Resource Creative and Underrated Sets: ORAS Edition (NO SHITTY GIMMICKS, Read Post #419)

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Lord Wallace

Hentai Connoiseur
is a Tiering Contributor Alumnus

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 Atk / 4 Def / 212 Spe
Adamant Nature
- Ice Punch / Poison Jab
- ThunderPunch / Poison Jab
- Superpower / Drain Punch
- Mach Punch

Quoting straight from my post on the viability thread:
"The reason AV Conk often times falls flat is because it's moves have such low base power and it's excellent 140 Atk isn't being supported by any further boosts, making it pretty underwhelming. This set, on the other hand, makes Conkeldurr a cool supporting attacker, paving the way for other physical sweepers like Excadrill, Talonflame, Metagross, Altaria, and Zard-X by luring in their common checks. It's also doing more damage with Mach Punch to RK threats, particularly Lopunny and Excadrill, who are often a pain in offense's ass."

Sheer Force Conk beats a lot of defensive Pokemon that would otherwise be solid switch ins to the AV set, making it an excellent and unexpected lure.

Here's the calcs:
252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Slowbro: 218-257 (55.3 - 65.2%) -- guaranteed 2HKO
252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 144+ Def Hippowdon: 226-268 (53.8 - 63.8%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Life Orb Sheer Force Conkeldurr Poison Jab vs. 252 HP / 252+ Def Clefable: 302-356 (76.6 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 160 Def Clefable: 172-203 (43.6 - 51.5%) -- guaranteed 3HKO after Leftovers recovery
-1 252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 252+ Def Landorus-T: 333-395 (87.1 - 103.4%) -- 18.8% chance to OHKO
252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Skarmory: 185-218 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
-1 252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 88 HP / 4 Def Gyarados: 520-614 (147.3 - 173.9%) -- guaranteed OHKO
252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 252+ Def Chesnaught: 203-239 (53.4 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Sheer Force Conkeldurr Thunder Punch vs. 252 HP / 252+ Def Suicune: 211-250 (52.2 - 61.8%) -- 97.7% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 64 HP / 0 Def Mega Altaria: 296-351 (96.4 - 114.3%) -- 81.3% chance to OHKO
252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 248 HP / 136+ Def Mandibuzz: 250-294 (59.1 - 69.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Conkeldurr Superpower vs. 248 HP / 216+ Def Rotom-W: 208-247 (68.6 - 81.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Conkeldurr Superpower vs. 252 HP / 88+ Def Ferrothorn: 398-471 (113 - 133.8%) -- guaranteed OHKO
252+ Atk Life Orb Conkeldurr Superpower vs. 0 HP / 4 Def Keldeo: 321-380 (99.3 - 117.6%) -- 93.8% chance to OHKO
252+ Atk Life Orb Conkeldurr Mach Punch vs. 0 HP / 4 Def Mega Lopunny: 211-250 (77.8 - 92.2%) -- guaranteed 2HKO
252+ Atk Life Orb Conkeldurr Mach Punch vs. 0 HP / 4 Def Excadrill: 299-354 (82.8 - 98%) -- guaranteed 2HKO


The EVs are meant to outspeed Defensive Skarm but if that isn't a concern you can bring it down to just 128 Speed EVs for Clefable, 84 Spe Azu, and other base 60's, and invest the rest in HP.
 
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mmmmmmmm (Latias) (F) @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Charm
- Calm Mind
- Recover
- Stored Power

ok so maybe this is a bit of a gimmick but it's funny as hell when it works out

thought of this a while back and it's something i've been messing about with tonight. lets you set up on shit like lopunny conk azu (no cb) and mega meta with 100% ease. i prefer running 192+ to outspeed lead chomper because getting +2 and being able to ohko chomp but being outsped and having your sweep stopped sucks. you can run as much or as little speed as you want (but don't run min obviously). the opposing player can obviously switch out but that equals 1 or 2 of three things; rocks/spikes damage on the incoming pokemon, a free cm, or a free recover.

will post replays within the coming day or two, seeing as the server is down as i'm writing this post.

edit: my evs are probably completely wrong as far as maximising physical bulk goes but i'm too lazy to make a better spread.
 
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toshimelonhead

Honey Badger don't care.
is a Tiering Contributor

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 32 Def / 224 Spe
Impish Nature
- Drain Punch
- Wood Hammer
- Endeavor
- Spikes

Endeavor is a fun move to use on Chesnaught, especially for taking down walls. Since this set wears down quickly with Wood Hammer, Chesnaught quickly gets into range to spam Endeavor on mons like Venusaur and Clefable. With enough offensive pressure, these walls won't be able to recover back and are much easier to handle. Pairs well with priority and revenge killers such as CB Azumarill.

http://replay.pokemonshowdown.com/smogtours-ou-47241
 

Snou

the grand master of all the things bad!
is a Tutor Alumnusis a Top Tiering Contributor Alumnusis a Past SCL Champion

Rapunzel (Tyrantrum) (F) @ Life Orb/Lum Berry
Trait: Rock Head
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake/ Fire Fang
- Head Smash
- Dragon Dance

Rawr Rawr it's a dinosaur here and it's gonna smash the head on u. How cute is this friendly n cute dinosaur *_* we can see its sweet teeth, its cute nose and its fresh breath clearly. This little saur is one of the strongest stab user in all the game. I wanted to try this thing since its release in XY. Head Smash had an abnormal power but its recoil guys, its recoil. With the release of new abilities, everyone focused his attention on Serperior. Everyone forgot about this sweet n lonely mon :( And now it's really angry with all of u! Also SKARMORY, considered as one of the bulkiest pokèmon ever made, has to bow at this. Look at calcs!

♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 252 HP / 252+ Def Skarmory: 285-335 (85.3 - 100.2%) -- 6.3% chance to OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 252 HP / 56+ Def Gliscor: 356-421 (100.5 - 118.9%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 248 HP / 216+ Def Rotom-W: 352-417 (116.1 - 137.6%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 248 HP / 0 Def Heatran: 473-559 (122.8 - 145.1%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 248 HP / 0+ Def Mega Scizor: 341-402 (99.4 - 117.2%) -- 93.8% chance to OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Earthquake vs. 0 HP / 0- Def Mega Metagross: 348-411 (115.6 - 136.5%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Dragon Claw vs. 0 HP / 0 Def Keldeo: 290-343 (89.7 - 106.1%) -- 37.5% chance to OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 390-463 (110.7 - 131.5%) -- guaranteed OHKO

Replay: http://replay.pokemonshowdown.com/ou-225011426
 
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Rapunzel (Tyrantrum) (F) @ Life Orb/Lum Berry
Trait: Rock Head
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake/ Fire Fang
- Head Smash
- Dragon Dance

Rawr Rawr it's a dinosaur here and it's gonna smash the head on u. How cute is this friendly n cute dinosaur *_* we can see its sweet teeth, its cute nose and its fresh breath clearly. This little saur is one of the strongest stab user in all the game. I wanted to try this thing since its release in XY. Head Smash had an abnormal power but its recoil guys, its recoil. With the release of new abilities, everyone focused his attention on Serperior. Everyone forgot about this sweet n lonely mon :( And now it's really angry with all of u! Also SKARMORY, considered as one of the bulkiest pokèmon ever made, has to bow at this. Look at calcs!

♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 252 HP / 252+ Def Skarmory: 285-335 (85.3 - 100.2%) -- 6.3% chance to OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 252 HP / 56+ Def Gliscor: 356-421 (100.5 - 118.9%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 248 HP / 216+ Def Rotom-W: 352-417 (116.1 - 137.6%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 248 HP / 0 Def Heatran: 473-559 (122.8 - 145.1%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Head Smash vs. 248 HP / 0+ Def Mega Scizor: 341-402 (99.4 - 117.2%) -- 93.8% chance to OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Earthquake vs. 0 HP / 0- Def Mega Metagross: 348-411 (115.6 - 136.5%) -- guaranteed OHKO
♥ +1 252+ Atk Life Orb Tyrantrum Dragon Claw vs. 0 HP / 0 Def Keldeo: 290-343 (89.7 - 106.1%) -- 37.5% chance to OHKO
♥ +1 252+ Atk Life Orb Strong Jaw Tyrantrum Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 582-686 (165.3 - 194.8%) -- guaranteed OHKO

Replay: http://replay.pokemonshowdown.com/ou-225011426

Slight nitpick that calc has Strong Jaw against ferro (though i cant imagine it wont OHKO either way its pretty good, the only thing I don't like about trum is that its so slow in base that it fails to outspeed things at plus one, like mega lopunny and such, which is problematic for a dance sweeper. But this thing is a beast for sure .
 
I would say that as long as you're using it as a Dragon Dance sweeper, Jolly is preferable to Adamant. With its low base, it needs all the speed it can get -- I need to check the speed tiers, but even at +1 it's a very crowded range. +1 Life Orb gives it more than enough power to muscle through pretty much anything, anyway.

EDIT: Yeah, Jolly all the way. At 252+ +1, it outspeeds Adamant Mega Lopunny (!!!), +1 neutral Gyarados and Mega, Jolly Weavile, +1 neutral Mega Altaria and Dragonite, and assorted threats like positive Alakazam, Starmie, Raikou and Mega Houndoom. There's plenty that can revenge it still, but I can see it doing a lot of damage mid-to-late game.
 

Snou

the grand master of all the things bad!
is a Tutor Alumnusis a Top Tiering Contributor Alumnusis a Past SCL Champion
Slight nitpick that calc has Strong Jaw against ferro (though i cant imagine it wont OHKO either way its pretty good, the only thing I don't like about trum is that its so slow in base that it fails to outspeed things at plus one, like mega lopunny and such, which is problematic for a dance sweeper. But this thing is a beast for sure .
Dam i forgot to change the trait on calculator!
 

Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
- Dragon Pulse
- Earthquake / Psyshock
- Psycho Shift
- Roost


One of the best things about Mega Latias is that it's pretty much the best counter to Landorus-I that OU has to offer. Better yet, Latias has the luxury of walling Landorus-I with a fully physically defensive set that also walls a crap ton of other things while shrugging off its weakness to Knock Off. Mega Latias is sort of a mixed bag when it comes to utility and opportunity cost, but its raw stats allow bulky sets to pose a threat to most of the tier without offensive investment. The traditional CM set, however, is kinda bad because of its poor mono-attacking options, susceptibility to status and need for heavy team support. Considering non-CM sets also hate getting paralyzed or worn down by status, self-curing moves are a viable option to increase Lati's longevity. Rest and Refresh are too passive, whereas Psycho Shift is an excellent option for a more aggressive means of curing status. This allows Latias to switch into Scalds among other things without fear of getting permanently crippled. Also transferring burns/paralysis to opponents is always fun.

Def Lati has excellent type synergy with with most steel types. It covers steel's weaknesses to fire/ground/fighting, whereas steel covers Lati's weaknesses to ice/dragon/fairy/bug.

replays coming
 
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Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
- Dragon Pulse
- Earthquake / Psyshock
- Psycho Shift
- Roost


One of the best things about Mega Latias is that it's pretty much the best counter to Landorus-I that OU has to offer. Better yet, Latias has the luxury of walling Landorus-I with a fully physically defensive set that also walls a crap ton of other things while shrugging off its weakness to Knock Off. Mega Latias is sort of a mixed bag when it comes to utility and opportunity cost, but its raw stats allow bulky sets to pose a threat to most of the tier without offensive investment. The traditional CM set, however, is kinda bad because of its poor mono-attacking options, susceptibility to status and need for heavy team support. Considering non-CM sets also hate getting paralyzed or worn down by status, self-curing moves are a viable option to increase Lati's longevity. Rest and Refresh are too passive, whereas Psycho Shift is an excellent option for a more aggressive means of curing status. This allows Latias to switch into Scalds among other things without fear of getting permanently crippled. And transferring burns/paralysis to opponents is always a fun.

Def Lati has excellent type synergy with with most steel types. It covers steel's weaknesses to fire/ground/fighting, whereas steel covers Lati's weaknesses to ice/dragon/fairy/bug.

replays coming
What benchmark does 28 Spe achieve? And how is it better than the analysis's 248 HP / 84 Def / 176 Spe?
 

napty

Banned deucer.

Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Substitute
- Drain Punch
- Seed Bomb / Earthquake / Whatever you want

At first glance, this set is shit. But I really wanted to test it out just because I've never used Chesnaught this way before, and I actually got really surprised. This works better than I thought.

  • How do I use this Chesnaught?
There are plenty of opportunities for Chesnaught to get up a Sub and a Belly Drum. You can either force a switch, which is pretty easy: Tyranitar, Excadrill, Breloom, Psychicless Celebi, Rotom-Wash, or Landorus-T are not going to stay in when there is a Chesnaught on the field. You can also get up your boost against HPFireless Venusaur, or even Ferrothorn. Ironically, Ferrothorn likes to come in against Chesnaught (probably to avoid Leech Seed and then pivot to something else), and Bulletproof prevents Gyroball so this shit is completely setup bait!

Although the likes of Gliscor and Bisharp are supposed to switch out, they often don't the former usually taunt you and the second is often fishing for a flinch (yet you are faster than Adamant Bisharps). Max Speed Chesnaught outspeeds the regular sp.def Gliscor (it reaches 244, while Chesnaught reaches 249). Against it, you can either get up a Belly Drum straight, or you can just Sub and spam Seed Bomb waiting the Taunt ends. Neither Knock Off or Earthquake is going to break the Sub in 1 hit (2 Earthquakes are needed, 3 Knock Off are needed. There's a decent chance that the combination of Knock Off and Earthquake doesn't break the Sub neither).

