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

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Audino
Ability: Regenerator/Healer Item: Leftovers/Iron Ball

Simple Beam
Substitute
Swagger
Wish/Fling/Protect/Rest

EV's HP/252 Def/130 SpD/ 126 Sp/0

This set is actually a ton of fun to use and works really well if executed correctly. Its slim to none that someone would be expecting this setup on Audino. Its obviously supposed to be running on a Trickroom team but it works outside of it as well. The last move slot is up to personal preference because he might not stay around long enough to benefit from it. Audino can take down some of the best bulky pokemon with this setup...you just have to time it right.

The EV spread is self-explanatory.

feedback...suggestions?

Simply place the leftover 4 EVs in any stat you'll think will help you the most. And...where's his nature?
 
did any of you guys like my Audino set on the previous page? i just came up with it yesterday.

Don't Hurt Yourself!

Ability: Regenerator/Healer Item: Leftovers/Iron Ball

Simple Beam
Substitute
Swagger
Wish/Fling/Protect/Rest

EV's HP/252 Def/130 SpD/ 126 Sp/0

This set is actually a ton of fun to use and works really well if executed correctly. Its slim to none that someone would be expecting this setup on Audino. Its obviously supposed to be running on a Trickroom team but it works outside of it as well. The last move slot is up to personal preference because he might not stay around long enough to benefit from it. Audino can take down some of the best bulky pokemon with this setup...you just have to time it right.

The EV spread is self-explanatory.

In dream world, this is outclassed by Genesect, who can run exactly the same set but with a powerful attacking move instead of wish. It can also be run successfully without Trick Room.
 
lickilicky@Cloudnine
Brave@choiceband/lifeorb
252HP/252Atk/4Spdf

Hammerarm
Gyroball/Return
Thunderpunch/Icepunch
Explosion

I use this in my TR team. Weather counter and many suprise KOs

Hammer arm speeds you up in Tr, return for reliable stab. Gyraball to take advantage of low speed and elecmental punches to hit birds. Explosion when deemed necessary.
 
Seaking
Lightningrod (DW ability)
@Life Orb, Salac or Leftovers
200 HP/252 Atk/52 Spe Adamant or Jolly

Megahorn
Waterfall
Agility
Poison Jab / Endure

The basic idea is to use this pokemon on a rain team or on a team that really attracts electric moves. It's much, much stronger on DS wifi when your opponents can see your team lineup prior to fighting it.

You're mostly using it for the surprise factor, but because Seaking is now immune to electric attacks, it can setup against many low move pool threats like Jolteon or Magnezone.

If they switch in a grass type, you have both megahorn and poison jab to try to deal with it. Agility with 52 EV in speed is approximately all you need to outspeed anything, though obviously the speed in EV can be increased or decreased as you feel necessary.

Of course, it's outclassed by many other volt absorb switch ins, as even with a SPA boost Seaking has horrible SPA, but it's still something to consider if you're doing a rain politoed team, as most players should suspect swift swim on Seaking.

- -

This set has probably been posted, but I'm find it quite amusing:

Dodrio @Lum Berry or Leftovers
252 Spe/252 Attack/4 HP
Tangled Feet, Jolly

Sleep
Rest Talk
Thrash
Drill Peck / Acupressure

Tangled feet currently doesn't tell the opponent that Dodrio's evasiveness rose. Thrash, get confused, get cured by lum berry, thrash again or rest, and just get a little lucky. Dodrio's attack stat is great. Accupressure is kind of funny with this set, as you gradually become more bulky as you become more evasive, but you get the picture.

This set is even stronger in 2v2s with a Teeter Dancer on your team. Pidgeot can also run a similar build. Most of the time the opponent just switches in a thunder and Dodrio dies in one hit, so... just be careful with timing this set.

I've been trying a mixed Heatmor

Heatmor @Leftovers or Sitrus/Petaya/Salac Berry (depending on ability)

Flash Fire / Guttony
252 HP / 252 SpA / 4 Attack, Modest

Hone Claws
Inferno
Sucker Punch
Rest / Substitute

Where you switch in on a flash fire (or somehow setup with substall+gluttony), hone claws into a hopefully-hitting inferno, and surviving thanks to your target's burn status. If you survive the next hit, you might be able to kill it with a sucker punch. It's in the refining phase, but I just love the idea of possibly getting a few hone claws off and killing slower enemies with inferno and faster ones with sucker punch. At worst, you rest/substall with burn status on your opponent. I suppose you could go more bulky and forget about any stat in SPA if you're want to try relying more on that, but there are better willowisp users, the benefit to inferno is dealing good damage while also always incurring a burn.
 
