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

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Whimsicott @ Choice Scarf
Ability: Infiltrator
EVs: 16 HP / 252 SpA / 240 Spe
Rash Nature
- Moonblast
- Giga Drain
- U-turn
- Switcheroo

I love this thing. I sure do. This thing may look like 'terrible because of its underaverage 77 SpA', but actually checks a lot of common Pokemon. It has Infiltrator which breaks through subs, that's also a useful niche, plus the fact that it can run Modest without missing out on outspeeding any Pokemon. Moonblast and Giga Drain are two powerful STAB attacks, U-turn allows Whimsicott to keep up the momentum and Switcheroo can cripple stuff by preventing them from setting up hazards (such as Ferrothorn or Skarmory, though Whimsicott has to be extremely wary of their STABs). The EVs in HP ensure it is capable of tanking a Psyshock from Life Orb Latios after Stealth Rock. It outspeeds and beats (Or OHKOes, or has a good chance to OHKO) the following Pokemon in OU / BL (assuming Stealth Rock is up):

- Greninja (252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Greninja: 320-378 (111.8 - 132.1%) -- guaranteed OHKO)
- Offensive Garchomp after rocks (252+ SpA Whimsicott Moonblast vs. 0 HP / 0- SpD Garchomp: 306-362 (85.7 - 101.4%) -- 50% chance to OHKO after Stealth Rock)
- Dragonite after rocks (252+ SpA Whimsicott Moonblast vs. 0 HP / 0 SpD Dragonite: 242-288 (74.9 - 89.1%) -- 93.8% chance to OHKO after Stealth Rock)
- Adamant Mega Swampert in the rain (252+ SpA Whimsicott Giga Drain vs. 104 HP / 0 SpD Swampert: 352-420 (95.9 - 114.4%) -- guaranteed OHKO after Stealth Rock)
- Hydreigon (252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Hydreigon: 1032-1216 (614.2 - 723.8%) -- guaranteed OHKO)
- Keldeo (252+ SpA Whimsicott Moonblast vs. 0 HP / 4 SpD Keldeo: 264-312 (81.7 - 96.5%) -- 12.5% chance to OHKO after Stealth Rock)
- Terrakion (252+ SpA Whimsicott Moonblast vs. 0 HP / 4 SpD Terrakion: 264-312 (81.7 - 96.5%) -- 12.5% chance to OHKO after Stealth Rock, can take a Stone Edge)
- Latios (252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Latios: 222-264 (73.5 - 87.4%) -- guaranteed 2HKO after Stealth Rock, can take a Psyshock)
- Latias (252+ SpA Whimsicott Moonblast vs. 0 HP / 4 SpD Latias: 192-228 (63.7 - 75.7%) -- guaranteed 2HKO after Stealth Rock, can take a Psyshock)
- Breloom (252+ SpA Whimsicott Moonblast vs. 252 HP / 252+ SpD Breloom: 236-282 (72.8 - 87%) -- guaranteed 2HKO after Stealth Rock and Poison Heal, can tank any hit thrown at it, immune to Leech Seed and Spore)
- Mega-Gyarados (At +1) (252+ SpA Whimsicott Moonblast vs. 0 HP / 0 SpD Mega Gyarados: 192-228 (58 - 68.8%) -- guaranteed 2HKO after Stealth Rock, must be wary of Ice Fang, however.)
- Kyurem-Black (252+ SpA Whimsicott Moonblast vs. 0 HP / 4 SpD Kyurem-B: 264-312 (67.5 - 79.7%) -- 37.5% chance to OHKO after Stealth Rock, has to fear Ice Beam)
- Offensive Mamoswine (252+ SpA Whimsicott Giga Drain vs. 0 HP / 0- SpD Mamoswine: 320-380 (89.1 - 105.8%) -- guaranteed OHKO after Stealth Rock)
- Mandibuzz (252+ SpA Whimsicott Moonblast vs. 248 HP / 108 SpD Mandibuzz: 224-266 (52.9 - 62.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery, cant do anything back)
- Mega-Medicham (252+ SpA Whimsicott Moonblast vs. 0 HP / 0 SpD Mega Medicham: 276-326 (105.7 - 124.9%) -- guaranteed OHKO)
- Rotom-Wash (252+ SpA Whimsicott Giga Drain vs. 252 HP / 0 SpD Rotom-W: 182-216 (59.8 - 71%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery, cant do anything back)
- Mega-Sableye (Only if lacking Calm Mind) (252+ SpA Whimsicott Moonblast vs. 252 HP / 4 SpD Sableye: 216-254 (71 - 83.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery)
- Slowbro (Only if lacking Calm Mind) (252+ SpA Whimsicott Giga Drain vs. 252 HP / 4 SpD Slowbro: 228-270 (57.8 - 68.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery, Ice Beam only 2HKOes, has to be wary of an eventual Fire Blast)
- Crawdaunt (252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Crawdaunt: 390-458 (145.5 - 170.8%) -- guaranteed OHKO)
- Weavile (252+ SpA Whimsicott Moonblast vs. 0 HP / 0 SpD Weavile: 276-326 (98.2 - 116%) -- guaranteed OHKO after Stealth Rock)

Thoughts?