Once you have used Belly Drum and Substitute, you get the boost from the Salac Berry and you can proceed to sweep the opposing team. Drain Punch lets you recover your health, Seed Bomb is STAB and hits really hard.

  • Why should I use it in my team?
This Chesnaught is good on offensive teams and balanced team. It provides at the same time a strong win condition and a check or a counter to a bunch of threats.

If your team meets problems with the likes of Ferrothorn, Rotom-Wash, Landorus-T, Sand Offense, SubToxic Aegislash, Bisharp, Gliscor, Mega Gyarados, Breloom, Crawdaunt, and more, Chesnaught is the way to go. Tired of seeing Landorus-T locking himself into Earthquake while you can't even take advantage of this? Use Chesnaught. Rotom-Wash screws your team over? Pull a double to Chesnaught and get up a Sub. You finally want to see an offensive grass-type not named Breloom? Here it is.

Ferrothorn is the threat you are going to set up against the majority of the time.

  • What does its spread let it do?
12 HP are needed so the combination of Substitute and Belly Drum instantly makes Chesnaught into the Salac Berry range. Max Speed alongside a Jolly nature makes sure you outspeed everything up to BS 120 fully invested - this includes Alakazam. Tornadus-Therian is BS 121, but it is generally not fully invested, so bear that in mind when you face one.

  • What Pokemon should I pick along Chesnaught?
Chesnaught is a Pokemon that functions really well with Stealth rocks, so be sure to have a reliable setter in your team. Garchomp is one. You miss a lot of KO's without them, for example on Latios or on FatChomp. Plus, Stealth Rock punishes Flying-Type, which are the only relevant Pokemon which resist Chesnaught's STABs.

Since Chesnaught is a counter to Ferrothorn, be sure to have something to bait it in. Fairies like Mega Diancie, Gardevoir, or Azumarill seem legit to me. Dragons work too. The good thing is that Ferrothorn is often the SR setter in the opponent's team, so it's easy to make it come on the field, since when you get up your rocks, the opponent instantly wants to get up his ones, in order to not be disadvantaged. Garchomp and Landorus-T are okay SR setter.

I forgot to mention Mega Sableye as a potential setup bait. Shadow Ball does 0, Dark Pulse doesn't break the sub when unboosted, and it's usually Sub Free when you are against Mega Sableye, because they usually WoW you first.

  • Calcs?
+6 252 Atk Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 249-293 (78 - 91.8%) -- 31.3% chance to OHKO after Stealth Rock (you can Sub once to let Latias get some Life Orb recoil, then it is in range of Seed Bomb)
+6 252 Atk Chesnaught Seed Bomb vs. 0 HP / 0 Def Latios: 274-323 (91 - 107.3%) -- guaranteed OHKO after Stealth Rock
+6 252 Atk Chesnaught Drain Punch vs. 0 HP / 4 Def Mega Charizard Y: 261-307 (87.8 - 103.3%) -- guaranteed OHKO after Stealth Rock
+6 252 Atk Chesnaught Seed Bomb vs. 0 HP / 0 Def Gengar: 344-405 (132.8 - 156.3%) -- guaranteed OHKO
+6 252 Atk Chesnaught Drain Punch vs. 252 HP / 252+ Def Skarmory: 243-286 (72.7 - 85.6%) -- guaranteed 2HKO after Stealth Rock
+6 252 Atk Chesnaught Seed Bomb vs. 0 HP / 4 Def Thundurus: 303-357 (101.3 - 119.3%) -- guaranteed OHKO
+6 252 Atk Chesnaught Seed Bomb vs. 252 HP / 220+ Def Sylveon: 442-522 (112.1 - 132.4%) -- guaranteed OHKO
+6 252 Atk Chesnaught Drain Punch vs. 252 HP / 240+ Def Mega Venusaur: 134-158 (36.8 - 43.4%) -- guaranteed 3HKO after Stealth Rock (you still win in 1v1 if HPFireless)
+6 252 Atk Chesnaught Drain Punch vs. 232 HP / 0 Def Mega Venusaur: 178-210 (49.5 - 58.4%) -- guaranteed 2HKO after Stealth Rock (if you manage to recover enough health to take an HP Fire, then it's a 2HKO)
+6 252 Atk Chesnaught Drain Punch vs. 248 HP / 0 Def Talonflame: 283-333 (78.8 - 92.7%) -- guaranteed OHKO after Stealth Rock
+6 252 Atk Chesnaught Seed Bomb vs. 252 HP / 168+ Def Zapdos: 198-233 (51.5 - 60.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+6 252 Atk Chesnaught Drain Punch vs. 0 HP / 4 Def Dragonite: 222-261 (68.7 - 80.8%) -- 50% chance to OHKO after Stealth Rock

Anything unresisted will die, except fat ass shit like Mandibuzz.

  • Replays?
I got some on the OU suspect test ladder.

http://replay.pokemonshowdown.com/oususpecttest-226719912 : here I put the Latias in range of +6 Drain Punch, then I used Ferrothorn to set up to +6 and I swept.
http://replay.pokemonshowdown.com/oususpecttest-226785341 : here I scared out an Aegislash (since Chesnaught walls the Toxicless variants) and I used Ferrothorn as a setup bait, again.
http://replay.pokemonshowdown.com/oususpecttest-226723935 : here I beat this motherfucker using GeoPass, I don't know if Chesnaught really helped me out actually.
http://replay.pokemonshowdown.com/oususpecttest-226784188 : this guy has a weird team but Chesnaught really shone by scaring out a Tyranitar. This wouldn't have worked differently if he had a more serious team.

Believe me or not but Chesnaught really helped me out against the team Pokeaim had used to be the 1st of the OU ladder back in the XY era. Because apparently his team is becoming common on the OU suspect test ladder.
 

Patolegend!

Fan of 1000 Arrow 'Slash
is a Tiering Contributor Alumnus
Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb
I stole this set from someone and I can't find the forum again (looked for it yesterday) and I'm sorry if someone has already submitted this. But basically, what this set does is sweep teams, no exaggeration. The speed allows you to outspeed stuff like Starmie after the Salac Berry boost and adamant really isn't required as you're going to be pumping out attacks at +6. Substitute allows you to avoid status like thunder wave which would cripple this monster and lets you soak up priority hits. Belly Drum of course raises your attack to significant levels and finally the dual STAB allows you to hit hard and in Drain Punch's case, heal back. The thing about Chesnaught is that it can set up on so many things, like lando-t, choice-locked azumarill or any type if the other player is fearing a grass attack and ferrothorn, all three quite common in the current metagame.

