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

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Milotic@Leftovers

move 1: Scald
move 2: Recover
move 3: Toxic
move 4: Dragon Tail
item: Leftovers
ability: Marvel Scale
nature: Bold
evs: 252 HP / 252 Def / 4 SpA

set comments: Its a simple but very effective set and what makes it different is using Dragon Tail and Toxic in conjunction with one another. Scald also has that handy 30% chance of burn. Her physical bulk coupled with recover and leftovers make Milotic extremely difficult to take down. Gengar with Venoshock compliments this set really well and can sweep entire teams if played correctly.
 
^^ im pretty sure thats a almost standard milotic set.

Anyway, my epic troll lanturn. Which is the basis of my new OU team, and trolled its way through 3 battles on a smogon server UU tourney to lead my team to a win.

Lanturn (F) @ Leftovers

1.Confuse Ray
2.Attract
3.Discharge
4.Surf

Ability:Volt Absorb
Nature: Calm
EVs: 252HP/252Sp.Def/4Sp.Att

Trolls teams. Attracts and confuses. Either Toxic stalls with Tentacruel/Drapion (tier), toxic spikes support. Also phazes, so plenty of entry hazards are provided. Endless rages, as they confused themselves to death.
 
^^ im pretty sure thats a almost standard milotic set.

Anyway, my epic troll lanturn. Which is the basis of my new OU team, and trolled its way through 3 battles on a smogon server UU tourney to lead my team to a win.

Lanturn (F) @ Leftovers

1.Confuse Ray
2.Attract
3.Discharge
4.Surf

Ability:Volt Absorb
Nature: Calm
EVs: 252HP/252Sp.Def/4Sp.Att

Trolls teams. Attracts and confuses. Either Toxic stalls with Tentacruel/Drapion (tier), toxic spikes support. Also phazes, so plenty of entry hazards are provided. Endless rages, as they confused themselves to death.
Although attraction is MOSTLY frowned upon on smogon, I should note that some people on smogon forget to set their pokemon's genders. (and the default gender is male, BTW) even then. it can shut down all-male pokemon such as... thundrus, for instance.
 
Although attraction is MOSTLY frowned upon on smogon, I should note that some people on smogon forget to set their pokemon's genders. (and the default gender is male, BTW) even then. it can shut down all-male pokemon such as... thundrus, for instance.

It's not frowned upon, it's just generally considered an unreliable tactic.
 
Blaziken @ Leftovers

1.Swords Dance
2.Flame Charge
3.Protect
4.Baton Pass

Ability:Speed Boost
Nature: Adamant
EVs: 252Def/252Sp.Def/4Sp.Att

They wont even see it coming.
 
no more than they'd see a Mewtwo or Kyogre coming: Blaziken's gone, dude.

Anyone have any love for my Murkrow one page hence?


Blaziken would be passing a +2Att +3Speed Baton Pass. By the time your opponent does switch in another pokemon its too late. Use protect as the last turn just for that final speed boost and pass it. Not gone brotha.
 
Blaziken @ Leftovers

1.Swords Dance
2.Flame Charge
3.Protect
4.Baton Pass

Ability:Speed Boost
Nature: Adamant
EVs: 252Def/252Sp.Def/4Sp.Att

They wont even see it coming.

The idea is alright, but definitely do some work on those EVs and nature, you didn't think them through whatsoever
 
The idea is alright, but definitely do some work on those EVs and nature, you didn't think them through whatsoever

I agree. Since he's using Lefties and trying for bulk, would (lol) Eviolite Combusken work better since it's not exactly attacking anyway?

@ The set
About the nature, Impish or Jolly seems better. About the EV's, I'd use max HP with Defense/Spe EV's (and why is there 4 EV's in SpA?). Then again, I wouldn't use a solely BP Blaziken in the first place, I'd leave that to something like Gorebyss.
 
Blaziken would be passing a +2Att +3Speed Baton Pass. By the time your opponent does switch in another pokemon its too late. Use protect as the last turn just for that final speed boost and pass it. Not gone brotha.

Speed Boost Blaziken is banned, he means. Unless you plan to use that in Ubers (in which case, post it in that subforum's creative sets thread), it's unusable in OU.
 