Not quite sure why you did it, but you calced a lv. 100 Whimsicott vs. a lv. 50 Hydreigon:

252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Hydreigon: 1032 - 1216 (614.2% - 723.8%) -- guaranteed OHKO

Here's the calc for a lv. 100 Hydreigon:

252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Hydreigon: 528 - 624 (161.9% - 191.4%) -- guaranteed OHKO

Obviously still a OHKO, but it doesn't do 700% lol.
 
Not quite sure why you did it, but you calced a lv. 100 Whimsicott vs. a lv. 50 Hydreigon:

252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Hydreigon: 1032 - 1216 (614.2% - 723.8%) -- guaranteed OHKO

Here's the calc for a lv. 100 Hydreigon:

252+ SpA Whimsicott Moonblast vs. 4 HP / 0 SpD Hydreigon: 528 - 624 (161.9% - 191.4%) -- guaranteed OHKO

Obviously still a OHKO, but it doesn't do 700% lol.

It's because the standard set in the calculator for Hydreigon is a VGC one.
 
This is an interesting set that I had recently created for Mew. A rather big counter to Mega Sableye.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Sp Def / 4 Def
IVs: 0 Atk
Calm Nature
- Toxic
- Heal Bell
- Soft-Boiled
- Defog/Protect/VoltTurn

This set was simply made for MSableye, and breaks him down completely. You take advantage of his Magic Bounce by synchronizing Toxic onto him, then use Heal Bell to get rid of the Toxic on Mew. A specially defensive set is used for the Calm Mind Sableyes. You mainly counter stall with stall in this set.
 
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This is an interesting set that I had recently created for Mew. A rather big counter to Mega Sableye.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Sp Def / 4 Def
IVs: 0 Atk
Calm Nature
- Toxic
- Heal Bell
- Soft-Boiled
- Defog/Protect/VoltTurn

This set was simply made for MSableye, and breaks him down completely.
I think your set needs more explanation. Are you trying to Toxic M-Sableye, get it bounced back to you, Synchronize it to M-Sableye, then get rid of your status with Heal Bell? I only ask because I had to sit for a minute and think on it to figure it out.
 
I think your set needs more explanation. Are you trying to Toxic M-Sableye, get it bounced back to you, Synchronize it to M-Sableye, then get rid of your status with Heal Bell? I only ask because I had to sit for a minute and think on it to figure it out.
Mhm. I was on my phone at the time, so I couldn't type too much. It's now edited to show what it does.
 
Scizor @ Assault Vest
Ability: Technician
EVs: 248 HP / xxx Atk / xxx Def / xxx Sp Def
Adamant Nature
- Pursuit
- U-turn
- Superpower
- Bullet Punch

I'm sorry but you have to find your own balance of attack EVs and bulk EVs (for example take greninja hydro pump into consideration), all I can say is that after using this assault vest set for a while I've really grown to like it.

Now while it is true that leftovers offers more overall bulk in some cases, having the vest gives you immediate switch ability into things like greninja, latis, and even always survive scarf zone hp fires. Having a strong pursuiter around is also always nice.

Another thing I like is that it can bluff the band set, and, since you can't use any non-damage moves like roost or swords dance, you actually have all 4 coverage moves that you need, and you can switch between them. I like this thing on my mega-sabel team because it can switch into diancie, surprise heatrans, scare off clefables, and take some hits from choice specs mons trying to break through sabel.
 
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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Bug]

This is a set I've been using on keldeo to quite a bit of success. If you remember in BW HP Bug was a pretty common option on keldeo and in early ORAS it is really good option. Megavenu and Amoongus have been quite rare at least in my experience and main keldeo counters have been celebi, slowbro and latias, well not anymore. One good prediction and their ability to counter is gone and keldeo can usually ravage teams afterwards. Another good thing is hp bug lets you keep max speed.

