• Follow our Instagram!
  • Curious about what we're currently doing about bots? Check out the latest updates from staff in this thread.

OU DPP OU creative and underrated sets

In my time playing/building dpp, I have sort of made it my mission to create random sets that I feel work. In that time, I have made a lot of random stuff. Some of that stuff, I feel, actually works quite well. This is my version of a team-dump, of sorts. My most creative sets from dpp.

Full List

:donphan:
starmie bait (Donphan) @ Passho Berry
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Seed Bomb
- Head Smash
- Rapid Spin

The name pretty much says it all. The point of this set is to bait starmie/gyrados and make them pay for switching in. For teams that need this function, this set tends to work pretty well. It is also nice to break clefable and threaten zapdos. Also kills pert, quagsire, and gastro, and doesn't let cune set up. Partners well with a good attacking lead and gyrados.

:suicune:
specs cune (Suicune) @ Choice Specs
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 3 Atk / 30 SpA
- Hydro Pump
- Surf
- Hidden Power [Electric]
- Ice Beam
I have topped ladder with this set, and passed 1600 with several different teams that used this set. This might be my favorite specs water user. Particularly because people don't expect it. It is super bulky, switches into a lot, and 2hkos clefable. Amazing surprise factor and amazing stats/typing.

:hippowdon:
curse hippo (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Curse
- Earthquake
- Ice Fang
- Slack Off
I've seen this set around, but had a ton of success with it lately and I have used it for a long time. This set is great and an excellent counter to cm lucario if that is in your opponent's scout.

:celebi:
cm cele (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
IVs: 2 Atk / 30 Def
- Calm Mind
- Leech Seed
- Hidden Power [Ice]
- Earth Power
This set does exactly what it looks like. It is a more defensive version of nasty plot celebi. This isn't the only version of this, nor is it the most interesting. I have done cm leech seed cele with skill swap, with tect, many other things. But I had most success just using it like np celebi. Think cm + leech seed has a lot of potential in dpp.

:jirachi:
terrorrachi (Jirachi) @ Choice Band
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Zen Headbutt
- U-turn
- Fire Punch
This is the set I have had the most success with on this list. It isn't unheard of, but I am definitely its biggest booster in modern dpp. It pairs well with U turn celebi, and is more of a breaker than anything else. It baits starmie extremely well.

:venusaur:
sub salac venu (Venusaur) @ Salac Berry
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Power Whip
- Earthquake
This set is exclusively meant to pair with donphan. It is a threatening grass type, living in a world where there are no viable grass type sweepers in the tier.

:jirachi:
bait rachi (Jirachi) @ Apicot Berry
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Zen Headbutt
- Thunder Wave
- Natural Gift

Needs spikes to work, but funny and nasty.


:tyranitar:
white herb ttar (Tyranitar) @ White Herb
Ability: Sand Stream
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Curse
- Crunch
- Stone Edge
- Earthquake
There might be a better white herb ttar set out there than this, but this set is really nasty. this basically is an ancient power ttar boost -speed.

:blissey:
freeze merchant (Blissey) (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Thunderbolt
- Soft-Boiled
This set is pretty much just as good without serene grace, but serene grace is nice in the cm duet. You can pretty reliably freeze your opponent and then get potshots to potentially sweep.

:jirachi:
rachamp (Jirachi) @ Expert Belt
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thunder Punch
- Dynamic Punch
- Iron Head
- Fire Punch
I know this set doesn't look good, but I hit 1650 with it, so I guess it worked. The point of this set is pretty much to bait in heatran and ohko it. It can/does do that, lol.

:staraptor:
tactical nuke (Staraptor) @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Brave Bird
- Return
- Close Combat
I have had a lot of success with this set. Brave Bird ohkos pretty much anything. It often ohko crits mons brave bird is weak to. You can also have it switch into gyarados, eat a neutral waterfall (intimidate) then ohko it with brave bird. Pretty nifty.

:heracross:
adv hera (Heracross) @ Salac Berry
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Megahorn

:gliscor:
sd taunt scor (Gliscor) @ Leftovers
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Ice Fang
- Taunt
This set is disgusting for certain semi-stalls to deal with. It goes on hyper offense as a stallbreaker. Let skarm switch in trying to ww you, and get to +3.

