Custom Power

So Custom Power is a metagame who's principle is, 'Fuck you, Hidden Power!' Nice. This brings up many concepts, and fulfils the requests of many Pokemon in need of coverage moves.
So, this is what I thought of.


Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 30 SpA / 30 SpD
- Moonblast -Ground
- Wish
- Hyper Voice
- Calm Mind

Sylveon lacks a good ground type move, and was compelled to use HP Ground if not using Psyshock. Moonblast fills its space, with a high base power of 95 , and now, steel types can't wall it, and it can deal considerable damage to them.


Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Thunder-Ice
- Volt Switch
- Flamethrower
- Thunderbolt

Mega Man lacks... a good Ice type move. Here we go. When we get Ice typed Thunder, Ground types are no longer a problem. And the Intimidate.... Do I need to mention that?


Talonflame @ Choice Band
Ability: Flame Body
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Frustration - Flying
- Flare Blitz
- U-turn
- FILLER

Although Frustration deals less damage than Brave Bird, it has no recoil damage, which prevents Talonflame from dieing after dealing a lot of damage.


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 Atk / 30 Def
- Flamethrower - Ice
- Earth Power
- Flash Cannon
- Stealth Rock

Now it can kill Ground types much easily, with more power.


Landorus-Therian (M) @ Leftovers
Ability: Intimidate
Happiness: 0
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Frustration - Flying
- Earthquake
- Stealth Rock
- Knock Off

Bulky Landorus. Yes. What did it lack? A good Flying type STAB move. It had 'Fly', but that move sucked. Now we have another Stealth Rock setter with a good STAB.


Salamence @ Lum Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Frustration - Flying
- Earthquake
- Outrage
- Dragon Dance

Here, again, our most beloved mence lacks a good Flying type STAB move. Frustration fills that space, and makes our mence deadlier than before.

Thats it for now, I'll post more as it comes to me.
Flying type Knock Off is probably better on Landorus than Frustration, because of its secondary effect. Dark type coverage isn't really needed on any Landorus set. Likewise, Frustration should be a coverage type on Talonflame(i.e. Grass, Water, Ground, Ice), as this makes it a lot more difficult to wall.
 
This meta looks like good fun, a few sets (can't post sprites on my phone) I thought of:

Diancie @ Diancite
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic (Rock / Fire)
- Calm Mind
- Moonblast
- Earth Power

Calm Mind Mega Diancie now got a lot better. You can either go with Rock type if you want power, or Fire type if you want to wreck Ferrothorn. Unfortunately the IVs mean you won't be tying with other base 110s anymore, but that's a small price to pay. Moonblast is the alternate STAB, Earth Power gets great coverage. EVs maximise Speed and Special Attack.

Rotom-Wash @ Splash Plate
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex (Water)
- Will-O-Wisp
- Volt Switch
- Discharge / Pain Split

Spam Will-O-Wisp and cripple foes with a burn. Then hit them really hard with a 130 BP STAB Hex. Volt Switch lets you scout and grab momentum. Discharge lets you spread paralysis, which can also give you a super strong Hex. You could also use Pain Split as some form of recovery.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Double-Edge (Steel / Psychic / Fire)
- Meteor Mash / Zen Headbutt
- Hammer Arm
- Ice Punch

With Tough Claws and base 145 Attack, Double-Edge becomes incredibly strong. You could make it Steel type or Psychic type for a strong STAB or Fire for extra coverage.

Kyurem-B @ Life Orb
Ability: Terravolt
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return (Ice)
- Fusion Bolt
- Dragon Claw / Outrage
- Roost

The unholy terror is here, Kyurem-B now with a reliable physical Ice STAB. Fusion Bolt gets great coverage with Return, only missing out on Magnezone. Dragon Claw and Outrage are alternate STABs that get hits on Fire and Water types. Roost restores HP, healing off Life Orb recoil and hazard damage.
 
(...)

Talonflame @ Choice Band
Ability: Flame Body
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 HP / 30 Atk / 30 Def / 30 SpA / 30 SpD
- Frustration - Flying
- Flare Blitz
- U-turn
- FILLER

Although Frustration deals less damage than Brave Bird, it has no recoil damage, which prevents Talonflame from dieing after dealing a lot of damage.
(...)
Hmm...
Looks okay, but I'm not sure this set have still priority on that Frustration.
And I don't mean that Flame Body.

