on occasion)

Psychic with the Investment has a good chance with sand to kill Offensive Gengar unlike TBolt and Ice Beam. And Gengar ain't koing back unless it decides to explode. Defensive Gengar does get 2 shots as well unlike Tbolt or Ice Beam meaning you can 1vs1 or force it to switch. The only reason I didn't consider this more is the cause of the team I ran, I felt that I could handle Gengar pretty well unlike Swampert. But this might be cool. Maybe if you drop Recover too for Four offensive moves but that might be a bit much.

Agility if you wanna run less bulk and have that speed. Does trade coverage for the ability to hit faster moving targets without taking damage. If your gonna do this you of course wanna go to 168 Speed Investment to outrun the whole metagame (Bar a stupid Ninjask). However, you lose a lot of bulk. So maybe you wanna run less. If your gonna try this I'd say the lowest speed you wanna do it with is 108 Speed. That way with the agility you outspeed Starmie. You also still get 148 Hp which means you def much easier to kill but you're still not super frail. You can give up the idea of outrunning Aero and Jolteon. Afterall, Aero not coming in willy nilly on your max Special Attack TB or Ice Beam. Jolteon is also while dangerous, is not gonna be hitting you back super hard. Only Thunderwave is scary. However, this set does lose a lot of coverage and becomes just a worse agility Zapdos. Agility Porgyon does have a few things over Agility Zapdos like that it is a bit tanker has recovered but it exchanges that for being able to be dinged by Earthquake, the lack of stab on ThunderBolt and more importantly the ability to Baton Pass to team mates the boost. So def worse but maybe can be fun to try out.

Then there is Thunderwave Since you are pretty slow and have the ability to use recover, Thunderwave could be nice to bring mons into the slow pace you wanna play at. Thunderwave also lets you hide the fact that you are offensive. You can Thunderwave a threat instead of Tbolt or Ice beam. Thunderwave can also be a great support for the rest of the team slowing down key threats. The one issue I do have with this is if you are running Thunderwave to support your team it is just better to run a tanker Porgyon 2.

Hp Grass, I choose since I wanted to smack Swampert. Standard Defensive Swampert takes a good 75-90ish percent from a Hp Grass. Meanwhile, Ice Beam barely hits 25 to 30 percent. Porgyon 2 is naturally faster than Swampert and blanks most normal sets. Espcially if it's running Refresh for a toxic Porgyon 2. Hp Grass turns the tables, smacks Swampert, and forces a swap since you can follow up with Ice Beam for a kill without risking a mon that can soak Hp Grass. Most mons that do soak Hp Grass will not be happy to take an Ice Beam (Like Celebi, Charizard, or Moltres). Of course, Swampert runs protect to scout for such things, so it may not be as impactful. But it still does force a swap which you can use to swap to one of your own mons on the predict.

Conversation is the last and was more something I thought of while writing this, the idea would be to conversation to gain stab on a move. Like a very Pseudo Greninja in Gen 6+. Of course, it is random. Your other three moves need to be Offensive, you can't run recover. You already risking (I could be wrong on this) a 1/4 chance of just gaining a normal stab. Ok, so what is nice about Conversation. Well, once you change your type. This can be a good and a bad thing. Turning into Electric for example now makes you fear Earthquakes. But if you grabbed a Levitate off a Flygon or Weezing then perform Conversation, you have no weakness now. So that is pretty cool. Having a 50 percent boost to a move can also allow you to muscle through things you could not before. For example, a Stab Hp Grass from Porgyon 2 is now cleaving Swampert. That being said, you gotta drop recover, prep a turn then they can switch out. Then you have to conversation again if you want a different stab. That is way too much setup to try to get stab. If Conversation lets you pick which move you got stab on then this would be awesome! But as it is, this could be fun to try out on a very gimmick team that supports the hell out of Porgyon 2.

So in conclusion, I don't know if this is actually that good. Maybe someone already thought of this and found some big holes. But I think this is something everyone should at least give a shot. Even if it's a bit gimmicky. For an offensive team, this could be a nice lynchpin defensively that your team needs when it running at the speed of sound trying to cleave through dangerous mons like Swmapert, Starmie, Gyrados, Salamance, and much more. I'll put down the set I used and the team I ran with. If anyone wants to give it a try they can. It def not a perfect team but it worked for me so maybe it will work for someone else. And maybe someone else will give Porgyon 2 a spin and see if it can work for them.