:Rotom-Heat:
attacking lead rotom (Rotom-Heat) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Shadow Ball
- Pain Split
- Substitute
I used to use this set on a gyara offense, but now I exclusively lead it. Mainly, you force something out, sub up, and, if you are against stall, it can cause real problems. Did you know this beats clefable?

:flygon:
bait gon (Flygon) @ Soft Sand
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw
- U-turn
- Toxic
Try to lure in a zapdos and toxic it.

:slowbro:
cm slowbro (Slowbro) @ Leftovers
Ability: Oblivious
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Slack Off
- Thunder Wave
This set is pretty much a para spreading, water resisting monster. It is also a ttar lure.

:snorlax:
choplax (Snorlax) @ Chople Berry
Ability: Immunity
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Curse
- Return
- Earthquake
- Superpower
This set lures in fighting types and kills them. That is about it.

:floatzel:
cb floatzel (Floatzel) @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Return
- Ice Punch
- Aqua Jet
One of my favorite sets I've ever created. Pretty much cb gyara, but faster.

Hope you liked them!
 
Last edited:
cats out the bag for a few of these so going to post now

1782425248186.png

Tentacruel @ Shuca Berry
Ability: Liquid Ooze
EVs: 228 SpA / 84 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Toxic Spikes
- Rapid Spin

i've been posting about this set in dppcord for the past 2 weeks and for good reason. post-sleep ban, the prevalence of toxic spikes has plummeted, despite there being a massive surge in popularity of pokemon that traditionally struggle w/ tspikes. ttar, infernape, donphan, rhyperior, hippo, etc. are all nerfed hard by tspikes. the relative ease with which you can spinblock in dpp makes this revelation even deadlier. without sleep powder roserade is viewed as defensively and offensively useless on most teams. roserade doesn't really "counter" anything, and it isn't strong enough cvg wise to reliably pose a threat in the lead position. it also suffers from 4mss, and even if it has the benefit of spikes + tspikes, it is baited by opposing hazard users like skarm.

that is where tentacruel comes in. tentacruel has the blessing of a water/poison combo, which lets it resist fire/water/ice/fight, and absorb tspikes. it also has pretty impressive special bulk without any investment. while it loses out on regular spikes, tentacruel has tspikes, rapid spin, and solid offensive coverage in hydro pump and ice beam. while tentacruel isn't breaking through any walls, a STAB hydro pump can scare off hippo t1 and 2hko metagross. you can also "suicide spin" and prevent hazards from going up on your side while putting up your own. forretress can also do this, but it is a lot slower, frailer on the special side, and offensively impotent. tentacruel strikes a balance between these elements perfectly in the lead slot. if you can get tspikes up early, you can dominate ttar early on, which for cm / special based teams that tenta finds itself on, is really beneficial. shuca berry prevents it from being fodder for eq from the likes of metagross, although you can use other items too like focus sash, wacan berry, mystic water, or custap.

tenta is a good replacement to roserade post-sleep ban, if not even better. you can also try a bulkier lead set on a more defensive team (tenta/hippo/clef/lati/zong/mag) to get tspikes up early to benefit your cmers. i find offensive tenta generally more effective, but that set works too. this set benefits greatly from having a ghost type or a pursuiter, as many people will bring out starmie early game to spin on it. a tenta + ttar + cm jira build would probably suit that lineup well, but i haven't tried it yet.

the evs on this set outspeed dnite and ohko it w/ ice beam. you will generally 2hko metagross, too.

1782425264672.png

Latias (F) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Surf
- Recover
- Trick

this is just specs latias. but, the placement of specs latias on an unconventional build: hard stall. instead of defensive latias, specs latias (modest works too) helps stall punish opposing balance/defensive builds. the idea behind it is "trading" specslatias for ttar or jirachi (or opposing clef) so that your own clef can switch in without fearing pursuit or drawing out a mirror. defensive lati is one of my favorite pokemon, but its utility has been diminishing a bit with the cbtar spam. specs lati maintains an offensive presence while also supporting the rest of the defensively based team by crippling the pokemon that most threaten it. i opt for recover here as i find myself tricking often w/ this set, and being able to heal post-trick is a huge help. even with no bulk latias' resists and stats help it act as a defensive block to strong f/w/g types.