I hear from other person that Hidden Flying moves can't gain Priority, because they have default other type.

But when this is true, that also means you can go for any other type from Flying move for Priority.

When any Flying move after changing move still have Priority, this set could be much better:

Talonflame
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 Def / 30 SpA / 30 SpD / 30 Spe [Fighting]
OR
IVs: 30 SpA / 30 SpD [Ground]
OR
IVs: 30 SpA [Electric]

- Acrobatics [Fighting / Ground / Electric]
- Brave Bird
- Flare Blitz
- Roost

No Item just for better Acrobatic damage.

Fighting type give for you perfect coverage and option against Heatran and Magnezone, Ground will remove Heatran, Magnezone and Diance much easier, whan with just Fighting type.
Electric clearly for other Flying and Water pokemons (Flying means other Talonflames what use Scarf + other no Flying move).

In theory you gain Priority for Coverage, what can hitreally hard easy big threats like Heatran, Magnezone, Diance, Tyranitar and other stuff.
Still we must test that theory about priority for FlyingChangedIntoOtherType moves. In other words - not tested YET.
 
Looks okay, but I'm not sure this set have still priority on that Frustration. I hear from other person that Hidden Flying moves can't gain Priority, because they have default other type. But when this is true, that also means you can go for any other type from Flying move for Priority.
So, to clear things up, the way Showdown! works is that it checks Priority first in order to calculate the turn order. Other move-altering effects only take effect once it's your turn. In particular, Gale Wings will only prioritise Flying-typed moves, so it won't affect Sky Plate Judgment for instance. (I'm not sure how Showdown! handles Hidden Power; you might find that Gale Wings prioritises "Hidden Power Flying" but not "Hidden Power" even if you set your IVs for Flying-typed Hidden Power.) However as you notice you can take advantage of this in reverse, and use a secondary Flying-typed move and change its type to something more useful while still getting the Gale Wings priority boost.
 
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Sludge Wave [Grass] / Sludge Wave [Ice]
- Steam Eruption
- Fire Blast
- Sludge Bomb

Obligatory post about the new toy. Sludge Wave destroys Volcanion's would be counters, not really much else to say.
252+ SpA Choice Specs Volcanion Sludge Wave [Grass] vs. 248 HP / 0 SpD Jellicent: 328-386 (81.3 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Volcanion Sludge Wave vs. 248 HP / 0 SpD Mega Latias: 240-284 (66.1 - 78.2%) -- guaranteed 2HKO after Stealth Rock
 
Luxray @ Toxic Orb
Ability: Guts
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 30 SpA
- Facade [Electric]
- Crunch
- Superpower
- Frustration / Filler

THIS monster Finally gain fantastic STAB electric move.
Coverage he have good enouth, but his the biggest problem with good physical STAB move are solved thanks to Hidden Power Electric on Facade.

140 x 1.5 x 1.5 = 315 power

But when we really want speed...
I thing more safer option is using Frustration on Facade place when we use Scarf, just in case when we did not gain burn from Scald/Will-o-Wisp.
Also on Scarf moveset with Frustration over Facade - Intimidate looks good against all physical atackers and gain change for survive no STAB Earthquake... and we can lower atack stat for tanks... nice...
 
Like what The Reptile and nv said, Rapid Spin greatly improved with is now being unblockable (Unless they use protect). Another amazing upgrade to 2 moves are Seismic Toss and Nightshade. No longer will Chansey be oppressed by the upper Gengar Class.
 

Lcass4919

The Xatu Warrior
Can someone explain this?
http://replay.pokemonshowdown.com/rom-custompower-5483

At turn 12, my Chansey used Toxic on Bot's Kyurem-B, but was somehow immune. I for sure know it can't be because of toxic being Ice since my Seismic Toss is ice typed. I think it is a glitch in rom's code, but I'm not 100% certain about it.
idk what caused it, but its def not because of toxic's typing. toxic would still hit kyurem enless its poison or steel.
 