Just a couple replays to prove my point:
http://replay.pokemonshowdown.com/ou-207937068
http://replay.pokemonshowdown.com/ou-207758600
The best counter is talonflame but even it can get rekt if chesnaught is behind a sub and Alakazam with a sash, but it also get rekt if chesnaught has a sub up. Other stuff like Lat@s can wall it but after a couple of SR switch in or any prior damage, it's usually GG for both of them. And if anyone knows the team I'm using, please give me a heads up so I can reference the owner.
Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Substitute
- Drain Punch
- Seed Bomb / Earthquake / Whatever you want

At first glance, this set is shit. But I really wanted to test it out just because I've never used Chesnaught this way before, and I actually got really surprised. This works better than I thought.

  • How do I use this Chesnaught?
There are plenty of opportunities for Chesnaught to get up a Sub and a Belly Drum. You can either force a switch, which is pretty easy: Tyranitar, Excadrill, Breloom, Psychicless Celebi, Rotom-Wash, or Landorus-T are not going to stay in when there is a Chesnaught on the field. You can also get up your boost against HPFireless Venusaur, or even Ferrothorn. Ironically, Ferrothorn likes to come in against Chesnaught (probably to avoid Leech Seed and then pivot to something else), and Bulletproof prevents Gyroball so this shit is completely setup bait!

Although the likes of Gliscor and Bisharp are supposed to switch out, they often don't the former usually taunt you and the second is often fishing for a flinch (yet you are faster than Adamant Bisharps). Max Speed Chesnaught outspeeds the regular sp.def Gliscor (it reaches 244, while Chesnaught reaches 249). Against it, you can either get up a Belly Drum straight, or you can just Sub and spam Seed Bomb waiting the Taunt ends. Neither Knock Off or Earthquake is going to break the Sub in 1 hit (2 Earthquakes are needed, 3 Knock Off are needed. There's a decent chance that the combination of Knock Off and Earthquake doesn't break the Sub neither).

Once you have used Belly Drum and Substitute, you get the boost from the Salac Berry and you can proceed to sweep the opposing team. Drain Punch lets you recover your health, Seed Bomb is STAB and hits really hard.

  • Why should I use it in my team?
This Chesnaught is good on offensive teams and balanced team. It provides at the same time a strong win condition and a check or a counter to a bunch of threats.

If your team meets problems with the likes of Ferrothorn, Rotom-Wash, Landorus-T, Sand Offense, SubToxic Aegislash, Bisharp, Gliscor, Mega Gyarados, Breloom, Crawdaunt, and more, Chesnaught is the way to go. Tired of seeing Landorus-T locking himself into Earthquake while you can't even take advantage of this? Use Chesnaught. Rotom-Wash screws your team over? Pull a double to Chesnaught and get up a Sub. You finally want to see an offensive grass-type not named Breloom? Here it is.

Ferrothorn is the threat you are going to set up against the majority of the time.

  • What does its spread let it do?
12 HP are needed so the combination of Substitute and Belly Drum instantly makes Chesnaught into the Salac Berry range. Max Speed alongside a Jolly nature makes sure you outspeed everything up to BS 120 fully invested - this includes Alakazam. Tornadus-Therian is BS 121, but it is generally not fully invested, so bear that in mind when you face one.

  • What Pokemon should I pick along Chesnaught?
Chesnaught is a Pokemon that functions really well with Stealth rocks, so be sure to have a reliable setter in your team. Garchomp is one. You miss a lot of KO's without them, for example on Latios or on FatChomp. Plus, Stealth Rock punishes Flying-Type, which are the only relevant Pokemon which resist Chesnaught's STABs.

Since Chesnaught is a counter to Ferrothorn, be sure to have something to bait it in. Fairies like Mega Diancie, Gardevoir, or Azumarill seem legit to me. Dragons work too. The good thing is that Ferrothorn is often the SR setter in the opponent's team, so it's easy to make it come on the field, since when you get up your rocks, the opponent instantly wants to get up his ones, in order to not be disadvantaged. Garchomp and Landorus-T are okay SR setter.

I forgot to mention Mega Sableye as a potential setup bait. Shadow Ball does 0, Dark Pulse doesn't break the sub when unboosted, and it's usually Sub Free when you are against Mega Sableye, because they usually WoW you first.

  • Calcs?
+6 252 Atk Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 249-293 (78 - 91.8%) -- 31.3% chance to OHKO after Stealth Rock (you can Sub once to let Latias get some Life Orb recoil, then it is in range of Seed Bomb)
+6 252 Atk Chesnaught Seed Bomb vs. 0 HP / 0 Def Latios: 274-323 (91 - 107.3%) -- guaranteed OHKO after Stealth Rock
+6 252 Atk Chesnaught Drain Punch vs. 0 HP / 4 Def Mega Charizard Y: 261-307 (87.8 - 103.3%) -- guaranteed OHKO after Stealth Rock
+6 252 Atk Chesnaught Seed Bomb vs. 0 HP / 0 Def Gengar: 344-405 (132.8 - 156.3%) -- guaranteed OHKO
+6 252 Atk Chesnaught Drain Punch vs. 252 HP / 252+ Def Skarmory: 243-286 (72.7 - 85.6%) -- guaranteed 2HKO after Stealth Rock
+6 252 Atk Chesnaught Seed Bomb vs. 0 HP / 4 Def Thundurus: 303-357 (101.3 - 119.3%) -- guaranteed OHKO
+6 252 Atk Chesnaught Seed Bomb vs. 252 HP / 220+ Def Sylveon: 442-522 (112.1 - 132.4%) -- guaranteed OHKO
+6 252 Atk Chesnaught Drain Punch vs. 252 HP / 240+ Def Mega Venusaur: 134-158 (36.8 - 43.4%) -- guaranteed 3HKO after Stealth Rock (you still win in 1v1 if HPFireless)
+6 252 Atk Chesnaught Drain Punch vs. 232 HP / 0 Def Mega Venusaur: 178-210 (49.5 - 58.4%) -- guaranteed 2HKO after Stealth Rock (if you manage to recover enough health to take an HP Fire, then it's a 2HKO)
+6 252 Atk Chesnaught Drain Punch vs. 248 HP / 0 Def Talonflame: 283-333 (78.8 - 92.7%) -- guaranteed OHKO after Stealth Rock
+6 252 Atk Chesnaught Seed Bomb vs. 252 HP / 168+ Def Zapdos: 198-233 (51.5 - 60.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+6 252 Atk Chesnaught Drain Punch vs. 0 HP / 4 Def Dragonite: 222-261 (68.7 - 80.8%) -- 50% chance to OHKO after Stealth Rock

Anything unresisted will die, except fat ass shit like Mandibuzz.

