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Creative (and good) Movesets Mk II (READ THE OP FIRST)

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Slaking (M) @ Choice Scarf
Trait: Truant
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Double-Edge
- Earthquake / Low Kick
- Fire Punch
- Roar

"Kata, what the hell?" Base 160 Attack with a 120 Power STAB Attack that doesn't lock the user into it. "Yeah, so wha--?" Base 100 Speed. "That's not all that gre--." Base 150 HP (441 HP uninvested) and Base 100 Defense. I'm not saying it's this amazing Pokemon but after a lot of testing, I can say with confidence that Slaking is nowhere near as bad as he's commonly made out to be.

I know of a guy who once got high up the Shoddy Battle ladder with something like this.

I remember he told me he used Pursuit though.
 
Slaking (M) @ Choice Scarf
Trait: Truant
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Double-Edge
- Earthquake / Low Kick
- Fire Punch
- Roar

Roar - Some players know that they can take a Double Edge and set up Slaking. Roar keeps that from happening by turning Truant into a small advantage. Conkeldurr is a prime example. It can take the DEdge, use that that turn to Bulk Up, then Drain Punch the next.

What about Yawn, as long as you're not using a sleep inducer? Roar could put you in put trouble if another set-up sweeper is brought in, and even if it doesn't, it still gives your opponent one whole free turn. On the contrary, Yawn is basically forcing a double switch and resets the odds.



Now, speaking of gimmicky, noobish high-BST pokemons, I had surprisingly good success on the ladder with this particular Archeops set in Dragmag-like strategies. I can see as much as you do how stupid it looks like, but bear with me, as this set is exceptionally good at the purpose it was designed for: lure in and dispose of steels and priority users, or punish very heavily your opponent for trying to outplay you and save them anyway.


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Archeops @ Rock Gem
Trait: Defeatist
EVs: 252 Atk / 252 Spd / 4 Def (No HP EVs)
Jolly Nature
- Head Smash
- Acrobatics
- Substitute
- Endeavor

So yeah, this is an Archeops. With Head Smash, Substitute, and Acrobatics without a Flight gem. And Endeavor. Well, first, I'll let the calc do much of the talking:

252 Atk Rock Gem Archeops Head Smash vs 252 HP/0 Def Tyranitar: 88% - 104% (357 - 421 HP). Guaranteed OHKO with Rocks.
252 Atk Rock Gem Archeops Head Smash vs 252 HP/232 Def Impish Skarmory: 66% - 79% (223 - 264 HP)

So yeah, it's a 110 Base Spe nuke. Anything less bulky than 252/0 TTar and slower than Latios is outsped and OHKOed with Rocks. Basically, most of the metagame. Then, after putting itself below 50% health, Archeops's true trump card is its 110 Base Speed Endeavor, making it arguably even more dangerous when at low health. Combined with a fast Substitute and a sandstorm immunity, it can put a heavy dent in every single slower pokemon but bulky ghosts. Since you're faster than most of the metagame, just sub once (or until you're below 25%) and throw out an Endeavor to neuter whatever wall was put against you, be it Bronzong, Ferrothorn or Jirachi. No HP EVs ensure than Defeatist is still unactivated after two Subs or one SR and one Sub, so feel free to Sub when forcing a switch when there are no rocks, you need to lower your health anyway.

All you have to do is get Archeops in with at least 60% its health left so it doesn't die from recoil (or no damage at all if you want it to take on Ferrothorn on its own), then mindlessly hit Head Smash. Now, depending on how your opponent reacts:

* If they send a weakened Rock-resisting wall:

252 Atk Rock Gem Archeops Head Smash vs 252 HP/88 Def Relaxed Ferrothorn: 36% - 43% (130 - 153 HP)
252 Atk Archeops (No Item) Acrobatics vs 252 HP/88 Def Leftovers Ferrothorn: 36% - 42% (127 - 151 HP)

Assuming Archeops is out with max health and Ferrothorn switches in its Head Smash, you are left with at the very least 61% of your health after Iron Bard recoil, so Defeatist is still unactivated and Acrobatics can be used at full power. Counting Leftovers and assuming Ferrothorn gets one additional turn of Leftovers through Protect, Archeops not only always wins against a Ferrothorn with less than 60% of its health left, but Defeatist is still unactivated roughly 99% of the time.
Hippowdon takes roughly the same (60% min, but lacks Protect).
252/0 Jirachi takes 80% min from two head Smashes.
252/252 Bronzong takes 60% from them.


