but darmanitan isnt in zen mode at 56% health
hopefully theres no sand.....
Why are you even using Zen MOde if you're counting on Leftovers to get you out of it? Just use Sheer Force already. .__.
but darmanitan isnt in zen mode at 56% health
hopefully theres no sand.....
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 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.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.
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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.
Multi-Boosting Jirachi
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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!
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).^ 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 ^^'
First, using Probopass needs balls. Don't know if actually using something never used is the same as being creative.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.
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).
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.
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
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.
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.
Ooooh, I might just have to try this out but with boosting in mind, I think an Expert Belt would do more justice.Boosting Pedoph...ehhh...Sweeper
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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.
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