https://pokepast.es/a9e0810615fbc2d9
 

Attachments

Heracross @ Salac Berry
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Hidden Power [Ghost]
- Megahorn
- Rock Slide

sub, salac heracross with hp ghost over sd to help against gengar. the standard sd set doesnt have too hard a time in beating gengar, but hera is damaged by the fight to the point where it can subsequently struggle to threaten gengar's teammates. hp ghost allows hera to beat a chipped defensive gengar without having to sub repeatedly, instead, subbing once, as gengar switches in (or not at all, ko'ing gengar with hp ghost immediately). furthermore, hp ghost hera can ohko offensive gengar and beat full health defensive gengar as it switches in, given hera uses sub on that turn. losing sd leaves hera without the same ability to completely reverse the tide of a game, in addition to sometimes hurting it versus intimidate pokemon, but otherwise hera remains plently threatening
 
Jhonx Dump - 05 September 2021. ~Part 1~


Gengar @

Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Ice Punch
- Hidden Power [Grass]
- Destiny Bond

This is classic offensive Gengar, Destiny Bond is not something new but I want to include it here because I think this set dropped a lot of usage and works perfect in actual metagame, being able to fool opponents making them believe they can kill it safe, Destiny Bond Gengar have only 1 job, remove a threat or just open holes then take something down with itself, its perfect to kill Tyranitar and CM users like Suicune and stuff, worth being tried.


Metagross @

Ability: Clear Body
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Meteor Mash
- Explosion
- Reflect
- Light Screen


I dont think this is a really good set, its very cheesy, when I had in mind this I wanted to create a Screens Offense, this worked good for that purpose since it calls a lot Swampert into game and other stuff, set screens and boom to take a kill is always good, also that enables to create offensive holes so another sweeper can come in, setup safe in screens or setup substitute and start boosting.


Dragonite @

Ability: Inner Focus
EVs: 4 HP / 252 Atk / 180 SpD / 72 Spe
Adamant Nature
- Dragon Dance
- Hyper Beam
- Earthquake
- Hidden Power [Flying]

This set is something really old, like NetBattle times lmao..Dragonite is a bulky mon with strong offensive capabilities, I like Hyper Beam with Silk Scarf because Dragonite invite into field Swampert and Suicune, you can hit them with Hidden Power Fly at +1 and get these 2 into Hyper Beam range after hit HP Fly, Dragonite sometimes can survive Ice Beam thats why I like it, if you want a more offensive Pokemon that does the same and have higher speed use Salamence with the same set, If you want to try this Dragonite use it into a team that can remove Skarmory, mainly mixed spam or Magneton offense.


Milotic @

Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Surf
- Recover
- Ice Beam / Toxic
- Protect

This is another set that is already discovered, I use this sometimes in offense and I enjoy it because Milotic is very fat, lot of offenses rely on Explosion to take down this, Milotic can wall DD users very easy and KO them back, can 1v1 Metagross easily, etc, Protect here is the choice I liked for Milotic because with it Milotic can scout Choice Band users and can block Explosion making it harder to kill, if your team dont need Ice Beam Milotic it can run Toxic so you can stall with Protect.


Aerodactyl @

Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Hidden Power [Flying]
- Whirlwind / Rain Dance

This Aerodactyl set is something I liked to spam in offensive teams when Baton Pass was more powerful and more spammed, Aerodactyl always run 4ATK so vs BP teams they keep boosting and dont expect whirlwind, breaking their chain and recovering momentum to break these teams, Rain Dance in other hand was meant to be used with offensive waters like Starmie or Suicune to boost their Hydro Pumps, also that help to reset weather helping a lot in some scenarios.


Zapdos @

Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Metal Sound
- Thunder Wave

Zapdos offensive with Metal Sound, the philosophy I had when decided to try this was find a way to make Zapdos stronger and keep force switches, Zapdos sometimes is walled by soft special defensive walls like Tyranitar, Snorlax, etc, when you are well positioned and a switch is notorious you click Metal Sound and take a kill or force your opp switch again so they dont die at -2, you can run Magnet for major Thunderbolt damage but Leftovers helps this set to have more longevity in game, Spikes can help Metal Sound 2HKO Blissey if you use Magnet, and without Magnet it can get the KO agaisnt Tyranitar and other threats.

will drop a team dump rly soon, thnx for read hope you enjoyed this.
 
Magneton @ Choice Band
Ability: Magnet Pull
- Thunderbolt
- Hidden Power [Ground]

a magneton that beats other magneton, ohko'ing them, whilst still trapping skarm. versus skarmory, swap in your magneton in place of metagross without fear of an incoming opposing magneton.