252 SpA Choice Specs Keldeo Hidden Power Bug vs. 252 HP / 220+ SpD Celebi: 292-344 (72.2 - 85.1%)
252 SpA Choice Specs Keldeo Hidden Power Bug vs. 0 HP / 4 SpD Latias: 156-184 (51.8 - 61.1%)
252 SpA Choice Specs Keldeo Hidden Power Bug vs. 252 HP / 4 SpD Slowbro: 234-276 (59.3 - 70%)

Other keldeo counters like gyarados, megaAltaria, chestnaught, gourgeist and CBBDnite all hate scald burns so icy wind really not missed all that much.
 
Here's a few sets I've been running:

Shuckle @ Leftovers
Ability: Contrary
EVs: 4 HP / 252 Def / 252 SpD
Calm nature
- Infestation
- Mud Slap / Shell Smash
- Rest
- Sleep Talk

Shuckle is infamous for having sky-high defenses, and this set really takes advantage of that. Infestation traps the enemy Pokemon and gives a damage-over-time effect, and Mud Slap lowers the target's accuracy, and they won't be able to switch out because of Infestation! Combine that with possible Toxic Spikes support from a teammate, and you have one annoying thing to beat. And then, when you start to get low on health, Rest just heals you back to full health! Sleep Talk makes this set even more annoying, because Shuckle won't be completely incapacitated. Alternatively Shell Smash can be run over Mud Slap; you sacrifice some synergy with your team in order to have more staying power. Flying Pokemon and Levitators give the Mud Slap set trouble whereas Kingdra and Haze users give trouble to the Shell Smash variant, and Mega Metagross, Skarmory, and Wish users can handle both variants. WARNING: Do not use this set against your real-life friends, or they will not be your friend for much longer. My sister Chinchou111 described this set as "pure evil" when I used it against her.


Houndoom @ Focus Sash
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Hasty nature
- Counter
- Destiny Bond
- Will-O-Wisp
- Fire Blast

Hoo boy does this catch people off-guard. Due to Houndoom's -Def nature, physical attacks will deal a significant amount of damage to him, usually OHKOing if it wasn't for the Sash, which is a good thing because it means you can use Counter to attack for a HUGE amount of damage. Destiny Bond also catches people off-guard and sometimes allows Houndoom to get 2 KOs. Another cool thing about this set is, if you mispredict with the DBond against something slower, you can use Counter the next turn to take advantage of its low priority without expiring the Destiny Bond effect. If you have full HP with no hazards up, this thing stops Belly Drum Azumarill even once it gets going. Obviously it falls flat against special attackers and supporters, except for things weak to Fire which is why Fire Blast is there. All in all, an outside-the-box set if you want something really unexpected.


Also I've been running an Expert Belt special attacking Blissey with Softboiled/Focus Blast/Boltbeam to good effect, but I'm p sure that qualifies as a "shitty gimmick" so I'm not going to elaborate (but I will if you guys want me to)


Also also this is definitely the wrong place for this but I can't find the "weird stuff" thread. I saw this monstrosity while laddering today:

Keldeo @ Leftovers
Calm Mind/Sacred Sword/Aerial Ace/Aqua Jet

Yes, that is Sacred Sword, not Secret Sword.

the title in this thread clearly states "no shitty gimmicks"
 
Flying is a really good attacking type and if thundurus had something like brave bird in it's movepool then it'd be on every set but the best it can do is Fly or HP flying. The set is underrated because it works basically just as well as the special attacking set (based on the nearly equal 115/125 offensive stats) but capitalizes on the opponents expectations and usual switchins, not to mention grabbing boosts from intimidates, latias defogs, and stuff like that. I wouldn't categorize it as a gimmick because thundurus has the stats to make basically any set work well, but I posted that one because it is fun to use and I think it's good.

If you want to abuse defog and intimidate with thundurus use the standard mixed set:

Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Hidden Power [Ice]
- Superpower
- Knock Off

This set is very effective and can function well even without a defog boost. Your set without life orb simply won't do enough damage to anything.
 
MandibuzzShinyXY.gif

Mandibuzz (F) @ Leftovers
Ability: Big Pecks
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Iron Defense
- Roost
- Toxic
- Foul Play

Very unexpected set, gets shut down by fairies and heatran to be honest but is a great stall set and is never used. The aim is to set up iron defense as much as you can while whittling down the opposing mons through toxic, anything that tries to set up can catch a foul play and its a pretty solid set
 
Scizor @ Assault Vest
Ability: Technician
EVs: 248 HP / xxx Atk / xxx Def / xxx Sp Def
Adamant Nature
- Pursuit
- U-turn
- Superpower
- Bullet Punch

I'm sorry but you have to find your own balance of attack EVs and bulk EVs (for example take greninja hydro pump into consideration), all I can say is that after using this assault vest set for a while I've really grown to like it.