1782425281686.png

Shaymin @ Miracle Seed
Ability: Natural Cure
EVs: 72 HP / 4 Def / 252 SpA / 180 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Seed Flare
- Earth Power
- Hidden Power [Fire]
- Rest

i haven't made my mind up about this set yet, but i have a feeling shaymin is going to be returning in some form to dpp. the sdef drop in seed flare is insanely useful, and when paired with coverage moves, can scare off any swap. shaymin should be used as a wallbreaker that isn't easily pursuitable or as weak to u-turn as celebi. grass is a surprisingly good offensive type in dpp b/c of all the water and ground types running around, and shaymin's decent defensive stats/typing allows it to exploit that well. miracle seed seed flare is nothing to scoff at, and it can be a massive thorn in the "my special check is clefable" stall teams. you're also able to heal up fully w/ rest and avoid status, which gives this set long-term utility.

as dpp cup continues expect more nonsense employed by my many soldiers.
 
cats out the bag for a few of these so going to post now

1782425248186.png

Tentacruel @ Shuca Berry
Ability: Liquid Ooze
EVs: 228 SpA / 84 SpD / 196 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Toxic Spikes
- Rapid Spin
I ran into someone using Lead Cruel on ladder, either I fought your alt or someone has contacted you on Discord lol.
 
anti-lead zapdos -
1783240472975.png


Zapdos @ Leftovers or Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Thunder Wave
- Protect
- Roost / HP Ice / Heat Wave / HP Grass

Just because lead Empoleon and Skarmory are so popular, I figured an anti-lead Zapdos could be effective. Although sash on Empoleon is common, reducing to 1 percent immediately could be effective (Torrent Hydro Pump nor Ice Beam doesn't OHKO, and we can predict the Aqua Jet by switching). We also can para Empoleon from turn one, and then Roost / Protect to drain the penguin's PP or just get some good hax rolls. Another strategy would be to break sash with HP Ice to avoid the Torrent boost, then Roost or KO with Thunderbolt. Protect is also effective for scouting Explosion. HP Ice is there for the somewhat popular Dragonite leads, while Heat Wave is there for Metagross leads. You can run HP Grass to KO unsuspecting Water/Ground types which can help team synergy if your sweepers struggle with them. Thunder Wave is just there to para things similar to how Azelf carries it.

Now that I'm thinking of it possibly taking some EVs away from speed and putting into HP can help as long we get the jump on Empoleons.

edit - also Tentacruel + Roserade leads are becoming common (I think w/ the rise of Empoleon leads)
 
Last edited:
anti-lead zapdos -
View attachment 845014

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Thunder Wave
- Protect
- Roost / HP Ice / Heat Wave / HP Grass

Just because lead Empoleon and Skarmory are so popular, I figured an anti-lead Zapdos could be effective. Although sash on Empoleon is common, reducing to 1 percent immediately could be effective (Torrent Hydro Pump nor Ice Beam doesn't OHKO, and we can predict the Aqua Jet by switching). We also can para Empoleon from turn one, and then Roost / Protect to drain the penguin's PP. Another strategy would be to break sash with HP Ice to avoid the Torrent boost, then Roost or KO with Thunderbolt. Protect is also effective for scouting Explosion. HP Ice is there for the somewhat popular Dragonite leads, while Heat Wave is there for Metagross leads. You can run HP Grass to KO unsuspecting Water/Ground types which can help team synergy if your sweepers struggle with them. Thunder Wave is just there to para things similar to how Azelf carries it.

Now that I'm thinking of it possibly taking some EVs away from speed and putting into HP can help as long we get the jump on Empoleons.
maybe run some defense or sash and you can get the jump on aero with thunder wave too?
 
