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

Status
Not open for further replies.
This is my Clefable set that I use as a lead:



EVs: 252 HP, 252 Def, 4 Sp Def
Ability: Magic Guard
Item: Rocky Helmet

Moveset:
Moonblast
Softboiled
Thunder Wave
Stealth Rock

Stealth Rock is an essential move for today's metagame, and the best harzard IMHO
Thunder Wave lowers the speed of the opposing pokémon, making this a great lead for speed focused teams
Softboiled is impossible to use with Unware, since it's a 3rd gen move
Moonblast is Stab, compensating for it's minimum offensive power and may also lower the opponent Sp.Def.
 
Time for another one of my lordly sets :]


Jirachi @ Apicot Berry
Ability: Serene Grace
EVs: 128 HP / 208 Atk / 172 Spe
Adamant Nature
- Natural Gift
- Iron Head
- Thunder Wave
- U-turn

Apicot Berry is Ground type for Natural Gift.
Rachi lures that god otherwise referred to as Heatran, which is a very annoying mon to face. I made this set while using a Mega Houndoom team as that benefits pretty nicely from a dead heatran (also helps out things like Lati and a bunch of other mons.) iron head + twave, the lordly combo. fairly self explanatory, STAB + hax :]]. U-Turn just as a momentum move, could replace with filler if needed.

The evs. 172 speed outspeeds max speed timidtran by 1 point (watch out for scarftran tho.) 208 evs w/ Adamant nature is for the high ohko chance vs bulky tran (chances are it's gonna be slightly whittled anyway)

208+ Atk Apicot Berry Jirachi Natural Gift (100 BP Ground) vs. 252 HP / 0 Def Heatran: 368-436 (95.3 - 112.9%) -- 75% chance to OHKO
208+ Atk Apicot Berry Jirachi Natural Gift (100 BP Ground) vs. 0 HP / 0 Def Heatran: 368-436 (113.9 - 134.9%) -- guaranteed OHKO

Also ohkos Magnezone and gets nice damage off vs Bisharp.

Rest of the evs are just piled into HP for general bulk. The aim of this set is to lure out Heatran and bop it with an Apicot Berry Natural Gift, helping out your team in general, whether its to help something sweep or just to stop hazards, etc. Heatran can be a very annoying mon. Something like Fire Blast Altaria would be a nice partner for this too imo.

-----------------------------------------

I've also been experimenting with Drain Punch (80 evs w/ adamant nature) because things like Bisharp usually come in on this to Pursuit it. 108 speed outspeeds Jolly Bish and has a v high ohko chance. Also leaves a lot of evs left to plug into bulk. Item recommended is Leftovers or maybe Colbur Berry (dark resisting) to be able to take pursuits better and just incase it goes for knock off. Would also help out vs things like TTar crunch and dark types in general.

80+ Atk Jirachi Drain Punch vs. 4 HP / 0 Def Bisharp: 260-308 (95.5 - 113.2%) -- 75% chance to OHKO

Thanks for reading, here's a shiny Starmie :]]]]]]
You really are a god.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Amnesia's my personal preference, I just like the double Sp. Def boost more, since it typically needs it to survive against strong Sp. Attackers. Using Calm Mind is perfectly fine too.
Amnesia makes you unthreatening since you're not hitting any harder. Stall just phazes you out or sets up Mega Sableye alongside you while other teams can use SubDD Mega Gyarados (you need boosts to break the Sub), SubCM Keldeo, or even NP Thundurus.
 
Amnesia makes you unthreatening since you're not hitting any harder. Stall just phazes you out or sets up Mega Sableye alongside you while other teams can use SubDD Mega Gyarados (you need boosts to break the Sub), SubCM Keldeo, or even NP Thundurus.
That is true, using Amnesia means you can't hit as hard. I think it's a fact by now that any Mega Slowbro going up against a Mega Sableye without Sp. Atk boosts is going to lose. I've used both Amnesia and Calm Mind (one or the other, not both) on MegaBro, and while I like the extra Sp. Def Amnesia provides, I'll give Calm Mind another shot. Thanks for helping me out.
 
