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Custom Power

I wouldn't say "in place of itself". I don't necessarily agree with the Electrify example. Electrify changes your moves on the fly, whereas this is a teambuilder change. If PS supported OMs in the teambuilder, then when you set your IVs the move in the first slot would change its type. That's what this OM does, changes a move's type. Nature Power can be whatever type, but its effect is to call Tri Attack, which is a Normal type move and not the move in your first move slot as that move is Nature Power. Similarly for Copycat and Metronome.
fair enough i guess.
 
config/formats.js
Code:
  {
     name: "Custom Power",
     section: "Other Metagames",

     ruleset: ['OU'],
     onModifyMove: function (move, pokemon) {
       //The amount of '.id's is a lot but it wasn't working until I did this.
       //Shouldn't need the extra .id, but since it works, I'm not gonna question it.
       if(move.id === this.getMove(pokemon.moveset[0].id).id) {
         move.type = pokemon.hpType;
       }
     }   
   },

Also, the type listed on the button you click on to select a move is handled by the client, not the simulator (as far as I can tell). Since that only uses the type of the move listen in the data, it unfortunately can't be changed without adjusting the client code itself. If someone else can figure this out, please do :]

Oh, Nature Power's Tri Attack will always be Normal type. Since "Tri Attack" isn't the first move, it won't change type. The same goes for other similar occasions.
 
I'm also interested in Ghost, a type that doesn't have a lot of high BP attacks but offers good coverage with something like Fighting. Although pretty niche, will offensive Mega Banette perform well now that it can hit with STAB Return- or Sucker Punch-Ghost and Drain Punch coverage, while still keeping the utility of Wisp in its back pocket?
Banette gets Drain Punch? (If only...)

That aside, the mention of Freeze-Dry earlier made me think of how Flying Press can vary in type as well, meaning its efficacy is combined with the specified type and the Flying type. That made me wonder what would happen if Flying Press were changed into a Flying-type move. I was considering the possibility that it would apply Flying-type efficacy twice (dealing 4x against types weak to Flying and 0.25x to types resistant to Flying), but that seems awfully odd to me the more I think about it. If it were the case, that would actually be a somewhat justifiable STAB for Hawlucha, dealing heavy damage to the likes of Conkeldurr and Mega Venusaur, although Return is preferable in the case of neutral/resistant targets.
hawlucha.gif

who even uses Hawlucha anyway
 
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This is a good thing to mention...
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BreakTini (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 SpA / 30 SpD
- Fusion Bolt [Ground]
- Bolt Strike
- U-turn
- V-create

This lil guy now can take on Heatran. It can keep its main Electric coverage and at the same time use a great Ground Type Move.
Its nearly unstoppable, and whatever you know you can't KO, just U-Turn! V-Create in general already breaks walls, and nothing can stand in its way!

Also...
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Terroriser (Aerodactyl) (M) @ Choice Band/Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Double-Edge [Flying]
- Stone Edge
- Earthquake
- Filler (Pursuit, Elemental Fang)

Double Edge gives Aerodactyl a use for its ability, rock head, and gives him a whopping BASE 180 ATTACK.
This thing is a monster hitting neutrally hard, but should be used as a revenge killer, as it chunks off weakened Pokemon.

It finally gets another use in a meta not named STABmons. I'm not sure what I can say, so let the calcs speak for me.

252 Atk Choice Band Aerodactyl Double-Edge vs. 4 HP / 252+ Def Eviolite Chansey (heh chanseys dont even run this much physical bulk): 336-396 (52.3 - 61.6%) -- guaranteed 2HKO

252 Atk Choice Band Aerodactyl Double-Edge vs. 252 HP / 240+ Def Mega Venusaur (idk if this is even a real set but w/e): 320-378 (87.9 - 103.8%) -- 25% chance to OHKO

252 Atk Choice Band Aerodactyl Double-Edge vs. 0 HP / 0 Def Mega Pinsir: 434-512 (160.1 - 188.9%) -- guaranteed OHKO

252 Atk Choice Band Aerodactyl Double-Edge vs. 252 HP / 0 Def Mew: 253-298 (62.6 - 73.7%) -- guaranteed 2HKO after Leftovers recovery (use for revenge kill)

