Project Anything Goes Next Best Thing!

Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 4 HP / 152 Def / 188 SpA / 164 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Moongeist Beam
- Focus Blast
- Toxic

this set is extremely niche, not much different from the standard scarf set and relies a ton on hazards not being up, but the defense investment allows you to take less than half from a band ray’s dascent with shadow shield, allowing you to roost up and pp stall it. it also lives two dascents from scarf ray, and can retaliate with moongeist beam. lunala can still function as a regular scarf set with moongeist beam and focus blast, and toxic allows you to cripple potential switchins. this set fits pretty neatly with breakers like pogre that allow ray to switch in freely, and/or on more defensive balances.

252 Atk Choice Band Rayquaza-Mega Dragon Ascent vs. 4 HP / 152 Def Shadow Shield Lunala: 176-207 (42.3 - 49.7%) -- guaranteed 3HKO

252 Atk Rayquaza-Mega Dragon Ascent vs. 4 HP / 152 Def Shadow Shield Lunala: 117-138 (28.1 - 33.1%) -- guaranteed 4HKO
252 Atk Rayquaza-Mega Dragon Ascent vs. 4 HP / 152 Def Lunala: 235-277 (56.4 - 66.5%) -- guaranteed 2HKO
188 SpA Lunala Moongeist Beam vs. -2 0 HP / 0- SpD Rayquaza-Mega: 361-426 (102.8 - 121.3%) -- guaranteed OHKO
 
voting time!

Lunala @ Flyinium Z
Ability: Shadow Shield
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Tailwind
- Calm Mind
- Moongeist Beam
- Moonblast/psyshock/ice beam
Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Moongeist Beam
- Psyshock/Moonblast/Focus Blast
- Calm Mind
Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Moongeist Beam
- Calm Mind
- Substitute
Arushi (Lunala) @ Chesto Berry
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rest
- Calm Mind
- Moongeist Beam
- Psyshock / Moonblast / Focus Blast
Lunala @ Psychium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hypnosis
- Moongeist Beam
- Calm Mind
- Focus Blast
Lunala @ Leftovers
Ability: Shadow Shield
Evs: 252 HP / 252 SpD / 4 SpA
Calm Nature
IVs: 0 Atk
- Psyshock
- Roost
- Toxic
- Roar
Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Calm Mind
- Magic Coat
- Focus Blast
Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 4 HP / 152 Def / 188 SpA / 164 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Moongeist Beam
- Focus Blast
- Toxic

voting stage ends in around 72hrs
have fun!
 
voting time!

Lunala @ Flyinium Z
Ability: Shadow Shield
EVs: 52 HP / 252 SpA / 204 Spe
Modest Nature
IVs: 0 Atk
- Tailwind
- Calm Mind
- Moongeist Beam
- Moonblast/psyshock/ice beam
Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Moongeist Beam
- Psyshock/Moonblast/Focus Blast
- Calm Mind
Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Moongeist Beam
- Calm Mind
- Substitute
Arushi (Lunala) @ Chesto Berry
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rest
- Calm Mind
- Moongeist Beam
- Psyshock / Moonblast / Focus Blast
Lunala @ Psychium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hypnosis
- Moongeist Beam
- Calm Mind
- Focus Blast
Lunala @ Leftovers
Ability: Shadow Shield
Evs: 252 HP / 252 SpD / 4 SpA
Calm Nature
IVs: 0 Atk
- Psyshock
- Roost
- Toxic
- Roar
Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moongeist Beam
- Calm Mind
- Magic Coat
- Focus Blast
Lunala @ Choice Scarf
Ability: Shadow Shield
EVs: 4 HP / 152 Def / 188 SpA / 164 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Moongeist Beam
- Focus Blast
- Toxic

voting stage ends in around 72hrs
have fun!
AGL Trick room
 

Alex is AG God

Banned deucer.
Hard to choose between Mobius and AGL. Mobius set is more risky but obv also more rewarding, while having the potential to work without any other support, while AGL obv needs other slow mons for his tr to really be effective.