* If they send a healthy resisting wall:

You take some recoil damage, then you can either:
- Sub until below 25% health then Endeavor. If against a wall with less than 50% health, he is likely to choose to set up, letting you live after the Endeavor to finish it off with Acrobatics or switch out. If they know the set and try to PP stall Endeavor with a recovery move, switch to Wobb and get a free turn for, say, Cloyster.
- (Sub once to scout and) Switch to a trapper. Speedy Wobbuffet in particular can outspeed the wall, Encore its attacking move and Counter it to death.


*If you KOed something and they try to revenge you:

You're base 110, so it's most likely a priority user or a scarfer. Sac Archeops and revenge it with Wobbuffet/Gothitelle/Magnezone.
Specs Gothitelle gets special points for trapping Adamant Breloom if you desperately need to remove it from the game, but Speedy Wobbuffet gets my preference for being a universal and failproof scarfer, bander and wall removal tool.


tl;dr: get an easy KO with a one-time nuke, then Sub and Endeavor from 110 Base Speed. The only ways to stop it from punching holes are Rock-resisting walls, priority users and scarfers, so take that opportunity to trap and KO them with Speedy Wobbuffet very early in the game.
 
I am currently using a modified version of the Tinkerbell set:

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Lucas (Celebi) @ Expert Belt
Trait: Natural Cure
EVs: 232 HP / 240 SAtk / 36 Spd
Modest Nature (+SAtk, -Atk)
- Leaf Storm
- Thunder Wave
- U-turn
- Hidden Power [Fire]

This version uses Expert Belt because I'm not sure if without it, Leaf Storm would be capable of OHKOing most bulky Water-types, but Life Orb isn't used because of U-Turn and lack of Recover and Giga Drain.

Apart from this, the difference between this set and the main Tinkerbell set is U-Turn, that lets me gain momentum should the opponent switches to anything that can threathen Celebi, and if I manage to cripple Tornadus-T on the switch, Celebi is even capable of outspeeding and U-Turning without any problems! U-Turn is also useful against the pink blobs, should you predict them coming, it's useful to gain momentum and switch to the appropriate counter. In that sort of situation it combos well with Choice Band Terrakion; unless your opponent has a Ghost-type or Slowbro, even if your opponent switches the switch-in is going to take massive damage from CC.

This set is meant to hit-and-run, cripple the opponent and gain momentum, and is not defensive, unlike the main Tinkerbell set, but it still use the normal EV spread that favours bulk. This is because Celebi is still capable of outspeeding Pokémon that are paralyzed and the extra bulk helps him taking even some super-effective non-STAB hits.

This set is great as a lead because you can OHKO Politoed and instantly win weather wars against Rain teams, and it is also capable of at least 2HKOing Ferrothorn and Forretress leads, and should you predict Tornadus-T or Genesect switching-in, you can cripple them with Thunder Wave, then U-turn to the appropriate counter.
 
You are not really relying on Super-effective coverage on a set like that. Personally (since you cited killing bulky waters as the primary reason for Expert Belt), I would try Meadow Plate to give your Leaf Storm extra punch, unless you really want extra power vs Scizor, Ferrothorn, Jirachi and Skarmory. Other than that, its a nice set that looks like a really solid way to preserve momentum. Looks interesting, might have to try that out!
 