Magneton @ Salac Berry
Ability: Magnet Pull
EVs: 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Substitute
- Hidden Power [Fire]

a mag that beats most other mag, has hp fire and isnt choice locked. after hp ground, hp fire mag is the next top dog of mag mirrors, and amongst hp fire mag, speed is the deciding factor. sub is chosen as the means of activating salac berry to exploit other salac magneton that rely on endure to proc theirs

Magneton @ Petaya Berry
Ability: Magnet Pull
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]

a magneton able to switch into forretress' earthquake and win the resulting 1v1. ev to survive eq
 
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Bulky Fire Types

Fire: Weak to Rock, Ground, Water | Resistant to Fire, Bug, Steel, Grass, Ice

Abusers of (stab fire + toxic combo), (type resistences + sectorialized coverage in current meta), (10% chance of burning).
Complimental to teams looking for a secondary bold tank, without being weak to dragon dancers, or curselax/suicune.


Entei @ Leftovers
Ability: Pressure
EVs: 248 HP / 224 Def / 36 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Toxic
- Protect
- Sunny Day / Hidden Power [Electric/Grass] / Roar / x



Arcanine @ Leftovers
Ability: Intimidate
EVs: 192 HP / 252 Def / 64 SpD
Bold Nature
IVs: 2 Atk / 30 SpA
- Flamethrower
- Toxic
- Hidden Power [Grass]
- Crunch / Protect / Sunny Day / Roar / x


Good teammates: Bulky waters, Celebi, Flygon, Snorlax, Offmie, Claydol, Salamance, Gyarados.


Used stats:
entei, hp 115 | def 85 | spa 90 | spd 75 | spe 100 (actual spe 245) || total ef-base stats: 465
arcanine, hp 90 | def 80 | spa 100 | spd 80 | spe 95 (actual spe 226) || total ef-base stats: 445

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Brief analysis.
Entei and Arcanine fit the same niche in relation to non sunny day compositions. They are bulky fire types that can withstand strong physical attacks. These guys are efficient in dealing with the steel types and in spreading intoxication.
They are both grounded and both suffer sand. They usually force your opponents to switch in their non-weak-to fire special walls or their water types. They love every kind of support you might give them: spinning, wishing, cleric'ing. They can function as weather resetter because sunny day boosts their longevity by a good margin whilst boosting their power too: water attacks fired to them become much weaker.
Entei has pressure, which means it can possibly stall foes out of hydropump pps with a little help from his team, or being very pp consuming to deal with for the foes, during the late game (for this reason I consider protect on it almost as mandatory as flamethrower-toxic).
Arcanine has intimidate, which is an incredibly useful ability that, aside the overall utility it provides, helps arcanine check even better physical attackers that either straight up die to its flamethrower (breloom, hera) or can't take many flamethrowers nor can't enjoy getting burnt. Arcanine is benefitted more than entei by the removal of spikes.

Entei is bulkier, faster. Arcanine hits a little harder and has more utility (thanks to intimidate).

There is room for optimization in both the spreads.


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Scizor @ Leftovers
Ability: Swarm
EVs: 228 HP / 252 Atk / 20 Def / 8 SpD
Adamant Nature
- Hidden Power [Bug]
- Steel Wing
- Quick Attack
- Counter/Baton Pass/Protect/SD/Toxic/x
(you could opt not to use quick attack)

- Silver Wind - Hidden Power [Rock] - Quick Attack - Steel Wing/Baton Pass/Protect/SD/x (I wouldn't recommend this set bc silver wind is 8 PP, but it's the best way to let him attack zap/mence/moltres/gyara/zard)

I'm loving this scizor set. I think this set makes scizor more than viable outside of baton pass chains teams. It is hard to fit in teams, because it hates bold waters, skarmory, bliss and all the fire attacks goin around to counterpart the steel types.
It has a splendid typing (sand immune), more than decent def stats, a huge attack stat (+ swarm ability) and a good base speed tier compared to other bulky attackers.
It's hard for foes to switch in repeatedly into stab hp bug or stab steel, it's a good quick attack user in a recover-rest-softboiled-leech seed infested metagame.
Best accompany it electric types and good fire res / special sponges for all the attacks he gets. It doesn't need a spinner (exp. with the protect set) but it loves a spiker.
It's imho the best bulky attacker vs celebi (252+Atk stab HP bug has a 43.8% to OHKO from full a 252HP/252+Def celebi without sand. | 252 SpA celebi doesn't ko it with hp fire) and vs the super spammed claydol. It's a steel type neutral to ground and fight + 4x res vs grass (the most used hidden power nowadays on the special side of things).