I hope that this is creative (and good) enough :)

I'm thinking about creating a team around the FEAR tactic, but using fully evolved/leveled pokemon so that it isn't as cheesy. I call it... Fearstorm. Only three pokemon for wifi ranked battles, Donphan is an option instead of Aggron and Tyranitar instead of Hippowdon.

Hippowdon Sandstream + Leftovers
Defensive EVs+Nature
-Stealth Rock
-Slack Off
-Crunch
*Earthquake

Aggron Sturdy + Muscle Band
Attack+Speed EVs+Nature
-Endeavor
-Rock Polish
-Payback
*Stone Edge

Archeops Defeatist + Focus Sash
Attack+Speed EVs+Nature
-Endeavor
-Quick Attack
-Crunch
*Acrobatics

Hippowdon sets up the sandstorm and stealth rock.
All three have a STAB move to use as normal (options for other STAB moves here) and a Dark move to catch Ghosts.
Once Aggron or Archeops hit low health they use Endeavor and the sandstorm should finish the enemy off, with rock polish/quick attack ready for those who are immune.

The concept is to behave as normal (and not using ridiculous lv2 NFE pokemon) and be able to win with regular moves but have endeavor as a backup, which will most likely be used because of the water weakness and poor offensive type coverage.

Any comments as this isn't a fully complete concept yet?
 
Choiced Jellicent is legit on rain teams:

[SET]
name: Choice
move 1: Water Spout
move 2: Surf / Hydro Pump
move 3: Shadow Ball
move 4: Hidden Power [Electric] / Ice Beam
item: Choice Scarf / Choice Specs
ability: Water Absorb
nature: Timid / Modest
evs: 252 SpA / 4 SpD / 252 Spe

Choice Scarf functions as a revenge killer for things like DD Scrafty and Nasty Plot Thundurus, while Choice Specs is a monstrous hole puncher (max power Water Spout 2HKOs Bold Blissey after Stealth Rock).

On Choice Specs, consider a spread of 152 HP / 252 SpA / 104 Spe Modest to outspeed most Skarmory and opposing Jellicent.

He doesn't need two water type moves. Recover is a better option if you choose water spout as your primary water attack, and if you're using surf it just depends on whether you want longevity or coverage. Also, this is VERY situational, but if you have toxic spikes or a will o wisp user on your team you might consider using hex instead of shadow ball. Extra damage is always awesome :-).
 
all users of eruption/water spout enjoy having two moves due to shallow movepools and the need for consistent STAB. Also hex is a terrible move.
 
all users of eruption/water spout enjoy having two moves due to shallow movepools and the need for consistent STAB. Also hex is a terrible move.

I'm sorry, but I disagree with this. Choose one or the other, but two attacking moves of the same type is completely unnecessary. Longevity should be considered in the analysis. Also, toxic is worth mentioning as well if you're having issues with other bulky waters. Also, IIRC hex actually has a higher base power than shadow ball if used on an opponent afflicted with a status condition.
 
He doesn't need two water type moves. Recover is a better option if you choose water spout as your primary water attack, and if you're using surf it just depends on whether you want longevity or coverage. Also, this is VERY situational, but if you have toxic spikes or a will o wisp user on your team you might consider using hex instead of shadow ball. Extra damage is always awesome :-).

Jellicent absolutely does need two water moves because Water Spout will have less power than Surf when Jellicent falls below 63% health. Choiced Recover just makes Jellicent set up bait, but you can put it over HP Electric or Ice Beam if you want.
 
I'm sorry, but I disagree with this. Choose one or the other, but two attacking moves of the same type is completely unnecessary. Longevity should be considered in the analysis. Also, toxic is worth mentioning as well if you're having issues with other bulky waters. Also, IIRC hex actually has a higher base power than shadow ball if used on an opponent afflicted with a status condition.