I am currently using a modified version of the Tinkerbell set:

251.png

Lucas (Celebi) @ Expert Belt
Trait: Natural Cure
EVs: 232 HP / 240 SAtk / 36 Spd
Modest Nature (+SAtk, -Atk)
- Leaf Storm
- Thunder Wave
- U-turn
- Hidden Power [Fire]

This version uses Expert Belt because I'm not sure if without it, Leaf Storm would be capable of OHKOing most bulky Water-types, but Life Orb isn't used because of U-Turn and lack of Recover and Giga Drain.

Apart from this, the difference between this set and the main Tinkerbell set is U-Turn, that lets me gain momentum should the opponent switches to anything that can threathen Celebi, and if I manage to cripple Tornadus-T on the switch, Celebi is even capable of outspeeding and U-Turning without any problems! U-Turn is also useful against the pink blobs, should you predict them coming, it's useful to gain momentum and switch to the appropriate counter. In that sort of situation it combos well with Choice Band Terrakion; unless your opponent has a Ghost-type or Slowbro, even if your opponent switches the switch-in is going to take massive damage from CC.

This set is meant to hit-and-run, cripple the opponent and gain momentum, and is not defensive, unlike the main Tinkerbell set, but it still use the normal EV spread that favours bulk. This is because Celebi is still capable of outspeeding Pokémon that are paralyzed and the extra bulk helps him taking even some super-effective non-STAB hits.

This set is great as a lead because you can OHKO Politoed and instantly win weather wars against Rain teams, and it is also capable of at least 2HKOing Ferrothorn and Forretress leads, and should you predict Tornadus-T or Genesect switching-in, you can cripple them with Thunder Wave, then U-turn to the appropriate counter.

I used that set extensively in the past, and I really urge you to try Perish Song. When coupled with U-Turn, you basically get a free bout of momentum- as U-Turn allows you to switch after your opponent all of the time. I used Lefties and used it as a bulky support pivot, but either way it's really useful. Celebi doesn't really have much offensive potential if you don't invest to maximum.
 
I used that set extensively in the past, and I really urge you to try Perish Song. When coupled with U-Turn, you basically get a free bout of momentum- as U-Turn allows you to switch after your opponent all of the time. I used Lefties and used it as a bulky support pivot, but either way it's really useful. Celebi doesn't really have much offensive potential if you don't invest to maximum.

But I should use it in place of what? I fear forgoing Hidden Power Fire because I'm not using a Rain team and my only other Fire-type attack is Fire Blast from Tyranitar, wich is already very vulnerable to Scizor and Genesect, and I don't want both of them fucking my entire team because I don't have Fire attacks... although the latter is a matter that should be discussed on RMT.
 
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Archeops @ Rock Gem
Trait: Defeatist
EVs: 252 Atk / 252 Spd / 4 Def (No HP EVs)
Jolly Nature
- Head Smash
- Acrobatics
- Substitute
- Endeavor

This is...interesting. Endeavor finally gives Archeops something to do after Defeatist is activated. If your oppenent insists on recovering, just use Head Smash to do even more damage with Endeavor. Bulky ghosts still wall it though, and Endeavor only has 8 PP. Maybe run Focus Blast somewhere to get better coverage? It goes well with both Flying or Rock.

As for the Slaking, its still pretty bad. Normal gets horrible coverage in Ou, and it will never get a kill against a defensive team. Even against stuff it can 2HKO, it will never be able to, because they will just recover as he slacks off. The band set is more interesting, and i actually tested it, but there is little reason to use it over other Banders. Sucker Punch did OHKO a Salamence after SR, witch was kind of cool, i guess.
 
the problem with that celebi running perish song is that you start to slip away from what the set is about; tinkerbell/navi is an odd mix of defensive and offensive roles. as smogon's analysis observes, pure defensive celebi almost always runs perish song, but multi-role sets are a bit more cramped for slots.