  • Replays?
I got some on the OU suspect test ladder.

http://replay.pokemonshowdown.com/oususpecttest-226719912 : here I put the Latias in range of +6 Drain Punch, then I used Ferrothorn to set up to +6 and I swept.
http://replay.pokemonshowdown.com/oususpecttest-226785341 : here I scared out an Aegislash (since Chesnaught walls the Toxicless variants) and I used Ferrothorn as a setup bait, again.
http://replay.pokemonshowdown.com/oususpecttest-226723935 : here I beat this motherfucker using GeoPass, I don't know if Chesnaught really helped me out actually.
http://replay.pokemonshowdown.com/oususpecttest-226784188 : this guy has a weird team but Chesnaught really shone by scaring out a Tyranitar. This wouldn't have worked differently if he had a more serious team.

Believe me or not but Chesnaught really helped me out against the team Pokeaim had used to be the 1st of the OU ladder back in the XY era. Because apparently his team is becoming common on the OU suspect test ladder.
Not to rain on your parade/ take anything away from the set, but it has already been posted with almost the exact same EVs..
 
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landorus-t @ life orb | intimidate
adamant | 12 hp / 252 atk / 244 spe | max ivs
earthquake | stone edge | knock off | rock polish


rock polish + 3 attacks is a cool set over the traditional double dance because it can wear down its counters with knock off early-game to eliminate them later with its earthquake. this set sweeps easily with powerful wallbreakers such as mega medicham, mega gallade, mega heracross, and mega pinsir, because they draw in and weaken landorus-t's switch-ins too such as hippowdon, defensive garchomp, opposing landorus-t, rotom-w, bronzong, skarmory, etc. explosion over knock off is super clutch when paired with mega pinsir specifically because it beats hippowdon and rotom-w allowing mega pinsir to have a field day. life orb is ran over the everyday leftovers and earth plate because this is rock polish new era landorus-t, so the extra power is needed due to the lack of swords dance. rock polish + 3 attacks excels on (toxic) spikes teams because a lot of landorus-t's checks are grounded and it can wear them down quickly, and for the ones that aren't, the wallbreaker mega of choice lures in and does massive damage to them -- to a point where they can no longer take on landorus-t. just to expand on this, dragalge, ferrothorn, klefki, tentacruel, and skarmory make for great teammates.
 
This is SketchUp's set/mon more than mine (I've just tweaked some EV's and the like), but still a really nice set IMO.

RestTalk Defensive Pivot Mega Garchomp



Now, Mega Garchomp is normally seen as a super-powerful wallbreaker (4 attacks set, can be mixed) or a sweeper (SD).

But what's often overlooked is that very nice bulk (108/115/95) with a defensive typing that lets it beat a lot of common Volt-Turn members, and properly EV'd, lets this check/counter many of the top threats in the meta. Put this thing in balanced/Defensive teams in need of something that walls Charizard Y, Bisharp, and Heatran all in one slot, while checking/countering a bunch of miscellanous top-tier OU mons. In addition, having a sleep absorber is nice.

While similar to TankChomp in many ways, this set benefits from the greatly increased bulk and the massive increase in damage, so you still maintain quite a great offensive presence (mentioned later) while being fat as hell.

Great partners for this include SpDef Bronzong who laughs at Fairies and Kyurem-B TERAVOLT WHY/Mamoswine, which give this Garchomp fits. Having a cleric like Sylveon is great too, especially if you forgo Sleep Talk for more coverage.

Garchomp-Mega (M) @ Garchompite
Ability: Rough Skin
EVs: 252 HP / 176 Def / 76 SpD / 4 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Rest
- Sleep Talk/Toxic/Fire Blast/Stone Edge

Max HP for obvious reasons, 4 speed to outspeed defensive Lando-T and Rotom-W (you can run 80 speed for Adamant Breloom and Bisharp but they're mostly Jolly and you're gonna need to seriously compromise your bulk and the point of this set, so IMO not worth it).

Note that even without any attack investment, you have more attack than ScarfChomp, so you still hit fairly damn hard.

On the Physical Side

Versus Life Orb Excadrill
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 176+ Def Mega Garchomp: 165-196 (39.2 - 46.6%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Excadrill: 516-608 (142.9 - 168.4%) -- guaranteed OHKO

You hard counter Life Orb Excadrill, which is pretty useful.

Versus Mega Metagross
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 176+ Def Mega Garchomp: 147-174 (35 - 41.4%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Metagross: 240-284 (79.7 - 94.3%) -- guaranteed 2HKO

If they have Ice Punch, you can't switch in, but he can't switch on you and force you out.

252 Atk Tough Claws Mega Metagross Ice Punch vs. 252 HP / 176+ Def Mega Garchomp: 328-388 (78 - 92.3%) -- guaranteed 2HKO after Stealth Rock

Versus Mega Lopunny
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 176+ Def Mega Garchomp: 153-180 (36.4 - 42.8%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Lopunny: 180-213 (66.4 - 78.5%) -- guaranteed 2HKO


Now, many Lopunny's run Ice Punch, which does 2HKO you. BUT, if you switch in on a Return, unless they get a max roll on Return and Ice Punch, you can retaliate with an EQ.

252 Atk Mega Lopunny Ice Punch vs. 252 HP / 176+ Def Mega Garchomp: 236-280 (56.1 - 66.6%) -- guaranteed 2HKO after Stealth Rock

Versus Life Orb Bisharp
252 Atk Life Orb Bisharp Iron Head vs. 252 HP / 176+ Def Mega Garchomp: 114-136 (27.1 - 32.3%) -- guaranteed 4HKO

Sucker Punch does the same damage, Knock Off does less (max roll 26%).

If Bisharp tries to boost, you can switch in and easily crush it.

+2 252 Atk Life Orb Bisharp Iron Head vs. 252 HP / 176+ Def Mega Garchomp: 230-270 (54.7 - 64.2%) -- guaranteed 2HKO

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Bisharp: 342-404 (126.1 - 149%) -- guaranteed OHKO

Versus Banded Victini
252+ Atk Choice Band Victini V-create vs. 252 HP / 176+ Def Mega Garchomp: 140-165 (33.3 - 39.2%) -- guaranteed 3HKO

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Victini: 342-404 (100.2 - 118.4%) -- guaranteed OHKO

Hard Countering Banded Victini is pretty useful for self-explanatory reasons.

Versus Life Orb Breloom
252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 176+ Def Mega Garchomp: 165-198 (39.2 - 47.1%) -- approx. 0.4% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Dragon Tail vs. 0 HP / 4 Def Breloom: 124-147 (47.5 - 56.3%) -- 84% chance to 2HKO

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Breloom: 102-121 (39 - 46.3%) -- guaranteed 3HKO

You have fairly good odds of beating/forcing out Breloom too-even if they spore you, you just sleep talk and either 2HKO or 3HKO him.