I'll giving my vote to Mobius, solely based on it is a very underused set, while potential to wreak a lot of havoc on an unsuspecting enemy's team. AGL's set would more than likely be an overall TR team and would be fairly easy to predict an incoming TR sweep.


MDB and Zesty also have rly nice sets.
 
congrats to AnythingGoesLegend for winning this round!
our next pokemon will be... MEWTWO !


Mewtwo @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Psystrike / Ice Beam
- Recover

Mewtwo @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Taunt / Focus Blast / Fire Blast / whatever coverage it runs
- Psystrike
- Ice Beam

This is a very underused and under explored pokemon, im expecting very creative set submissions this round. dont disappoint me!
PLEASE DO NOT SUBMIT A MEGA MEWTWO X/Y SET!

ps: im reserving leftovers, substitute, calm mind, protect/ice beam, psystrike mewtwo
 
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Mewtwo @ Leftovers
Ability: Pressure
EVs: 252 HP/ 4 Def / 252 Spe
Timid Nature
- Psystrike
- Calm Mind
- Recover
- Fire Blast

This is a really great set to blow bulkier teams apart and can setup on opposing Calm Mind Arceuses and win. The given EVs above allow as much bulk as possible to set up on more threats. Max special attack and speed is a viable option too, it doesn't perform as well as three attacks Life Orb Mewtwo. Priority/physical scarfers eg: Ho-Oh, Rayquaza, Marshadow, Yveltal are the greatest threats to this mewtwo but once you've scouted out sets and removed them this becomes very difficult to stop. Be wary of Mega Gengars and Specs Tapu Kokos as they speedtie and have the potential to OHKO/Nearly OHKO, although after 2 Calm Minds this is not an issue. Calm Mind + recover allows it to setup on mons such as all non physical arc formes (super effective Judgment Arcs which are special can be setup on if you CM on the switch), Scarf Xern, Calm Mind UNecros. It must be kept healthy and free of status though, although burns are sometimes appreciated as this lets it switch into Toxic Arceus forms later on in the match. Fire Blast is a nice coverage move for steels but it can be swapped for Ice Beam or Focus Blast, although I don't recommend Ice Beam. This is a great set choice often if a very fast balance destroyer and a general CM arc check is needed. One last thing is that Pressure can be great in that it lets you stall out many pokemon like CM Arceus + Scarf Xerneas and so is greatly useful.

Edit: As Mega Mewtwo sets aren't going to be allowed, I changed the set to one that still works although mewtwo does greatly miss the extra speed it did have and some special bulk. It also loses the utility of being a sleep check. However, Pressure is a very useful ability still and the defence boost + leftovers arguably makes Mewtwo bulkier (and leftovers allows it to disguise as wisp sets until you use fire blast/recover).
 
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Mewtwo @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind/Psystrike
- Future Sight
- Ice Beam
- Fire Blast/aura sphere

Today I will be entering future Sight mewtwo

Future sight is a move with 120 base power that deals damage 2 turns after it is used. This forces your opponent to switch or take a ton of damage which can get you a ton of momentum in a battle, this particular set runs calm mind + 2 coverage moves to use future sight and then blast your opponent if they send out a steel type or a dark type if you are running aura sphere and ice beam to take out the many threats in ag that are weak to it. You can also run psystrike over calm mind if you don't want to run future sight as your only stab
 
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Mewtwo @ Fightinium Z/Firium Z
Ability: Pressure
EVS: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Psytrike
- Ice Beam
- Focus Blast/Fire Blast

This set is both very fun to use and very effective. Without giving up a mega slot, you can decimate arceus dark, ferrothorn, arceus steel or necrozma with a 100% accuracy beefed up focus blast or fire blast depending on the z move of your choice. No more worrying about those timely infamous focus or fire blast misses. Ice beam rounds up the coverage---hitting zygarde, yveltal, arceus ground, etc.

