• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

Status
Not open for further replies.
I believe the point of Zen Mode was to use the higher bulk to survive the hit after the Belly Drum. Although it's extremely gimmicky, because you can only use Flare Blitz...once and then you have a useless special attacker with physical moveset.
 
How about this one? It made some 3 of my opponents ragequit and it might work pretty well with toxic spikes support.

Sazandora @ Leftovers Trait: Levitate
EVs: 236 HP / 96 Def / 176 SDef
Calm Nature (+SDef, -Atk)
- Substitute
- Protect
- Torment
- DragonBreath / Flamethrower

I tried a similar set based off the TormenTran but on Scrafty. It was completely dolob. Same goes for Hydregion, as it has a weakness to fighting and dragon.
 
Boosting Pedoph...ehhh...Sweeper

122.gif


Mr. Mime @ Life Orb
Ability: Technican
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 Def / 29 SpA / 30 SpD
Timid Nature
- Charge Beam
- Icy Wind
- Psychic
- Hidden Power Ghost / Hidden Power Fighting

There are quite some awesome new DW abilities out with the introduction of the Spooky Manor but all are overshadowed by the great Prankster Sableye and Magic Guard Alakazam. However, I decided to test around with some of them, and this thing actually turned out to be pretty fun to use.
With quite a number of moves, that are boosted by its new Technican ability, Mr. Mime actually can deal serious damage now. Charge Beam and Icy Wind not just offer BoltBeam coverage but also offer usable Base Powers (Charge Beam = 75BP, Icy Wind = 83BP). Additionally, their side effects help Mr. Mime to get off more and stronger hits. Psychic for STAB and best offensive option. On the last slot, Hidden Power with 59BP (Tech.Boosted: 89) is a great choice for additional coverage. Else, Magical Leaf (now BP 90) works nice to nail Gastrodon and its Water/Ground brethren.
 
Not the most creative set out there, but it's worked for me. Sorry if this has been posted before but I don't remember it being here.

Froslass_by_Frog_of_Rock.png

Pic by Frog of Rock

Subsplit Froslass:
Froslass @ Leftovers
Ability: Snow Cloak
EVs: 220 HP / 36 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Substitute
- Pain Split / Shadow Ball
- Blizzard / Ice Beam
- Spikes

Very, VERY trollish in Hail. Spams subs, fishing for a miss, and then Spikes or Blizzard. Heals up nicely against Chansey and Blissey. I'm currently using her on an OU hail team, and she's doing great. In fact, if the opponent doesn't have a Machamp sitting around, it's very easy for her to set up 3 layers of Spikes and then soften the enemy team with Blizzard. The EVs let her reach both a sub and a Leftovers number, although I'm not sure if this is the best idea.
I recommend to put 4 more EV in HP. One point missing in SAtk won't hurt, but an odd number of HP actually let us sub more than usual for more hax.
 
^^
Also T-Wave should be considered since now that exca is banned you either paralyse or kill almost every switch in, that also lets you increase your defenses a lot considering you won't have to worry that much about speed (you can ressist scald/earth power from gastrodon with the sub still up), this gives you a 40% chance of missing instead of the 20% and provides paralyse support (so you can sweep late game with a CB mamo or something like that)
 
I used something similar to the Mr. Mime set a couple posts up. I used Sub over Hidden Power. Anyways I have a Raikou set.

Raikou @ Leftovers
Trait: Pressure
Nature: Calm
EVs: 248 HP | 224 Def | 38 SpD
Moveset:
-Rest
-Sleep Talk
-Roar
-Calm Mind/Thunder/Thunderbolt/T-Wave

You know what it is Yellow and more yellow. The set is pretty simple, use RestTalk to remove that negative priority on Roar to continue racking up hazard damage that we love to much. I'm having a hard time choosing between Calm Mind to boost my survivability on the special, having a monoattacking set or being a Parashuffler for the lulz. EVs just for bulk.
 
Gimmicky Leopardas set, dunno if it's been posted before, but W/E
leoparda @ lefotvers
Praknster
Jolly, w/e ev's you want.
Swagger
Substitute
Thunder Wave
Foul Play

Swagger to get the parafusion, also boost's opponents attack to make foul play more powerful
 
Murkrow seriously does that better imo, as it's actually released and gets Roost. On the bright side, Leopard does have higher speed.
Anyways.

