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They are both egg moves, and in Gen 4 egg moves are passed down by the male Pokemon. It is impossible for any Male mon in Tenta’s egg group to obtain both of these moves at the same time without using a save editor
They are both egg moves, and in Gen 4 egg moves are passed down by the male Pokemon. It is impossible for any Male mon in Tenta’s egg group to obtain both of these moves at the same time without using a save editor
This is because it minimizes the miss rate to 1% or 0% which is pretty much perfect accuracy. In matches we want the moves to have virtually perfect accuracy (if you miss with a 99% move you were just super unlucky). The above moves noticeably miss inevitably with their normal accuracies (like even though they have 90% or 95% which seems high they still seem to have a miss at one of the worst times). When Wide Lens is used on moves like WoW or Focus Blast, its not enough, it still misses at a noticeable level, so in my opinion it isnt worth using the item. Like I've never been a fan of Wide Lens Gengar, since the moves still miss a lot anyway.
Make sense?
Edit: Just wanted to say 90% moves feel like they miss a lot and the reasoning behind this is that moves like Hydro Pump miss a lot. For example Overheat can apply to this situation in that it almost occurs as often as a Hydro Pump miss, but just requires an additional coin flip to determine if it misses or doesn't.
With Wide Lens, it isn't a coin flip that determines if the move hits or not, instead it requires 19/20 (95%) odds instead of 1/2 (50%) odds
Like Hydro Pump is just flat 8/10 odds
Overheat is 8/10 odds + a coin flip (1/2 odds)
But with Wide Lens it is 8/10 odds + 19/20 odds which is a lot better
Also the math behind Wide Lens Overheat is the same as getting two shots of using naked Overheat in one turn:
- if you miss the first attempt it is 9/10, but then the remaining probability is also 9/10 (90/100 + 9/10 = 99/100)
- if you miss with a Wide Lens Overheat, it is the same as missing two Overheats in a row without Wide Lens
Edit 2:
I feel like a good example would be Hitmonlee. Like it wouldn't be a competitive set but it follows the theory:
With the ability + Wide Lens its like he gets a free Black Belt + a virtually perfect accurate High Jump Kick move. He wouldn't have to worry about missing his signature moves and getting damaged. Interestingly he can use Foresight, have enough SpDef to take a Ghost attack, and hopefully KO with a Jump Kick. Blaze Kick is there to hit Psychics and hopefully crit. Actually upon research, High Jump Kick may be enough to KO more frail Psychics like Kadabra.
It's like Wide Lens was designed for Hitmonlee. Like I can see this Hitmonlee on the Karate Master's team in the Dojo in Fire Red. It's like a special Hitmonlee.
Some theory:
In my opinion true Wide Lens sets should only be used on sets with moves that have 90% or above accuracy, such as:
Overheat, Draco Meteor, Air Slash, Zen Headbutt
This is because it minimizes the miss rate to 1% or 0% which is pretty much perfect accuracy. In matches we want the moves to have virtually perfect accuracy (if you miss with a 99% move you were just super unlucky). The above moves noticeably miss inevitably with their normal accuracies (like even though they have 90% or 95% which seems high they still seem to have a miss at one of the worst times). When Wide Lens is used on moves like WoW or Focus Blast, its not enough, it still misses at a noticeable level, so in my opinion it isnt worth using the item.
Idk if I agree with that. It's a relative boost so you're obviously maximizing the benefit when the base accuracy is higher but you're also not getting enough benefit relative to running alternative items.
Some theory:
In my opinion true Wide Lens sets should only be used on sets with moves that have 90% or above accuracy, such as:
Overheat, Draco Meteor,Air Slash, Ice Fang, Zen Headbutt
This is because it minimizes the miss rate to 1% or 0% which is pretty much perfect accuracy. In matches we want the moves to have virtually perfect accuracy (if you miss with a 99% move you were just super unlucky). The above moves noticeably miss inevitably with their normal accuracies (like even though they have 90% or 95% which seems high they still seem to have a miss at one of the worst times). When Wide Lens is used on moves like WoW or Focus Blast, its not enough, it still misses at a noticeable level, so in my opinion it isnt worth using the item. Like I've never been a fan of Wide Lens Gengar, since the moves still miss a lot anyway.
Make sense?