252 Atk Choice Band Aerodactyl Double-Edge vs. 4 HP / 0 Def Starmie: 289-342 (110.3 - 130.5%) -- guaranteed OHKO

You can't forget this guy..

latest


ShellShocker (Blastoise-Mega) (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 30 Def / 30 SpD
- Dragon Pulse [Ghost]
- Hydro Pump
- Ice Beam
- Aura Sphere

More Coverage! Yay! Also with the Mega Launcher still boosts the power of Ghost Typed-Dragon Pulse. This takes care of bulky Psychic and Ghost types. Though, It is definitely not as good as the previous ones. This is just an upgrade from Dark Pulse. Though, you could actually run Dark Type Dragon Pulse so you have Max IVs, but I don't know much.

That is all I've got to say for now atleast. This meta is very interesting and is exceptional from the ones we have ATM
 
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Anyone tried?

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Magnezone @ Choice Scarf/Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch-Fire
- Signal Beam

Volt switch can actually perform a nice volt-turn core but now even better, with a fire typing. Since there is no need to run HP Fire anymore magnezone can run signal beam, a decent filler I guess which allows it to hit darks and psychics. Thunderbolt-Fire can be ran over volt-switch fire if you want to make use of magnet pull and stay in there.
 
I'm surprised no one caught me derping on claiming Fairy Future Sight for Togekiss.

To be fair, it doesn't change much to switch to saying "Flying Future Sight"...



Uninvested Hydro Pump is flatly inferior, barring Physical walls, to invested Spike Cannon. Hydro Pump's 110 (and 2) BP has to compete with Spike Cannon's 20*5 (+2*5) BP, putting Hydro Pump, after the hidden +2 BP every move has, only 2 BP over Spike Cannon. (2 BP is essentially irrelevant) And Spike Cannon doesn't miss, breaks Substitutes and bypasses Sashes and Sturdy, and of course lets you take a more min-maxed Nature.

Now, running Special coverage is potentially useful to hit on Skarmory -even with a minus-Special Attack Nature Electric or Fire Hydro Pump will usually OHKO Skarmory- but if you're trying to improve Cloyster's damage output in general, or are assuming you'll clear out or weaken the Physical walls ahead of time, it seems odd to run Hydro Pump when Spike Cannon is available.

? They never have been?

A more significant point is being able to customize Pursuit to murder specific targets.
Priority Will O Wisp is mildly interesting. Priority U-Turn is also quite neat, especially since it gains STAB.

Outside of those two I'm not sure it has many interesting options in that regard. I suspect it would rather have either a move to beat Heatran or turn U-Turn into something a bit less awful of a typing. Or I suppose you might see Flying Frustration as a nice compromise between the traditional Banded Brave Birds and itemless Acrobatics sets.
... it never did?
Honestly, if you're going to run a Stored Power type that still has an immunity on a Lati, I'd rather see Dragon... which would be dumb anyway, since it would mean Clefable beats you.


I get that this is meant for a Rain team set -though a double dancing Rain abuser seems... odd.... but honestly, I suspect it will perform better as a non-Rain Discharge abuser.
Wow i didn't even know spike cannon was a move :o first time i heard of it.
Physically offensive Cloyster definitely seems like the superior option now.
 
latest


ShellShocker (Blastoise-Mega) (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 30 Def / 30 SpD
- Dragon Pulse [Ghost]
- Hydro Pump
- Ice Beam
- Aura Sphere

More Coverage! Yay! Also with the Mega Launcher still boosts the power of Ghost Typed-Dragon Pulse. This takes care of bulky Psychic and Ghost types. Though, It is definitely not as good as the previous ones. This is just an upgrade from Dark Pulse. Though, you could actually run Dark Type Dragon Pulse so you have Max IVs, but I don't know much.
Er...I wouldn't exactly call Dragon Pulse [Ghost] a straight "upgrade" from Dark Pulse. Dark Pulse, while 6% weaker and having the potential to trigger Justified, has a nice flinch chance and hits just about everything that Dragon Pulse [Ghost] does, apart from Fairies and the occasional Fighting-types, on most of which you would rather Hydro Pump or Ice Beam. If you really wish to re-type Dragon Pulse, why not try something like Grass to hit Azumarill and other bulky Water-types that otherwise wall it, or maybe Fire to easily dispatch Ferrothorn?
 