Terrakion @ Leftovers
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Nature: Jolly / Hasty
- Substitute
- Close Combat
- Stone Edge
- Taunt / Hidden Power Ice

I've been messing around with a Substitute Terrakion and it actually seems pretty solid. With Sandstorm support, Timid Rotom-W doesn't always break your sub with Volt Switch (4 HP / 56 SpD makes Timid fail to break all of the time). Close Combat 2hkoes Scizor and Rotom-W, Stone Edge 2hkoes Landorus. Taunt allows you to beat Skarmory one-on-one as you'll be 3-4HKOing with CC/Stone Edge; but it can't Roost.

Substitute Terrakion was always kind of meh with Gliscor around but if you run Hasty and Hidden Power Ice you can set up a sub and 2HKO it.
Excadrill usage going down, however, makes this set quite a bit better -- Terrakion 2HKOes a lot of its checks and this set gives you insurance and eases prediction as well. Since Terrakion is so ridiculously priority weak it definitely appreciates Substitute, also having the added benefit of allowing it to beat Will-o-Wispers such as the odd Dusclops and shield against random Toxics as well.

Again, Sandstorm support is highly recommended to allow Terrakion to have a decent amount of special bulk.
 
Aerodactyl @ Leftovers
Trait: Pressure
EVs: 208 HP / 68 SDef / 232 Spd
Timid Nature (+Spd, -Atk)
- Rest
- Sleep Talk
- Roar
- Whirlwind

Ha, every team with a lot of entry hazards may love this guy. Sleep Talk circumvents the low priority of Roar and Whirlwind, making Aerodactyl the fastest phazer in this meta. The speed is enough to outspeed Dragonite even after a Dragon Dance (252 Spd, Jolly or Timid); you don't need to competete with Jolteon, so that's enough for now. It's recommend to use him in sand storm, as its special defence will be lift to solid 304.
Overall there are only five Pokemon besides Aerodactyl to have that moveset: Tropius, Skarmory and Drapion, Ho-Oh and Lugia in uber. Aerodactyl is not only one of the fastest Pokemon, but the only fast one from those; Skarmory has better options (Roost).
 
^ Looks great, but is completely destroyed by Taunt, and thanks to rest i don't think there's much of a need for the additional lefties recovery.

Also, i'm new here ^^'

Not sure if this is really creative but...

Probopass w/ Magnet Pull
@Air Baloon/Lefties
Nature: Timid
EVs 84 HP/120 Def/224 Sp.Atk/80 Sp.Def
- Substitute / Stealth Rock / Magnet Rise
- Earth Power
- Power Gem
- HP Fire

This completely RAPES steel types, especially Scizor, and also works as a nice wall overall. Sub to make Probo last longer, or Stealth Rock to help the team. Earth Power is for coverage, Power Gem is for STAB and to kill flying-types, HP Fire is to kill other steels. Air Baloon to survive oncoming Ground-type moves or Lefties for healing. If using Lefties, Magnet Rise can be used on the first slot.
 
Multi-Boosting Jirachi
jirachi_black_white_by_generalcirno-d33qlc3.gif

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Wish
- Cosmic Power
- Charge Beam
- Flash Cannon / Psychic / Psyshock

I run the same set except with the EVs in its defences and a Calm nature. This thing is amazing as long as the foe doesn't phase you out (Ingrain from Smeargle is very useful here) or boosts faster than you. Raise your defences to high levels with Cosmic Power as you heal with Wish. Charge Beam boosts your special attack and works for coverage. The last slot goes to the STAB move of your preference. It's gimmicky but so good if used correctly. Pray for a Stored Power tutor next game! I know, it's the exact same set Silgliph runs!

Magnezone will ruin your fun. You should consider u-turn as an option so he doesn't become setup fodder.
 
^ Looks great, but is completely destroyed by Taunt, and thanks to rest i don't think there's much of a need for the additional lefties recovery.

Also, i'm new here ^^'
Welcome to Smogon; it may be, that that Aerodactyl is weak to Taunt, but look: Who the hell taunt Aerodactyl? Even if they would get the idea, you basicly need Prankster in order to keep up with its speed (or a max speed Crobat or Aerodactyl, who are rare).

Not sure if this is really creative but...