i always felt that navi was distinguished by being non-choiced leaf storm+uturn where as tinkerbell was distinguished by twave+leaf storm. if you run all three you only have one more moveslot... you have to choose between being bulky (recover), supportive (perish song/heal bell), or disposing of scizor (hp fire). i have always been a strong proponent of perish song/heal bell on celebi because there are so few mons that can use those moves and not suck ass in OU; celebi is one of the few. (did you know mismagius learns both perish song and heal bell, and it is the only ghost evolutionary chain in the game to learn heal bell at all? too bad it has delicious 60/60 physical bulk so it doesn't exactly belong in OU...)

since i play stall, the set of celebi that generally sticks most in my mind is a really weird navi - uturn/leaf storm/recover/perish song or heal bell with significant investment in defenses and relatively little investment in attack. leaf storm mainly being for the punch (especially because you need more power to hurt switch-ins if you're not invested in satk; it's not like you'll be staying in very long with a stab as shitty as grass, so who cares about satk drops), uturn to escape bulky pursuiters, especially tyranitar (even more important if you run celebi alongside another pursuit weakness; this becomes mission critical), recover because duh and perish song/heal bell because celebi is really one of the only good mons that can provide those moves. almost any defensive team that does not run a BP hard counter (haze, priority taunt, perish song are the ones that come to mind) is automatically weak to full baton pass teams with ingrain/spore smeargle lead (offensive teams might have a fast fighting type to kill it, but focus sash says sup), and celebi is one of the only perish song users that fits into weatherless teams nicely.

what i would give for being able to run perish song, heal bell, recover, uturn and grass stab on the same set... why, i would nearly give up latias for it. NEARLY.

EDIT: o_O text on interactions between pursuit and uturn is starting to confuse me now, i guess i'll just use baton pass because screw pursuit >_>
 
But I should use it in place of what? I fear forgoing Hidden Power Fire because I'm not using a Rain team and my only other Fire-type attack is Fire Blast from Tyranitar, wich is already very vulnerable to Scizor and Genesect, and I don't want both of them fucking my entire team because I don't have Fire attacks... although the latter is a matter that should be discussed on RMT.

The problem with Celebi and HP-Fire, is that you'll only be outspeeding Scizor, and never Genesect with the EVs you're running. While you will then only be left with one Fire move to deal with those two prominent threats, Celebi was only ever dealing with one of them. Its up to you whether you want to try Perish Song, personally I agree with Electrolyte, in that is is very useful for momentum, but if you can't live without a second Fire attack leave it.
 
Wait what? Iirc if the U-turn user is faster than the Pursuit user, then Pursuit catches you, but if you are slower it doesn't.
 
Wait what? Iirc if the U-turn user is faster than the Pursuit user, then Pursuit catches you, but if you are slower it doesn't.

I played with u-turn Celebi for a short time on PO, if Celebi is faster, pursuit catches it and deals double damage. If it is slower (scarf-tyranitar) it does normal damage (but since scarf-tyranitar is more offensive, regular pursuit does more).

The only way to not get smacked by pursuit is to use baton pass, which if faster escapes, or use reflect to cut the damage significantly.

I am not sure how this works in game, but it works like this on simulators. I know this because for a time when volt-turn was super popular, a lot of teams would run tyranitar to catch celebi and kill it off in about 2 pursuits with tyranitar. It became popular enough that I actually started to use baton pass on celebi just to stop that bullshit. Today, most volt-turn teams aren't like this because most people realized that sand hurts their precious rotom-w. Who'd a thought that?

Also, if your using Celebi for volt-turn stopping, having HP-fire is pretty great to you know... kill it, after about 2 stealth rock hits, if you don't kill Scizor by like the 4th u-turn circus, they start to remember they have pursuit on their moveset...
 
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Archeops @ Rock Gem
Trait: Defeatist
EVs: 252 Atk / 252 Spd / 4 Def (No HP EVs)
Jolly Nature
- Head Smash
- Acrobatics
- Substitute
- Endeavor

tl;dr: get an easy KO with a one-time nuke, then Sub and Endeavor from 110 Base Speed. The only ways to stop it from punching holes are Rock-resisting walls, priority users and scarfers, so take that opportunity to trap and KO them with Speedy Wobbuffet very early in the game.