Posting this set because its extremely underrated and nobody seems to run this on AV Azu


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Power-Up Punch
- Waterfall
- Aqua Jet
- Play Rough

Knock Off here is the recommended move and for good reason, Superpower is another move often run here to catch Ferrothorn on the switch. In my personal experience however, Power-Up Punch has been the far superior 4th option as the other 3 are damn near nonnegotiable. What makes Power-Up Punch so great is essentially gives your Azumarill the benefit of running an Assault Vest + a pseudo Choice Band, with the ability to change your move! The pure power an utility of this set cannot be understated as often times people assume you are belly drum, choice band or regular assault vest and they freak when you start power up punching. One thing I've noticed is I am often able to kill and or greatly weaken dangerous walls like Slowbro, Zapdos, Ferrothorn, etc etc simply by going for power up punch on the swtich. Due to all the switches Azumarill forces against Pokemon such as Conkeldurr, Keldo, Latias, Latios, Tyranitar, and frail offensive mons scared of a Banded Aqua Jet it is really easy to start setting up. +2 is generally all you need to sweep or wallbreak. AV's added bulk helps Azumarill be able to take hits that prolongs the absolute wreckage it causes, unlike the standard Belly Drum or Choice Band set

A few replays to demonstrate this sets power

http://replay.pokemonshowdown.com/ou-207132683

http://replay.pokemonshowdown.com/ou-207130494
 
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.
 

Starmei

You thought you could challenge me?
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.

I like this set but I recommend Overgrow as a potential option, when using this set you want to get to your salac berry 90% of the time for obvious reasons, which puts you in overgrow range. Overgrow helps out seed bomb pretty nicely for damage.


+6 252 Atk Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 249-293 (78 - 91.8%) -- guaranteed 2HKO
+6 252 Atk Overgrow Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 373-439 (116.9 - 137.6%) -- guaranteed OHKO

Little nitpick here, 224 speed Jolly beats 115s like Starmie and Raikou so you have an extra 20 evs in bulk.

An idea for BD Chesnaught, does it really need max attack? 'It's a BD mon, of course it does.' really? Other than running enough Attack to ohko latias w/ overgrow seed bomb at +6


+6 36 Atk Overgrow Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 309-363 (96.8 - 113.7%) -- 81.3% chance to OHKO

Running 36 attack still ohkos most of the things regular BD naught does.

Another option is enough to ohko max HP MMetagross w/ +6 Drain Punch


+6 196 Atk Chesnaught Drain Punch vs. 0 HP / 0 Def Mega Metagross: 288-339 (95.6 - 112.6%) -- 75% chance to OHKO (75% is enough imo, especially as 90% of the time it's not going to be at 100%)

Which brings me onto another point. Chesnaught is more than likely going to drum late game, not early. Chances are the majority of switchins/checks will already be weakened or gone because no one is gonna predict your BD naught (Unless they're a lord). So max attack is really not needed. A decent argument against this is that you need good attack just incase you don't drum. But Naught can set up a sub/drum vs a decent amount and some common mons like rotom-w so played right, most of the time you're gonna drum anyway (unless they pack a bunch of checks, in which case it's not gonna do a whole lot regardless of max att or less)

:]
 

Mew @ Life Orb
Ability: Synchronize
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Swords Dance
- Zen Headbutt
- Drain Punch
- Knock Off / Gunk Shot / Baton Pass / Roost

I scanned through a few pages and didn't see a Mew mention like this, so forgive me if this was already done.
This is a set I've been playing around with for a few weeks, and it's absolutely hilarious how much it screws people over. It lures in common Stallbreaker checks and counters like Heatran and annihilates them with SD Drain Punch. Zen Headbutt is a reliable STAB move that hits pretty hard and has a chance to flinch. Mew is also pretty bulky even without investment, and Drain Punch makes it a nightmare to take down. This set is screwed over completely by Mega Sableye, so Togekiss or Clefable are fantastic partners.