Can someone explain this?
http://replay.pokemonshowdown.com/rom-custompower-5483

At turn 12, my Chansey used Toxic on Bot's Kyurem-B, but was somehow immune. I for sure know it can't be because of toxic being Ice since my Seismic Toss is ice typed. I think it is a glitch in rom's code, but I'm not 100% certain about it.
Lcass is correct- it's not because of toxic's typing. In this case, there is a glitch in the code on rom. Urkerab, do you know what's going on?
 
I've been fiddling with recently with some code to attempt to make Toxic fire an ability activation on Pokémon who have the Ability Immunity, but due to a typo it became impossible to set status at all. Sorry about that.
 
While playing with the odd mechanics of Gale Wings in this meta is interesting, I think Talonflame is still better served by repurposing Return as a coverage move - for example, CB Talonflame can now handle both Ttar and Heatran with Return-Fighting (OHKOing the former on the switch and outspeeding and 2HKOing the latter).

A couple BL Pokes I haven't seen mentioned yet: Heracross can now repurpose Bullet Seed into a more useful coverage move or use Bullet Seed-Fighting to replace Close Combat. Thundy-T can swap out HP Ice for Sludge Wave-Ice, or it can actually run dual STABs now with Sludge Wave-Flying.

Also Golurk doesn't have to rely on a 60 BP move for its Ghost STAB anymore, but I'm pretty sure that doesn't affect its viability.
 
Ghost dynamic punch would probably be better yeah. Physical attackers in general get a lot in this meta as they can retype return for either a strong STAB or coverage
 
Golurk could just run Ghost Return if it wanted a physical Ghost STAB.
Yeah, that's what I was saying - right now its main Ghost STAB is Shadow Punch which blows even with Iron Fist, so Return-Ghost is a welcome addition. I'd think it would want to keep Dynamicpunch as a Fighting move to hit Dark- and Normal-types, although I suppose it could switch to using Hammer Arm or Superpower instead.
 
Since I don't believe this has been mentioned in the thread yet, how viable would Steel Pursuit Scizor be? Scizor strikes me as a good user of Steel Pursuit as thanks to the fact that it's blessed with a powerful priority move in Technician Bullet Punch it forces out most Pokémon weak to the move, even those that would be able to outspeed and deal significant damage to it otherwise (think Mega Diancie). Steel Pursuit capitalizes on the switches that Bullet Punch forces as a result, so it's definitely good on paper... but what I'm wondering is whether it'd be worth the opportunity cost of running it over a move that allows Scizor to circumvent its standard checks with more ease, like Ground Quick Attack or something. Anyone have thoughts on this?

(I suppose it really depends on whether your team needs a reliable way to eliminate Steel-weak Pokémon like Weavile and most Fairies, but I figured I'd ask for input on this nonetheless.)
 
Since I don't believe this has been mentioned in the thread yet, how viable would Steel Pursuit Scizor be? Scizor strikes me as a good user of Steel Pursuit as thanks to the fact that it's blessed with a powerful priority move in Technician Bullet Punch it forces out most Pokémon weak to the move, even those that would be able to outspeed and deal significant damage to it otherwise (think Mega Diancie). Steel Pursuit capitalizes on the switches that Bullet Punch forces as a result, so it's definitely good on paper... but what I'm wondering is whether it'd be worth the opportunity cost of running it over a move that allows Scizor to circumvent its standard checks with more ease, like Ground Quick Attack or something. Anyone have thoughts on this?

(I suppose it really depends on whether your team needs a reliable way to eliminate Steel-weak Pokémon like Weavile and most Fairies, but I figured I'd ask for input on this nonetheless.)
Scizor definitely looks like a prime candidate for Pursuit-trapping Steel-weak Pokemon. Weavile, Tyranitar, and Fairy-types are all pretty susceptible (the irony of the first two is, frankly, delicious). It could also run a Bug-type Pursuit to trap Psychic/Dark/Grass-type Pokemon.