I like this. A few months ago I was toying with a similar idea, something like

Archeops @ Focus Sash
Stone Edge
Earthquake
Endeavor
Quick Attack/Acrobatics/HP Ice

But as you can see it is pretty cheesy. Yours has a lot more practical function and can do some serious damage.
 
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Archeops @ Rock Gem
Trait: Defeatist
EVs: 252 Atk / 252 Spd / 4 Def (No HP EVs)
Jolly Nature
- Head Smash
- Acrobatics
- Substitute
- Endeavor

I know Substitue is there to get more out of Endeavor, however, I have a maybe better suggetion. (Changes in bold)
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Archeops @ Rock Gem
Trait: Defeatist
EVs: 252 Atk / 252 Spd / 4 SpAtk (No HP EVs)
Hasty / Naive Nature
- Head Smash
- Acrobatics
- Hidden Power Ice
- Endeavor

Reason being is to get a KO on Gliscor, and non-Scarfed Landorus. Here are the calcs versus those two...

Hidden Power Ice Archeops versus 0/0/0 Defences Gliscor: Damage: 284 - 336 of 292 HP 97% - 115% Good chance to OHKO without Stealth Rock, 100% chance with Steal Rock.

Hidden Power Ice Archeops versus 0/0/0 Defences Landorus: Damage: 272 - 320 of 320 HP 85% - 100% Small chance to OHKO. Decent chance to OHKO after Stealth Rock.

Hidden Power Ice Archeops versus 0/0/0 Defences Landorus-Therian: Damage: 272 - 320 of 320 HP 85% - 100% Small chance to OHKO. Decent chance to OHKO after Stealth Rock.

Could be worth trying since I could see all three of them trying to switch in, and you outspeed all three of them. It does give you another option for a big bang verus two Pokes that might threaten your team, and do evemn more damage than Endeavor might.
 
This is...interesting. Endeavor finally gives Archeops something to do after Defeatist is activated. If your oppenent insists on recovering, just use Head Smash to do even more damage with Endeavor. Bulky ghosts still wall it though, and Endeavor only has 8 PP. Maybe run Focus Blast somewhere to get better coverage? It goes well with both Flying or Rock.

I know Substitue is there to get more out of Endeavor, however, I have a maybe better suggetion. (Changes in bold)


Reason being is to get a KO on Gliscor, and non-Scarfed Landorus. Here are the calcs versus those two...

Hidden Power Ice Archeops versus 0/0/0 Defences Gliscor: Damage: 284 - 336 of 292 HP 97% - 115% Good chance to OHKO without Stealth Rock, 100% chance with Steal Rock.

Hidden Power Ice Archeops versus 0/0/0 Defences Landorus: Damage: 272 - 320 of 320 HP 85% - 100% Small chance to OHKO. Decent chance to OHKO after Stealth Rock.

Hidden Power Ice Archeops versus 0/0/0 Defences Landorus-Therian: Damage: 272 - 320 of 320 HP 85% - 100% Small chance to OHKO. Decent chance to OHKO after Stealth Rock.

Could be worth trying since I could see all three of them trying to switch in, and you outspeed all three of them. It does give you another option for a big bang verus two Pokes that might threaten your team, and do evemn more damage than Endeavor might.

Focus Blast does no more damage than Itemless Acrobatics.
252/252 Impish Gliscor takes 64% min from Head Smash, it's not a counter. Landorus is outsped by OHKOed by Head Smash even without a Rock Gem, so it's not a concern.

