Taken over from The Shellder Smuggler with MM2's permission
This thread is to help people share some interesting and unseen sets they have made that have actually have been proven to work in the competitive XY or ORAS Ubers metagames.
XY Sets:
Ωα Sets:
Groudon @ Red Orb
Ability: Drought
EVs: 104 HP / 160 Atk / 148 SpD / 96 Spe
Adamant Nature
- Precipice Blades
- Stone Edge
- Swords Dance
- Thunder Wave
This set is really good and underrated in general, I love setup sweepers that self-support. This particular spread is showcased well in my SPL W6 game vs ZoroDark where it disrupts momentum phenomenally and does literally everything it was EV'd to do except live a Geomancy Xerneas Focus Blast after taking SR damage as Primal Groudon. 160 Atk is a benchmark I stumbled upon accidentally but it KOs both 252 HP / 0 Def Supportceus and Max HP / Max Def Bold Primal Kyogre without needing Stealth Rock while at +2. 96 Speed basically ensures you're faster than any sort of bulky Primal Kyogre / other offensive Primal Groudon, and it also gives you really nice odds of being faster than the average Ho-Oh. But yeah Paradancer Primal Groudon is cool, you Thunder Wave the check first time it comes in, SD the second time and smash faces. One of the best balance/stall killers in Ubers.
-Entry by: steelphoenix
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 200 Def / 252 SpA / 56 Spe
Modest Nature
- Moonblast
- Geomancy
- Block
- Rest
Kinda surprised why this set is not mentioned here, as it is capable of doing some serious damage to most teams, especially to those teams relying on Klefki to check Xerneas. It can also easily set up on Arceus-Forms, Latitwins at -2, Yveltal etc. Block helps trap the above mentioned mons, once they are trapped, Xerneas can just go on to boost its special attack, special defense and speed to +6. Once Xerneas does this, there is no telling how much wrecking Xerneas will do. 200 EVs in defense as Xerneas needs some bulk when running this set. 56 EVs in speed so that Xerneas can outspeed Scarf Genesect after using Geomancy.
-Entry by: Level 56
Xerneas @ Life Orb
Ability: Fairy Aura
EVs: 28 Atk / 252 SpA / 228 Spe
Mild Nature
- Moonblast
- Close Combat
- Rock Slide
- Grass Knot/Aromatherapy/Thunder
This is a seriously underrated Xerneas set, people seem to associate Xerneas with being a Geomancy set-up sweeper but they neglect the existence of this monster. Ubers has next to no comfortable switches with almost everything taking a healthy chunk of damage on the switch in if you predict correctly. Primal Groudon is extremely pressured by this set with Moonblast doing a healthy chunk to even specially defensive Primal Groudon(especially if SR is down). Life Orb Xerneas can open up big enough holes in a defensive core, for something like Primal Kyogre to sweep. The fourth slot is a toss-up and can be tweaked to the needs of your team. Grass Knot makes it easier to force out the Primals, while Aromatherapy supports the rest of your team by removing status, and Thunder is also a viable option if you want to use LO Xerneas to break standard stall cores carrying MSableye, Lugia, and WaterCeus(with SR down of course). Enjoy~
- Entry by: Master Sunny-EX
Cresselia @ Rocky Helmet / Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Magic Coat / Ice Beam
- Trick Room
- Toxic
- Lunar Dance
cress is actually legit if ur opting for a tr squad since it's a surprisingly good groudon switch. i had another mence check on my team so i went for magic coat to antilead deo-s and not get taunted, but mental herb and ice beam could work too. i like rocky helmet to get some chip dmg off on like ekiller and shit, but myriad items are fine. cool mon. not super splashable, but hasn't been explored rly.
- Entry by: dice
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Precipice Blades
- Stone Edge
- Stealth Rock
u can use a spread to live a +2 xern hit or have more bulk or whatever but the important part is just jolly sd because u can sr past waterceus easily which is unique for a groudon set. i use it on a team with good xern cvrg already so i just opted for max atk and an hp benchmark, but it's flexible. a pretty antimeta set vs all the dudes that use waterceus as a crux. not the easiest to fit on a team but hella fun.
- Entry by: dice
Latios @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Magic Coat
- Draco Meteor
- Roost
- Psyshock
Mostly used for surprising Rocky Helmet Deo-S; you can bounce back Stealth Rock, then OHKO it on the next turn. Latios often gets overwhelmed by the sample team so the addition of Magic Coat over Calm Mind and Defog (neither of which were really needed on the team I'm using this set on) can be clutch vs. some teams. Magic Coat can also bounce back Dark Void from Darkrai and Spikes & Thunder Wave from Klefki / Ferrothorn, but you should weigh risk vs. reward and not throw away Latios if you need it later on in the match.