Hey everyone! I have a lot of ideas that I want to share & talk about regarding DPP, so here are some sets that I've been liking in the first half of 2026:

azelf.png

1.2.3.
Azelf @ Colbur Berry
Ability: Levitate
EVs: 152 HP / 4 Def / 216 SpD / 136 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Explosion
- Reflect

Azelf @ Silk Scarf / Colbur Berry / Sitrus Berry / Light Clay / whatever you want
Ability: Levitate
EVs: 184 / 188 Def / 136 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Explosion
- Reflect / Light Screen
Azelf @ Choice Band
Ability: Levitate
EVs: 252 Att / 4 Def / 252 Spe
Adamant Nature
- Explosion
- U-turn
- Thunder Punch
- Ice Punch

1. After Sleep's ban, lead Azelf doesn't have much need for a Lum Berry, so I decided to try out a Colbur set since I never really experimented with it. Colbur gives us the "bulk" we need to live Scarf Tar's Crunch, so investing in Zelf's SpD made sense to me. This spread lives CB Gyara's Waterfall, Mixnite's Draco Meteor, and hits 330 Spe. While testing an Azelf team on ladder, I realized that I wasn't getting much use out of U-turn or Twave, and with the 4th moveslot being so flexible, I dove into its moveset to see what I could find. That's when I remembered george182 talking about mono screens on Cress and decided to give it a go on Zelf. Reflect fit perfectly here because it allows us to get Rocks and a Taunt up against Physical leads like Metagross, and provides a protective layer against Explosion and Earthquake for my mons in the back. You don't always get to/need to click Reflect, and that's fine because Azelf will still Rocks-Taunt-Boom.

2. This is mono screens Azelf with a physically defensive spread. The PhysDef spread allows us to live Scarf Tar's Crunch and replace the Colbur Berry with a different item if we wish. The heavy PhysDef investment also allows us to live Scarf Scizor's U-turn, which the SpD version is not likely to. Having the bulk to take on Physical leads means we can opt for Light Screen instead of Reflect, but that choice is up to what you think is best for your team. Light Screen is good against Special attacking leads, letting you get past Specs users, CM Cune, and 4Att Empo. Silk Scarf is an item I've been liking on Zelf because the stronger explosion makes sturdy physical walls, e.g., Skarm, Meta, Hippo easier to deal with.

3. This last Azelf set is 4Att CB. Towards the end of the Sleep Era, I was running Explosion | U-turn | Sleep Talk. With Sleep Talk now unnecessary, I wondered what I could do to fill the moveset. Thunder Punch and Ice Punch are good fits because they allow you to OHKO Gyara and Dnite without booming, so you get to save Azelf for later, whether it be as a sack or for an Explosion.

*Feel free to drop the Spe on the first two sets if you want. I just like being faster than Rachi which is why you see 136 Evs in Speed.

0 Atk Silk Scarf Azelf Explosion vs. 252 HP / 252+ Def Hippowdon: 334-393 (79.5 - 93.5%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Azelf Explosion vs. 252 HP / 252+ Def Hippowdon: 278-328 (66.1 - 78%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Silk Scarf Azelf Explosion vs. 252 HP / 0 Def Hippowdon: 451-531 (107.3 - 126.4%) -- guaranteed OHKO
0 Atk Azelf Explosion vs. 252 HP / 0 Def Hippowdon: 376-443 (89.5 - 105.4%) -- 37.5% chance to OHKO
0 Atk Silk Scarf Azelf Explosion vs. 252 HP / 252+ Def Skarmory: 147-174 (44 - 52%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Azelf Explosion vs. 252 HP / 252+ Def Skarmory: 123-145 (36.8 - 43.4%) -- 99.5% chance to 3HKO after Leftovers recovery
0 Atk Silk Scarf Azelf Explosion vs. 252 HP / 0 Def Metagross: 207-244 (56.8 - 67%) -- guaranteed 2HKO
0 Atk Azelf Explosion vs. 252 HP / 0 Def Metagross: 172-203 (47.2 - 55.7%) -- 81.6% chance to 2HKO
0 Atk Silk Scarf Azelf Explosion vs. 248 HP / 120 Def Donphan: 402-473 (104.9 - 123.4%) -- guaranteed OHKO
0 Atk Azelf Explosion vs. 248 HP / 120 Def Donphan: 334-394 (87.2 - 102.8%) -- 18.8% chance to OHKO


tyranitar.png

Tyranitar @ Black Glasses / Lum Berry / Passho Berry / Chople Berry
Ability: Sand Stream
- Crunch
- Pursuit / Ice Beam / Fire Blast
- Taunt
- Superpower