Anyway, if you start thinking in terms of coverage, then this set becomes outclassed by most of OU, especially against good opponents. Now, I'm not saying that you can't have a standard offensive Archeops with Endeavor to stay a threat at low threat, but that would make it a completely different set. This one is supposed to be a lure that doesn't rely on the surprise factor, because steels, scarfers and priority sers are truly the best way to deal with it. You're just guaranteed to then remove them permanently from the game with appropriate team support. Its niche is in a team focused around removing steels, scarfers and priority users and open the road for a Dragon or Cloyster sweep, for example, and I can't think of any other pokemon that can do it better than Archeops.

You don't have to predict, you don't have to play smart, you just follow the flowchart and hope Head Smash does not miss on turn 1. If your opponent sends a Steel, you kill it with either Wobb or Archeops himself, mission accomplished. If he tries to switch his steel out after the Head Smash, you get a free kill and your Archeops is still living to do it again. If he sends out a revenge killer, Wobbuffet murders it while taking barely no damage, mission accomplished.
Unless he has a Jellicent and knows the set, any move that doesn't result in you eventually KOing your target will result in a free KO and a living Archeops. And with Speedy Wobb, Jellicent means free setup for your sweeper or choice.
 
Uh... head smash has like... recoil. Sure you might be able to kill a wall off, but after than your archeops is nothing but a pokemon to sack thanks to defeatist. So yeah its a wall breaker, so is CB Terrakion, Dragonite... pretty much half the pokemon in OU, and they can do it more than once without being useless afterwards.

Edit: I didn't even notice edeavour...
 
Scarfwynaut you didn't get the concept.

Yeah Archeops's first hit will murder everything except from a few mons. As shown by Innocent Criminal, Endeavour will take care of the defensive mons that can take Head Smash. So now that walling him is almost impossible, let's look at offensive ways to deal with this set. Priority and faster mons. If you exclude Starmie, Tornadus-T, Jolteon, Alakazam and Dugtrio there isn't anything faster than Archeops without a Scarf. So if a Scarf or a priority user come to revenge kill you then you just let them do so, and then you trap and kill them with Gothitelle/Wobbuffet. So now your sweeper can go to town with priority/scarf users removed.

EDIT: Here is a standard set with a twist:

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 130 Atk / 124 SpA / 252 Spe
Natrure: Naive
- Earthquake
- Ice Shard
- Hidden Power Fire
- Icicle Crash / Icicle Spear / Stone Edge / Superpower / Stealth Rock

Hidden Power Fire allows Mamoswine to deal with 3 of his best checks/counters, namely Skarmory, Ferrothorn and Forretress. The SpA evs allow Mamo to always OHKO Forretress after SR (which is invaluable, as Forretress always stays in against Mamo), and always 2HKO Skarmory after SR. Ferrothorn is also always 2HKOed after SR, and 84.38% of the time without it.. If you don't want to invest so many evs in SpA, you can always use this set in Sun, where HP Fire has even more power.
 
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Archeops @ Rock Gem
Trait: Defeatist
EVs: 252 Atk / 252 Spd / 4 Def (No HP EVs)
Jolly Nature
- Head Smash
- Acrobatics
- Substitute
- Endeavor
This is a really interesting set, I might try it out, but I was wondering if you had tested Roost at all. Archeops got it in Gen 5 and it seems like it could remedy some of her problems.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 130 Atk / 124 SpA / 252 Spe
Natrure: Naive
- Earthquake
- Ice Shard
- Hidden Power Fire
- Icicle Crash / Icicle Spear / Stone Edge / Superpower / Stealth Rock
I ran a similar set to this with Metagross on a sun team, and the suprise factor helped net a couple of good KOs. Its great for trying to set up a Dragon to sweep. Plus his typing and Bullet Punch helped combat Terrakion.
And this guy once before he drops to UU...
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Metagross @ Occa Berry/Expert Belt
Trait: Clear Body
EVs: 252 Atk / 148 SAtk / 108 SDef
Brave Nature (+Atk, -Spd)
- Earthquake/Meteor Mash
- Bullet Punch
- Ice Punch
- Hidden Power [Fire]
An alternate form of MixedGross, this set was tailor made for a sun team I had a while ago. I used Occa Berry and Earthquake to beat Specially Defensive Heatran in the sun and all other forms out of it of Heatran out of it. I used him in tandem with Dragonite because this set could melt steels like butter :P.
 