+2 252 Atk Life Orb Mew Drain Punch vs. 248 HP / 0 Def Heatran: 338-398 (87.7 - 103.3%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk Life Orb Mew Drain Punch vs. 252 HP / 88+ Def Ferrothorn: 239-283 (67.8 - 80.3%) -- guaranteed 2HKO after and Leftovers recovery

+2 252 Atk Life Orb Mew Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowbro: 309-367 (78.4 - 93.1%) -- 37.5% chance to OHKO after Stealth Rock

+2 252 Atk Life Orb Mew Zen Headbutt vs. 244 HP / 0 Def Gliscor: 234-277 (66.4 - 78.6%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
 

Mew @ Life Orb
Ability: Synchronize
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Swords Dance
- Zen Headbutt
- Drain Punch
- Knock Off / Gunk Shot / Baton Pass / Roost

I scanned through a few pages and didn't see a Mew mention like this, so forgive me if this was already done.
This is a set I've been playing around with for a few weeks, and it's absolutely hilarious how much it screws people over. It lures in common Stallbreaker checks and counters like Heatran and annihilates them with SD Drain Punch. Zen Headbutt is a reliable STAB move that hits pretty hard and has a chance to flinch. Mew is also pretty bulky even without investment, and Drain Punch makes it a nightmare to take down. This set is screwed over completely by Mega Sableye, so Togekiss or Clefable are fantastic partners.

+2 252 Atk Life Orb Mew Drain Punch vs. 248 HP / 0 Def Heatran: 338-398 (87.7 - 103.3%) -- guaranteed OHKO after Stealth Rock

+2 252 Atk Life Orb Mew Drain Punch vs. 252 HP / 88+ Def Ferrothorn: 239-283 (67.8 - 80.3%) -- guaranteed 2HKO after and Leftovers recovery

+2 252 Atk Life Orb Mew Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowbro: 309-367 (78.4 - 93.1%) -- 37.5% chance to OHKO after Stealth Rock

+2 252 Atk Life Orb Mew Zen Headbutt vs. 244 HP / 0 Def Gliscor: 234-277 (66.4 - 78.6%) -- guaranteed 2HKO after Stealth Rock and Poison Heal

Maybe you could run sd, knock off, another attack, and baton pass. Lopunny would be a very good recipient, since mew can cripple slowbro with knock off, and lopunny can help with mega sabe.
 

jpw234

Catastrophic Event Specialist
If you're looking for stallbreak I prefer a mew set like this:


Mew @ Leftovers / Life Orb
148 HP / 252 Atk / 108 Spe
Adamant Nature
- Substitute
- Swords Dance / Bulk Up
- Drain Punch
- Dragon Tail

Fast DTail means you can't be WWed by Skarmory (which is incredibly common on stall at the moment) and lets you rack up hazard damage with shuffling. It also means you aren't hard stopped by Mega-Sableye. You trade that for a weakness to Clefable, but that's much more easily dealt with (e.g. Poison Jab Conkeldurr). You could also run a bulkier set with SDef.
 
I like this set but I recommend Overgrow as a potential option, when using this set you want to get to your salac berry 90% of the time for obvious reasons, which puts you in overgrow range. Overgrow helps out seed bomb pretty nicely for damage.


+6 252 Atk Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 249-293 (78 - 91.8%) -- guaranteed 2HKO
+6 252 Atk Overgrow Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 373-439 (116.9 - 137.6%) -- guaranteed OHKO

Little nitpick here, 224 speed Jolly beats 115s like Starmie and Raikou so you have an extra 20 evs in bulk.

An idea for BD Chesnaught, does it really need max attack? 'It's a BD mon, of course it does.' really? Other than running enough Attack to ohko latias w/ overgrow seed bomb at +6


+6 36 Atk Overgrow Chesnaught Seed Bomb vs. 72 HP / 0 Def Latias: 309-363 (96.8 - 113.7%) -- 81.3% chance to OHKO

Running 36 attack still ohkos most of the things regular BD naught does.