Now while it is true that leftovers offers more overall bulk in some cases, having the vest gives you immediate switch ability into things like greninja, latis, and even always survive scarf zone hp fires. Having a strong pursuiter around is also always nice.

Another thing I like is that it can bluff the band set, and, since you can't use any non-damage moves like roost or swords dance, you actually have all 4 coverage moves that you need, and you can switch between them. I like this thing on my mega-sabel team because it can switch into diancie, surprise heatrans, scare off clefables, and take some hits from choice specs mons trying to break through sabel.
I've been using this exact set with my mega sableye team as well. It's amazing how many things you can switch into with this.
 
MandibuzzShinyXY.gif

Mandibuzz (F) @ Leftovers
Ability: Big Pecks
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Iron Defense
- Roost
- Toxic
- Foul Play

Very unexpected set, gets shut down by fairies and heatran to be honest but is a great stall set and is never used. The aim is to set up iron defense as much as you can while whittling down the opposing mons through toxic, anything that tries to set up can catch a foul play and its a pretty solid set

I used this thing, though with full defense, as a hilarious mega mawile check way back when.

252+ Atk Huge Power Mega Mawile Play Rough vs. +2 248 HP / 252+ Def Mandibuzz: 194-230 (45.8 - 54.3%)

It'd have to SD up to win then foul play destroys it. Considering this thing (1v1) beat fucking mawile's play roughs it'd come as no surprise to see it still having plenty of effective uses.

4 Atk Landorus-T Stone Edge vs. 248 HP / 4 Def Mandibuzz: 192-226 (45.3 - 53.4%) -- 0.4% chance to 2HKO after Leftovers recovery
 
That mandibird set seems interesting. My only gripe with it is that it absolutely hates toxic and burn, both of which are often baited out just by using Mandibuzz, and it makes Mandibuzz a not-so-ideal answer to special attackers such as Heatran and Keldeo (or any water type at all lol). That plus hazard damage and lack of defog utility makes it really hard for it to check things in certain situations. I'd love to see some replays of it being effective against smart opponents.
 
That mandibird set seems interesting. My only gripe with it is that it absolutely hates toxic and burn, both of which are often baited out just by using Mandibuzz, and it makes Mandibuzz a not-so-ideal answer to special attackers such as Heatran and Keldeo (or any water type at all lol). That plus hazard damage and lack of defog utility makes it really hard for it to check things in certain situations. I'd love to see some replays of it being effective against smart opponents.

I'd agree with hating toxic but it loves burns, because 1, you can't get toxic'd or put to sleep and 2, the 12% damage is something mandi can easily roost through. I often switch it in to catch an expected burn so it becomes immune to other status
 
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Scizor @ Assault Vest
Ability: Technician
EVs: 248 HP / xxx Atk / xxx Def / xxx Sp Def
Adamant Nature
- Pursuit
- U-turn
- Superpower
- Bullet Punch

I'm sorry but you have to find your own balance of attack EVs and bulk EVs (for example take greninja hydro pump into consideration), all I can say is that after using this assault vest set for a while I've really grown to like it.

Now while it is true that leftovers offers more overall bulk in some cases, having the vest gives you immediate switch ability into things like greninja, latis, and even always survive scarf zone hp fires. Having a strong pursuiter around is also always nice.

Another thing I like is that it can bluff the band set, and, since you can't use any non-damage moves like roost or swords dance, you actually have all 4 coverage moves that you need, and you can switch between them. I like this thing on my mega-sabel team because it can switch into diancie, surprise heatrans, scare off clefables, and take some hits from choice specs mons trying to break through sabel.

Don't forget it can run Knock Off > Superpower.

I'm going to second this. AV Scizor is really unappreciated as a bulky pivot. I like a spread of 248 HP / 176 Attack / 88 Sp Def Adamant. This guarantees survival against two Greninja Hydro Pumps (well 99.6% so close enough) and lets Scizor survive Greninja and Specs Magnezone HP Fire around half the time. Attack EVs hit a jump point I guess. This thing is great for just erasing Lati@s and Gengar. Latios deals 34% max with Draco Meteor (Psyshock 4HKOs) while Latias does even less. Gengar 4HKOs with Shadow Ball and loses even if it runs Will-O-Wisp. Scizor totally massacres Fairies as Bullet Punch solidly 2HKOs Clefable and Sylveon while they ~9HKO back. Mega Gardevoir 4HKOs (possible 5HKO lol) but Bullet Punch does 101% minimum. Gothitelle that make the mistake of trapping something of yours gets the tables turned when it gets Pursuited. Even though it can't easily switch in it can use its priority Bullet Punch to check some faster threats such as Terrakion, Kyurem-B, Tyranitar, Medicham, Mamoswine, and Ice Beam Greninja.