Er...I wouldn't exactly call Dragon Pulse [Ghost] a straight "upgrade" from Dark Pulse. Dark Pulse, while 6% weaker and having the potential to trigger Justified, has a nice flinch chance and hits just about everything that Dragon Pulse [Ghost] does, apart from Fairies and the occasional Fighting-types, on most of which you would rather Hydro Pump or Ice Beam. If you really wish to re-type Dragon Pulse, why not try something like Grass to hit Azumarill and other bulky Water-types that otherwise wall it, or maybe Fire to easily dispatch Ferrothorn?
Or just make it Dragon Pulse-Water. After Mega Launcher and STAB it has ... 85*1.5*1.5 ... 191 base power. Sure it's no STABmons Origin Pulse, but with Ice Beam, Aura Sphere, and Dark Pulse in the wings it already has pretty nice coverage.
 
This is a good thing to mention...
494.gif

BreakTini (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 SpA / 30 SpD
- Fusion Bolt [Ground]
- Bolt Strike
- U-turn
- V-create

This lil guy now can take on Heatran. It can keep its main Electric coverage and at the same time use a great Ground Type Move.
Its nearly unstoppable, and whatever you know you can't KO, just U-Turn! V-Create in general already breaks walls, and nothing can stand in its way!

Also...
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Terroriser (Aerodactyl) (M) @ Choice Band/Choice Scarf
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Double-Edge [Flying]
- Stone Edge
- Earthquake
- Filler (Pursuit, Elemental Fang)

Double Edge gives Aerodactyl a use for its ability, rock head, and gives him a whopping BASE 180 ATTACK.
This thing is a monster hitting neutrally hard, but should be used as a revenge killer, as it chunks off weakened Pokemon.

It finally gets another use in a meta not named STABmons. I'm not sure what I can say, so let the calcs speak for me.

252 Atk Choice Band Aerodactyl Double-Edge vs. 4 HP / 252+ Def Eviolite Chansey (heh chanseys dont even run this much physical bulk): 336-396 (52.3 - 61.6%) -- guaranteed 2HKO

252 Atk Choice Band Aerodactyl Double-Edge vs. 252 HP / 240+ Def Mega Venusaur (idk if this is even a real set but w/e): 320-378 (87.9 - 103.8%) -- 25% chance to OHKO

252 Atk Choice Band Aerodactyl Double-Edge vs. 0 HP / 0 Def Mega Pinsir: 434-512 (160.1 - 188.9%) -- guaranteed OHKO

252 Atk Choice Band Aerodactyl Double-Edge vs. 252 HP / 0 Def Mew: 253-298 (62.6 - 73.7%) -- guaranteed 2HKO after Leftovers recovery (use for revenge kill)

252 Atk Choice Band Aerodactyl Double-Edge vs. 4 HP / 0 Def Starmie: 289-342 (110.3 - 130.5%) -- guaranteed OHKO

You can't forget this guy..

latest


ShellShocker (Blastoise-Mega) (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 30 Def / 30 SpD
- Dragon Pulse [Ghost]
- Hydro Pump
- Ice Beam
- Aura Sphere

More Coverage! Yay! Also with the Mega Launcher still boosts the power of Ghost Typed-Dragon Pulse. This takes care of bulky Psychic and Ghost types. Though, It is definitely not as good as the previous ones. This is just an upgrade from Dark Pulse. Though, you could actually run Dark Type Dragon Pulse so you have Max IVs, but I don't know much.

That is all I've got to say for now atleast. This meta is very interesting and is exceptional from the ones we have ATM

Just out of question, why ground fusion bolt and not ground return?

Aerodactyl seems cool, but it still isn't that strong

Blastoise has already been stated- its good, but not amazing

So, some sets of my own:

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Def / 30 SpD
- Sludge Wave (Ghost)
- Sludge bomb
- Focus Blast
- Taunt

Slight power improvement on Gengar's main stab. Sludge Wave it its highest bp attack with 100% accuracy, and ghost is its most spammable type.

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 46 SpD / 210 Spe
Jolly Nature
IVs: 30 Atk / 30 Spe
- Knock Off/Frustration (psychic)
- Hyperspace Fury
- Drain Punch
- Gunk Shot

speed is weird, but since it misses out on tying Beedril it instead has to settle for beating Mega lopunny. On the plus side, its even harder to wall with a physical psychic stab.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 SpD
- Fire Blast (steel)
- Earth Power
- Magma Storm
- Stealth Rock
Finally a second stab worth a damn! Probably wont save it from all the new coverage being thrown around.