252+ Atk Choice Band Technician Scizor Pursuit (Bug-type) vs. 252 HP / 252+ Def Tangrowth: 200-236 (49.5 - 58.4%) -- 62.1% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Technician Scizor Pursuit (Bug-type) vs. 252 HP / 232+ Def Slowbro: 222-264 (56.3 - 67%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Technician Scizor Pursuit (Bug-type) vs. 0 HP / 4 Def Weavile: 458-540 (162.9 - 192.1%) -- guaranteed OHKO

In short? Best partner to Ground-types ever.
 
Since I don't believe this has been mentioned in the thread yet, how viable would Steel Pursuit Scizor be? Scizor strikes me as a good user of Steel Pursuit as thanks to the fact that it's blessed with a powerful priority move in Technician Bullet Punch it forces out most Pokémon weak to the move, even those that would be able to outspeed and deal significant damage to it otherwise (think Mega Diancie). Steel Pursuit capitalizes on the switches that Bullet Punch forces as a result, so it's definitely good on paper... but what I'm wondering is whether it'd be worth the opportunity cost of running it over a move that allows Scizor to circumvent its standard checks with more ease, like Ground Quick Attack or something. Anyone have thoughts on this?

(I suppose it really depends on whether your team needs a reliable way to eliminate Steel-weak Pokémon like Weavile and most Fairies, but I figured I'd ask for input on this nonetheless.)
Steel Pursuit Metagross actually hits harder, as does Escavalier. Not that Steel Pursuit Scizor is automatically bad or anything, but these two are worth keeping in mind. Bisharp is 5 Attack behind Scizor with access to Sucker Punch, too, giving it a stronger (though less reliable) priority move to threaten the foe with. In general STAB Pursuit looks like an incredible way to revenge key Pokemon.

In fact, have a list of all non-pure Dark Pursuit Pokemon with more than 100 Attack that are legal.

Aerodactyl: Rock and Flying Pursuit both offer exceptional coverage, and with Mega Aerodactyl you get Tough Claws support. Bug, Grass, and Fighting types can't run from Flying Pursuit, while Flying, Bug, Fire, and Ice types can't run from Rock Pursuit.

Rampardos, Tyranitar: 165 Attack with the potential for a Band or the like. Scary stuff.

252+ Atk Choice Band Mold Breaker Rampardos Pursuit (Rock 80 BP) vs. 4 HP / 252+ Def Eviolite Chansey: 340-402 (52.9 - 62.6%) -- guaranteed 2HKO

Yeah Chansey, have fun running.

And of course it has Head Smash!

252+ Atk Choice Band Mold Breaker Rampardos Head Smash vs. 4 HP / 252+ Def Eviolite Chansey: 637-751 (99.2 - 116.9%) -- 93.8% chance to OHKO

Nasty 50/50 there.

Oh and I guess there's Rock Pursuit Tyranitar too. It's already used as a Pursuit trapper, so it's definitely worth noting.

Hitmonchan, Hitmonlee: Fighting type Pursuit could be neat for breaking Steel walls, though I'd argue there's better options.

Toxicroak: Fighting or Poison Pursuit trapping. I have doubts anyone will run this for either of those, but there's potential -if for some reason you just hate Ludicolo, Poison Pursuit Dry Skin Toxicroak is a pretty solid answer.

Bouffalant, Slaking, Snorlax, Stoutland, Zangoose: Hidden Power doesn't work this way. If it did, it probably still wouldn't make sense -you'd probably be better off setting your Pursuit to punish some Pokemon your team hates. (eg Fire Pursuit for Scizor)

Mega Altaria, Druddigon: Since you can't have Fairy Pursuit and you can't have Normal Pursuit to get it Pixilated, I'm lumping it in with Druddigon. I'm not sure what the use of Dragon Pursuit is, though, beyond being STAB. Admittedly both Pokemon hit fairly hard, but only Mega Altaria is likely to be switching into and scaring out Dragons, and I suspect it has better things to do with its moveslots.

Banette/Mega Banette: Like Rampardos, Mega Banette has 165 Attack to work with, though unlike Rampardos it doesn't get to carry a Choice Band or other item to bolster that. Ghost Pursuit is basically Dark Pursuit, only replace Fighting and Fairy resisting it with Normal being immune to it. Given how Pursuit-trapping gets used, this isn't necessarily much of a disadvantage. Main flaw is that you leave Mega Banette with Shadow Claw as still its best STAB, when it would really like to convert Return or something. In practice you're probably better off using classic Pursuit-trappers like Bisharp, or some of the new Pursuit trappers.