- Entry by: Sweep
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Memento
- Psyshock / Grass Knot / Thunder / Something to hit kyogre or xerneas / Tailwind
- Hidden Power [Fire] / Roar / Psyshock / Grass Knot / Thunder / coverage / Tailwind
This is somewhat niche but its really nice for some extremely Hyper offensive teams that need some way to setup some of there sweepers or need a water / ground type resists. Its like an all-out-attacker set but it uses Memento to help something else setup and provides a free switch. It looks weird but given some of Latios's common switch-in's (xerneas / Ho-oh) instead of trying to debilitate them with a strong draco meteor or psyshock or whatever, you can have something else come in and get a free setup turn off it (after a memento a mon without a phazing move is basically useless or forced to switch which regardless gives a free turn). This sounds a little stupid admittedly but its a little entertaining watching a Ho-oh turn from check to setup for something like a Primal Groudon. It also still gives this thing some use of it becomes paralyzed or toxic'd or after it cripples itself with Draco Meteor.
Going on to the moveset, Draco Meteor is basically mandatory since its does tons of damage and Latios tends to be able to get the free turns it needs to get one off due to its array of resistances. Tailwind should be noted because you can set one of those up and pass it easily, which can become scary if this is paired with something like Primal Groudon. You can still pick some kind of coverage if that's not your cup of tea though. Roar is interesting as well because like last gen Latios has the tendency to become fodder for setup if something is sac'd to its Draco Meteor (this is especially the case for Xerneas and Primal Groudon), and Roar denies any such shenanigans. It should be acknowledged though that Memento kind of does the same thing but Roar doesn't kill Latios in the process.
You still want to use max special attack because you don't want to be a weak Latios, you want to have your attacks hurt! You just also want the ability to sacrifice yourself later to help setup something if need be. Maximum speed is obvious because Latios's speed tier is great :).
- Entry by: polop
Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Wish
- Roost
- Body Slam
- Dragon Tail
super niche set that only fits on balances with another defog user but its a nice surprise wisher + phys wall to give easy wishes to klefki b.c. it checks the most common mence switches. bslam is just for annoyance and status and i felt like dtail was a superior option to another anti set up move like toxic.
- Entry by: dice
Info:
This leg of ORAS Creative and Underrated sets is finished. Check out the next leg by PoMMan.
This thread is to help people share some interesting and unseen sets they have made that have actually have been proven to work in the competitive XY or ORAS Ubers metagames.
XY Sets:
By Edgar:
Sylveon (F) @ Leftovers
Trait: Pixilate
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Hyper Voice
- Wish
- Heal Bell
- Protect
Sylveon does actually pretty well, it's not as gimmicky as you may think. The idea of the set is just to support the team with Wish and Heal Bell, works great with Mega Kanga, Palkia and Dialga.
Sylveon (F) @ Leftovers
Trait: Pixilate
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Hyper Voice
- Wish
- Heal Bell
- Protect
Sylveon does actually pretty well, it's not as gimmicky as you may think. The idea of the set is just to support the team with Wish and Heal Bell, works great with Mega Kanga, Palkia and Dialga.
By Faint:
Mewtwo @ Mega Stone X
Trait: Steadfast
EVs: 252 Spe / 252 SpA / 4 Atk
Nature: Naive (+ Spe - SpDef)
- Psystrike
- Fire Blast
- Low Kick
- Taunt / Stone edge
kd24 used this against me in a match w/ explosion as the final move and it caused me a lot of trouble. I discussed this set in #ubers about a week ago with a few others and it while some were skeptical others thought it was neat. It was pointed out by Melee_Mewtwo that there may not be much merit to use this set > regular MM2-X with Taunt, Low Kick and EdgeQuake which is understandable, but in some cases this may be better. You have the surprise factor which will force out physically defensive mons that would otherwise check MM2-X only to hit them with a Psystrike. Obviously Fire Blast will OHKO the likes of Scizor, Genesect etc with ease while 2HKOing Aegislash as well. Low Kick is still a very powerful move w/ STAB and the large amount of heavy mons in the tier. Taunt can be used as your 4th move but I personally prefer Stone Edge for the likes of YGod and Ho-Oh.
And before anyone calcs it: this sets Psystrike > max Atk MM2-X Zen Headbutt.
Mewtwo @ Mega Stone X
Trait: Steadfast
EVs: 252 Spe / 252 SpA / 4 Atk
Nature: Naive (+ Spe - SpDef)
- Psystrike
- Fire Blast
- Low Kick
- Taunt / Stone edge
kd24 used this against me in a match w/ explosion as the final move and it caused me a lot of trouble. I discussed this set in #ubers about a week ago with a few others and it while some were skeptical others thought it was neat. It was pointed out by Melee_Mewtwo that there may not be much merit to use this set > regular MM2-X with Taunt, Low Kick and EdgeQuake which is understandable, but in some cases this may be better. You have the surprise factor which will force out physically defensive mons that would otherwise check MM2-X only to hit them with a Psystrike. Obviously Fire Blast will OHKO the likes of Scizor, Genesect etc with ease while 2HKOing Aegislash as well. Low Kick is still a very powerful move w/ STAB and the large amount of heavy mons in the tier. Taunt can be used as your 4th move but I personally prefer Stone Edge for the likes of YGod and Ho-Oh.