I got the idea for this Utility Tar after watching BKC's moveset guide. These Tars usually run Fire Blast to punish Skarm trying to spike up on it, but in that scenario(bar FB crit), Skarm gets a spike up even if FB hits. Stealth Rock + 1 Spike can be detrimental to a lot of mons, so you can use Taunt to prevent the Spike from going up altogether. You can also prevent mons from inducing status or prevent bulky walls from healing back to 100%. Preventing Rotom from burning you is especially important if you aren't running a Lum Berry. If you click Taunt on the switch, you may even prevent a mon from setting up.

dragonite.png

Dragonite @ Life Orb
Ability: Inner Focus
EVs: 28 Atk / 248 SpA / 232 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Superpower
- Extreme Speed

This Ev spread on Mixnite guarantees the OHKO on 252 Hp | 32 Def Clef with Superpower and still outruns Modest Heatran.

*Correction: This spread gives a favored roll against Clef, not a guaranteed OHKO.

gliscor.png

1.2.
Gliscor @ Leftovers
Ability: Hyper Cutter
EVs: 232 HP / 156 SpD / 120 Spe
Jolly Nature
- Earthquake
- Ice Fang
- Swords Dance
- Roost
Gliscor @ Leftovers
Ability: Hyper Cutter
EVs: 248 HP / 144 SpD / 116 Spe
Jolly / Careful Nature
- Earthquake
- Ice Fang / Knock Off
- Taunt
- Roost

Here are two flavors of SpD Scor. This mon has seen seldom use and remains an underrated set in DPP OU. It makes for a nice answer to mons such as Heatran, Infernape, and MixGon. The SD variant is capable of beating Bold Zapdos and Ice Beam-less Defensive Latias. Ev spread 1 lands at 281 spe while hitting the same HP Ice Roll from Scarf Magneton as spread 2. The reason spread 2 is up here is you can run a Careful nature with it to be even better into Special Attackers. 248 Hp also gets better Leftovers rolls than 232 Hp. Lastly, shoutout to the person on ladder who 1v1'd my Bold Zap with SpD-Knock Off-Taunt Scor a couple years ago, whovever you are.
252 SpA Magneton Hidden Power Ice vs. 248 HP / 144 SpD Gliscor: 308-364 (87.2 - 103.1%) -- 18.8% chance to OHKO
252 SpA Magneton Hidden Power Ice vs. 232 HP / 156 SpD Gliscor: 304-360 (87.1 - 103.1%) -- 18.8% chance to OHKO
0 SpA Zapdos Hidden Power Ice vs. 248 HP / 144 SpD Gliscor: 260-308 (73.6 - 87.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Zapdos Hidden Power Ice vs. 232 HP / 156 SpD Gliscor: 256-304 (73.3 - 87.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
Last edited:
I don’t post much just because there’s far more accomplished players than me on here in tournaments and I’m more of a casual ladderer and have been since Shoddy battle days, but these 2 have been some of my favorite sets.

Now that Heracross like Hariyama is being caught on, thought I’d share one of the Hera sets I love using. Am a big fan of band, SD and Bulk Up mid game (and band lead as well) and used it as a sleep absorber when sleep was unbanned but here is an anti lead Hera:


heracross.png

Heracross @ Flame Orb / Toxic Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance / Stone Edge / Rock Tomb
- Close Combat
- Megahorn
- Fling

You can cripple lead Gyara, Dnite and Azelf if you don’t fear psychic as I feel Lum Azelf is on the decrease as well as Metagross.

You don’t need to feel obligated to fling on the first or second turn either as Hera abuses burn as is with Guts, but it’s a nice eject button vs Gyarados and vs stall you cripple Hippo as well.