Probopass w/ Magnet Pull
@Air Baloon/Lefties
Nature: Timid
EVs 84 HP/120 Def/224 Sp.Atk/80 Sp.Def
- Substitute / Stealth Rock / Magnet Rise
- Earth Power
- Power Gem
- HP Fire

This completely RAPES steel types, especially Scizor, and also works as a nice wall overall. Sub to make Probo last longer, or Stealth Rock to help the team. Earth Power is for coverage, Power Gem is for STAB and to kill flying-types, HP Fire is to kill other steels. Air Baloon to survive oncoming Ground-type moves or Lefties for healing. If using Lefties, Magnet Rise can be used on the first slot.
First, using Probopass needs balls. Don't know if actually using something never used is the same as being creative.
Actually, Scizors don't have much problem dealing with it. Your Probopass has 127 speed, Scizors has 166, so it can U-Turn out easily. Besides, Scizors can run Superpower, with does 175.9% - 207.1% to it.
 
Magnezone @ Leftovers/Chesto Berry
Ability: Magnet Pull
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature (+SpD, -Atk)
- Psych Up
- Substitute
- Rest/HP fire/HP ice
- Charge beam/Thunderbolt/Flash Cannon

The purpose of this set is simple. Use calm mind jirachi as setup fodder. With magnet pull, jirachi can do nothing but watch you set up in his face. Now, you might ask why this set uses psych up. The reason is simple. Magnezone can easily beat jirachi one on one. However, after jirachi dies he could be quite vulnerable to attacks. Using psych up alongside jirachi gives you a little extra bulk against whatever comes in next (which may very well be a special attacker). Magnezone resists all the moves jirachi commonly carries in the Sub-CM and wish CM set (except water pulse). I admit this is a gimmick set, as there are very few pokemon magnezone can freely set up on. But, if you know your opponent is using jirachi or a bulky pokemon with calm mind, this set can work quite well for you. Substitute makes you even harder to take down, and it's a fine choice since magnezone has few offensive moves anyways. Rest can be used with a chesto berry to get you back to full health after you're finished boosting, but you lose HP fire and continuous recovery. For the final move, it's really your personal preference. Charge beam is used if jirachi prefers to die instead of giving you free boosts. Be careful when you use psych up, because once your opponent knows you have it jirachi will most likely stop using calm mind. Thunderbolt is an option if you'd like more power. HP ice is also an option for dealing with dragons and ground types, such as gliscor. Finally, flash cannon is an option if tyranitar is an issue.
 
Welcome to Smogon; it may be, that that Aerodactyl is weak to Taunt, but look: Who the hell taunt Aerodactyl? Even if they would get the idea, you basicly need Prankster in order to keep up with its speed (or a max speed Crobat or Aerodactyl, who are rare).

I tought Prankster/Whimsicott was common?

First, using Probopass needs balls. Don't know if actually using something never used is the same as being creative.
Actually, Scizors don't have much problem dealing with it. Your Probopass has 127 speed, Scizors has 166, so it can U-Turn out easily. Besides, Scizors can run Superpower, with does 175.9% - 207.1% to it.

Great, i completely forgot about U-turn Scizors, either way i tought Probo was bulkier than that? Or are Scizors THAT strong? Now i can only expect the worst from Scizor. I also think this set is giving me bad luck or something? This dude wasn't much useful compared to my team's other walls.
I only did this because i REALLY wanted to try out Probopass, also, i knew this was going to be kinda uncreative, this set is very similiar to the Magnezone steel trapper set IMO.
Also, my main idea for this set now is switching into something that Probo can wall (Jolteon? Not sure), setup Sub and wall.
I think this set is better on lower tiers, tough there seem to be few steel types i think.
Remember, i'm new to the competitive scene so even the EVs must suck.
 
