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

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Working on a new set:


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name: DoubleSeed
move1: Substitute
move2: Leech Seed / Focus Punch
move3: Spore / Focus Punch
move4: Worry Seed
item: Toxic Orb
ability: Poison Heal
nature: Jolly
evs: 12 HP / 244 Def / 252 Spe

The idea is to live forever; using a combination of leech seed & toxic orb recovery, a very possible outcome. But in reality, we just want to troll gliscor - since most gliscor are willing to switch in on breloom, thinking they can get away with their status immunity. Poison Heal doesn't actually negate toxic counter, so if it were removed say with worry seed, then... let's just say the opponent has something to be worried about!

It also conveniently removes magic guard, making reuniclus much easier to deal with. Focus Punch is used to escape taunt and beat grass-types etc. ev spread is tentative.

Interestingly, worry seed changes the foe's ability to insomnia, which immediately awakens sleeping pokemon. Too situational to be of use, but can be used to control which opponent is put to sleep.
 
Working on a new set:


286.png


name: DoubleSeed
move1: Substitute
move2: Leech Seed / Focus Punch
move3: Spore / Focus Punch
move4: Worry Seed
item: Toxic Orb
ability: Poison Heal
nature: Jolly
evs: 12 HP / 244 Def / 252 Spe

The idea is to live forever; using a combination of leech seed & toxic orb recovery, a very possible outcome. But in reality, we just want to troll gliscor - since most gliscor are willing to switch in on breloom, thinking they can get away with their status immunity. Poison Heal doesn't actually negate toxic counter, so if it were removed say with worry seed, then... let's just say the opponent has something to be worried about!

It also conveniently removes magic guard, making reuniclus much easier to deal with. Focus Punch is used to escape taunt and beat grass-types etc. ev spread is tentative.

Interestingly, worry seed changes the foe's ability to insomnia, which immediately awakens sleeping pokemon. Too situational to be of use, but can be used to control which opponent is put to sleep.

why would you use worry seed and spore on the same set. the only reason to use this is to fuck gliscor. anyway, here's a cool set I made, and shared with a few users and they have acheived positive results:

name: SHIFToed
move 1: Scald
move 2: Hydro Pump
move 3: Ice Beam
move 4: Focus Blast / Filler
item: Leftovers
ability: Drizzle
nature: Modest
evs: 40 HP / 248 SpA / 220 Spe
 
the politoed looks good, although focus blast has kinda low accuracy
weavile @ choice scarf
nature - jolly
252 atk - 252 spd - 4 sp.def
ice punch
night slash/pursuit
brick break
aerial ace

zoroark @ choice band/scarf
nature - jolly/timid
252 atk - 252 spd - 4 hp
night slash/pursuit
aerial ace
u-turn
shadow ball/flamethrower
 
and since aerodactyls ARE SASHED, a choice scarf weavile's ice punch+ ice punch= a choice band weavile's ice shard + ice shard. tm13 is right.
 
I just love the ninetales set I use, it is very unexpected but is adaptable and effective.

EVS: 188 HP, 64SpAtk, 252 Spe
Flamethrower
Protect
Disable
Toxic


The basic idea is to keep ninetales alive, while racking up damage on the opponent's team. This set is somewhat similar to disable gengar. Protect against an opponent and then disable their strongest move against you. Then Tales can toxic and stall with protect or attack with flamethrower. Tales' decent bulk allows him to take the weaker attacks, although I usually run a wish supporter (not for tales specifically but for more team support).
The EVs given, allow Ninetales to clean 2KO gliscor, who might otherwise just protect stall.
 
At the above set, I feel like ninetales doesn't have the bulk to run a disable set, though since it's speedy I think substitute instead of protect would work alright.

Reviving with a new set:

Well, it's not very creative, but I'm having fun with it.