The following sub-archetypes are the best in which this version of scizor would fit in.

Durable balance team w/mag
Durable off team w/cloyster or skarm + double elec
ToxicSpikes supermen team
teams super weak to the combo celebi + claydol/starmie
 
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:regirock:
Solid Rock (Regirock) @ Lum Berry
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rock Slide
- Superpower
- Explosion
- Counter
I didn't come up with Regirock lead but it is quite effective. Use this bad boy as a lead on your offense teams to hit the ground running. With counter you eat a CB mash from Meta and KO it back. Superpower will Ohko even a max hp Tar that thinks it can live eq. Zapdos obviously runs in fear so you can either rock slide to scout their resist, switch, or boom to chunk something (be wary of sub zap that tries to catch your overprediction). Skarm will get a spike but it isn't too hard to fit anti Skarm measures like Mag with this set. Against waters either boom instantly or go to something like an electric or leech Celebi (which pairs quite well with this) to deal with them. I've been using this set on a couple different types of physical offense lately and it's served me really well so I felt like sharing it. Really good at securing early momentum for certain teams.
 
:regirock:
Solid Rock (Regirock) @ Lum Berry
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rock Slide
- Superpower
- Explosion
- Counter
I didn't come up with Regirock lead but it is quite effective. Use this bad boy as a lead on your offense teams to hit the ground running. With counter you eat a CB mash from Meta and KO it back. Superpower will Ohko even a max hp Tar that thinks it can live eq. Zapdos obviously runs in fear so you can either rock slide to scout their resist, switch, or boom to chunk something (be wary of sub zap that tries to catch your overprediction). Skarm will get a spike but it isn't too hard to fit anti Skarm measures like Mag with this set. Against waters either boom instantly or go to something like an electric or leech Celebi (which pairs quite well with this) to deal with them. I've been using this set on a couple different types of physical offense lately and it's served me really well so I felt like sharing it. Really good at securing early momentum for certain teams.

there is an old set (goin around 12 years ago ca) that I prefer over that one. The set I'm referring to is: -Rock Slide -Superpower -Explosion -Curse; @ Leftovers.
With one single curse you get much more attack than adamant with ease.
Counter is cool, but curse lets regirock invested in spdef (its weakest defence) while compromising basically nothing in exchange (with the added benefits of potentially sweeping in the late game with 2 curse boosts and of using more than one superpower subsequently).
 
DualBoom PursuitDoom
I tested out a similar version of this core with PursuitTar and wasn't happy when Gar still survived my Pursuits, so I figured Doom would be a better pick. This is a simple concept: Break huge holes in the opposing team with the two most notable exploders in the meta, without getting screwed over by Gengar.
Snorlax @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 236 Def / 20 Spe
Adamant Nature
- Self-Destruct
- Return
- Earthquake
- Focus Punch

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Explosion
- Meteor Mash
- Earthquake
- Rock Slide

Houndoom @ Salac Berry
Ability: Flash Fire
EVs: 252 SpA / 68 SpD / 188 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Pursuit
- Fire Blast
- Crunch
- Hidden Power [Ice]
Okay so 101 speed on Lax is to outpeed all other Lax. They typically don't go higher than 100. Snorlax has Normal/Ground/Fighting coverage because you'll be getting rid of Gar anyway, so it's great once Gar is gone. Metagross is a typical set. Houndoom is usually really difficult to use because the opposing team is usually prepared for all of Counter/Endure/Hidden Power Grass/Will-O-Wisp, so I figured I'd pick a "safe" set. HP Ice is because, since the opposing team likely knows what strategy you'd like to use (Counter shenanigans, EndureSalac, or a stray HP Grass), you can pick out Salamence, usually after a Salac boost (but you're EVed to outspeed most 270 speed creeps, too). Crunch is for modest damage on non-special walls that resist Fire Blast.

I'd say try to lure the Gar in with the boomers. Once it looks like it's a good time for a Gengar switchin, hard switch to Doom. The benefits are outstanding. You won't have to worry about all the set up walls (Celebi, Jirachi, Suicune) or Skarm in ADV anymore if you play them right. My sample team involving this core leads with Skarm, has a Mence in the back, and carries Mag so Mence has an easier time. You can carry Dug if you prefer to eliminate Jirachi over Skarm (but I'd also like to point out that a particular variant of Mag I carry with Metal Sound and EndureSalac has the ability to 1v1 CM Rachi). The set is pretty obvious (it is what it sounds like) so no need to post another set.
 

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