And before anyone calcs it: this sets Psystrike > max Atk MM2-X Zen Headbutt.
By Minority Suspect:
Scizor L. Jackson (Scizor) @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Roost / U-Turn / Knock Off
- Bullet Punch
- Superpower
Although it uses your mega slot, SD Mega Scizor is a threat that seems to be quite underutilized this generation. With most Scizor being Defog and thus more defensive variants, it is not extremely difficult to set up a SD when your opponents foresee a Defog. Mega Scizor also has nice bulk which helps it to boost. Bullet Punch makes Scizor able to clean thanks to priory while most of what you want to Superpower is slower anyways. Roost keeps you off a timer and Mega Scizor can find opportunities to utilize it. The two offensive moves give decent coverage, however this set is still quite threatened by the mons that normally annoy Scizor such as Ho-Oh and Kyogre. It is also checked by much of what can check EKiller although it is slightly less threatened by some of them. Relying on a steel type move to clean can be annoying since it is a poor type offensively, although nothing is immune to it. U-Turn is also an option as it lets Scizor become a hit and run mon early on getting nice chip damage on your opponents best Scizor check / counter and then moving to something that threatens it hard enough to where it is forced to switch without recovery.
Scizor L. Jackson (Scizor) @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Roost / U-Turn / Knock Off
- Bullet Punch
- Superpower
Although it uses your mega slot, SD Mega Scizor is a threat that seems to be quite underutilized this generation. With most Scizor being Defog and thus more defensive variants, it is not extremely difficult to set up a SD when your opponents foresee a Defog. Mega Scizor also has nice bulk which helps it to boost. Bullet Punch makes Scizor able to clean thanks to priory while most of what you want to Superpower is slower anyways. Roost keeps you off a timer and Mega Scizor can find opportunities to utilize it. The two offensive moves give decent coverage, however this set is still quite threatened by the mons that normally annoy Scizor such as Ho-Oh and Kyogre. It is also checked by much of what can check EKiller although it is slightly less threatened by some of them. Relying on a steel type move to clean can be annoying since it is a poor type offensively, although nothing is immune to it. U-Turn is also an option as it lets Scizor become a hit and run mon early on getting nice chip damage on your opponents best Scizor check / counter and then moving to something that threatens it hard enough to where it is forced to switch without recovery.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 100 Atk / 156 SpD
Adamant Nature
- Swords Dance
- Roost
- Knock Off
- Bullet Punch
Ability: Light Metal
EVs: 248 HP / 100 Atk / 156 SpD
Adamant Nature
- Swords Dance
- Roost
- Knock Off
- Bullet Punch
By shitegotreal:
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 208 HP / 52 Spd / 96 SDef / 152 Atk
Careful Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk
Basically this set is just CB, but used very differently than the offensive CB set. This set tanks every special hit you can think of, yep including some of which are SE. It also hits hard as fuck even tho it doesn't run much investment comparing to the offensive CB set. Like it 2hko's physic def groudon and physic def lugia after SR.
I forgot to say that it can take physic def kyogre and special def kyogre 1-on-1. LEL
Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 208 HP / 52 Spd / 96 SDef / 152 Atk
Careful Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk
Basically this set is just CB, but used very differently than the offensive CB set. This set tanks every special hit you can think of, yep including some of which are SE. It also hits hard as fuck even tho it doesn't run much investment comparing to the offensive CB set. Like it 2hko's physic def groudon and physic def lugia after SR.
I forgot to say that it can take physic def kyogre and special def kyogre 1-on-1. LEL
By Thugly Duckling:
Time Keeper (Dialga) @ Life Orb / Adamant Orb
Ability: Pressure
EVs: 240 HP / 252 SAtk / 16 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Draco Meteor
- Flash Cannon / Thunder
- Fire Blast
Overview
########
A relic from the DPPt era, this set is very long forgotten. The Ubers metagame has become centralized around powerful priority attacks and blistering fast Pokemon such as Mega Mewtwo Y, Geomancy boosted Xerneas, Mega Gengar, and Blaziken; and Trick Room Dialga shatters this concept with a single turn of set-up, turning the coveted speed tiers of many Pokemon against them, all while resisting the most common priority move in Ubers, Extreme Speed, and the less commonly seen Bullet Punch. With it's stellar coverage, enormous and often overlooked 150 Base Special Attack, great bulk, and relatively low speed, Dialga is the perfect abuser of Trick Room.