What sets this apart from other Assault Vest Pursuiters like Tyranitar and Bisharp is the insane utility of its moves. Bullet Punch revenge kills, Pursuit traps, U-turn pivots and maintains momentum, and Knock Off disrupts and scouts movesets. Even Superpower has some utility as a Heatran and Magnezone lure.

The downsides to this is that while it is very good at what it does, it isn't particularly hard hitting. It functions like a much weaker Choice Band Scizor the majority of the time only really shining against a few Special attackers that can overpower the Band set. If your Mega slot is available Mega Scizor reaches extremely similar special defense while having significantly higher attack and defense as well as the ability to use Roost.

AV Scizor is underrated and can be incredible but is an exceedingly niche set a lot of the time.
 
I think i can put here SandNite.
With this set i win the first round of "The next best thing", http://www.smogon.com/forums/thread...-ou-edition-discussing-kyurem-b-sets.3524482/ (check archive) so i simply copy paste the message with the complete set, details and calcs:

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Dragonite @ Leftovers
Ability: Multiscale
EVs: 96 HP / 128 SpA / 80 SpD / 204 Spe
Modest Nature
- Ice Beam
- Fire Blast
- Draco Meteor
- Roost

This is SandNite, a pokemon able to lure the main checks/counters of the famous core tyranitar + excadrill and act like a sort of pivot during the match, checking the pokemons able to threat ttar and exca.
In xy excadrill with dragonite was used for the ability of excadrill of spinning rocks for dnite, and dnite was immune to ground and resistant to fire/fight/water. In oras things aren't changed so much, they are both viable together, but exca is awesome with ttar for sand rush, but dnite didn't like the sand. So i created this set.
Obviously this set is useful ONLY if used in the sand.
Leftovers are here so the sand didn't break multiscale, so we have always an improved version of sturdy.
The evs spread can seems strange, maybe random:

128 SpA: we can kill landorus therian and gliscor 100% of times with ice beam, okho mega scizor with fire blast and dent ferrothorn/skarmory, and do some damages to everything with draco meteor.

96 HP + 80 SpD: we can tank a greninja‘s ice beam 100% of times, lure him and okho with fire blast (greninja becomes ice type with protean), also general bulkyness. Also we have roost for recovering hp,

204 Spe: with 204 evs we reach 247 speed, so we can outspeed gliscor with 72 evs in speed and other random things like zapdos, celebi, tentacruel, adamant bisharp/breloom/heracross.

Calcs:
128+ SpA Dragonite Ice Beam vs. 252 HP / 0 SpD Landorus-T: 388-460 (101.5 - 120.4%) -- guaranteed OHKO
128+ SpA Dragonite Ice Beam vs. 248 HP / 0 SpD Gliscor: 408-484 (115.5 - 137.1%) -- guaranteed OHKO
128+ SpA Dragonite Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 300-356 (85.2 - 101.1%) -- 12.5% chance to OHKO212 SpA Life Orb Protean Greninja Ice Beam vs. 96 HP / 80 SpD Multiscale Dragonite: 291-346 (83.8 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
128+ SpA Dragonite Fire Blast vs. 248 HP / 0 SpD Skarmory: 264-312 (79.2 - 93.6%) -- guaranteed 2HKO after Leftovers recovery
 
Basically Jukain's Klefki set from
http://www.smogon.com/forums/thread...sets-oras-edition-no-shitty-gimmicks.3521766/

[Klefki.gif]
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Thunder Wave
- Light Screen
- Magnet Rise

However it has Light Screen rather than Play Rough as it wouldn't have hit very hard in the first place. It has no attacking moves and so it would be susceptible to become taunt bait however the pokemon most likely to use taunt such as Gengar and Gyarados would be crippled by the Prankster T-Wave. Mew probably the most popular taunter would also lose it's speed that it relies on while the synchronized paralysis would't affect Klefki heavily due to prankster. With Magnet Rise, Klefki's only weakness is fire and with the SDef set and Light Screen, special fire attacks like Lava Plume from Heatran wouldn't hit very hard. Physical fire attackers namely Flare Blitz users Talonflame and Char-X would be crippled by T-Wave. Basically with the extra bulk from Light Screen Klefki can set spikes more reliably. The only things that Play Rough could handle that Light Screen couldn't would probably be Conkeldurr and Taunt/Nasty Plot Thundurus.
Yeah you really need to have Play Rough or Foul Play on Klefki with this set or just about any Klefki set really, barring suicide screen sets perhaps. The whole point of Magnet Rise is the ability to set up Spikes on general Ground type users while having a chance to threaten ground type attackers like Lando-T and Garchomp anyways. It's really doing it a disservice not only for the set but yourself and others teambuilds by not having some sort of offensive presence available on Klefki, regardless of the subjectivity that one would believe isn't worth it when it matters.
 