Edit: Just wanted to say 90% moves feel like they miss a lot and the reasoning behind this is that moves like Hydro Pump miss a lot. For example Overheat can apply to this situation in that it almost occurs as often as a Hydro Pump miss, but just requires an additional coin flip to determine if it misses or doesn't.
With Wide Lens, it isn't a coin flip that determines if the move hits or not, instead it requires 19/20 (95%) odds instead of 1/2 (50%) odds
Like Hydro Pump is just flat 8/10 odds
Overheat is 8/10 odds + a coin flip (1/2 odds)
But with Wide Lens it is 8/10 odds + 19/20 odds which is a lot better
Also the math behind Wide Lens Overheat is the same as getting two shots of using naked Overheat in one turn:
- if you miss the first attempt it is 9/10, but then the remaining probability is also 9/10 (90/100 + 9/10 = 99/100)
- if you miss with a Wide Lens Overheat, it is the same as missing two Overheats in a row without Wide Lens
Edit 2:
I feel like a good example would be Hitmonlee. Like it wouldn't be a competitive set but it follows the theory: View attachment 770973
Hitmonlee @ Wide Lens
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Jump Kick / Blaze Kick
- Foresight
- Focus Energy
With the ability + Wide Lens its like he gets a free Black Belt + a virtually perfect accurate High Jump Kick move. He wouldn't have to worry about missing his signature moves and getting damaged. Interestingly he can use Foresight, have enough SpDef to take a Ghost attack, and hopefully KO with a Jump Kick. Blaze Kick is there to hit Psychics and hopefully crit. Actually upon research, High Jump Kick may be enough to KO more frail Psychics like Kadabra.
It's like Wide Lens was designed for Hitmonlee. Like I can see this Hitmonlee on the Karate Master's team in the Dojo in Fire Red. It's like a special Hitmonlee.
Not sure if I agree with the math here, but I agree with the sentiment. Its better to buff the accuracy of already accurate moves than it is to try and increase the accuracy of less accurate ones.
The way I like to think of it is: 9/10 means that you need to attack 7 of more times before you are expected to miss. Where as 99/100 means you need to attack 69 times before you are expected to miss.
On the other hand, 7/10 means that you need to attack 2 times before you are expected to miss, and 77/100 means that you need to attack 3 times before you are expected to miss.
So in the case of a 90% accurate move, you could expect to hit 62 more attacks before one misses, if you equipped a wide lens before using the move. But in the case of a 70% accurate move, you would only expect to hit 1 more than normal before missing.
In this sense, the pay off is much greater when equipping a wide lens for a more accurate move.
Not sure if I agree with the math here, but I agree with the sentiment. Its better to buff the accuracy of already accurate moves than it is to try and increase the accuracy of less accurate ones.
The way I like to think of it is: 9/10 means that you need to attack 7 of more times before you are expected to miss. Where as 99/100 means you need to attack 69 times before you are expected to miss.
On the other hand, 7/10 means that you need to attack 2 times before you are expected to miss, and 77/100 means that you need to attack 3 times before you are expected to miss.
So in the case of a 90% accurate move, you could expect to hit 62 more attacks before one misses, if you equipped a wide lens before using the move. But in the case of a 70% accurate move, you would only expect to hit 1 more than normal before missing.
In this sense, the pay off is much greater when equipping a wide lens for a more accurate move.
Not sure if I agree with your math but yea the pay off seems greater when equipping for more accurate moves, since it just misses less, and the whole point of using Wide Lens is to not miss.
I've been trying this Charizard as a lead and have been having some success. If the other player leads with a Steel other than Empoleon or Heatran its a pretty easy set-up and lets you poke holes in the other team. Interestingly I'm running Roost over Earthquake or Thunder Punch just because I found it to be useful in potentially opening sweeps. Meaning if Charizard gets low on health it can heal up to avoid priority or sand damage and potentially sweep the team. Obviously it is completely useless against Heatran but if they don't have a Heatran (or think you have Earthquake) you can damage a lot of the other team.
Once I lost my fire type (and my loom) this set was unbeatable for my team. I almost flinched it down with my Jirachi but it would just Recycle and Rest up. This set has potential.