Moves
========
Draco Meteor is Dialga's most powerful and reliable STAB move, and backed by Life Orb or Adamant Orb it can OHKO or deal heavy damage to anything not a Pink Blob or Fairy type or something that carries a resistance to it. Here are some calcs to demonstrate the sheer power of Life Orb boosted Draco Meteor from fully invested Dialga.
Flash Cannon is another great STAB move and has a Base Power of 120 after STAB is calculated, and with a Life Orb attached it is a guaranteed OHKO against standard unboosted Geomancy Xerneas - without Stealth Rock! However, with an Adamant Orb, the OHKO is not guaranteed, and requires Stealth Rock to ensure it. Flash Cannon is also the sets go-to move to pick off weakened foes without resorting to Draco Meteor. However, should the user pair Trick Room Dialga with a Pokemon that can eliminate Fairy types from Dialga's path such as Mega Gengar, Flash Cannon can be forgone for another coverage move in Thunder to heavily damage if not dispose of Pokemon such as Lugia, Specially Defensive Yveltal, Ho-Oh after Stealth Rock, and Arceus-Water without resorting to Draco Meteor. Fire Blast is absolutely necessary, as it allows Dialga to power through what could otherwise wall it, such as Arceus-Steel and Ferrothorn.
Set Details
========
The superb item for this set is Life Orb, as it secures many OHKOs such as the ones on standard unboosted Geomancy Xerneas with Flash Cannon and Support Groudon with Draco Meteor. It also allows Dialga to function as a powerful wallbreaker. Adamant Orb is only an option if one wishes to bluff a Choice Specs set AND is utilizing both of Dialga's STABS, which in some instances could be very useful, but unfortunately Dialga loses out on such a small amount of power which turns OHKOs into 2HKOs should it forgo this option. The EVs are simple; 240 HP EVs makes Dialga as bulky as possible while retaining a Life Orb number for cases that allow Dialga to fire off eleven attacks rather than ten. The HP EVs also ease set-up for Dialga, as they make it tough to KO without a powerful or super-effective attack. Maximum Special Attack allows Dialga to hit as hard as possible with its stellar coverage and powerful attacks. The leftover EVs are dumped into Special Defense, but it doesn't matter where they go as long as Speed remains uninvested, as Dialga must be as slow as possible to outspeed as much as it can under Trick Room. Keep note, that if Dialga is given the Adamant Orb as it's item, an EV spread of 252 HP / 4 Def / 252 SAtk should be used, as having a Life Orb number would be useless for this set if Adamant Orb is used. The 0 Atk IV reduces Foul Play damage as much as possible, and also minimizes confusion damage. The 0 Speed IV allows Dialga to out-speed anything faster than uninvested Base 65s under Trick Room. For this reason, Dialga's level can be lowered to Lv.99, as this allows Dialga to avoid the speed tie with Scizor and also avoid the risk of being hit by a powerful Superpower.
Usage Tips
========
The trick (pun intended) to set up Dialga is to come in on weak resisted attacks or something that cannot touch it, set up Trick Room, and proceed to obliterate things. VoltTurn also eases predicting, and many of the VoltTurn users have great synergy with Dialga, such as Landorus-T who can set up Stealth Rock for Dialga and can also eliminate Heatran, which is this sets best counter. Zekrom has great synergy with Dialga as well, as it can easily dispose of Lugia, Ho-Oh, Blissey, and Chansey which cause trouble for Dialga and also forms VoltTurn if used in tandem with Landorus-T. If not played properly, Dialga can often end up as dead weight or a sackmon. Thus, in order to utilize the versatility of Dialga, the surprise factor of the set itself must be taken full advantage of. Because of Dialga's overlooked Special Attack this generation, players may be overzealous of Dialga's offensive prowess, expecting a defensive or support set. This Dialga also thrives mid-late game, when it's checks have been weakened to where Dialga can sweep. Keep note however that even without Trick Room up Dialga is still a very dangerous, fully-invested Special Attacker (albeit slow), so do not think that it is useless without set-up. It can even set-up early game, blowing holes right at the start of a match to pave the way for another sweeper. Supporting Dialga with a strong defensive backbone is also very important, as after Dialga uses Draco Meteor it becomes complete set-up fodder at -2. Because of these drawbacks, Trick Room Dialga fits best on Balanced and Stall archetypes.
Conclusion
########
Trick Room Dialga may be outclassed as a special set-up sweeper; but it's typing, bulk, surprise factor, and ability to annihilate Hyper Offensive teams allow it to differentiate itself in the Ubers metagame from other sweepers, and only if used properly shall it reward handsomely.