houndoom-mega.gif


Houndoom @ Houndoomite
Ability: Flash Fire
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
-Protect
-Fire Blast / Flamethrower
-Dark Pulse
-Nasty Plot

Let's get a few things straight first of all. This is only good at the moment because in a ladder with no greninja, the 115 speed tier is seeing a resurgence to outpace the latis, gengar, metagross, thunderus, keldeo clusterfuck on the suspect ladder. Pokemon like Raikou, Starmie, and Houndoom have an incredibly useful speed tier. Houndoom takes it further with STABs that just absolutely wreck metagross and latis and has a nice neutrality to fairy attacks making him able to actually take on things like clefable and gardevoir pretty well. Finally, common pivots like rotom and landorus really can't switch into him for a momentum grab without severe punishment.

Being neutral to u-turn also means that you only take 30% or so from scarf lando u-turn anyway so you can stubbornly stay in and go for an attack if you expect u-turn coming. Otherwise if it scarf locks itself into EQ then you more than likely have something like a gyarados or gengar who can exploit that opportunity for a boost or sub. Build a team around him factoring this sort of thing in.

He is notable for setting up on and beatting sableye and clefable stalls, outspeeding and maiming 110s, hitting heatran awfully hard with 2nd stab, countering scizor/ferro, and being awfully anti-meta. If you wanna spoil other people's fun this might be a good mega for you. Make sure to bring 2 or 3 ground immunities, hazard support, and keldeo counter(s) on your anti-fun team.



Defensive: (he's not bulky by any means but he's not stupidly frail either)

252 Atk Landorus-T U-turn vs. 32 HP / 0 Def Mega Houndoom: 90-107 (30.1 - 35.7%)
4 Atk Landorus-T Stone Edge vs. 32 HP / 0 Def Mega Houndoom: 218-258 (72.9 - 86.2%)

4 SpA Clefable Moonblast vs. 32 HP / 0 SpD Mega Houndoom: 108-127 (36.1 - 42.4%)

0 SpA Heatran Earth Power vs. 32 HP / 0 SpD Mega Houndoom: 178-210 (59.5 - 70.2%)

+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 32 HP / 0 Def Mega Houndoom: 131-154 (43.8 - 51.5%)
252+ Atk Technician Mega Scizor Bug Bite vs. 32 HP / 0 Def Mega Houndoom: 196-232 (65.5 - 77.5%)
252+ Atk Technician Mega Scizor Bullet Punch vs. 32 HP / 0 Def Mega Houndoom: 66-78 (22 - 26%)

0 SpA Tentacruel Scald vs. 32 HP / 0 SpD Mega Houndoom: 156-186 (52.1 - 62.2%)

0 SpA Slowbro Scald vs. 32 HP / 0 SpD Mega Houndoom: 188-224 (62.8 - 74.9%)

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 32 HP / 0 SpD Mega Houndoom: 250-295 (83.6 - 98.6%)



Offensive: (this is the fun part)

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 4 SpD Metagross-Mega: 350-414 (96.1 - 113.7%)
252 SpA Mega Houndoom Dark Pulse vs. 0 HP / 4 SpD Metagross: 254-302 (84.3 - 100.3%)

252 SpA Mega Houndoom Dark Pulse vs. 4 HP / 0 SpD Latios: 254-302 (84.1 - 100%)

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Clefable: 208-246 (52.7 - 62.4%)
+2 252 SpA Mega Houndoom Fire Blast vs. +1 252 HP / 0 SpD Clefable: 277-327 (70.3 - 82.9%)

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Sableye-Mega: 157-186 (51.6 - 61.1%)

252 SpA Mega Houndoom Fire Blast vs. 0 HP / 0 SpD Mega Gardevoir: 147-174 (53 - 62.8%)

252 SpA Mega Houndoom Dark Pulse vs. 252 HP / 0 SpD Rotom-W: 130-154 (42.7 - 50.6%) -- 44.1% chance to 2HKO after Stealth Rock and Leftovers recovery

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Landorus-T: 229-270 (59.9 - 70.6%)

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Thick Fat Mega Venusaur: 164-194 (45 - 53.2%) -- guaranteed 2HKO after Stealth Rock

252 SpA Mega Houndoom Dark Pulse vs. 248 HP / 0 SpD Heatran: 132-156 (34.2 - 40.5%)
+2 252 SpA Mega Houndoom Dark Pulse vs. 248 HP / 252+ SpD Heatran: 190-225 (49.3 - 58.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery



I obviously don't take credit for this set; there's nothing creative about it. It is just underrated and not really used a whole lot despite the obvious opportunities it has against the most common pokemon currently.
 