I prefer SD but Stone Edge is perfectly fine as is Rock Tomb to neuter Aerodactyl + outspeed it 2nd turn.

Here is the YOLO version:

heracross.png

Heracross @ Focus Sash
Ability: Swarm
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance / Stone Edge
- Close Combat
- Megahorn
- Reversal

The other set I wanted to share or I guess reshare was Specs Vaporeon. First saw Bloo use it few years ago and was a big fan ever since. He used it as lead then and I think I saw it used in tournaments this year too. IMO years later it’s still best on the lead slot, surprise factor helps.

vaporeon.png

Vaporeon @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 3 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Surf

Similar to Specs Empoleon but pure water helps vs the prevalence of EQ in the lead slot.

Have used it on rain as well where it 2HKOs the lights out of Blissey with rocks up and Clef ofc is a goner too.

Same sp atk as Modest Latias, but imagine a Draco with 20 base power less but doesn’t decrease your SAtk.

Hydro and Surf are really the only moves you’ll be clicking more often than not.

You can use baton pass if you want but I hate wasting turns on specs mons like that and unless you’re good vs Gyara, Starmie and Empoleon I personally don’t like other moves except for Toxic to nail Offensive Suicine and Fat Latias trying to switch in on water move to set up but even then ice beam / hp electric should be fine.
 
This reminds me of Oiponabys’s specs Vapo set, but I’d run 16 HP/200 Def/220 Spa/72 Spe Modest with Baton Pass
Specs Vaporeon is a good pokemon. Water Absorb is a very strong ability. 248 HP / 8 Def / 252 SpA is another viable EV spread for Specs Vaporeon and Heal Bell is also a viable option in the last slot over Surf.
I’ll try these out, thanks! Was using the same max max spread I had on my original post during Machamp days as Vap got the jump vs max speed Champ and has great bulk overall but yeah sometimes I do wonder if it would do better with some bulk invested and function even more like a tank.

Heal bell crossed my mind too but never used it before. Gonna try it since para is so prevalent these days..
 
While we’re on Vaporeon I also messed around with it some and think it has some cool utility

It can be hard to justify over Empoleon but Water Absorb and no ground or fighting weaknesses make a difference

This is a bulky pivot Vaporeon I used on a bulky offensive team based around pivoting in cleanly and then making progress each turn

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Substitute

Water absorb and all that bulk allows it to switch into some hard to counter mons like Latias, Kingdra, Heatran, and Gengar

Once it’s in I like using substitute to ease prediction since they’re preparing for a hydro pump.

The only things that don’t care about it are blissey and to a lesser extend clef and the sub gives you a chance to scout and safely switch out without worrying about a status move since they won’t do that into a sub. Seismic toss not breaking the sub is also very nice for scouting.

I like hp grass since it allows you to soft counter/check Swampert and the annoying Quagsire and Gastrodon sets and this thing isn’t switching into a DD Gyarados

A little bit of speed creep Evs for Scizor since bullet punch doesn’t hurt to much but everything else does

Once you show your hand with a water absorb pokemon you can begin playing mind games with the opponent and force them to lock into things like Draco meteor or outrage from Latias and Kingdra

As I’m writing this I realized I haven’t thought through what makes this better than a similar Milotic set I suppose it’s a bit more of a wall breaker with the water absorb tricks
 
Last edited:
flygon.png

Flygon @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty / Naive Nature
- Earthquake
- Outrage
- Fire Blast
- Draco Meteor

I am sure most are aware of physical based mixed gon. Especially with bkc being a big proponent of it. If you know me, you know I love flygon and overall the physical based mixed is a great set. The small issue I have with it is the lack of a spammable, high power dragon move.

D-claw hits like a wet paper bag and locking into outrage to hit a levitating foe sucks. Outrage also doesn’t hit thattt hard, making it exploitable. Adamant CB isn’t as easy to exploit when locking into outrage due to no lo recoil and its sheer power. (Damage is 27% higher).

Putting draco in the last slot > toxic / roost helps alleviate these issues. Although draco isn’t punching holes in teams. With LO and STAB it still hits what it needs to hard enough. Eg. Finishing off a zap, glis, gyara, def lati etc. Without needing to lock into outrage.