Time Keeper (Dialga) @ Life Orb / Adamant Orb
Ability: Pressure
EVs: 240 HP / 252 SAtk / 16 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Draco Meteor
- Flash Cannon / Thunder
- Fire Blast
Overview
########
A relic from the DPPt era, this set is very long forgotten. The Ubers metagame has become centralized around powerful priority attacks and blistering fast Pokemon such as Mega Mewtwo Y, Geomancy boosted Xerneas, Mega Gengar, and Blaziken; and Trick Room Dialga shatters this concept with a single turn of set-up, turning the coveted speed tiers of many Pokemon against them, all while resisting the most common priority move in Ubers, Extreme Speed, and the less commonly seen Bullet Punch. With it's stellar coverage, enormous and often overlooked 150 Base Special Attack, great bulk, and relatively low speed, Dialga is the perfect abuser of Trick Room.
Moves
========
Draco Meteor is Dialga's most powerful and reliable STAB move, and backed by Life Orb or Adamant Orb it can OHKO or deal heavy damage to anything not a Pink Blob or Fairy type or something that carries a resistance to it. Here are some calcs to demonstrate the sheer power of Life Orb boosted Draco Meteor from fully invested Dialga.
- 252+ SpA Life Orb Dialga Draco Meteor vs. 252 HP / 0 SpD Groudon: 368-434 (91 - 107.4%) -- 43.8% chance to OHKO
- 252+ SpA Life Orb Dialga Draco Meteor vs. 252 HP / 0 SpD Arceus: 289-341 (65 - 76.8%)
- 252+ SpA Life Orb Dialga Draco Meteor vs. 4 HP / 0 SpD Arceus: 289-341 (75.6 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock
- 252+ SpA Life Orb Dialga Draco Meteor vs. 248 HP / 0 SpD Ho-Oh: 231-274 (55.6 - 66%)
- 252+ SpA Life Orb Dialga Draco Meteor vs. 252 HP / 4 SpD Kyogre: 251-296 (62.1 - 73.2%)
- 252+ SpA Life Orb Dialga Draco Meteor vs. 4 HP / 0 SpD Kyogre: 253-298 (73.9 - 87.1%)
- 252+ SpA Life Orb Dialga Draco Meteor vs. 252 HP / 0 SpD Arceus: 289-341 (65 - 76.8%)
- 252+ SpA Life Orb Dialga Draco Meteor vs. 4 HP / 0 SpD Arceus: 289-341 (75.6 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock
- 252+ SpA Life Orb Dialga Draco Meteor vs. 248 HP / 0 SpD Ho-Oh: 231-274 (55.6 - 66%)
- 252+ SpA Life Orb Dialga Draco Meteor vs. 252 HP / 4 SpD Kyogre: 251-296 (62.1 - 73.2%)
- 252+ SpA Life Orb Dialga Draco Meteor vs. 4 HP / 0 SpD Kyogre: 253-298 (73.9 - 87.1%)
Flash Cannon is another great STAB move and has a Base Power of 120 after STAB is calculated, and with a Life Orb attached it is a guaranteed OHKO against standard unboosted Geomancy Xerneas - without Stealth Rock! However, with an Adamant Orb, the OHKO is not guaranteed, and requires Stealth Rock to ensure it. Flash Cannon is also the sets go-to move to pick off weakened foes without resorting to Draco Meteor. However, should the user pair Trick Room Dialga with a Pokemon that can eliminate Fairy types from Dialga's path such as Mega Gengar, Flash Cannon can be forgone for another coverage move in Thunder to heavily damage if not dispose of Pokemon such as Lugia, Specially Defensive Yveltal, Ho-Oh after Stealth Rock, and Arceus-Water without resorting to Draco Meteor. Fire Blast is absolutely necessary, as it allows Dialga to power through what could otherwise wall it, such as Arceus-Steel and Ferrothorn.
Set Details
========
The superb item for this set is Life Orb, as it secures many OHKOs such as the ones on standard unboosted Geomancy Xerneas with Flash Cannon and Support Groudon with Draco Meteor. It also allows Dialga to function as a powerful wallbreaker. Adamant Orb is only an option if one wishes to bluff a Choice Specs set AND is utilizing both of Dialga's STABS, which in some instances could be very useful, but unfortunately Dialga loses out on such a small amount of power which turns OHKOs into 2HKOs should it forgo this option. The EVs are simple; 240 HP EVs makes Dialga as bulky as possible while retaining a Life Orb number for cases that allow Dialga to fire off eleven attacks rather than ten. The HP EVs also ease set-up for Dialga, as they make it tough to KO without a powerful or super-effective attack. Maximum Special Attack allows Dialga to hit as hard as possible with its stellar coverage and powerful attacks. The leftover EVs are dumped into Special Defense, but it doesn't matter where they go as long as Speed remains uninvested, as Dialga must be as slow as possible to outspeed as much as it can under Trick Room. Keep note, that if Dialga is given the Adamant Orb as it's item, an EV spread of 252 HP / 4 Def / 252 SAtk should be used, as having a Life Orb number would be useless for this set if Adamant Orb is used. The 0 Atk IV reduces Foul Play damage as much as possible, and also minimizes confusion damage. The 0 Speed IV allows Dialga to out-speed anything faster than uninvested Base 65s under Trick Room. For this reason, Dialga's level can be lowered to Lv.99, as this allows Dialga to avoid the speed tie with Scizor and also avoid the risk of being hit by a powerful Superpower.