I'm not sure if I already posted this, but I didn't find it in the applicable time frame when browsing backwards, so I guess not. I may not be the first to come up with this, and I'd honestly be surprised if I was (because I find it pretty obvious), but hey. So, here it comes:

Dragonite "Who the fuck said Salamence outclasses me": @Lefties
Trait: MULTISCALE (yeah this is important.)
Spread: 252 Atk / 252 Spe
Nature: Adamant/Jolly
Moves:
- Agility
- Outrage/Dragon Claw
- Earthquake
- Fire move (of any choice) / Roost

The idea is to easily get off an agility with Multiscale, then proceed to outspeed shit. Lefties should be obvious, and the EV spread is to maximise speed and damage, duh. Nature is preference, Jolly is to get max speed bonus from Agility while Adamant adds much needed power. The last slot is sort of preference, too: Roost if you want to be able to retain Multiscale or a fire move so you don't get walled by Skarmory. Spinsupport and non-damaging weather is a plus, though he doesn't care about Spikes so it's so-so (but still, who sets up Spikes and misses out on SR? ... Skarmory). You can't have SR on your side though, so that kinda sucks... luckily it isn't as popular as it was last gen. Overall, this set can get some amazing sweeps because Dragonite has great power, great STAB (at least one lol) and decent coverage. You could also opt for a special fire move in the last slot to get past Skarmory easier, but you'd have to change the nature.
 
Because this Dragonite can kill Scarfed Dragons after a boost, unlike DDNite where you boost once and switch out from a ScarfChomp or something.
 
also because Mence can DD as well, ad generally does it better. Thus the name of the set.

Looks good, though...just a few nitpicks...because I'm picky...

you're missing 6 EVs somewhere...I'd place 'em.

does 252Spe reach any specific number with Jolly/Adamant? If not, you could scale the Speed down a touch and opt to put the remaining EVs somewhere else, like HP or SpD...

I'd REALLY suggest actually putting "Fire Punch" or some other specific move in the last slot...looks like filler otherwise, rather than a viable option. Thunder might also be an interesting choice to hit Skarmory AND make a little rain abuse, though...
 
also because Mence can DD as well, ad generally does it better. Thus the name of the set.

Looks good, though...just a few nitpicks...because I'm picky...

you're missing 6 EVs somewhere...I'd place 'em.

does 252Spe reach any specific number with Jolly/Adamant? If not, you could scale the Speed down a touch and opt to put the remaining EVs somewhere else, like HP or SpD...

I'd REALLY suggest actually putting "Fire Punch" or some other specific move in the last slot...looks like filler otherwise, rather than a viable option. Thunder might also be an interesting choice to hit Skarmory AND make a little rain abuse, though...

The last moveslot really is just a filler. And yeah, I think with aroun 200-ish speed EVs it reaches 500 speed after an agility, which is exactly one point more than scarfchomp. When I saw that in the speed tiers it made me happy. You can put those remaining EVs into HP or whatever defense, even Sp.A is viable if you are usig thunder/fire blast in the last slot.
 
I could have sworn I posted in here before. Here's my favorite Tyranitar set (if you haven't seen it yet, I've been using it since October).

Tyranitar (M) @ Focus Sash
Trait: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Crunch
- Superpower
- Stone Edge
- Protect

This set works wonders for sand teams and just any team in general looking for a lure that stops boosting threats in their tracks. In the absence of entry hazards (which is actually quite high among a lot of teams, contrary to popular belief), Tyranitar can take out top boosting threats like Excadrill, Thundurus, Terrakion, and Volcarona. It can also stop Reuniclus a huge percent of the time, as CM Reuniclus is 2HKOed by Crunch even with 252/252+, while TR Reuniclus gets stalled out by Protect. Speaking of which, Protect is there over something like Stealth Rock to scout Choice users, stall out Trick Room turns, and rack up sand damage. The HP EVs look out of place on a Sashed set, but with the lack of anywhere else to really put them (maybe in SDef?) they get put there to help live through certain hits if SR breaks it's Sash.
 
Looks like a cool set Hawkstar, sashed 'mons are less common this gen so there is a good possibility that you can get a surprise KO. Crunch is pretty much Tar's signiture move and is essential, Superpower is essential imo for Terrakion switch-ins and gets great coverage with Crunch, I'm not convinced that Stone Edge is necessary since a miss could cost you the match and I would personally go for one of Tar's wall breaking moves in Ice Beam or Fire Blast. Protect in the last slot is cool and supports the team but there will be comparisons made of whether scouting is more beneficial than setting Stealth Rock. A support move such as Stealth Rock or Pursuit might be better imo and SR works with Focus Sash to ensure success but I guess it depends what suits your team.