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Wallbreaking Tornadus
Tornadus @ Leftovers
Trait: Prankster
EVs: 20hp 236 Atk 252 Spd
Naive Nature
- Taunt
- Hurricane
- Superpower
- Substitute

Pretty good. It destroys baton pass teams and opposing pranksters. This set can kill chansey and blissey
 
This set is so good, I mgiht try and get Q/C to put this on-site.

Landorus @ Life Orb
Ability: Sheer Force
Nature: Timid
EVs: 252 SpAtk / 252 Speed / 4 Def
Moveset:
-Gravity
-Earth Power
-Focus Blast
-Hidden Power Ice / Psychic

This is a take on Lando's already on site Gravity set, with a twist. This set relies on the Sheer Force boost and the 115 base SpAtk stat, as well.

Earth Power and Focus Blast hit scary hard with Life Orb plus Sheer Force. HP Ice will usually be perfered to help out versus Dragons, but Psychic will hit much harder if you compare a hit for neutral damage.
 
Executor @ Sitrus Berry
Trait: Harvest
EVs: 252hp 252 Def
Bold Nature
- Stun Spore
- HP flying/bug
- Leech Seed
- Substitute

Parlyze something
Sub until you get a para hax
Leech Seed
 
@joel: i'd prefer psychic over HP ice. with gravity, most dragons (mence, dragonite, lati@s) will be hit by an earth power, which will hit all of them for more damage. psychic is useful for taking out venusaur and the likes.
 
@joel: i'd prefer psychic over HP ice. with gravity, most dragons (mence, dragonite, lati@s) will be hit by an earth power, which will hit all of them for more damage. psychic is useful for taking out venusaur and the likes.

I have noticed that since typing that up, and, you don't recieve the LO recoil either, due to Sheer Force, and since Psychic does have a secondary effect.
 
This set is so good, I mgiht try and get Q/C to put this on-site.

Landorus @ Life Orb
Ability: Sheer Force
Nature: Timid
EVs: 252 SpAtk / 252 Speed / 4 Def
Moveset:
-Gravity
-Earth Power
-Focus Blast
-Hidden Power Ice / Psychic

This is a take on Lando's already on site Gravity set, with a twist. This set relies on the Sheer Force boost and the 115 base SpAtk stat, as well.

Earth Power and Focus Blast hit scary hard with Life Orb plus Sheer Force. HP Ice will usually be perfered to help out versus Dragons, but Psychic will hit much harder if you compare a hit for neutral damage.

Have you considered HP flying in the last slot? It's weaker than psychic, but also hits non-poison grass types (such as breloom and celebi) for super effective damage.
 
Breloom is part fighting so it's still hit for SE damage, Celebi is the only case where HP flying would really help.
 
Breloom is part fighting. Is a psychic enough to OHKO any breloom? If not, can HP flying do that? It would also help against Volcarona, Ludicolo, Shaymin, Virizion and Scrafty.

Hidden Power [Flying] is an option to hit Celebi and such, but I feel like Psychic would be much better in that last slot. By going with Hidden Power [Flying] you miss out on Hidden Power [Ice] meaning Salamence and Dragonite get a free Dragon Dance on you. It also means you cannot remove Gliscor as easily and risk it Toxic / Protect stalling you for a couple turns.

Out of the 'mons you listed, only Celebi and Volcarona are commonly seen, and iirc a Sheer Force boosted STAB Earth Power will hit Volcarona harder than a Super Effective Hidden Power [Flying] anyway, without taking Life Orb recoil. If you really hate Celebi that much, then you could try U-Turn in the last slot to hit it for some damage and U-Turn being good in general for momentum purposes. Personally in the last slot I prefer Psychic for Venusaur and Gengar, neither of which can OHKO Landorus with their STAB options.
 
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