Usage Tips
========
The trick (pun intended) to set up Dialga is to come in on weak resisted attacks or something that cannot touch it, set up Trick Room, and proceed to obliterate things. VoltTurn also eases predicting, and many of the VoltTurn users have great synergy with Dialga, such as Landorus-T who can set up Stealth Rock for Dialga and can also eliminate Heatran, which is this sets best counter. Zekrom has great synergy with Dialga as well, as it can easily dispose of Lugia, Ho-Oh, Blissey, and Chansey which cause trouble for Dialga and also forms VoltTurn if used in tandem with Landorus-T. If not played properly, Dialga can often end up as dead weight or a sackmon. Thus, in order to utilize the versatility of Dialga, the surprise factor of the set itself must be taken full advantage of. Because of Dialga's overlooked Special Attack this generation, players may be overzealous of Dialga's offensive prowess, expecting a defensive or support set. This Dialga also thrives mid-late game, when it's checks have been weakened to where Dialga can sweep. Keep note however that even without Trick Room up Dialga is still a very dangerous, fully-invested Special Attacker (albeit slow), so do not think that it is useless without set-up. It can even set-up early game, blowing holes right at the start of a match to pave the way for another sweeper. Supporting Dialga with a strong defensive backbone is also very important, as after Dialga uses Draco Meteor it becomes complete set-up fodder at -2. Because of these drawbacks, Trick Room Dialga fits best on Balanced and Stall archetypes.
Conclusion
########
Trick Room Dialga may be outclassed as a special set-up sweeper; but it's typing, bulk, surprise factor, and ability to annihilate Hyper Offensive teams allow it to differentiate itself in the Ubers metagame from other sweepers, and only if used properly shall it reward handsomely.
By Haunted Diamond:
Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Scald
- Protect
- Rapid Spin
- Toxic Spikes
I didn't create this set or anything, but Tentacruel is a really underrated Pokemon that actually still does pretty well this gen. It has access to toxic spikes and rapid spin, which is still quite good, especially now that spinblockers are less common in general. Having rapid spin also frees up a moveslot on whichever Arceus form you choose to use, which is a really nice bonus for most defensive teams.
Tentacruel also has decent special bulk and a unique defensive typing to go along with it. It can take scarfed water spouts from Kyogre fairly well, factoring in black sludge, rain dish recovery and protect. I find that this set works the best on hazard stacking balanced/stall teams, and Tentacruel enjoys wish support as it has no reliable recovery or its own
Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Scald
- Protect
- Rapid Spin
- Toxic Spikes
I didn't create this set or anything, but Tentacruel is a really underrated Pokemon that actually still does pretty well this gen. It has access to toxic spikes and rapid spin, which is still quite good, especially now that spinblockers are less common in general. Having rapid spin also frees up a moveslot on whichever Arceus form you choose to use, which is a really nice bonus for most defensive teams.