Heatran.png

Heatran (M) @ Air Balloon / Life Orb
Trait: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flame Charge
- Earthquake
- Iron Head
- Stone Edge / Fire Fang
This set breaks the standard OU, and it works really well on my team. Flame Charge get Heatran into a +1 on Speed, Earthquake have a well coverage with Iron Head, that hits hard with STAB. Stone Edge is just a filler, and Fire Fang have STAB but isnt that great, so Stone Edge is better. Life Orb is a better choice if you want to attack and only attack, and Air Balloon cover the Ground
 
Heatran (M) @ Air Balloon / Life Orb
Trait: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flame Charge
- Earthquake
- Iron Head
- Stone Edge / Fire Fang
This set breaks the standard OU, and it works really well on my team. Flame Charge get Heatran into a +1 on Speed, Earthquake have a well coverage with Iron Head, that hits hard with STAB. Stone Edge is just a filler, and Fire Fang have STAB but isnt that great, so Stone Edge is better. Life Orb is a better choice if you want to attack and only attack, and Air Balloon cover the Ground

I don't see how you can say this "breaks" OU: you cannot touch the most common physical walls. In addition, you are easily revenged by potent Scarfers like Terrakion and Landorus. Oh, and Rotom-W comes in for free on all of your moves. 90 base Attack is really pitiful for OU.
 
Magnezone @ Leftovers/Chesto Berry
Ability: Magnet Pull
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature (+SpD, -Atk)
- Psych Up
- Substitute
- Rest/HP fire/HP ice
- Charge beam/Thunderbolt/Flash Cannon

The purpose of this set is simple. Use calm mind jirachi as setup fodder. With magnet pull, jirachi can do nothing but watch you set up in his face. Now, you might ask why this set uses psych up. The reason is simple. Magnezone can easily beat jirachi one on one. However, after jirachi dies he could be quite vulnerable to attacks. Using psych up alongside jirachi gives you a little extra bulk against whatever comes in next (which may very well be a special attacker). Magnezone resists all the moves jirachi commonly carries in the Sub-CM and wish CM set (except water pulse). I admit this is a gimmick set, as there are very few pokemon magnezone can freely set up on. But, if you know your opponent is using jirachi or a bulky pokemon with calm mind, this set can work quite well for you. Substitute makes you even harder to take down, and it's a fine choice since magnezone has few offensive moves anyways. Rest can be used with a chesto berry to get you back to full health after you're finished boosting, but you lose HP fire and continuous recovery. For the final move, it's really your personal preference. Charge beam is used if jirachi prefers to die instead of giving you free boosts. Be careful when you use psych up, because once your opponent knows you have it jirachi will most likely stop using calm mind. Thunderbolt is an option if you'd like more power. HP ice is also an option for dealing with dragons and ground types, such as gliscor. Finally, flash cannon is an option if tyranitar is an issue.

May I recommend running 252Def with a Bold nature? Since you are using psych up to copy the SpD raises, you should ideally have the best possible defense. You wouldn't want a strong physical attacker to switch in right after and ruin your fun. While you may be giving up a sky-high special defense stat, I believe that it is worth it to max out your defense here.
In the case of CroCune, for example, (just picking a random CM user here) you would max out defense to gain more survivability, since you are boosting your SpD anyways.
 
You could probably use that Magnezone set with max SpA and no SpD investment even, to make it still somewhat useful in the event that your opponent doesn't have a CM Jirachi. That way you could still come in on Ferrothorn, remove it, and land a heavy hit on whoever is sent in to break your sub.
 
You could probably use that Magnezone set with max SpA and no SpD investment even, to make it still somewhat useful in the event that your opponent doesn't have a CM Jirachi. That way you could still come in on Ferrothorn, remove it, and land a heavy hit on whoever is sent in to break your sub.

Are you recommending that I use a bold nature or a calm nature??
 
Boosting Pedoph...ehhh...Sweeper

122.gif


Mr. Mime @ Life Orb
Ability: Technican
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 Def / 29 SpA / 30 SpD
Timid Nature
- Charge Beam
- Icy Wind
- Psychic
- Hidden Power Ghost / Hidden Power Fighting

There are quite some awesome new DW abilities out with the introduction of the Spooky Manor but all are overshadowed by the great Prankster Sableye and Magic Guard Alakazam. However, I decided to test around with some of them, and this thing actually turned out to be pretty fun to use.
With quite a number of moves, that are boosted by its new Technican ability, Mr. Mime actually can deal serious damage now. Charge Beam and Icy Wind not just offer BoltBeam coverage but also offer usable Base Powers (Charge Beam = 75BP, Icy Wind = 83BP). Additionally, their side effects help Mr. Mime to get off more and stronger hits. Psychic for STAB and best offensive option. On the last slot, Hidden Power with 59BP (Tech.Boosted: 89) is a great choice for additional coverage. Else, Magical Leaf (now BP 90) works nice to nail Gastrodon and its Water/Ground brethren.
Ooooh, I might just have to try this out but with boosting in mind, I think an Expert Belt would do more justice.
 