Bisharp: One of the stronger Steel Pursuit trappers around, and has the threatening combination of Pursuit+Sucker Punch. Has the key flaw that it doesn't actually resist Fairy, and is fairly fragile. Mega Altaria, for instance, is liable to have Dragon Danced and promptly kill you rather than switch in fear... unless it thinks you're planning on Steel Sucker Punching it, of course.

Mega Beedrill: Poison and Bug are both depressing attacking types, but with monstrous Attack and an Adaptability boost, Bug Pursuit can still be used as a way to murder key Dark, Psychic, and Grass threats. Main problem is that Mega Beedrill much prefers U-Turning out of everything. Might prefer Bug Knock Off, too. Maybe.

Dodrio, Staraptor, Honchkrow: Flying Pursuit-trapping! (Also Honchkrow can still do Dark) Still just as useful as when I described it on Mega Aerodactyl, only replace Tough Claws with item access.

Krookodile: The best Ground Pursuit trapper in the meta. Given that one of Ground's key flaws is that it's easy to switch into it -just get a Flying type or Levitator- this has some amazing potential to utterly destroy various Electric, Ground, Rock, Steel, and Poison types that would normally simply switch out of Krookodile with little fear. You also have Moxie to turn that into an instant +1, potentially letting you break past whatever was trying to switch into you!

Doublade: Steel and Ghost Pursuit trapping. Is it worth it? Honestly, probably not. 110 Attack is nice, but you're carrying Eviolite, come on.

Floatzel: The best Water Pursuit Trapper around. (What, you think Pelipper is viable?) Notable for that alone, as Water is a pretty sweet attacking type. Might give Floatzel an actual niche in the meta?

Metagross: Hardest-hitting Psychic Pursuit trapper you've got. Also provides solid Steel Pursuit trapping which, if we're honest, is the much more likely reason to be running it. Still, if there is a Poison type giving your team trouble, Psychic Pursuit Metagross could be good.

Heracross, Mega Heracross: Fighting or Bug Pursuit trapping. Like Krookodile, note that regular Heracross has Moxie. As such, you can grab a Pursuit kill and then Mega Evolve and sweep. Maybe.

Escavalier, Scizor: Steel or Bug Pursuit trapping. Already been covered by other people.

Scyther: Yes, really. I'm not sure why you'd use it as a Pursuit trapper in Custom Power, but there you go.

Weavile: Best Ice Pursuit trapper... only one with STAB, for one. Ice is, of course, an incredible attacking type, so it makes for a pretty terrifying Pursuit.

Mega Sceptile: Yeeeaaah I dunno. To be fair, your only other STAB Grass Pursuit options are Serperior and Parasect... I guess Pursuit Mega Sceptile might end up being a thing?
 
Steel Pursuit Metagross actually hits harder, as does Escavalier. Not that Steel Pursuit Scizor is automatically bad or anything, but these two are worth keeping in mind.
Keep in mind that while Escavalier and Metagross might have an edge over Scizor when Pursuit is at 80BP, Scizor's Pursuit is effectively 60BP by default thanks to Technician, so you get punished much less if they decide to stay in.

252+ Atk Choice Band Escavalier Pursuit (Steel-type) vs. 0 HP / 0 Def Mew: 111-132 (32.5 - 38.7%) -- 98.6% chance to 3HKO
252+ Atk Choice Band Technician Scizor Pursuit (Steel-type) vs. 0 HP / 0 Def Mew: 162-192 (47.5 - 56.3%) -- 82.4% chance to 2HKO

And Scizor is only negligibly weaker than these two at 80BP anyways. I'm comparing base forms with Choice Bands for comparison's sake, but obviously you might want to opt for Mega Metagross, AVgross, or Mega Scizor, etc. Not that I've ever seen Pursuit Mega Scizor, but w/e.