Versus Choice Band Scizor
212+ Atk Choice Band Scizor U-turn vs. 252 HP / 176+ Def Mega Garchomp: 127-150 (30.2 - 35.7%) -- 96.7% chance to 3HKO after Stealth Rock

212+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 176+ Def Mega Garchomp: 109-129 (25.9 - 30.7%) -- guaranteed 4HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 248 HP / 48 Def Scizor: 163-193 (47.5 - 56.2%) -- 84% chance to 2HKO

U-Turn does the most damage (Superpower does a max of 41% but it doesn't really change the calcs), but you are a hard counter (since you can RestTalk for the win).

Versus Mega-Scizor, you tend to lose depending on the rolls and when he boosts, but you can run Fire Blast for this if you want.

Versus Mega-Gyarados

If Mega Gyarados is carrying Ice Fang, you're 2HKO'd, but you can still get an average of 50% off with an EQ (while Gyarados is Mega'd).

But if Mega Gyarados is not carrying Ice Fang, and instead carrying some other coverage (or sub), you win/force it out with Dragon Tail.

+1 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 176+ Def Mega Garchomp: 169-201 (40.2 - 47.8%) -- 3.9% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Gyarados: 159-187 (48 - 56.4%) -- 87.5% chance to 2HKO

Flinch hax can be problematic, but you can still Dragon Tail and Rest up to be safe.

TL;DR: Rest-Talk Mega Garchomp hard counters/checks many common physical threats in the current OU metagame as listed here (some others not included that are checked/countered are Mega Gallade [countered if not running Ice Punch], Conkeldurr [countered if not running Ice Punch, which is increasingly being replaced for other coverage, such as Poison Jab], Mega Charizard X [Check to All-Out Offensive DD sets and a soft counter to Bulky DD/WoW Sets], and Landorus-Therian [Scarf]).

On the Special Side
0 SpA Rotom-W Hydro Pump vs. 252 HP / 76 SpD Mega Garchomp: 118-141 (28 - 33.5%) -- 35.1% chance to 3HKO after Stealth Rock

^Stall out Rotom-W Hydro Pump PP and phaze (and you don't care about the burn due to rest).

252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 76 SpD Mega Garchomp: 165-195 (39.2 - 46.4%) -- guaranteed 3HKO after Stealth Rock

^You do upwards of 60% with Dragon Tail, so you always win assuming no SpDef drops.

252 SpA Heatran Fire Blast vs. 252 HP / 76 SpD Mega Garchomp: 87-102 (20.7 - 24.2%) -- 4.6% chance to 4HKO after Stealth Rock

^Dragon Tail to break Balloon, then EQ.

252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 76 SpD Mega Garchomp in Sun: 151-178 (35.9 - 42.3%) -- guaranteed 3HKO after Stealth Rock

^Dragon Tail has a minimum roll of 43%, max of above 50%. You win either with high rolls or by using Rest-Talk and stalling out Sun. Solar Beam and Focus Blast do less than Fire Blast in the sun.

252 SpA Keldeo Hydro Pump vs. 252 HP / 76 SpD Mega Garchomp: 172-204 (40.9 - 48.5%) -- 10.5% chance to 2HKO after Stealth Rock

^You beat Scarf Keldeo locked into Hydro Pump 100% of the time assuming no crits. Scald is a 3HKO, and you can just Rest off the Burn.

TL;DR: Even on the special side, RestTalk Mega Garchomp checks/walls/counters a lot of commonly used special attackers (special mention to Life Orb Gengar and Charizard-Y, which are very strong wallbreakers that a lot of balanced/defensive teams have trouble dealing with.

Overall, this isn't necessarily the best set for Mega-Garchomp, but IMO it's equally viable as the more offensive sets.
 
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Wass poppin. Wanted to show you guys a fun yet effective set I made a little while back



Diancie @ Diancite
Ability: Clear Body
EVs: 132 Atk / 124 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Sharpen <---

Simply put, Sharpen Diancie is cool as shit. Mainly because it lets Diancie actually break Stall. Nothing on Stall wants to take boosted Diamond Storms bar Cress, who does balls damage w/ Psychic and has to rely on Skill Swap+Toxic to beat Diancie (Quag is 2HKOd by MoonBlast) Should also be noted that Skarm has to have Iron Head to have a chance of beating this

Running 132 Atk to guarantee a 2HKO on Chansey, but I guess less is fine if you prefer 2HKOing after hazards

Diancie's fourth move is always usually a toss up anyway, so this was just yum. Weaken Cress and this thing just 6-0s Standard Stall along with appropriate support (Volt-Turn+Wish support to heal up inevitabe S-Toss damage)

Anyway, thats the set! Enjoy [[:

Replay vs a friend (Thanks for helping me test man!)
http://replay.pokemonshowdown.com/ou-225694689

Wall of Calcs;
+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Eviolite Chansey: 352-415 (50 - 58.9%) -- guaranteed 2HKO

+1 4 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Eviolite Chansey: 322-381 (45.7 - 54.1%) -- guaranteed 2HKO after Stealth Rock

Or run this spread

+1 132 Atk Mega Diancie Diamond Storm vs. 244 HP / 0 Def Gliscor: 220-259 (62.5 - 73.5%) -- guaranteed 2HKO after Poison Heal

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Skarmory: 151-178 (45.2 - 53.2%) -- 90.6% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Clefable: 234-276 (59.3 - 70%) -- guaranteed 2HKO after Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 248 HP / 252+ Def Rotom-W: 183-216 (60.3 - 71.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Suicune: 174-205 (43 - 50.7%) -- 50% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 0 HP / 4 Def Landorus: 288-340 (90.2 - 106.5%) -- 43.8% chance to OHKO

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 136+ Def Amoonguss: 271-321 (62.7 - 74.3%) -- guaranteed 2HKO after Black Sludge recovery
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Wass poppin. Wanted to show you guys a fun yet effective set I made a little while back



Diancie @ Diancite
Ability: Clear Body
EVs: 132 Atk / 124 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Sharpen <---

Simply put, Sharpen Diancie is cool as shit. Mainly because it lets Diancie actually break Stall. Nothing on Stall wants to take boosted Diamond Storms bar Cress, who does balls damage w/ Psychic and has to rely on Skill Swap+Toxic to beat Diancie (Quag is 2HKOd by MoonBlast) Should also be noted that Skarm has to have Iron Head to have a chance of beating this

Running 132 Atk to guarantee a 2HKO on Chansey, but I guess less is fine if you prefer 2HKOing after hazards

Diancie's fourth move is always usually a toss up anyway, so this was just yum. Weaken Cress and this thing just 6-0s Standard Stall along with appropriate support (Volt-Turn+Wish support to heal up inevitabe S-Toss damage)

Anyway, thats the set! Enjoy [[:

Replay vs a friend (Thanks for helping me test man!)
http://replay.pokemonshowdown.com/ou-225694689

Wall of Calcs;
+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Eviolite Chansey: 352-415 (50 - 58.9%) -- guaranteed 2HKO

+1 4 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Eviolite Chansey: 322-381 (45.7 - 54.1%) -- guaranteed 2HKO after Stealth Rock

Or run this spread

+1 132 Atk Mega Diancie Diamond Storm vs. 244 HP / 0 Def Gliscor: 220-259 (62.5 - 73.5%) -- guaranteed 2HKO after Poison Heal

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Skarmory: 151-178 (45.2 - 53.2%) -- 90.6% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Clefable: 234-276 (59.3 - 70%) -- guaranteed 2HKO after Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 248 HP / 252+ Def Rotom-W: 183-216 (60.3 - 71.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 252+ Def Suicune: 174-205 (43 - 50.7%) -- 50% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 132 Atk Mega Diancie Diamond Storm vs. 0 HP / 4 Def Landorus: 288-340 (90.2 - 106.5%) -- 43.8% chance to OHKO

+1 132 Atk Mega Diancie Diamond Storm vs. 252 HP / 136+ Def Amoonguss: 271-321 (62.7 - 74.3%) -- guaranteed 2HKO after Black Sludge recovery
Yeah I've used this in the past it's actually quite hilarious in the fact it just breaks stuff like Clefable really easily.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
This is SketchUp's set/mon more than mine (I've just tweaked some EV's and the like), but still a really nice set IMO.

RestTalk Defensive Pivot Mega Garchomp



Now, Mega Garchomp is normally seen as a super-powerful wallbreaker (4 attacks set, can be mixed) or a sweeper (SD).

But what's often overlooked is that very nice bulk blah blah blah
Just a knitpick, but SD megachomp is still a wallbreaker. I like the set suggested tho - it is an interesting twist on chomper.

Also maybe put hide tags around the calcs as it takes a while to scroll past them.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion


Latios (M) @ Draco Plate
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Luster Purge
- Draco Meteor
- Hidden Power [Fighting]
- Substitute

More or less my goal was to try to fit in coverage, mitigate Pursuit trappers like Tyranitar and Bisharp with Sub / HP Fighting, while being able to break Balance and pressure traditional defensive checks through the use of Luster Purge and it's 50% Special Defense drop. The idea is a free to use the move on switch ins to threaten them back with whichever coverage seems appropriate at the moment. As mentioned before Substitute gives me a bit more freedom for incoming Tyranitars, Bisharps, and a variety of Pursuit trappers along with dodging various status moves such as Toxic by Heatran. Replay sort of gives the general idea of what it does granted Landorus did a lot of the pressuring but the few instances helps show an idea of practical use. I think Substitute Latios is one of the main focuses of the set which helps it with a lot of the problems it has so it's something to consider even beyond the Luster Purge move.

http://replay.pokemonshowdown.com/ou-227376546
 
I've been testing with this and I've received great results.

Chum Bucket (Tangrowth) (M) @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Leaf Storm
- Hidden Power [Fire]
- Focus Blast/Knock Off
- Ancient Power

I believe a choice specs Tangrowth set is a standard set in RU. That said, I've never played RU. Anyways, this thing is a great lure for many offensive and defensive pokemon alike. With a Leaf Storm backed up by a 100 base special attack stat and Choice Specs, it hits anything that doesn't resist it pretty hard. To put it simply, this thing is a nuke. Leaf Storm works well especially with Regenerator as you will be switching out a lot. With 248 HP investment, Tangrowth is pretty bulky and can survive a super effective non-STAB physical attack and retaliate with a strong move of your own.

Hidden Power is crucial to this set, and makes this thing a lure in the first place. Many counters and checks to Tangrowth are bulky grass types, such as Gourgiest Super and Ferrothorn, that can absorb leech seed and powder moves. Hidden Power DESTROYS these pokemon,nearly OHKOing Ferrothorn without any prior damage. Hidden Power Fire also allows Tangrowth to check bug type switch ins that could otherwise set up on Tangrowth, such as Mega Scizor. Skarmory, a pokemon that would usually find itself setting hazards up on Tangrowth, is 2HKOd.

Focus Blast is used to check Heatran switch-ins, nearly OHKOing it with stealth rock on the field. Knock Off is an alternative if you want to be able to check Latis and Chansey switch-ins, and can also be used to try to make your opponent think you are a defensive set.

Ancient Power is in the final slot as it allows Tangrowth to nail Charizard and Talonflame switch-ins. In general, Ancient Power is there to hit flying types that resist Focus Blast and Leaf Storm.

RELEVANT CALCS:

252+ SpA Choice Specs Tangrowth Focus Blast vs. 248 HP / 192+ SpD Heatran: 278-328 (72.2 - 85.1%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Tangrowth Hidden Power Fire vs. 252 HP / 4 SpD Gourgeist-Super: 242-286 (64.7 - 76.4%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Tangrowth Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 292-348 (82.9 - 98.8%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Tangrowth Hidden Power Fire vs. 252 HP / 0 SpD Mega Scizor: 384-456 (111.6 - 132.5%) -- guaranteed OHKO

252+ SpA Choice Specs Tangrowth Hidden Power Fire vs. 252 HP / 0 SpD Skarmory: 258-304 (77.2 - 91%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Tangrowth Ancient Power vs. 0 HP / 4 SpD Mega Pinsir: 416-492 (153.5 - 181.5%) -- guaranteed OHKO

252+ SpA Choice Specs Tangrowth Ancient Power vs. 0 HP / 0 SpD Mega Charizard Y: 340-404 (114.4 - 136%) -- guaranteed OHKO

252+ SpA Choice Specs Tangrowth Ancient Power vs. 0 HP / 0 SpD Mega Charizard X: 220-260 (74 - 87.5%) -- guaranteed 2HKO

252+ SpA Choice Specs Tangrowth Leaf Storm vs. 252 HP / 0 SpD Mega Sableye: 276-325 (90.7 - 106.9%) -- 43.8% chance to OHKO

252+ SpA Choice Specs Tangrowth Leaf Storm vs. 252 HP / 4 SpD Garchomp: 354-417 (84.2 - 99.2%) -- guaranteed 2HKO

252+ SpA Choice Specs Tangrowth Leaf Storm vs. 252 HP / 96+ SpD Clefable: 279-328 (70.8 - 83.2%) -- guaranteed 2HKO after Leftovers recovery

Replay where Tangrowth got some work done: http://replay.pokemonshowdown.com/ou-226278627
I am fully aware that my opponent wasnt the most skilled, but it is the only replay I have ATM with the suspect test going on.

If you are wondering why this shouldn't be used over Serperior, Tangrowth simply has better bulk combined with a great ability to form a nice hit and run set, as opposed to Serperior focusing on sweeping.
 