Talonflame @ Choice Band
Ability: Gale Wings
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 Def / 30 SpA / 30 SpD / 30 Spe
- Frustration (Fighting)
- Flare Blitz
- Brave Bird
- U-turn
 
Just out of question, why ground fusion bolt and not ground return?

Yes that is true I guess I didn't think of that at the time >.>
Though if you really wanted to, you could go ground type flare blitz(not double edge cause you can burn xD). Though return doesn't have recoil so it depends if you want power or no recoil.


Also..
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Red Ranger (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 30 SpD
- Return (Steel Type)
- Knock Off
- Low Kick
- Sucker Punch

Its not really helpful but if you really wanted a stronger steel stab, here it is >.> Not as useful but this is just if you want to.
 
Jolteon Thunder(ice)
Thats not the greatest idea but you brang up something in my mind.

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Sparky (Jolteon) (M) @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Discharge/Hyper Voice [Ice]/[Grass]
- Volt Switch
- Thunderbolt
- Shadow Ball

Jolteon finally gets a better coverage move! You can run Discharge for less power but more of a chance to Paralyze with Thunderbolt. Or just go Hyper Voice if you don't rely on hax. Also, your idea isn't bad but isn't really reliable unless you are one of those Focus Miss users.
 
Thats not the greatest idea but you brang up something in my mind.

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Sparky (Jolteon) (M) @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Discharge/Hyper Voice [Ice]/[Grass]
- Volt Switch
- Thunderbolt
- Shadow Ball

Jolteon finally gets a better coverage move! You can run Discharge for less power but more of a chance to Paralyze with Thunderbolt. Or just go Hyper Voice if you don't rely on hax. Also, your idea isn't bad but isn't really reliable unless you are one of those Focus Miss users.

I like your Idea more
 
Yes that is true I guess I didn't think of that at the time >.>
Though if you really wanted to, you could go ground type flare blitz(not double edge cause you can burn xD). Though return doesn't have recoil so it depends if you want power or no recoil.


Also..
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Red Ranger (Bisharp) (M) @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 30 SpD
- Return (Steel Type)
- Knock Off
- Low Kick
- Sucker Punch

Its not really helpful but if you really wanted a stronger steel stab, here it is >.> Not as useful but this is just if you want to.
Naive on a fully physical set? No. Also, Iron Head is serviceable already. A Flying-type Return would be useful for hitting Fighting-type checks on the switch. A Steel-type pursuit could be interesting to trap Fairy-types over Psychic/Ghost-types.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Def / 30 SpD
- Sludge Wave (Ghost)
- Sludge bomb
- Focus Blast
- Taunt
Same deal here. Shadow Ball is probably good enough for most applications. Gengar would really love a more reliable Fighting-type move than Focus Blast, though. It would also prefer that move to be Sludge Bomb, so that it can still hit Chesnaught with a STAB move.
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 46 SpD / 210 Spe
Jolly Nature
IVs: 30 Atk / 30 Spe
- Knock Off/Frustration (psychic)
- Hyperspace Fury
- Drain Punch
- Gunk Shot
I think a better option would be to go mixed with Psychic, such that you can hit physically defensive stuff harder with a STAB, and go with a Fighting-type return. It even risks a 2HKO on Klefki after rocks.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 SpD
- Fire Blast (steel)
- Earth Power
- Magma Storm
- Stealth Rock
Finally a second stab worth a damn! Probably wont save it from all the new coverage being thrown around.
And still nothing to help it against Water-types! Offensive Air Balloon sets don't even need a Steel STAB. I'd go with an Electric- or Grass-type attack. The former hits Talonflame (and fewer Fighting-types switch into it), while the latter hits Ground-types. Really, offensive Heatran has the potential to run a lot of things depending on which of its switch-ins you expect to have trouble with.