Hitmonchan @ Leftovers
252 HP/252 Atk/4 Spe
Adamant / Iron Fist

Bulk Up
Drain Punch
Ice Punch
Thunderpunch/Mach Punch/Bullet Punch

Why this over conkeldurr or another fighting type? Because it can 1hko 252/184 Gliscor 100% of the time after a Bulk Up, no hazards necessary. It can also survive weaker psychic attacks and coverage moves from pokemon better than conk at the cost of physical bulk, which is fixed by Bulk Up. Drain Punch gives it great recovery, Ice Punch 1hko's Gliscor at +1, and Thunderpunch gives great coverage, KO'ing RestTalk Gyarados at +0 after SR and also allowing it to 2hko 252/252 Skarmory after SR. A priority move in the last slot might enable it to defeat weakened opponents, but its power is quite low. Keep away from burns, and he'll do just fine. He hates scald, so lum berry is a nice secondary option if you can keep the skies clear to let it better handle bulky water-types.
 
I've read a rmt that used Will-O-Wisp and Disable Ninetales, and he said it was successful in racking up damage on Ttar and Politoed. Ie, burn tar on the switch, Protect as it Stone Edge, Disable its Stone Edge and Ttar's Stone Edge fails - and Ttar already loses 18% of its health without touching Ninetales (37% if it doesn't have lefties).

But that Hitmonchan is really cool. Iron Fist makes all the difference - it may not have the bulk of a Conkeldurr, but it essentially has Conky's firepower plus Ice Punch. 2-shotting Skarm with Thunderpunch is also NASTY, but I may prefer Mach Punch to have a chance at revenge killing Excadrill and Terrakion.
 
Ninetales set sounds good because Tyranitar and Politoed usually only carry one coverage move.

Anyway I was thinking of a good set for Heatran. It's still Theorymon so it may or may not be good.

name: Flame Charge Heatran
move 1: Flame Charge
move 2: Fire Blast/Flamethrower
move 3: Hidden Power Grass
move 4: Dragon Pulse
item: Leftovers
ability: Flash Fire
nature: Timid
evs: 56 HP / 252 SpA / 200 Spe
 
^Not really original as flame charge heatran is used pretty often. It's been proven to work though. I don't know about leftovers in the item slot, as air balloon seems optimal for giving heatran the chance to use flame charge already.
 
Pokemon: Lopunny
Name: Lucky Foot
Move 1: Entrainment
Move 2: Baton Pass / Heal Bell
Move 3: Dizzy Punch
Move 4: Thunder Wave / Work Up
Item: choice of whatever your sweeper doesn't need
Ability: Klutz
Nature: Jolly (+Spe/-SpA)
EV's: 252 Spe/remaining in survivability

(If abilities don't reset on switches) This set would enjoy a safe entry from either a slow U-Turn / Volt Switch, then procede to annoy. Klutz + Entrainment takes away a lot from everything. Poison Heal and Magic Guard orb users now take residual damage. Breloom and Scizor loose Technician (but maybe breloom OHKO's.. haven't run any calcs yet since I don't want to start breeding for an idea that may not work as hoped). Levitate is gone, along with perma- weather. For my mono attack I picked Dizzy Punch for it's confusion status, albeit low activation. The move is there to not be taunt bait while causing further mayhem. And I realize I did leave a choicd item there, meant for incase you opt for switcheroo in lieu of another skill. The only exceptions I see for using switcheroo instead of entrainment is on walls and set-up sweepers.
 
Trick Room Attacker
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Metagross@Life Orb/Leftovers/Iron Ball/Air Balloon
252 Hp / 252 Atk/ 4 Def
Brave Nature (+Atk, -Spe)
Clear Body
~Trick Room
~Gyro Ball
~Hammer Arm
~Zen Headbutt/ Ice Punch/ Rock Slide/ Thunder Punch

Ok now this isnt for a trick room team. But for your Offensive or Hyper Offensive teams. Late Game when theres all these fast threats left in the game, you send Metagross in. He sets up trick room with his Speed Stat of 130(or 65 with Iron ball) and proceeds to clean up whatever your team hasnt destroyed already.
Gyro Ball his all positive base 100's for a base power of 65.. lame I know. But with a Hammer Arm drop it boosts to 95 which is getting better. 2 drops(or for the impatient "Iron ball" variant) is 126 base powered move! which is hitting harder than a Meteor Mash. (Although the attack boost is missed.)