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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

This sets job is to set rocks but still have offensive pressure, earth power is to make sure that other heatran cant wall the set (disregarding air balloon heatran). Taunt is so it can stop clefable and other pokemon from setting up or using utility moves against this set, magma storm is to trap pokemon so your team can safely switch in against the pokemon that you trapped.

I run a timed nature because it allows heatran to outspeed, and ohko metagross mega before it has mega evolved.

Leftovers allow this set to still wall the lati's and to survive longer.

Replay: http://replay.pokemonshowdown.com/ou-195965701
Here is just a small example of what the set can do if played right.

Sorry about the short post but i'm in a bit of a hurry and couldnt really find enough time to post a longer one with more information about this set, but trust me its good.
 
I don't know if this is considered creative or anything, but I've been effectively using a mixed DD Latios. Obviously used mid to late game and pretty much used as a late game sweeper. Come in on something that you scare away, or can't do anything to you.

Latios Life Orb
132 HP/252 SpA/124 Spe
Mild Nature
-Dragon Dance
-Dragon Pulse
-Earthquake
-Thunderbolt/HP Fire/Energy Ball/Filler

With this EV spread at +1 you can outspeed base 145+ and with 252+ SpA you can attack anything very hard! Earthquake is for Heatran, which is a very common switch in. I'm not amazing at knowing the best coverage moves, I'm currently using Tbolt, but I feel HP fire could be great for Scizor/Ferro.
 
View attachment 32664

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

This sets job is to set rocks but still have offensive pressure, earth power is to make sure that other heatran cant wall the set (disregarding air balloon heatran). Taunt is so it can stop clefable and other pokemon from setting up or using utility moves against this set, magma storm is to trap pokemon so your team can safely switch in against the pokemon that you trapped.

I run a timed nature because it allows heatran to outspeed, and ohko metagross mega before it has mega evolved.

Leftovers allow this set to still wall the lati's and to survive longer.

Replay: http://replay.pokemonshowdown.com/ou-195965701
Here is just a small example of what the set can do if played right.

Sorry about the short post but i'm in a bit of a hurry and couldnt really find enough time to post a longer one with more information about this set, but trust me its good.


I've actually used this set quite a lot recently but I think you should slash toxic with rocks. Toxic + Taunt + Magma Storm (trap) lets it beat a lot of bulky mons and helps vs stall. Admittedly if you don't have a rocks setter then rocks are somewhat needed but Toxic I find really beneficial to this set
 
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I've actually used this set quite a lot recently but I think you should slash toxic with rocks. Toxic + Taunt + Magma Storm (trap) lets it beat a lot of bulky mons and helps vs stall. Admittedly if you don't have a rocks setter then rocks are somewhat needed but Toxic I find really beneficial to this set

I ran toxic for a while but due to the more offensive nature of my EV spread i decided that stalling would not be what this set would excell at, i do admit that its a good option but i do personally prefer rocks over toxic, this allows it to apply just that extra amount of pressure on the opponent and can make this set pretty unpredictable.

I also like that fact that it can be an anti-lead set which still sets rocks.
 
Gliscor_XY.gif

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Earthquake
- Roost
- Swords Dance
- Taunt / Fire Fang

Small adaptation to stallbreaker Gliscor. In XY, most Gliscor ran Taunt as a means of breaking stall. With the introduction of Mega Sableye, that's not really possible. So I replaced Taunt with Swords Dance, and here we are. Gliscor grabs boosts against Stall teams wicked easily because he can heal off virtually all of the damage stall teams do between Roost and Poison Heal. It gets to +4 or +6 really quickly and once there, it can rip through unprepared teams. It also has the advantage of being immune to status once Poison Heal goes up. Earthquake is required STAB, Roost gives you insane recovery combined with Poison Heal, and the last moveslot dictates what you beat. Fire Fang beats Skarm, allowing for full stallbreaking. Taunt allows for proper stallbreaking. Knock Off has more general utility, and Ice Fang makes it a great check to Landorus-T outside of the first two options. I chose the standard Special Defense spread because that seemed to be the most useful, but a lot of different EV spreads can work. It's also a great check to Mega Sableye with this spread. Inspiration for this set came from a similar adaptation Albacore made to stallbreaker Talonflame.