Another option is enough to ohko max HP MMetagross w/ +6 Drain Punch


+6 196 Atk Chesnaught Drain Punch vs. 0 HP / 0 Def Mega Metagross: 288-339 (95.6 - 112.6%) -- 75% chance to OHKO (75% is enough imo, especially as 90% of the time it's not going to be at 100%)

Which brings me onto another point. Chesnaught is more than likely going to drum late game, not early. Chances are the majority of switchins/checks will already be weakened or gone because no one is gonna predict your BD naught (Unless they're a lord). So max attack is really not needed. A decent argument against this is that you need good attack just incase you don't drum. But Naught can set up a sub/drum vs a decent amount and some common mons like rotom-w so played right, most of the time you're gonna drum anyway (unless they pack a bunch of checks, in which case it's not gonna do a whole lot regardless of max att or less)

:]
Thanks a lot for the feedback. Overgrow does seem like a good option but bulletproof really gives me immunity against ferrothorn, although it can't do much anyway. But you're right, the extra hp will be very welcome especially since everything is 2HKOd by this monster
 


Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Magnet Rise / Thunder Wave
- Spikes
- Safeguard
- Play Rough


Klefki is a versatile pokemon that can put in tons of work, and just doesn't get the usage it deserves. This is a set I've really enjoyed using, the meta is kinda bulky right now so I've been using hazard stacking teams a lot. IMO this is a really good spikes setter cause it can pressure Mega Sableye with STAB Play Rough, which is only able to 3HKO (33.5 - 39.4%) but still means it has to use Recover a lot. It can, at best, do 22.7% back, and you'll get most of that health back through Leftovers. I put Safeguard on it to prevent Sableye from using Wisp, and I've found it be a useful move. Switching in a Keldeo check (or a lot of other waters) without risking burn is really nice. Switching Lopunny into Sableye with utter impunity is really nice (Klefki vs. Sableye is really stally so I switch to Mega Lopunny, Play Rough is just to make it think twice about switching in cause it's 2HKOed after some damage and will just give Lopunny another free switch). Not letting a stall team toxic your entire party is really nice. Preventing a Dragon Dancer or a fastmon from getting paralyzed is also really nice.

Play Rough also means Klefki can more reliably beat the best offensive defogger, Latios; Play Rough does 64.8 - 76.9% and Latios doesn't really have anything that can hurt Klefki, besides Earthquake which is negated with Prankster Magnet Rise. Magnet Rise also allows it to counter-lead Lando-T or just cheese it at any point if they don't already know you have it, and you can usually get up all three layers of spikes if it goes for any move that's not U-Turn. Alternatively you can run Thunder Wave; it's probably not that good, but allows it to be an emergency button against fastmons. If you go this route, 48 Def EVs allow it to survive Mega Gyarados' +1 Waterfall after Stealth Rock, and Play Rough allows you to break its subs easily.

A core I'm really liking with this is Klefki/Mega Lopunny/Bulky Garchomp. Mega Lopunny is probably the best mon at cleaning up weakened teams and really threatens Sableye, who's literally incapable of harming Lopunny when Safeguard is up: unless it has Foul Play (in which case it loses even harder to Klefki) or Knock Off (which is weak as shit but removes leftovers). Bulky Garchomp wears down physical attackers really fast with Rough Skin+Rocky Helm, provides Stealth Rock, and threatens Excadrill; it also has Dragon Tail, which racks up the hazard damage even more and can wear down Sableye to the point where it can't switch in to Klefki. Also you don't lose to GeoPass; with Safeguard you can't even get Spored LOL.


 
I've been using a really underrated (I've not seen it being used elsewhere in months!) mon in specs heatran. i originally had specs sylveon on the team but I was weak to ferro and bisharp. So I decided a similar heatran would be good. And since then it's worked wonders.

Heatran @ choice specs
252spa / 252spe / 4 hp or spd depending on which gives odd hp
Modest nature
Flash fire
-Flamethrower/fire blast
-Earth power
-Flash cannon
-Ancientpower

While it's not got pixilate like sylveon it does have better coverage and better speed. With it being one of two rock setters on my team (other being lando, who doesn't all that often use rocks in general) the opponent often assumes that tran will be using rocks and taunts it.

I realise it's not all that creative but I believe its a hugely underrated poke
 
I've been using a really underrated (I've not seen it being used elsewhere in months!) mon in specs heatran. i originally had specs sylveon on the team but I was weak to ferro and bisharp. So I decided a similar heatran would be good. And since then it's worked wonders.