If you really want longevity, it would be far better to remove HP Electric from the set. Why? Once Jellicent's HP is lowered, Water Spout will do negligible damage. Since this is a RAIN team, you need a powerful STAB water move at all times. There is a reason why every Water Spout/Eruption user utilizes two STAB moves. It gives consistent and reliable power. For proof, see Kyogre, Wailord, Typhlosion, and Blastoise. Standard sets ALWAYS run Surf in addition to Water Spout (in Typhlosion's case, Fire Blast).

One other thing. If you want to use Jellicent as a revenge killer, use Blastoise instead. The reason is that you can use Rain Dish to heal your health or use Torrent to boost Surf when Water Spout loses power. Also, it has superior Speed. It also has comparable defenses.
 
One other thing. If you want to use Jellicent as a revenge killer, use Blastoise instead. The reason is that you can use Rain Dish to heal your health or use Torrent to boost Surf when Water Spout loses power. Also, it has superior Speed. It also has comparable defenses.

True, but it can't spinblock and doesn't have awesome resistances to Poison, Bug, Normal, and Fighting.
 
True, but it can't spinblock and doesn't have awesome resistances to Poison, Bug, Normal, and Fighting.

I think that for an offensive pokemon, speed and power (with torrent) is more important than a spin blocker. Since rain teams are mostly hyper-offense, you shouldn't worry about entry hazards anyway.

Also, keep in mind that there are two common 4 spinners in OU-

1. Forretress, who sets up on Jellicent anyway
2. Starmie, who can predict a switch because of team preview and 2HKO you with T-bolt because its still faster even if you have a scarf
3. Tentacruel, who sets is free to set up on you like Forretress
4. Excadrill, who probably won't come out against a rain team unless SS is up
 
I got an idea!

Carracosta@Salac/Leichi berry
252 Att/252 Spe/4 Def
Jolly/ Adamnt Nature
Sturdy
Aqua Jet
Shell Break
Waterfall/ Aqua Tail
Rock Slide/Stone Edge

Yep, know where cooking. Depending whether you want power, speed or accuracy, this turtle is a walking behemoth. Use SS smash on the first turn and see what happens. If, or when you get hit, Your Sturdy will let you live, and then the berries kick in. A Carracosta can get a 5+ boost instead of +2, depending on whether you like attack or speed. If you fear a Priority move, try your luck with Aqua jet to see if you can knock it out before it knocks you out. Or at least injure it somewhat.
 
I got an idea!

Carracosta@Salac/Leichi berry
252 Att/252 Spe/4 Def
Jolly/ Adamnt Nature
Sturdy
Aqua Jet
Shell Break
Waterfall/ Aqua Tail
Rock Slide/Stone Edge

Yep, know where cooking. Depending whether you want power, speed or accuracy, this turtle is a walking behemoth. Use SS smash on the first turn and see what happens. If, or when you get hit, Your Sturdy will let you live, and then the berries kick in. A Carracosta can get a 5+ boost instead of +2, depending on whether you like attack or speed. If you fear a Priority move, try your luck with Aqua jet to see if you can knock it out before it knocks you out. Or at least injure it somewhat.

This is not original in any way whatsoever. If you want to post a Carracosta set, go to the appropriate thread. Also, pinch berries haven't been released yet.
 
Dodrio @Lum Berry or Leftovers
252 Spe/252 Attack/4 HP
Tangled Feet, Jolly

Sleep
Rest Talk
Thrash
Drill Peck / Acupressure

I apologize for not commenting on this earlier, but think about it this way:

Assume confusion. There are 4 equally likely scenarios:

Dodrio is hit, is not confused (loss)
Dodrio is not hit, is not confused (win)
Dodrio is not hit, hits itself in confusion (loss)
Dodrio is hit, hits itself in confusion (loss)

Note that there is only one scenario where Dodrio succeeds at hitting an opponent. Basically, don't use Tangled Feet Dodrio; Confusion is a terrible status and it's not reliable.
 
I think that for an offensive pokemon, speed and power (with torrent) is more important than a spin blocker. Since rain teams are mostly hyper-offense, you shouldn't worry about entry hazards anyway.