Tentacruel also has decent special bulk and a unique defensive typing to go along with it. It can take scarfed water spouts from Kyogre fairly well, factoring in black sludge, rain dish recovery and protect. I find that this set works the best on hazard stacking balanced/stall teams, and Tentacruel enjoys wish support as it has no reliable recovery or its own
By dice:
Giratina-O @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 128 Def / 128 Spe
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Shadow Force
not really sure why this hasn't caught on yet; it's by far the best and most viable set on giratina-o. giratina mainly lost popularity from the introduction of xerneas which could be a practically free switch. shadow force, however, can punish xerneas which is pretty trill and gives giratina-o a lot more consistency. it's pretty good for predicted switches as well to do some dmg if you don't have hazards up to phaze. the lack of will-o-wisp can be lame which is why the set is given def ev's instead of hp to better take on ekiller and psytrikes-- standard kangaskhan cannot touch you anyway, so will-o-wisp is not needed against it either. gira-o is a solid option for defog with this set and can be a great choice for balanced teams and is a way to diversify away from defog arceus / scizor. not only that, but it isn't gengar weak and gives a solid check to mewtwo and grounds
Giratina-O @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 128 Def / 128 Spe
Adamant Nature
- Defog
- Shadow Sneak
- Dragon Tail
- Shadow Force
not really sure why this hasn't caught on yet; it's by far the best and most viable set on giratina-o. giratina mainly lost popularity from the introduction of xerneas which could be a practically free switch. shadow force, however, can punish xerneas which is pretty trill and gives giratina-o a lot more consistency. it's pretty good for predicted switches as well to do some dmg if you don't have hazards up to phaze. the lack of will-o-wisp can be lame which is why the set is given def ev's instead of hp to better take on ekiller and psytrikes-- standard kangaskhan cannot touch you anyway, so will-o-wisp is not needed against it either. gira-o is a solid option for defog with this set and can be a great choice for balanced teams and is a way to diversify away from defog arceus / scizor. not only that, but it isn't gengar weak and gives a solid check to mewtwo and grounds
By PoweredByRevenge:
Dialga @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Draco Meteor
- Stealth Rock
- Roar / Toxic
This is a great Dialga set that can take on stall very well, as well as full-filling it's job as the most reliable Stealth Rocker in the tier. It's mainly meant to pressure stall things like Kyogre's Water Spout and Ho-oh's Sacred Fires, and just rest off all of the damage taken. Draco Meteor is here because it is a powerfull STAB move and it allows Dialga to better check Palkia. And in the last slot u can choose either roar, if u want to prevent other mons from setting up on Dialga, or Toxic to wear down things like Lugia, support Arceus forms and others. Other attacking move options can be Thunder, as it allows Dialga to better check Kyogre and Fire Blast to kill things like Scizor and Ferrothorn wich can be very annoying.
Dialga @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Rest
- Draco Meteor
- Stealth Rock
- Roar / Toxic
This is a great Dialga set that can take on stall very well, as well as full-filling it's job as the most reliable Stealth Rocker in the tier. It's mainly meant to pressure stall things like Kyogre's Water Spout and Ho-oh's Sacred Fires, and just rest off all of the damage taken. Draco Meteor is here because it is a powerfull STAB move and it allows Dialga to better check Palkia. And in the last slot u can choose either roar, if u want to prevent other mons from setting up on Dialga, or Toxic to wear down things like Lugia, support Arceus forms and others. Other attacking move options can be Thunder, as it allows Dialga to better check Kyogre and Fire Blast to kill things like Scizor and Ferrothorn wich can be very annoying.
Groudon @ Red Orb
Ability: Drought
EVs: 104 HP / 160 Atk / 148 SpD / 96 Spe
Adamant Nature
- Precipice Blades
- Stone Edge
- Swords Dance
- Thunder Wave
This set is really good and underrated in general, I love setup sweepers that self-support. This particular spread is showcased well in my SPL W6 game vs ZoroDark where it disrupts momentum phenomenally and does literally everything it was EV'd to do except live a Geomancy Xerneas Focus Blast after taking SR damage as Primal Groudon. 160 Atk is a benchmark I stumbled upon accidentally but it KOs both 252 HP / 0 Def Supportceus and Max HP / Max Def Bold Primal Kyogre without needing Stealth Rock while at +2. 96 Speed basically ensures you're faster than any sort of bulky Primal Kyogre / other offensive Primal Groudon, and it also gives you really nice odds of being faster than the average Ho-Oh. But yeah Paradancer Primal Groudon is cool, you Thunder Wave the check first time it comes in, SD the second time and smash faces. One of the best balance/stall killers in Ubers.
-Entry by: steelphoenix
This set has become very standard among Primal Groudon sets recently, but I am leaving it in for novelty's sake. -WreckDra
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 200 Def / 252 SpA / 56 Spe
Modest Nature
- Moonblast
- Geomancy
- Block
- Rest
Kinda surprised why this set is not mentioned here, as it is capable of doing some serious damage to most teams, especially to those teams relying on Klefki to check Xerneas. It can also easily set up on Arceus-Forms, Latitwins at -2, Yveltal etc. Block helps trap the above mentioned mons, once they are trapped, Xerneas can just go on to boost its special attack, special defense and speed to +6. Once Xerneas does this, there is no telling how much wrecking Xerneas will do. 200 EVs in defense as Xerneas needs some bulk when running this set. 56 EVs in speed so that Xerneas can outspeed Scarf Genesect after using Geomancy.