Heatran @ choice specs
252spa / 252spe / 4 hp or spd depending on which gives odd hp
Modest nature
Flash fire
-Flamethrower/fire blast
-Earth power
-Flash cannon
-Ancientpower

While it's not got pixilate like sylveon it does have better coverage and better speed. With it being one of two rock setters on my team (other being lando, who doesn't all that often use rocks in general) the opponent often assumes that tran will be using rocks and taunts it.

I realise it's not all that creative but I believe its a hugely underrated poke
A suggestion, make Heatran timid, its SpA is already high enough with base 130 and specs, and the positive speed nature allows you to outspeed max neutral base 80s, like Mega Altaria, Dragonite, and Mega Venusaur as a few examples.
And put the 4 evs into special defense.
 


Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Sucker Punch
- Knock Off
- Will-O-Wisp
- Recover

I started using this in lieu of Foul Play because I didn't find myself using Foul Play at ALL except for talonflame and charizard-x. Since I was able to get teammates to deal with those, I tried to find a move that would be more useful for me and unfortunately there aren't too many options. But Sucker Punch stood out, I decided to give it a try, and I've enjoyed the results.

Sableye obviously doesn't do any kind of amazing damage with it, but it's a nice plan B to have available against the spinners in the tier. For example, excadrill sometimes flinches you out and can't burn it, so you can at least chip damage on it before going down. Starmie doesn't like taking the hit, Latios can't drop a draco on you so easily, and you can get a surprise win in a cripple fight against tentacruel before it can get that last scald chance off. It also helps with metagross, who won't always be burned or paralyzed when you come in. Overall the move has merits, and while not strong, neither is anything on stall teams.

The whole idea is slowly wearing things down into kill range with stall teams and sometimes a modest priority attack at the right moment can net you a nice kill when, without priority, you'd have had no chance.

0 Atk Mega Sableye Sucker Punch vs. 4 HP / 0 Def Starmie: (66.4 - 78.6%)

0 Atk Mega Sableye Sucker Punch vs. 0 HP / 0 Def Latios: (60.8 - 72.2%)

0 Atk Mega Sableye Sucker Punch vs. 0 HP / 24 Def Mega Gardevoir: (37.1 - 44.4%)

0 Atk Mega Sableye Sucker Punch vs. 0 HP / 0 Def Mega Metagross: (35.8 - 42.5%)

0 Atk Mega Sableye Sucker Punch vs. 0 HP / 0 Def Victini:(44.5 - 52.7%)

These are the situations I most often end up using the move. Sometimes I just run out of switches and in the end chipping some damage is just what I needed to open up something for other fast/priority stall mons like talon, tornadus, or scizor. I was using this set in the end of the OU ladder and it was good. Now, though, the suspect ladder has no metagross and it's likely fairies will make sableye and stall in general much worse overall. Still, I thought this set was pretty great and I wanted to share it.
 

Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 216 SDef / 40 Spd
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Toxic
- Protect
- Fire Blast

Liar here bringing you another underrated moveset: Toxic stall Tyranitar! I started using it to cripple common switchins like Landorus-T, Rotom-W, Keldeo, Garchomp, Azumarill... It doesn't sound like a great idea but it works well in practice and that's what matters. Tyranitars ability becomes a lot more useful as well as it helps racking up damage quickly. Protect is self-explanatory, but it's worth noting that it helps a lot against Mega Lopunny. If you catch it on the switch with a Toxic and surprise it with Protect on the HJK it's pretty much dead already. Fire Blast allows you to hit Steel-types like Scizor, Bisharp, Skarmory and Ferrothorn. Stealth Rock adds to the residual damage, and yeah that's the set! :)
 
Last edited:
You trade that for a weakness to Clefable, but that's much more easily dealt with (e.g. Poison Jab Conkeldurr).
Speaking of Poison Jab Conkeldurr, I like speed creeping it:

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 120 SpD / 136 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Poison Jab
- Knock Off / Stone Edge / Ice Punch