Also, keep in mind that there are two common 4 spinners in OU-

1. Forretress, who sets up on Jellicent anyway
2. Starmie, who can predict a switch because of team preview and 2HKO you with T-bolt because its still faster even if you have a scarf
3. Tentacruel, who sets is free to set up on you like Forretress
4. Excadrill, who probably won't come out against a rain team unless SS is up

It totally depends on the team you are using. Keep in mind that Jellicent can switch more easily into things like Scizor, Specs Politoed (Hydro does quite a bit to Blastoise with no defensive investment, while Jelli has an awesome immunity), and Terakion with a little prediction. Also, Forry can't set up on Jelli as it is easily 2HKO'd by water spout (some versions are OHKO'd if sturdy isn't active).

Ultimately, team-building nowadays, especially on defensive teams, is about checking things. In the end, Jellicent checks more due to it's excellent secondary typing.
 
Whats up with the thrash hate? Its just like outage, same power and same confusion thing. Normal doesn't hit ghost, steels, and rocks, while dragon just steel. While dragon is the better offensive type here, normal still can great coverage and power.
 
Whats up with the thrash hate? Its just like outage, same power and same confusion thing. Normal doesn't hit ghost, steels, and rocks, while dragon just steel. While dragon is the better offensive type here, normal still can great coverage and power.



Because having only 1 resist ---> having 2 resists and an immunity. Although Thrash has some use due to the power increase, it's still not that good of a move.
 
It totally depends on the team you are using. Keep in mind that Jellicent can switch more easily into things like Scizor, Specs Politoed (Hydro does quite a bit to Blastoise with no defensive investment, while Jelli has an awesome immunity), and Terakion with a little prediction. Also, Forry can't set up on Jelli as it is easily 2HKO'd by water spout (some versions are OHKO'd if sturdy isn't active).

Ultimately, team-building nowadays, especially on defensive teams, is about checking things. In the end, Jellicent checks more due to it's excellent secondary typing.

All of that is great and fantastic. Its too bad that you are trying to create an offensive pokemon. If you want to check all those pokemon, then use Jellicent to do what it does best-special walling. As for the whole thing about "defensive teams" rain teams function horribly defensively when compared to their offensive prowess. In fact, both Jellicent and Blastoise are frankly terrible choices for rain teams. If you want a good Scarf user, just use Rotom-W, who can Trick troublesome walls. If you want a Specs poke, use Politoed. Base 60 Speed is absolutely horrible for a sweeper; when combined with a terrible Base 85 SpA you get an altogether lackluster sweeper.

Also on the thrash hate, the reason why people use Outrage is because its 50% more powerful than Dragon Claw. On the other hand, Thrash is only 15% more powerful than Return. So, in a nutshell, always use Return over Thrash.
 
As for the whole thing about "defensive teams" rain teams function horribly defensively when compared to their offensive prowess.

That is subjective. I have laddered quite high on both the Smogon and PO servers with a rain stall team that had Scarf Jellicent. Quite frankly, it's nice to have a poke to revenge stuff that can be mean to stall teams (like SD Terakion and NP Thundurus) and block rapid spin at the same time. It's more of a defensive pivot than a sweeper tbh.
 
That is subjective. I have laddered quite high on both the Smogon and PO servers with a rain stall team that had Scarf Jellicent. Quite frankly, it's nice to have a poke to revenge stuff that can be mean to stall teams (like SD Terakion and NP Thundurus) and block rapid spin at the same time. It's more of a defensive pivot than a sweeper tbh.

Actually, I tried the set out on PO with a balanced rain team, and it worked quite well. I still think that it is better to be full offense or full defense rather than trying to do both (and not fully succeeding at both either). I still wouldn't classify it as "original", considering that its just a standard choice set after all.

From OP: :"Don't post something if it is simply just underated, but not particularly creative. I don't care how underated you claim Butterfly Dance Venomoth is, it's not particularly creative."

Also, its too bad that Rotom-W is no longer a ghost. If it was, it would be flat out superior to your set.
 
I return.. With a good Scizor set this time. Sorry if this has been made before, but I use this on WiFi sometimes and it's pretty useful.

Scizor @ Liechi Berry
Adamant
Technician
252HP/252Atk/4Spe
Endure
Swords Dance
Quick Attack
Bullet Punch

Quick Attack for Starmie/Jolteon or Waters/Electrics in general. Obviously no Scizor set is ever as good as the original boring SD/Band sets, but this one is at least unexpected and fun to try.
 
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