More in-depth breakdown >>here<<
 
flygon.png

Flygon @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty / Naive Nature
- Earthquake
- Outrage
- Fire Blast
- Draco Meteor

I am sure most are aware of physical based mixed gon. Especially with bkc being a big proponent of it. If you know me, you know I love flygon and overall the physical based mixed is a great set. The small issue I have with it is the lack of a spammable, high power dragon move.

D-claw hits like a wet paper bag and locking into outrage to hit a levitating foe sucks. Outrage also doesn’t hit thattt hard, making it exploitable. Adamant CB isn’t as easy to exploit when locking into outrage due to no lo recoil and its sheer power. (Damage is 27% higher).

Putting draco in the last slot > toxic / roost helps alleviate these issues. Although draco isn’t punching holes in teams. With LO and STAB it still hits what it needs to hard enough. Eg. Finishing off a zap, glis, gyara, def lati etc. Without needing to lock into outrage.

More in-depth breakdown >>here<<
Wouldn’t mild nature be better to give Draco an extra kick? I feel like Mild does the trick against even the Careful fat Hippo
 
Wouldn’t mild nature be better to give Draco an extra kick? I feel like Mild does the trick against even the Careful fat Hippo

I would only use +atk > +spe.

The selling point of phys based mix gon is the buffed atk.

This allows you to get through clef and fat steels like impish wish tect jira and meta easier. A +spa nature doesn’t help with that.

Same applies to bulky grounds. Powering up your physical moves will give you a lot more mileage vs them. As opposed to a one time move like draco.
 
Here's an interesting take on offZong:

1786330263819.png

Bronzong @ Sitrus Berry
Ability: Levitate
Brave Nature
IVs: 0 Spe
252 HP/ 252 Atk/ 4 SpD
-Trick Room
-Gyro Ball
-Earthquake
-Explosion

Inspired by Milkshook's team dump in DPP Ubers, I wanted to compress both the offensive & defensive propensities of Bronzong, the issue with Macho Brace is while it's more consistent at delivering 150 Base power Gyro balls do I find them inconsistent at checking Jirachi when needed. Doesn't help the fact that longevity is an issue when running offensive Bronzong.

Sitrus Berry allows Zong to trade more reliably while offering defensive merit, you will sorely miss hitting everything that doesn't resist steel hard with Gyro Ball, but that's where Banded Tar can fill in the shortcomings thanks to his 134 Atk. Also helps Latias provide Healing Wish support towards other sweepers & Zong to act as a more reliable Jirachi check.

Gyro Ball on Zong works better when dealing with speedier threats such as Gengar & DDTar, both can also ruin Banded Tar's fun. So Sitrus berry acts as temporary relief, allowing Zong to set up Trick Room more proactively while courting an appropriate boom when needed.
 
Sitrus Berry allows Zong to trade more reliably while offering defensive merit, you will sorely miss hitting everything that doesn't resist steel hard with Gyro Ball
I thought about running this with leftovers, but Sitrus is probably better. There are some cases where I swap Zong in and it turns out its getting 2HKO by sonething so it never has time to set the TR which is pretty game losing when it does happen. Sitrus gives it better odds of surviving long enough to do it. Its hard to know exactly what MUs sacrificing Brace would affect, the Gyro Ball is Zongs most reliable move for sure.
 
I thought about running this with leftovers, but Sitrus is probably better. There are some cases where I swap Zong in and it turns out its getting 2HKO by sonething so it never has time to set the TR which is pretty game losing when it does happen. Sitrus gives it better odds of surviving long enough to do it. Its hard to know exactly what MUs sacrificing Brace would affect, the Gyro Ball is Zongs most reliable move for sure.
Leftovers TR Zong works better in Ubers when Zong is the most consistent answer against Dragons. TR Zong in OU imo is the Anti offense check that can reverse momentum, but it does thud into balance & stall imo.

Sacrificing Macho Brace does mean Zong can’t pound unboosted Tar with base 150 power. I’ve seen players use MB TR Zong as their late game wincon, but Sitrus Zong is better when considering how good TR Zong + Banded Tar is.
 