You do lose some special bulk, but with 136 speed EVs you hit 160 speed, which outpaces uninvested TTar by 2 points and everything below. That includes Sylveon, Clefable and uninvested Azumarill, making Conkeldurr a much better fairy lure. 2 Poison Jabs + SR kill all of them except Magic Guard Physically Defensive Clefable (Poison Jab does 45.1 - 53.2% to 252/252+ Clef, so you have a 89.1% chance to KO Unaware ones after SR), while SR + Drain Punch + Poison Jab kill SpDef or Specs Sylveon (not physically defensive ones) and AV Azumarill, easing prediction. You can also safely Drain Punch Porygon2, Empoleon, uninvested TTar, Mega Aggron and Chansey/Blissey even if you're at low health as now you outspeed.

Other possible benchmarks are 124 speed EVs (for uninvested base 60s, at the expense of uninvested neutral TTar and 12 EV Specs Sylveon), 156 EVs for Chesnaught (but Poison Jab does a measly 33.6 - 40%), 164 EVs for uninvested Gothitelle (Knock Off does 74.4 - 87.7% to 252/0 Gothitelle) and Alomomola or if you really want to speed creep things, 208 EVs for uninvested base 70s (Politoed/Skarm), BD Azumarill and 88 Speed Magnezone.
 

Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 216 SDef / 40 Spd
Calm Nature (+SDef, -Atk)
- Stealth Rock
- Toxic
- Protect
- Fire Blast

Liar here bringing you another underrated moveset: Toxic stall Tyranitar! I started using it to cripple common switchins like Landorus-T, Rotom-W, Keldeo, Garchomp, Azumarill... It doesn't sound like a great idea but it works well in practice and that's what matters. Tyranitars ability becomes a lot more useful as well as it helps racking up damage quickly. Protect is self-explanatory, but it's worth noting that it helps a lot against Mega Lopunny. If you catch it on the switch with a Toxic and surprise it with Protect on the HJK it's pretty much dead already. Fire Blast allows you to hit Steel-types like Scizor, Bisharp, Skarmory and Ferrothorn. Stealth Rock adds to the residual damage, and yeah that's the set! :)
I've used this, but with adamant pursuit. Trapping Latis, especially for stall teams with spikes and Gothitelle is worth much more if you're using Sableye, who can handle all those steels.
 
Speaking of Poison Jab Conkeldurr, I like speed creeping it:

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 120 SpD / 136 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Poison Jab
- Knock Off / Stone Edge / Ice Punch

You do lose some special bulk, but with 136 speed EVs you hit 160 speed, which outpaces uninvested TTar by 2 points and everything below. That includes Sylveon, Clefable and uninvested Azumarill, making Conkeldurr a much better fairy lure. 2 Poison Jabs + SR kill all of them except Magic Guard Physically Defensive Clefable (Poison Jab does 45.1 - 53.2% to 252/252+ Clef, so you have a 89.1% chance to KO Unaware ones after SR), while SR + Drain Punch + Poison Jab kill SpDef or Specs Sylveon (not physically defensive ones) and AV Azumarill, easing prediction. You can also safely Drain Punch Porygon2, Empoleon, uninvested TTar, Mega Aggron and Chansey/Blissey even if you're at low health as now you outspeed.

Other possible benchmarks are 124 speed EVs (for uninvested base 60s, at the expense of uninvested neutral TTar and 12 EV Specs Sylveon), 156 EVs for Chesnaught (but Poison Jab does a measly 33.6 - 40%), 164 EVs for uninvested Gothitelle (Knock Off does 74.4 - 87.7% to 252/0 Gothitelle) and Alomomola or if you really want to speed creep things, 208 EVs for uninvested base 70s (Politoed/Skarm), BD Azumarill and 88 Speed Magnezone.
Don't forget you can run Sheer Force Conk to turn those almost-2HKOs into guaranteed kills with or without rocks damage. The power difference is huge:

252+ Atk Conkeldurr Poison Jab vs. 252 HP / 252+ Def Clefable: 178-210 (45.1 - 53.2%) -- 0.4% chance to 2HKO after Leftovers recovery
252+ Atk Sheer Force Conkeldurr Poison Jab vs. 252 HP / 252+ Def Clefable: 232-274 (58.8 - 69.5%) -- guaranteed 2HKO after Leftovers recovery

And then based on preference you can swap out Assault Vest for Life Orb, and give it the speed you mentioned to outpace BD Azumarill...