I am posting a new set that I have been playing around with lately. I am probably not the first one to think of this set but I have never seen anyone use these moves or in the context I am using them so I'll give it a shot.

It was originally designed to operate in my Sun team in the place of a Chlorophyll sweeper (yes I am mad) and I was sceptical that it would work at all but it has been eye-openingly successful so far. I think most of it is down to the surprise factor and it will probably not be very effective once everyone knows about it but I wanna post it and let everyone have fun with it (and maybe make it better *wink wink* ;D)! So here it is:

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Raikou @ Life Orb
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Rash Nature (+SAtk, -SDef)
- Weather Ball
- Thunderbolt
- Calm Mind
- Hidden Power [Grass]/Aura Sphere/Hidden Power [Ice]/Shadow Ball/[Your favourite coverage move of choice to complement Weather Ball]

Weather Ball is the bread and butter of this set. In Sun, it is a boosted 100BP Fire attack; in Rain, a boosted 100BP Water attack; in Sand and Hail, a Rock and Ice attack respectively. Weather is common this gen and luckily Weather Ball has fantastic coverage with Thunderbolt no matter what the weather.

You may have noticed that in Sun and Rain, Weather Ball hits even harder than STAB Thunderbolt on neutral targets which demonstrates the awesome power that's available. Calm Mind is for boosting Raikou's SpAtk to crazy levels and helps him get crucial OHKOs on neutral targets such as Gliscor that would otherwise threaten him.

I have geared this set towards use on a Sun team so I have selected HP [Grass] so you are not walled by Quagsire and friends but the coverage option depends entirely on what weather you expect Raikou to operate in. In Rain he has trouble with Celebi and Ferrothorn so Shadow Ball or Aura Sphere is appreciated while in Sand and Hail Aura Sphere is prefered for excellent coverage. Note however that Raikou does not get a boost to Weather Ball in Sand or Hail so he loses out on a lot of OHKOs which is disappointing.

Raikou's nature also has to be Rash because Weather Ball is an event move which means he loses out on the fantastic 115 Speed tier, another blow to his sweeping potential :( However he still outspeeds max Base 100 Speed Pokemon so it's still a respectable speed stat that has proved more than usable. Used early/mid-game Raikou can be a powerful lure, destroying many of his switch-ins with a high powered Weather Ball and he still hits crushes things with Thunderbolt. Late-game is when Raikou can seriously clean up and after one Calm Mind he can destroy even slightly weakened teams no matter the weather. Now that Chomp is gone a huge road block has been lifted and I think Raikou has a lot more potential in this new round of OU!
 
The last moveslot really is just a filler. And yeah, I think with aroun 200-ish speed EVs it reaches 500 speed after an agility, which is exactly one point more than scarfchomp. When I saw that in the speed tiers it made me happy. You can put those remaining EVs into HP or whatever defense, even Sp.A is viable if you are usig thunder/fire blast in the last slot.

what you might want to see is how much to be 1 more than Excadrill after an Agility. That could easily be tailored with Aqua Tail/Ice Beam in the last slot and just piss ALL OVER sand once Skarm is gone.
 
Raikou looks pretty good: I'd consider a scarf and Aura Sphere, though, to attempt to trounce out Excadrill (if a scarf can't outspeed it, though...no dice).

I've been using Weather Ball on my Roserade recently with amazing results, so I'll vouch for its effectiveness.

on a semi-related note...anyone have any love for my Murkrow a page back?

Murkrow @ Eviolite
Calm, Prankster
248HP / 8Def / 252SpD
- Roost
- Featherdance
- Protect / Toxic
- Mirror Move / Night Shade

An absolute monster to take down, barring one good SE hit after a roost. I've used this in a few battles already (sans Night Shade) and it has lasted amazingly long amounts of time.

Roost and Featherdance are the coup de gras of this set. Priority Roost really needs no explanation, and Featherdance allows the EV spread to focus exclusively on the Special Defense aspect.

Protect lets you scout, but it can easily be replaced with Toxic, Taunt, Haze, or even Torment/Substitute in a pinch (as a combo with Slot4, obviously)

Last slot is primarily tech. I had good luck with Mirror Move, allowing me to copy my opponent's attacking moves after scouting out with a Protect, but if you're not using Protect, I'd advice against Mirror Move. Night Shade prevents you from being total taunt bait, but basically anything that could fit into slot3 could fit into slot4 (excepting Protect/Mirror Move, and Torment/Substitute, obviously).