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Magnezone @ Choice Scarf/Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flash Cannon
- Thunderbolt
- Volt Switch-Fire
- Signal Beam

Volt switch can actually perform a nice volt-turn core but now even better, with a fire typing. Since there is no need to run HP Fire anymore magnezone can run signal beam, a decent filler I guess which allows it to hit darks and psychics. Thunderbolt-Fire can be ran over volt-switch fire if you want to make use of magnet pull and stay in there.
Losing STAB on Magnezone's best move? Ew. Steel-type Volt Switch becomes unblockable, which is really cool, or Magnezone can just run a Fire-type Discharge to make the 2HKO on Ferrothorn a lot cleaner.

Not that Ferrothorn is such hot shit any more, considering that virtually anything on offense can pick up the OHKO on it if they really want to. I foresee a lot of games where Ferrothorn just gets shit on by something randomly running a Fire-type Custom Power. Anyways, the point is that Magnezone could potentially run Ice-type Discharge to hit Ground-type switch-ins better if Scizor isn't an issue.

252 SpA Magnezone Discharge (Ice-type) vs. 252 HP / 112 SpD Hippowdon: 198-234 (47.1 - 55.7%) -- 76.2% chance to 2HKO after Stealth Rock and Leftovers recovery <<< fucking delicious
 
Bulky things like Slowbro, Uxie and Porygon2 can run STAB Foul Play.
Klefki can do Steel-type Foul Play too. Too bad we can't do Fairy custom power.

645-therian.gif

Landorus-Therian (M)
Ability: Intimidate
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Knock Off (Flying)
- Earthquake

Flying/Ground is an amazing offensive duo. You can even do Outrage (Flying) if you want.


Entei looks pretty good as well. Sacred Fire (Ground) is Earthquake with 50% chance to burn. You still have Flare Blitz for STAB. It also learns Extreme Speed if you want to make that your custom power.

006-mega-x.gif

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Adamant Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Quick Attack (Fire/Dragon)
- Belly Drum

.__.
 
Bulky things like Slowbro, Uxie and Porygon2 can run STAB Foul Play.
Klefki can do Steel-type Foul Play too. Too bad we can't do Fairy custom power.

645-therian.gif

Landorus-Therian (M)
Ability: Intimidate
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Knock Off (Flying)
- Earthquake

Flying/Ground is an amazing offensive duo. You can even do Outrage (Flying) if you want.


Entei looks pretty good as well. Sacred Fire (Ground) is Earthquake with 50% chance to burn. You still have Flare Blitz for STAB. It also learns Extreme Speed if you want to make that your custom power.

006-mega-x.gif

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Adamant Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Quick Attack (Fire/Dragon)
- Belly Drum

.__.

That's not a legal charizard set, unfortunately. Best you can do is swords dance and STAB quick attack... Still scary
 
latest

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Leaf Storm/Grass Pledge [Fire]
- Energy Ball
- Earthquake
- Dragon Pulse

This thing looks pretty strong. It has a good fire stab (also has a move to kill Heatrans) and it breaks through many walls. You can go with the Fire Type Leaf Storm or just Grass Pledge for normal and consistent damage. I don't know, thoughts? I know it still isn't that good but its decent. Also


latest

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch/Return (Dark Type)
- Fake Out
- High Jump Kick
- Ice Punch

A little something for those pesky Psychic types. I just thought of it as an idea. I would go Dark Type return but if you wanted to you could always heal a little bit of health back you know?
 
Last edited:
Same deal here. Shadow Ball is probably good enough for most applications. Gengar would really love a more reliable Fighting-type move than Focus Blast, though. It would also prefer that move to be Sludge Bomb, so that it can still hit Chesnaught with a STAB move.
First of all, Chesnaught isn't worth talking about in OU. Its decent in UU, but here?
Focus blast's power is needed to score the 2hko on heatran, but that might not be relevant anymore. Still, Gengar wants all the power it can get.
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch/Return (Dark Type)
- Fake Out
- High Jump Kick
- Ice Punch

A little something for those pesky Psychic types. I just thought of it as an idea. I would go Dark Type return but if you wanted to you could always heal a little bit of health back you know?
Lopunny has unresisted stabs! Why would you give that up to hit psychics harder? I know it struggles with them, but I would drop ice punch before I dropped return.
something like:
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch/Power Up Punch (Ghost/Ice type)
- Fake Out
- High Jump Kick
- Return

Ghost is usually a better offensive type than dark, especially since Lopunny murders normal types.
 