How about this then to counter weather:

Starmie @ Water Gem/Life Orb
not sure about EVs, enough to outspeed Tyranitar/Nintales, rest in sp att
Modest
Hail
Hydro Pump
Thunder
Rapid Spin

This may look a little strange, but hear me out. This thing is a way to change weather, and then KO the auto weather inducers. Here are some calcs, all assuming Modest 252 Sp Att:

Water Gem boosted Hydro Pump does 83.3-98.5% to 252 Sp def tyranitar in the sand. Easy 2HKO, and 55% chance to KO with Rocks

Water Gem boosted Hydro Pump does 67.9-79.8 to +ve nature 252 sp def Nintales in the sun, with rocks up that's an 80% chance to KO, easy 2HKO.

Thunder (100% accurate in rain when Poli comes in) does 44.8-53.1% damage to a 252 HP/252 Sp def +ve nature (not sure if that build is even used), 26% chance to OHKO, easy 2HKO with rocks up.

Hippowdon is murdered by Water Gem Hydro Pump

Life Orb is essentially 2HKOs all round, definite with Rocks up.

The basic strategy is to set up Hail, and this then prompts the opponent to bring in their weather inducer. Nail them on the switch with the appropriate move, and once dead Hail again. Rapid Spin for an extra utility, but Recover could be an option for longevity. Perhaps Trick to be extra annoying (with Water Gem).

This requires prediction to say the least, and Stealth Rock on the opposing side is mightily useful. Pretty much a mon to just KO weather inducers, let Hail run its 5 turns and then proceed in a weatherless fashion. Possibly won't affect Hyper Offense all too much, but Stall will certainly be affected, based on the principal of stall being entry hazards/shuffling (Rapid Spin hazards away, no SS damage), wall health boosts (Dry Skin in rain, Hydration, Rock type Sp Def [not really applicable], Harvest in sun [same]). Sweepers will be less threatening, since Chlorophyll users will lose Speed, Same with SwSw and Sand Rush (again, not really applicable).

the main problem is when to switch Starmie in. against sweepers, there will definitely be issues, as it is too frail to stand up to repeated STAB attacks, by mons that outspeed it. But versus stall? Fair game.

I'm going to test this out when I have the time, but for now, you guys go ahead.
 
Ooooh, I might just have to try this out but with boosting in mind, I think an Expert Belt would do more justice.

I've been using that set recently, and LO is a better option. 10% more power ands gives a power boost even on non-super effective moves. This set functions alright in the lower teirs, but Mime Jr. in LC is a better abuser of the set IMO.
Now, to a personal favourite set. I didnt make this, my good friend Bestow5000 did, full credit to him
Starmie @ Leftovers/Lum Berry
Natural Cure
Timid
252 HP 252 Spe 4 SpA
Thunder Wave
Confuse Ray
Recover
Surf
 
Now, to a personal favourite set. I didnt make this, my good friend Bestow5000 did, full credit to him
Starmie @ Leftovers/Lum Berry
Natural Cure
Timid
252 HP 252 Spe 4 SpA
Thunder Wave
Confuse Ray
Recover
Surf

Man, I'm a huge fan of parafusion strategy and Starmie can do this pretty nice with its useful resistances and decent bulkiness, but even though Thundurus and Excadrill ban definately helps it, uprising Gastrodon walls this set totally.. Also, any poke that doesn't care about speed all too much, can switch in easily, especially Ferrothorn, Rotom-W, and in some way even Politoed. A second attacking move over Recover might come in handy in some situations, but the loss of it kinda hurts as well.. Typical 4slot syndrome situation, something's missing to work 'better' but you can't drop anything.
 
The Ultimate Weather Stopper:

423.png
@ Leftovers
Ability: Storm Drain
EVs: 240 HP / 16 Atk / 252 SDef
Sassy / Calm Nature
- Earthquake / Earth Power
- Ice Beam / Blizzard / Scald / Surf
- Hail
- Recover

This is awesomeness. The opposing team won't see a weather inducer so when you kill their's, send this bad boy out and trololol all over them. 240 HP ev's cause then it matches its pokedex number :D
 
Status
Not open for further replies.
Back
Top