Hariyama is a niche and difficult pokemon to use since he doesn't offer many resistances to a team and because he is very slow. The entire metagame outruns him. Paralysis or Trick Room support can help him, but he still has trouble competing for a team slot.

Hariyama has a lot of flexibility in terms of EVs. He doesn't need to invest in attack EVs, but he has the ability to use them. He doesn't need to use HP EVs since his HP is already high, but he still has the ability to use some. He also has the option of using a Careful nature to make him more durable after a Bulk Up.


Hariyama @ Leftovers
Ability: Guts
EVs: 4 Atk / 252 Def / 252 SpD
Adamant Nature
- Ice Punch / Payback
- Payback / Stone Edge
- Revenge / Force Palm / Close Combat
- Bulk Up

After a Bulk Up, this Hariyama has 429 HP, 456 attack, 328 defense, and 219 special defense. This makes him bulkier than Relaxed 252 HP / 6 Atk / 252 Def Swampert. With his type coverage and bulk, he can be threatening to offense teams and stall.

Without a bulk up, a lot of pokemon are going to have trouble OHKOing him. This allows him to check random pokemon. Against offense, he's tanky enough to survive a hit from random pokemon and KO them back.

Tanks Mixed Dragonite's Draco Meteor.

252+ SpA Life Orb Dragonite Draco Meteor vs. 0 HP / 252 SpD Hariyama: 294-346 (68.5 - 80.6%) -- guaranteed 2HKO after Leftovers recovery

Tanks Choice Band Dragonite's Outrage after a Bulk Up.

252+ Atk Choice Band Dragonite Outrage vs. +1 0 HP / 252 Def Hariyama: 237-280 (55.2 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
You can replace Ice Punch with Knock off on Mag teams if you can’t fit any other Knock offers & really hate Shed Shell Skarm. Knock also comes in handy as a decent stallbreaker with sand. You def need support against Gliscor tho.
 


Blastoise @ Leftovers / Choice Specs
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 3 Atk / 30 SpA
- Hydro Pump / Surf
- Rapid Spin
- Hidden Power [Electric]
- Ice Beam

Blastoise is definitely viable in OU.

The reason why Blastoise is UU is not because it's a bad Pokémon, it's because it doesn't stand out in a broad pool of viable water Pokémon. Blastoise is humble offensively and defensively when compared to other water Pokemon.

Offensive Blastoise doesn't have the power of Specs or Rain Dance Kingdra, Offensive variants of Empoleon, Offensive Starmie, Offensive Suicune, or Specs Vaporeon.

Defensive Blastoise doesn't have the durability of Defensive Gyarados or Suicune and does not have reliable recovery like Milotic, Defensive Vaporeon, or Starmie.

The primary reason to use Offensive Blastoise is that it is a bulky offensive Rapid Spinner that can threaten spin blockers with its STAB without needing to worry about getting trapped by opposing Tyranitar or Scizor like Starmie does. Just like any other Rapid Spin Pokemon, Blastoise appreciates Pursuit support to help remove Rotom and Gengar.

Water Pokémon are able to be thrown onto on many different teams due to how solid the water typing is from an offensive and defensive standpoint. Blastoise's natural bulk, great STAB, and wide type coverage allows it to trade well with many offensive Pokémon. Similar to most other offensive water Pokémon, Blastoise is a good lead since it outtrades many opposing leads.

One of the more interesting (although unproven) applications of Blastoise is that it can be used alongside Starmie. You can use Blastoise to dispose of the opposing spinblocker to allow your Starmie to spin for free or vice-versa.

You can replace Ice Punch with Knock off on Mag teams if you can’t fit any other Knock offers & really hate Shed Shell Skarm. Knock also comes in handy as a decent stallbreaker with sand. You def need support against Gliscor tho.

I agree with that. Hariyama is a tricky Pokemon. I'm starting to think Rest/Talk Guts Hariyama is better than Bulk Up Hariyama. It's less threatening than Bulk Up Hariyama, but at least it can heal itself and give itself a Guts Boost.
 
Last edited:
Back
Top