Knock/Protect Elephant:
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Rapid Spin - Knock Off
- Protect
this guy just refuses to die. i stole this from someone running a messed up mag/cm clef balance and i thought this donphan was so annoying i had to slot it in somewhere eventually---really surprised at how solid it is. maybe not anything revolutionary, but i really am not a fan of stealth rock donphan since it feels like its trying to do too much. protect makes it immortal, and knock off is the clickable button it really wants. you miss ice shard to a non-insignificant extent, but you can compensate with your teammates. in return, you get to use an absolute brick shithouse of a pokemon. probably mandatory to run with pursuit ttar.
Litt the best Phan set rn imo, let me add some explantations :
- Knock helps to remove Lefties / Choice lock items from many annoying mons like Gyara / Zap / Gar / Lati / Mie / Tom / Skarm ( Shed Shell ) etc so they are less oppressive even if you have Tect to scout choice locked mons. With Sand ( TTar ) chip damage becomes massive.
- Protect makes you now really strong into Meta / Zong etc cause now you can bait the Boom and if you manage to do so, you saved your spinner which is also your ( or one of your ) physical wall. Protect changes everything on this mon, litt.
- SR Shard Phan is still fine I think but it loses vs every spinner of the tier except prob ... Forre ? Imo, it became harder to put SR up and spin later while Phan does spinning very well with Suit Trap support + running SR means no Tect = less effective vs Rockers with Boom.
- Phan was kinda bad early 2025 but now that aren't running automatically SR on it anymore, it's becoming, good, even very good rn. We see a lot of Phan on offense / balance in DPP Revival.
In this game for ex, Def Phan + SpD Zor won the game almost solo :
Now time to add some stuff :
Tamurkhan (Breloom) @ Toxic Orb / Sash
Ability: Effect Spore - Focus Punch
- Superpower
- Seed Bomb / Facade or w/e if lead
- Spore
Underexplored as f, hits like a truck and has the surprise effect because in 2022-2023 Focus Punch def took the place of Superpower for more firepower. Combined with Mach, it is very very good but now that players know the set sometimes it can be hard to make it work cause for ex your opp will predict with his Clef and starts Stossing your Loom which is zzz ...
But what happens if you combine both of them ? Depending of your speed you can surprise bulky Jirachi ( here ) or if you run a lot Atk you can remove Skarm opening the path for a Sub Rhyp or a Scizor for ex; overall any mon that feels " safe " after your Loom revealed Focus Punch ( Tran, Clef, Zong, Meta, Loom, any paraed mon ... ).
You just need back up vs Agility Empo / DD Tar and you will be really fine !
I have been having a great time with this set as a lead. Gravity + EQ lets you put skarm, gyara, rotom and zapdos into really uncomfortable situations. A lot of teams just don't have anything that can switch into a gravity metagross.
Shuca berry also allows you to seriously damage offense teams, making it harder for gyara, swampert and opposing metagross to kill you.
Dropping explosion can suck at times, but gravity + eq gives you enough wallbreaking power and bullet punch lets you win interactions against offense's limited answers to this set.
There are also a bunch of potential gravity abusers like flygon, swampert, or even gengar to pair with this set.
So my initial goal was to create a team that uses both Blaziken and Infernape, because I've come to realize that a lot of teams tend to be weak to MixApe. Blaziken would soften the team and Infernape would finish the job. However, I wasn't satisfied with Blaziken's role and felt like I was adding teammates to patch holes in their weaknesses rather than enforcing the win condition. So I made this set just to see what would happen and been having fun with it!
So this Kentucky fried chicken's goal is the cause as much disruption in the beginning with its powerful STABs. I've seen the best results with max Sp. Atk as Fire Blast deals the most damage to the common leads, and Mild because spicy chicken can be too hot for certain people. Fire Blast OHKO leads like Metagross, Skarmory, Jirachi, and Roserade; 2HKO's leads like Hippowdon, Zapdos (outspeeds it too), Azelf, Tank Bronzong, and Gliscor, while Superpower does well against Empoleon, Aerodactyl, and Tyranitar. Vacuum Wave is a great addition to the set and allows Blaziken to secure certain KO's against Aerodactyl, Aqua Jet Empoleon, and Lead Skarmory.
The final move is up to the player on what they want to use. Blaziken is set-up fodder against Gyarados and Dragonite, so if you wish to use either a Choice Scarf Rotom-A or Flygon, then use either Hidden Power Ice or Electric to fill the other niche. HP Electric deals good damage to Water-types like Suicune and DefMie. Blaziken also gains access to Knock Off and Will-O-Wisp, so those are great alternative options to annoy the opponent.