252+ Atk Life Orb Sheer Force Conkeldurr Poison Jab vs. 92 HP / 0 Def Azumarill: 411-486 (112.9 - 133.5%) -- guaranteed OHKO
-1 252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 240+ Def Landorus-T: 338-400 (88.4 - 104.7%) -- 25% chance to OHKO
 
How does lead Bisharp sound lol


Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Metal Burst
- Thunder Wave
- Knock Off
I remember I ran something similar to this during gen 5 with sucker instead of knock off. It was so bad lol.

Times have changed though and this looks good now
 

jpw234

Catastrophic Event Specialist

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sunny Day
- Fire Blast
- Dark Pulse
- SolarBeam

Support TTar is a pretty good switch-in to NP Mega-Houndoom
252 SpA Solar Power Mega Houndoom Solar Beam vs. 248 HP / 8 SpD Tyranitar in Sun: 410-484 (101.7 - 120%) -- guaranteed OHKO

So is Unaware Clefable
252 SpA Solar Power Mega Houndoom Fire Blast vs. 252 HP / 96+ SpD Clefable in Sun: 382-450 (96.9 - 114.2%) -- 81.3% chance to OHKO

AV Azu is another good check
252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Mega Houndoom in Sun: 84-102 (28.8 - 35%) -- guaranteed 3HKO after Solar Power damage
252 SpA Solar Power Mega Houndoom Solar Beam vs. 240 HP / 16 SpD Assault Vest Azumarill in Sun: 326-384 (81.2 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock

Still kills important shit with sun boost + Solar Power
252 SpA Solar Power Mega Houndoom Fire Blast vs. 244 HP / 192+ SpD Gliscor in Sun: 393-463 (111.6 - 131.5%) -- guaranteed OHKO
252 SpA Solar Power Mega Houndoom Solar Beam vs. 248 HP / 0 SpD Rotom-W in Sun: 392-462 (129.3 - 152.4%) -- guaranteed OHKO

I only played with it a little bit with a bad team so it's slightly theorymon but I think this set could work out pretty well.
 
This set isn't super creative per se (a variant of it is on the analysis), but it is pretty underrated and is surprisingly effective.

Clefable @ Life orb
Ability: Magic Guard
Evs: 252 HP / 252 SAtk / 4 Speed
Modest Nature
- Moonblast
- Fire Blast/Focus blast
- Psyshock/Thunderbolt/Focus blast/Knock off
- Soft-Boiled

So this is a pretty cool lure set I've been using recently and it's actually really effective. When most people look at clefable, mostly what they think of is its defensive potential and relative passiveness without some boosts to its special attack. But, what many forget is its pretty wide offensive move pool that gives it fantastic coverage to nail some of its common checks/counters.
The set is pretty simple, but yet effective. Moonblast is non-negotiable as Moonblast provides a deceptively strong STAB. I suppose an extra coverage or utility move could be used over Softboiled, but I really find clefable gets worn down by repeated attacks much too quickly without it. The second move slot is dedicated to hitting steel types. Fire blast is there if you want to OHKO Ferrothorn, Scizor, and Skarmory, and do huge damage to Jirachi and Mega Metagross, while focus blast 2hko's heatran, an otherwise hard stop to any clefable, and retains coverage on most steel types. The third slot can be a few different options, Psyshock hits poison types such as Gengar, Tentacruel, Mega Venusaur, and Amoongus for big damage, all if which are great clefable answers otherwise. Thunderbolt still hits tentacruel, but also hits Talonflame and Charizard-Y hard, and does more damage to bulky water types than Moonblast. Focus blast is again an option here for Heatran, and knock off can be used not for its damage output or coverage, but for its utility, I.e. getting rid of chansey's eviolite.
The main reason to use a Lo set on Clefable is because with Magic Guard, it won't take any LO damage. Clefable is (and in general was in earlier generations) a Pokemon who in theory, it's too unpreedictable.