Murkrow is best suited for a defensive team, and REQUIRES trap support. Toxic spikes is an absolute must, and a little burning would be nice too, in case of fliers/levitaters/steels/poisons, but it's not nearly as important as toxic spikes.
 
This is an edited version of a lead I used last gen to great avail.
Smeargle @ Focus Sash
Jolly, Technician
6 HP / 252 attack / 252 speed
- Endeavor
- Ice shard
- Spore
- Stealth Rock

Those of you familiar with the F.E.A.R. strategy are probably thinking that mamoswine does this particular technique better due to his immunity to hail and sandstorm. My reasoning for using smeargle is two-fold, one, any non-scarfed damaging weather starter cannot outspeed and taunt smeargle (leaving me free to use the traditional spore tactic), and two, anyone that doesn't taunt/use a sleep absorber isn't left with much options other than to attack. The fourth gen specific set I ran was.
Smeargle @ Focus Sash
Jolly, Technician
6 HP / 252 attack / 252 speed
- Endeavor
- Extreme speed
- Super Fang
- Stealth Rock

Stealth Rock is over spore because I was a complete idiot insofar as team building and move selection at the time but in reflection I believe everything else is solid. Against Azelf/Areodactyl leads who would taunt, sr, then attack, I could respond with super fang, super fang, extreme speed to kill Azelf and super fang, super fang, super fang, extreme speed to kill Areodactyl. Granted this technique allowed Areodactyl to get one shot in on me but from experience barring crits I never needed a sash to save me from being one-hitted by Areodactyl.
 
I'll be posting the majority of my RU team here lol

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Bauhauss (Probopass) (M) @ Red Card
Trait: Sturdy
EVs: 252 HP / 252 SDef
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Thunder Wave
- Pain Split
- Volt Switch

It's great and especially loves those set up leads like venemoth and gorebyss. It functions most commonly in 2 ways. On set up leads it just uses Twave and SR while they the opponent sets up. Then spam Twave even if they are paralyzed (you don't wanna switch in onsomething boosted so high) they attack, you live w/ sturdy, they get phazed out w/ red card and you Twave w/e comes in. Since it's slower now you can pain split up and get your glorious health back. Or you see a standard lead, yall both set up hazards, you Twave on their switch (or via redcard) and Painsplit or Voltswitch. I do like voltswitch on this set as it allows Pass to hit something and take a hit (if it hasn't used Twave) from something that someone else wouldn't like while STILL getting in the switch that turn. Obviously ground and fighting hurts a lot :/ But this thing was able to live a sandslash's EQ and painsplit. I may take out the HP EV's for better painsplitting potential, but I'm not sure yet.
 
This is an edited version of a lead I used last gen to great avail.
Smeargle @ Focus Sash
Jolly, Technician
6 HP / 252 attack / 252 speed
- Endeavor
- Ice shard
- Spore
- Stealth Rock

Those of you familiar with the F.E.A.R. strategy are probably thinking that mamoswine does this particular technique better due to his immunity to hail and sandstorm. My reasoning for using smeargle is two-fold, one, any non-scarfed damaging weather starter cannot outspeed and taunt smeargle (leaving me free to use the traditional spore tactic), and two, anyone that doesn't taunt/use a sleep absorber isn't left with much options other than to attack. The fourth gen specific set I ran was.
Smeargle @ Focus Sash
Jolly, Technician
6 HP / 252 attack / 252 speed
- Endeavor
- Extreme speed
- Super Fang
- Stealth Rock

Stealth Rock is over spore because I was a complete idiot insofar as team building and move selection at the time but in reflection I believe everything else is solid. Against Azelf/Areodactyl leads who would taunt, sr, then attack, I could respond with super fang, super fang, extreme speed to kill Azelf and super fang, super fang, super fang, extreme speed to kill Areodactyl. Granted this technique allowed Areodactyl to get one shot in on me but from experience barring crits I never needed a sash to save me from being one-hitted by Areodactyl.

why ice shard? ist not like ghost will give a flying crap about that.
 
Endeavor (despite being a normal type) hits ghosts.
I used extreme speed on the first set to get past azelf with full hp.
 
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