252+ Atk Choice Band Scizor Pursuit (Steel-type) (80 BP) vs. 0 HP / 0 Def Mew: 216-255 (63.3 - 74.7%) -- guaranteed 2HKO
252+ Atk Choice Band Escavalier Pursuit (Steel-type) (80 BP) vs. 0 HP / 0 Def Mew: 220-261 (64.5 - 76.5%) -- guaranteed 2HKO
252+ Atk Choice Band Metagross Pursuit (Steel-type) (80 BP) vs. 0 HP / 0 Def Mew: 220-261 (64.5 - 76.5%) -- guaranteed 2HKO
 
I've heard that people like Knock Off-Flying on Landorus-Therian, but I think a Flying-type U-Turn would be more effective, at least on the common Scarf set. It does a lot of damage to a lot of standards, and most Flying resists that would take it are Rock and Steel types who daren't switch in for fear of EQ. And the U-Turn switch means you keep the momentum while still getting the benefit of keeping battle momentum. Knock Off is powerful even as a Dark type move, but U-Turn has a poor offensive typing (and therefore, poor damage output against a lot of standards) that a flying typing would fix - with so few things able to safely switch in on the dual STABs of U-Turn-Flying and Earthquake, it can do a lot of cleaning while keeping all the battle momentum on your side, and also threatening a lot of Pokemon that would normally safely switch into U-Turn without fearing EQ (see below).

252 Atk Landorus-T U-turn-Flying vs. 4 HP / 0 Def Gengar: 187-222 (71.3 - 84.7%) -- guaranteed 2HKO
252 Atk Landorus-T U-turn-Flying vs. 0 HP / 4 Def Scizor: 124-147 (44.1 - 52.3%) -- guaranteed 2HKO after Stealth Rock
252 Atk Landorus-T U-turn-Flying vs. 248 HP / 96+ Def Mega Venusaur: 176-210 (48.4 - 57.8%) -- guaranteed 2HKO after Stealth Rock
252 Atk Landorus-T U-turn-Flying vs. 0 HP / 4 Def Keldeo: 270-320 (83.5 - 99%) -- 31.3% chance to OHKO after Stealth Rock
252 Atk Landorus-T U-turn-Flying vs. 0 HP / 4 Def Talonflame: 163-193 (54.8 - 64.9%) -- guaranteed OHKO after Stealth Rock


Basically, it is far more threatning and therefore is much more effective at weakening a team while retaining battle momentum, and also has exceptional coverage with Earthquake and Knock Off.

====================
Another Pokemon that benefits profoundly from this is Serperior, who can use Giga Drain or Energy Ball as a much more effective coverage move than the weak Hidden Power (Giga Drain pairs well with Life Orb by recovering recoil damage, though Energy Ball can be used for more power). Having a powerful special Rock, Ground, Fire or Fighting move, to deal with threats like Charizard, Talon on the switch, Heatran, Flying types, Steels, etc. coupled with the boosting power of Leaf Storm and the Dragon Pulse coverage, is fantastic. Shame it can't run both for coverage on all checks, but it's still much more effective now at beating the checks you want to beat most.

252 SpA Life Orb Serperior Giga Drain-Rock vs. 0 HP / 4 SpD Mega Charizard Y: 265-312 (89.2 - 105%) -- 25% chance to OHKO
+2 252 SpA Life Orb Serperior Giga Drain-Fighting vs. 0 HP / 4 SpD Heatran: 281-333 (86.9 - 103%) -- 93.8% chance to OHKO after Stealth Rock
+2 252 SpA Life Orb Serperior Giga Drain-Fighting vs. 252 HP / 252+ SpD Heatran: 205-242 (53.1 - 62.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Life Orb Serperior Energy Ball-Rock vs. 248 HP / 4 SpD Zapdos: 385-455 (100.5 - 118.7%) -- guaranteed OHKO


These are just for example - with Serperior often forcing grass-weak opponents out, it can usually get a free Leaf Storm boost on whatever switches in, then strike them with a typed Giga Drain / Energy Ball. If you have the right Custom Power for the checks the opponent uses, you might just sweep their team.
 
Since this just won Leaders Choice, I will make a list of moves that are good customizable moves, and viable pokemon that learn them

Physical
Extreme Speed:

Fake Out:

Rapid Spin:


Special
Boomburst:

Hyper Voice:
(And Lots More)


WIP
 

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