Posting this set because its extremely underrated and nobody seems to run this on AV Azu


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Power-Up Punch
- Waterfall
- Aqua Jet
- Play Rough

Knock Off here is the recommended move and for good reason, Superpower is another move often run here to catch Ferrothorn on the switch. In my personal experience however, Power-Up Punch has been the far superior 4th option as the other 3 are damn near nonnegotiable. What makes Power-Up Punch so great is essentially gives your Azumarill the benefit of running an Assault Vest + a pseudo Choice Band, with the ability to change your move! The pure power an utility of this set cannot be understated as often times people assume you are belly drum, choice band or regular assault vest and they freak when you start power up punching. One thing I've noticed is I am often able to kill and or greatly weaken dangerous walls like Slowbro, Zapdos, Ferrothorn, etc etc simply by going for power up punch on the swtich. Due to all the switches Azumarill forces against Pokemon such as Conkeldurr, Keldo, Latias, Latios, Tyranitar, and frail offensive mons scared of a Banded Aqua Jet it is really easy to start setting up. +2 is generally all you need to sweep or wallbreak. AV's added bulk helps Azumarill be able to take hits that prolongs the absolute wreckage it causes, unlike the standard Belly Drum or Choice Band set

A few replays to demonstrate this sets power

http://replay.pokemonshowdown.com/ou-207132683

http://replay.pokemonshowdown.com/ou-207130494
This is one of the underrated sets ever seen. First of all, the set is great because even though losing Knock offor Superpower sounds like a big deal, the STAB combination of Azumarill is actually only resisted by:
-Volcanion (Unreleased), Tentacruel (B+), Qwilfish (E), Empoleon (B-), Venusaur (E), Mega Venusaur (A-), Vileplume (E), Victreebel (E), Roserade (E), Amoonguss (B+), Ferrothorn (A), Dragalge (C+) and Palkia (Uber).

With Power-Up Punch added to the set you have a way to boost it's attack while having a way to fight (not great, but workable) against Ferrothorn. It's recomended that you add a Psychic to your team that covers the rest of resists.

How does lead Bisharp sound lol


Bisharp @ Focus Sash
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Metal Burst
- Thunder Wave
- Knock Off
I said this:
IT'S COMPLETELY UNVIABLE. Reason:

From Showdown Dex:
Metal Burst
Type: Steel Category: Physical.
Base Power: (-) Accuracy 100% PP 10/16.

Deals damage to the last foe to hit the user with an attack this turn equal to 1.5 times the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals damage with a Base Power of 1 instead. If that foe's position is no longer in use, the damage is done to a random foe in range. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by a foe's attack this turn.

(And, unless it has changed, Metla Burst only works on faster Pokemon, who is counterproductive with Thunder Wave).

If you want to use Bisharp as a SR setter.
Bisharp @ Focus Sash or Life Orb.
Ability: Defiant
EVs: 252 Atk/4 Def/252 Spe
Adamant/Jolly Nature.
-Stealth Rock/Taunt
-Knock Off
-Iron Head
-Sucker Punch
 
IT'S COMPLETELY UNVIABLE. Reason:

From Showdown Dex:
Metal Burst
Type: Steel Category: Physical.
Base Power: (-) Accuracy 100% PP 10/16.

Deals damage to the last foe to hit the user with an attack this turn equal to 1.5 times the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals damage with a Base Power of 1 instead. If that foe's position is no longer in use, the damage is done to a random foe in range. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by a foe's attack this turn.

(And, unless it has changed, Metla Burst only works on faster Pokemon, who is counterproductive with Thunder Wave).

If you want to use Bisharp as a SR setter.
Bisharp @ Focus Sash or Life Orb.
Ability: Defiant
EVs: 252 Atk/4 Def/252 Spe
Adamant/Jolly Nature.
-Stealth Rock/Taunt
-Knock Off
-Iron Head
-Sucker Punch
Metal Burst works the same way Counter or Mirror Coat does. It'll always go last.

Edit: Really Game Freak. Really.
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top