-Entry by: Level 56
Xerneas @ Life Orb
Ability: Fairy Aura
EVs: 28 Atk / 252 SpA / 228 Spe
Mild Nature
- Moonblast
- Close Combat
- Rock Slide
- Grass Knot/Aromatherapy/Thunder
This is a seriously underrated Xerneas set, people seem to associate Xerneas with being a Geomancy set-up sweeper but they neglect the existence of this monster. Ubers has next to no comfortable switches with almost everything taking a healthy chunk of damage on the switch in if you predict correctly. Primal Groudon is extremely pressured by this set with Moonblast doing a healthy chunk to even specially defensive Primal Groudon(especially if SR is down). Life Orb Xerneas can open up big enough holes in a defensive core, for something like Primal Kyogre to sweep. The fourth slot is a toss-up and can be tweaked to the needs of your team. Grass Knot makes it easier to force out the Primals, while Aromatherapy supports the rest of your team by removing status, and Thunder is also a viable option if you want to use LO Xerneas to break standard stall cores carrying MSableye, Lugia, and WaterCeus(with SR down of course). Enjoy~
- Entry by: Master Sunny-EX
This set IS in the Xerneas analysis page, but it is hardly ever seen. I added this just for exposure purposes. I have had my own ideas on how to make it work on a team and I hope this entry encourages you to try to come up with your own ways of making Life Orb Xerneas fit in this rather harsh ORAS meta. Thanks for the entry sunny. ~WreckDra
Cresselia @ Rocky Helmet / Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Magic Coat / Ice Beam
- Trick Room
- Toxic
- Lunar Dance
cress is actually legit if ur opting for a tr squad since it's a surprisingly good groudon switch. i had another mence check on my team so i went for magic coat to antilead deo-s and not get taunted, but mental herb and ice beam could work too. i like rocky helmet to get some chip dmg off on like ekiller and shit, but myriad items are fine. cool mon. not super splashable, but hasn't been explored rly.
- Entry by: dice
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Precipice Blades
- Stone Edge
- Stealth Rock
u can use a spread to live a +2 xern hit or have more bulk or whatever but the important part is just jolly sd because u can sr past waterceus easily which is unique for a groudon set. i use it on a team with good xern cvrg already so i just opted for max atk and an hp benchmark, but it's flexible. a pretty antimeta set vs all the dudes that use waterceus as a crux. not the easiest to fit on a team but hella fun.
- Entry by: dice
Latios @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Magic Coat
- Draco Meteor
- Roost
- Psyshock
Mostly used for surprising Rocky Helmet Deo-S; you can bounce back Stealth Rock, then OHKO it on the next turn. Latios often gets overwhelmed by the sample team so the addition of Magic Coat over Calm Mind and Defog (neither of which were really needed on the team I'm using this set on) can be clutch vs. some teams. Magic Coat can also bounce back Dark Void from Darkrai and Spikes & Thunder Wave from Klefki / Ferrothorn, but you should weigh risk vs. reward and not throw away Latios if you need it later on in the match.
- Entry by: Sweep
Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Memento
- Psyshock / Grass Knot / Thunder / Something to hit kyogre or xerneas / Tailwind
- Hidden Power [Fire] / Roar / Psyshock / Grass Knot / Thunder / coverage / Tailwind
This is somewhat niche but its really nice for some extremely Hyper offensive teams that need some way to setup some of there sweepers or need a water / ground type resists. Its like an all-out-attacker set but it uses Memento to help something else setup and provides a free switch. It looks weird but given some of Latios's common switch-in's (xerneas / Ho-oh) instead of trying to debilitate them with a strong draco meteor or psyshock or whatever, you can have something else come in and get a free setup turn off it (after a memento a mon without a phazing move is basically useless or forced to switch which regardless gives a free turn). This sounds a little stupid admittedly but its a little entertaining watching a Ho-oh turn from check to setup for something like a Primal Groudon. It also still gives this thing some use of it becomes paralyzed or toxic'd or after it cripples itself with Draco Meteor.
Going on to the moveset, Draco Meteor is basically mandatory since its does tons of damage and Latios tends to be able to get the free turns it needs to get one off due to its array of resistances. Tailwind should be noted because you can set one of those up and pass it easily, which can become scary if this is paired with something like Primal Groudon. You can still pick some kind of coverage if that's not your cup of tea though. Roar is interesting as well because like last gen Latios has the tendency to become fodder for setup if something is sac'd to its Draco Meteor (this is especially the case for Xerneas and Primal Groudon), and Roar denies any such shenanigans. It should be acknowledged though that Memento kind of does the same thing but Roar doesn't kill Latios in the process.
You still want to use max special attack because you don't want to be a weak Latios, you want to have your attacks hurt! You just also want the ability to sacrifice yourself later to help setup something if need be. Maximum speed is obvious because Latios's speed tier is great :).
- Entry by: polop
Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Wish
- Roost
- Body Slam
- Dragon Tail
super niche set that only fits on balances with another defog user but its a nice surprise wisher + phys wall to give easy wishes to klefki b.c. it checks the most common mence switches. bslam is just for annoyance and status and i felt like dtail was a superior option to another anti set up move like toxic.
- Entry by: dice
Info:
This leg of ORAS Creative and Underrated sets is finished. Check out the next leg by PoMMan.
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