The choice of Item should be between the listed items. Leftovers provides longetivity, which is great for Metagross with his fantastic defensive stats and typing. Life Orb provides a bigger punch a more power to his moves. Iron Ball makes Metagross Slower and goes ahead and powers up Gyro Ball. Air Balloon can make it easier for him to switch in.
The Last moves depends on who you wish to hit more. Zen Headbutt is a usable STAB that hurts Conkeldurr for a lot of damage, Ice Punch for Gliscor and Dragon types, Thunder Punch hits flyers and Bulky waters that resist Gyro Ball, and Rock Slide provides good coverage along Hammer Arm and can provide a lucky Flinch.

This set is simiar to the Bronzong and Dialga sets. But why use this over them? Well for one, Dialga is in the Ubers tier, and Bronzong doesnt provide the same attack force that Metagross offers.

Edit: Well... this is embarassing :( and sad. Metagross doesnt learn Trick Room like I thought...
 
I feel like it's better off using Meteor Mash with Agility than Gyro Ball with Trick Room. Using Trick Room means at least a few members of your team should be prepared with low Speed in my opinion, while Agility doesn't involve changing your team
 
Pelipper (M) @ Leftovers Trait: Rain Dish
EVs: 236 HP / 252 Atk / 20 Spd
Jolly Nature (+Spd, -SAtk)
- Air Slash
- Aqua Ring
- Substitute
- Protect


Any questions?
 
I feel like it's better off using Meteor Mash with Agility than Gyro Ball with Trick Room. Using Trick Room means at least a few members of your team should be prepared with low Speed in my opinion, while Agility doesn't involve changing your team
Yeah, actually even for a trick room team, Meteor Mash should be used over Gyro Ball unless Metagross is holding Iron Ball (or Power Item).

Like... Brave Metagross's minimum speed at level 100 is 130. Compare that to something decently fast that is hit super effective by steel, say Terrakion. Jolly Terrakion has max speed of 346, which means Gyro Ball's base power is only 66 compared to Meteor Mash's 100 or even Iron Head's 80, and Terrakion's decently fast already. Metagross really isn't slow enough to run Gyro Ball.
 
this isnt strictly original, (ppl used it before me) but it works great and it IS creative: sub gyarados.

the point is to beat rotom-w, which carries volt switch as the only electric move nowadays.

here is the set

gyarados @leftovers
trait: adamant
ability: moxie
152hp/252atk/104speed
-substitute
-dragon dance
-waterfall
-bounce

the speed evs allow it to outspeed timid scarf rotom-w after 2 dragon dances. the point is to sub on predicted statuses and if you predict a rotom-w switch. rotom's only option will be to volt switch Out of gyarados, letting it get a free dd. one u rack up some residual damage and moxie boosts (+3 is good) just OHKO rotom and sweep. best used in rain
 
this isnt strictly original, (ppl used it before me) but it works great and it IS creative: sub gyarados.

the point is to beat rotom-w, which carries volt switch as the only electric move nowadays.

here is the set

gyarados @leftovers
trait: adamant
ability: moxie
152hp/252atk/104speed
-substitute
-dragon dance
-waterfall
-bounce

the speed evs allow it to outspeed timid scarf rotom-w after 2 dragon dances. the point is to sub on predicted statuses and if you predict a rotom-w switch. rotom's only option will be to volt switch Out of gyarados, letting it get a free dd. one u rack up some residual damage and moxie boosts (+3 is good) just OHKO rotom and sweep. best used in rain

Sorry buddy, but Bounce ain't legal with Moxie. Seems interesting otherwise - maybe EQ for coverage instead? I use a similar set, did alright for me but ended up switching for some better synergy
 
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