Last edited:
Diggersby @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Cheek Pouch Huge Power
Jolly Nature
- Foul Play [Ground]
- Return
- Swords Dance
- Quick Attack / Filler /Random
Coverage

Where my Hidden Type niggas be at?

Dragonite @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Multiscale
Adamant Nature
- Extreme Speed [Flying]
- Outrage
- Fire Punch
- Earthquake

Its back from AAA, but now much bulkier!!And weaker.

Kyurem-Black @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Teravolt
Jolly / Adamant Nature
- Return [Ice]
- Fusion Bolt
- Outrage / Dragon Claw
- Iron Head

Do I even need to say it?
 
Last edited:
latest

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Leaf Storm/Grass Pledge [Fire]
- Energy Ball
- Earthquake
- Dragon Pulse

This thing looks pretty strong. It has a good fire stab (also has a move to kill Heatrans) and it breaks through many walls. You can go with the Fire Type Leaf Storm or just Grass Pledge for normal and consistent damage. I don't know, thoughts? I know it still isn't that good but its decent. Also


latest

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch/Return (Dark Type)
- Fake Out
- High Jump Kick
- Ice Punch

A little something for those pesky Psychic types. I just thought of it as an idea. I would go Dark Type return but if you wanted to you could always heal a little bit of health back you know?


First of all, Chesnaught isn't worth talking about in OU. Its decent in UU, but here?
Focus blast's power is needed to score the 2hko on heatran, but that might not be relevant anymore. Still, Gengar wants all the power it can get.

Lopunny has unresisted stabs! Why would you give that up to hit psychics harder? I know it struggles with them, but I would drop ice punch before I dropped return.
something like:
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch/Power Up Punch (Ghost/Ice type)
- Fake Out
- High Jump Kick
- Return

Ghost is usually a better offensive type than dark, especially since Lopunny murders normal types.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Jump Kick (Ghost/Ice/Dark type)
- Fake Out
- High Jump Kick
- Return
 
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kyurem-black.gif

Kyurem-Black @ Life Orb / Expert Belt
Ability: Teravolt
Evs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Return-Fire
- Ice Beam
- Fusion Bolt
- Earth Power / Roost

A mixed set that trades the raw power of Banded Ice Returns for stronger coverage. Most Steels are 2HKO'd by Banded Ice Return anyway but at least this way something like Mega Scizor can't come in after a kill and force out Kyurem.


manectric-mega.gif

Manectric @ Manectrictite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Overheat-Ice
- Volt Switch
- Thunderbolt
- Flamethrower

While I like the idea of a Volt Switch-Ice, I feel like Overheat-Ice is better to deal more damage to Ground-types and Dragonite (remember Volt Switch is only 10 bp stronger than Hidden Power.) If Dragonite Dances on the switch you still die to an Adamant +0 Earthquake, so maybe move EVs into Defense? (Ban Dragonite)
 
Mega Manectric outspeeds Adamant Dragonite at +1 so you don't really need defense investment on it - just blow it back with Overheat / Flamethrower [Ice].

While we're talking about Dragons...

latios.gif


Latios has a couple of interesting options. One of the more obvious things is Ice Beam [Fire], basically giving you a Flamethrower that can freeze things. This is a powerful tool to hit things like Scizor and Skarmory - things that would otherwise wall you. It's not hard to see why people would run this - after all, HP Fire Latios is extremely common in OU already. Another powerful tool Latios has, though, is Psyshock [Fighting]. Notably, Psyshock [Fighting] makes the match-up against Chansey, TTar, and Bisharp much more bearable. Both of these options have their pros and cons, and both are very viable options on Latios. Ice Beam [Ground] might also work, as it hits Heatran the hardest while also giving you something to hit Bisharp and TTar with (although probably not very hard in the latter case).
 
Haven't quite finished the thread but nobody seems to have mentioned some of the first things that came to my head:

Thundurus with ice sludge wave/bomb (depending on if you like poison)
flying type volt switch for thundy/zapdos/etc
landoT with flying stabs for scarf sets
various typed psyshocks for coverage (fighting for chansey giving a pseudo secret sword)
gengar with fighting psychic because screw focus miss
various frustrations typed as rock because screw stone miss
thundurus therian gets a reason to go scarf (flying stab sludge wave/bomb)
various outrage mons getting a valid choice beyond the weak dclaw (same mons getting better coverage than iron tail)
 
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