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Lord Wallace

Hentai Connoiseur
is a Tiering Contributor Alumnus

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hidden Power Ice / SR / Focus Blast
- Earth Power
- Sludge Wave
- U-turn

U-Turn Landorus is pretty underrated in XY/ORAS but considering it gets the majority of its desired coverage right now in two moves (Sludge Wave and Earth Power) U-turn is a pretty cool option for the last slot to preserve offensive momentum while still getting a pretty hard hit on incoming Latis, this is particularly effective on the suspect ladder due to the abundance of Mandibuzz popping up, which Landorus has a hard time hitting. It's not really expected and pairs better with Volt Switchers such as Raikou and Rotom-W, Bisharp also deserves a special mention as a teammate for Pursuit trapping Blissey, which almost always switches into Landorus without fear and you can just U-Turn out of it with this set and bop it with Bisharp or get a free attack off with a physical wallbreaker. Knock Off is typically preferred here but when you consider the rise of perhaps more obscure Landorus counters that don't particularly care about Knock Off (Mega Lati, Mandibuzz, Blissey, SDef Zapdos, SDef Rotom, Dragonite, etc.) and suddenly U-Turn seems appealing again and not even just for that reason alone.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus


Latios (M) @ Draco Plate
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Luster Purge
- Draco Meteor
- Hidden Power [Fighting]
- Substitute

More or less my goal was to try to fit in coverage, mitigate Pursuit trappers like Tyranitar and Bisharp with Sub / HP Fighting, while being able to break Balance and pressure traditional defensive checks through the use of Luster Purge and it's 50% Special Defense drop. The idea is a free to use the move on switch ins to threaten them back with whichever coverage seems appropriate at the moment. As mentioned before Substitute gives me a bit more freedom for incoming Tyranitars, Bisharps, and a variety of Pursuit trappers along with dodging various status moves such as Toxic by Heatran. Replay sort of gives the general idea of what it does granted Landorus did a lot of the pressuring but the few instances helps show an idea of practical use. I think Substitute Latios is one of the main focuses of the set which helps it with a lot of the problems it has so it's something to consider even beyond the Luster Purge move.

http://replay.pokemonshowdown.com/ou-227376546
I've always loved Luster Purge Latios from way back in the days of Specs Latios in BW. It allows it to act as a great stallbreaker... well, anything-that's-not-a-blob-breaker. The snowballing effect is great.
 
got good enough results with this klefki set to post i think


Klefki @ Eject Button
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Thunder Wave
- Dazzling Gleam


The playstyle is built for offensive teams as a pivot. There are a bunch of different ways to use it, but you only get to use it once so its best on teams which can really make the most of it offensively. You set up the appropriate screen before you get hit thanks to prankster, take a hit, then get switched out into your sweeper or wallbreaker who got a free switch-in, a favourable matchup and also a screen to either deal with the pokemon its facing or the pokemon that would like to switch in offensively.
I used to use recycle but reusing the eject button was just impractical- basically I just see this as a mon who gives the utility of screens + free switch-in twice maximum- once with the eject button, and once when it dies. but thats really enough for offensive teams to make it worth the slot i think. Whats more, its great for offensive teams to steal back the momentum from volt switch and u-turn because eject button absorbs these moves, allows you to switch and prevents the opponent from switching out with them. you then get two slots to do whatever you want- i like thunder wave and dazzling gleam but i could see arguments for foul play instead of dazzling gleam (less setup fodder, makes sub/cm and stuff like that a little less scary..)
He had nice typing to sponge mega lopunnys fake out too and switch in something that outspeeds it safely


http://replay.pokemonshowdown.com/oususpecttest-228195717
http://replay.pokemonshowdown.com/oususpecttest-228223263

(u can see in one of these replays i can use it to solve the problem of me fucking up and having nothing that can switch in and take 2 hits-using klefkis eject button when i feel iffy about safe switchins or to allow for scarf excadrill to switch into his +2 gardy at 100% because i fucked up. klefki is very forgiving like that)


this only works with klefki because he has the best defensive typing in the game and also has the ability to fully invest in defenses and pretty much ensure he never gets ohkod behind a screen as well as still being able to move first
 
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DarkNostalgia

Fading in, fading out, on the edge of paradise
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FookMi? (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Roost

Calm Mind Latios is actually a great set, albeit slightly underrated. It got quite a bit of attention with its rise in usage, if I recall correctly in SPL. With Calm Mind, Latios becomes increasingly hard to check with Pokemon such as Clefable and Heatran because they get worn down by repeated force switches into Latios's boosted attacks. It is a great balance and stallbreaker because of its decent bulk and access to Calm Mind to further this. Because Latios naturally forces a lot of switches, it gets ample opportunities to set up with Calm Mind. Pokemon such as Keldeo, non-Knock Off Landorus, Slowbro are prime examples of Pokemon Latios easily forces out. This set functions great as a wallbreaker, because after multiple boosts it is extremely difficult to switch into Latios. Don't be afraid to nuke Steel-type switch-ins that pose little to no threat to Latios such as Heatran and Skarmory with a boosted Draco Meteor. Keep Latios at decently high health with Roost, to ease setting up, as well as preventing Latios from being worn down by status or damage sustained in the heat of battle.

Roost and Calm Mind are the crux of the set; Roost eases setting up, and Calm Mind furthers Latios's special attack and special defense, improving its match-up against stall and balance playstyles, and wearing down its usual checks such as Clefable, Skarmory, and Ferrothorn more easily. Draco Meteor is Latios's most powerful attack, and while it may seem counterproductive to gain Special Attack just to lose it, the raw power of the move is what makes this set so difficult to wall. Psyshock is there to win Calm Mind wars with opposing Pokemon such as Clefable and Suicune, and hits specially bulky Pokemon such as Chansey and Assault Vest Raikou harder than Psychic.

This isn't the best replay, and Latios doesn't really do much, but it's all I have ;_; I'll try to add more soon, sorry.
http://replay.pokemonshowdown.com/ou-228236125
 

bludz

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Well I searched the last several pages of this thread and I didn't see this so I'm going to post it.


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Knock Off
- Moonblast
- Softboiled
- Thunder Wave / Stealth Rock / Fire Blast

So I'm sure many of you know this set already but it's pretty sweet. Clefable lures in things like Heatran, SpDef Talonflame, Gliscor, Tentacruel and an assortment of other nuisances that rely usually on their held item for longevity. Heatran specifically gets worn down a lot faster once it loses its only form of recovery, but the other mons mentioned are nice to Knock Off as well (unfortunately Gliscor you have to bop on the first switch-in). This is a great set to pair with things that need the aforementioned mons (among others) weakened. It's also pretty nice to bop things like Landorus and Gengar on the switch, since it neutralizes their power a lot.
 
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