+4 0 Atk Gliscor Fire Fang vs. 252 HP / 252+ Def Skarmory: 152-180 (45.5 - 53.8%) -- 3.9% chance to 2HKO after Leftovers recovery

+4 0 Atk Gliscor Earthquake vs. 232 HP / 252+ Def Alomomola: 256-303 (48.3 - 57.2%) -- 41.8% chance to 2HKO after Leftovers recovery
0 SpA Alomomola Scald vs. 244 HP / 192+ SpD Gliscor: 80-96 (22.7 - 27.2%) -- possible 6HKO after Poison Heal

+4 0 Atk Gliscor Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 360-428 (102.2 - 121.5%) -- guaranteed OHKO
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 244 HP / 0 Def Gliscor: 127-150 (36 - 42.6%) -- 2.1% chance to 3HKO after Poison Heal

+4 0 Atk Gliscor Earthquake vs. 252 HP / 252+ Def Mega Sableye: 190-225 (62.5 - 74%) -- guaranteed 2HKO
+1 4 SpA Mega Sableye Shadow Ball vs. 244 HP / 192+ SpD Gliscor: 105-124 (29.8 - 35.2%) -- 1.1% chance to 4HKO after Poison Heal
+2 4 SpA Mega Sableye Shadow Ball vs. 244 HP / 192+ SpD Gliscor: 139-165 (39.4 - 46.8%) -- 87.1% chance to 3HKO after Poison Heal
+3 4 SpA Mega Sableye Shadow Ball vs. 244 HP / 192+ SpD Gliscor: 174-205 (49.4 - 58.2%) -- 11.7% chance to 2HKO after Poison Heal

All these calcs are assuming you don't Roost up in the mean time, either.
 
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Gliscor_XY.gif

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Earthquake
- Roost
- Swords Dance
- Fire Fang / Knock Off / Ice Fang

Small adaptation to stallbreaker Gliscor. In XY, most Gliscor ran Taunt as a means of breaking stall. With the introduction of Mega Sableye, that's not really possible. So I replaced Taunt with Swords Dance, and here we are. Gliscor grabs boosts against Stall teams wicked easily because he can heal off virtually all of the damage stall teams do between Roost and Poison Heal. It gets to +4 or +6 really quickly and once there, it can rip through unprepared teams. It also has the advantage of being immune to status once Poison Heal goes up. Earthquake is required STAB, Roost gives you insane recovery combined with Poison Heal, and the last moveslot dictates what you beat. Fire Fang beats Skarm, allowing for full stallbreaking, Knock Off has more general utility, and Ice Fang makes it a great check to Landorus-T. I chose the standard Special Defense spread because that seemed to be the most useful, but a lot of different EV spreads can work. It's also a great check to Mega Sableye with this spread. Inspiration for this set came from a similar adaptation Albacore made to stallbreaker Talonflame.

+4 0 Atk Gliscor Fire Fang vs. 252 HP / 252+ Def Skarmory: 152-180 (45.5 - 53.8%) -- 3.9% chance to 2HKO after Leftovers recovery

+4 0 Atk Gliscor Earthquake vs. 232 HP / 252+ Def Alomomola: 256-303 (48.3 - 57.2%) -- 41.8% chance to 2HKO after Leftovers recovery
0 SpA Alomomola Scald vs. 244 HP / 192+ SpD Gliscor: 80-96 (22.7 - 27.2%) -- possible 6HKO after Poison Heal

+4 0 Atk Gliscor Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 360-428 (102.2 - 121.5%) -- guaranteed OHKO
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 244 HP / 0 Def Gliscor: 127-150 (36 - 42.6%) -- 2.1% chance to 3HKO after Poison Heal

+4 0 Atk Gliscor Earthquake vs. 252 HP / 252+ Def Mega Sableye: 190-225 (62.5 - 74%) -- guaranteed 2HKO
+1 4 SpA Mega Sableye Shadow Ball vs. 244 HP / 192+ SpD Gliscor: 105-124 (29.8 - 35.2%) -- 1.1% chance to 4HKO after Poison Heal
+2 4 SpA Mega Sableye Shadow Ball vs. 244 HP / 192+ SpD Gliscor: 139-165 (39.4 - 46.8%) -- 87.1% chance to 3HKO after Poison Heal
+3 4 SpA Mega Sableye Shadow Ball vs. 244 HP / 192+ SpD Gliscor: 174-205 (49.4 - 58.2%) -- 11.7% chance to 2HKO after Poison Heal

All these calcs are assuming you don't Roost up in the mean time, either.
This set is very good, but I would have Taunt as the last move so as to actually stallbreak properly.
 
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