Notable Calcs:
252 SpA Mewtwo All-Out Pummeling (190 BP) vs. 252 HP / 0 SpD Arceus-Dark: 402-474 (90.5 - 106.7%) -- guaranteed OHKO after Stealth Rock
252 SpA Mewtwo Inferno Overdrive (185 BP) vs. 20 HP / 0 SpD Prism Armor Necrozma-Dusk-Mane: 319-376 (93.8 - 110.5%) -- guaranteed OHKO after Stealth Rock
+1 252 SpA Mewtwo Inferno Overdrive (185 BP) vs. 252 HP / 252+ SpD Prism Armor Necrozma-Dusk-Mane: 348-411 (87.4 - 103.2%) -- 56.3% chance to OHKO after Stealth Rock
4 SpA Dread Plate Arceus-Dark Judgment vs. +1 0 HP / 0 SpD Mewtwo: 222-264 (62.8 - 74.7%) -- guaranteed 2HKO
 
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Tic-Tac-Toe Guru

formerly Samboelrod
Mewtwo @ Fightinium Z/Firium Z
Ability: Pressure
EVS: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Psytrike
- Ice Beam
- Focus Blast/Fire Blast

This set is both very fun to use and very effective. Without giving up a mega slot, you can decimate arceus dark, ferrothorn, arceus steel or necrozma with a 100% accuracy beefed up focus blast or fire blast depending on the z move of your choice. No more worrying about those timely infamous focus or fire blast misses. Ice beam rounds up the coverage---hitting zygarde, yveltal, arceus ground, etc.

Notable Calcs:
252 SpA Mewtwo All-Out Pummeling (190 BP) vs. 252 HP / 0 SpD Arceus-Dark: 402-474 (90.5 - 106.7%) -- guaranteed OHKO after Stealth Rock
252 SpA Mewtwo Inferno Overdrive (185 BP) vs. 20 HP / 0 SpD Prism Armor Necrozma-Dusk-Mane: 319-376 (93.8 - 110.5%) -- guaranteed OHKO after Stealth Rock
+1 252 SpA Mewtwo Inferno Overdrive (185 BP) vs. 252 HP / 252+ SpD Prism Armor Necrozma-Dusk-Mane: 348-411 (87.4 - 103.2%) -- 56.3% chance to OHKO after Stealth Rock
4 SpA Dread Plate Arceus-Dark Judgment vs. +1 0 HP / 0 SpD Mewtwo: 222-264 (62.8 - 74.7%) -- guaranteed 2HKO
I'm glad you like my set.
 
Mewtwo @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psystrike
- Toxic

Mewtwo, as seen since its original birth from Giovanni's experiment has became a powerful Pokemon both offensively and defensively and has still managed to scare off a lot of Pokemon with its diverse moveset. It also has three forms to choose from and they can really be good in their own way.


I present to you, the Toxic Three Attacks Mega Mewtwo with Life Orb that will take a blow towards defensive Pokemon and Toxic is left here just because of how this move alone is able to wear down bulky Pokemon being posed as one of the most dangerous status moves in the long run. Its diverse movepool and its high speed can make it a very scary Pokemon to face in general.

Thank you for the time once more to read this.

Re-edited.
 
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Mewtwo @ Leftovers
Ability: Pressure
EVs: 40 Def / 216 SpA / 252 Spe
Timid Nature
- Substitute
- Double Team
- Taunt
- Ice Beam/Psystrike

Use substitute on a predicted Darkceus switchin or something, and then the fun begins. Pressure makes it twice as punishing when you dodge a judgment, and with taunt, you can pp stall support arc forms that only run judgment as their attacking move. Taunt also stops perish song and phazers from ruining your fun. Ice beam is the preferred attack for not being a sitting duck against yveltal, but you can also use psystrike to stop marsh from potentially stealing all your boosts. Speaking of marsh, the EV spread is the standard one which avoids the OHKO from LO sneak after one round of stealth rock. I didn't feel the need to put any more bulk since I'm lazy and you'll be dodging all the attacks anyway, and 101 hp subs are pointless since chansey/blissey pretty much never run seismic toss in AG.

This set is best used on a full cheese team with some sleep/para inducers and a moody smeargle/glalie or two.
 

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