Great teammates would be Pursuit Pokemon like Tyranitar or Scizor for Latias/Starmie, Choice Scarf Magneton, Rotom-A or Flygon for Gyarados/Dragonite, and a Spike user.
Sub on Latias helps her out in a lot of ways. It helps versus Tars in the sense that it can safely paralyze Scarf versions, re-Sub, then hope for another para in order to escape safely. It also allows Latias to potentially paralyze faster mons like Scarf Jirachi. I also noticed that this set is quite strong versus rain teams in the sense that it can Sub on Spec Kingdra's water attacks, then get another para on another rain mon.
So my initial goal was to create a team that uses both Blaziken and Infernape, because I've come to realize that a lot of teams tend to be weak to MixApe. Blaziken would soften the team and Infernape would finish the job. However, I wasn't satisfied with Blaziken's role and felt like I was adding teammates to patch holes in their weaknesses rather than enforcing the win condition. So I made this set just to see what would happen and been having fun with it!
So this Kentucky fried chicken's goal is the cause as much disruption in the beginning with its powerful STABs. I've seen the best results with max Sp. Atk as Fire Blast deals the most damage to the common leads, and Mild because spicy chicken can be too hot for certain people. Fire Blast OHKO leads like Metagross, Skarmory, Jirachi, and Roserade; 2HKO's leads like Hippowdon, Zapdos (outspeeds it too), Azelf, Tank Bronzong, and Gliscor, while Superpower does well against Empoleon, Aerodactyl, and Tyranitar. Vacuum Wave is a great addition to the set and allows Blaziken to secure certain KO's against Aerodactyl, Aqua Jet Empoleon, and Lead Skarmory.
The final move is up to the player on what they want to use. Blaziken is set-up fodder against Gyarados and Dragonite, so if you wish to use either a Choice Scarf Rotom-A or Flygon, then use either Hidden Power Ice or Electric to fill the other niche. HP Electric deals good damage to Water-types like Suicune and DefMie. Blaziken also gains access to Knock Off and Will-O-Wisp, so those are great alternative options to annoy the opponent.
Great teammates would be Pursuit Pokemon like Tyranitar or Scizor for Latias/Starmie, Choice Scarf Magneton, Rotom-A or Flygon for Gyarados/Dragonite, and a Spike user.
I usually prefer to keep my ideas for myself & my teammates but, since I don't have any other tournaments to look forward to for the next few months, I decided to share some sets that I've had a lot of fun with in 2025. I don't claim to have invented all of these sets/spreads, but I'm a firm believer in that you do not need to reinvent the wheel to be creative / unpredictable. Oftentimes, a different move or an ev spread on an otherwise known set is more than enough to refresh a well-known structure & catch your opponent off-guard.
Jirachi @ Leftovers
Ability: Serene Grace
Careful Nature
- U-turn
- Iron Head
- Body Slam / Protect
- Wish
Featured Replay 1 | Featured Replay 2
This is by no means a new or creative set, but it is a set that I feel has been underutilized in recent times. Wish + U-turn Jirachi is an excellent supporter of breakers such as Rhyperior, Life Orb Heatran or Gengar, as it offers them a way to safely enter the game and potentially heal them.
Featured Replay
I remember myself reading that old post from BKC and thinking that this set is a bit too greedy, but I have somewhat reconsidered. Not being able to touch Tyranitar and steel types doesn't seem right and I still think that Surf is the more consistent option, but this set is definitely usable. I fancy it in ZapMie structures that feel particularly Breloom weak or simply want an improved matchup vs Gengar and Roserade.
Rhyperior @ Leftovers
Ability: Solid Rock
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Fire Punch
Featured Replay 1 | Featured Replay 2
Rhyperior's popularity is probably at an all-time high after Machamp's ban and deservedly so, as it is an excellent wallbreaker with quite respectable bulk. It's quite flexible too, as it can run a Choice Band set, a set with Sub + 3 attacks and a Swords Dance set, which is personally my favorite. What I wanted to talk about, however, is Fire Punch on SD Rhyperior, which I believe offers the best overall coverage. With Fire Punch, you can hit Breloom and pretty much every steel type bar Heatran & Empoleon for super effective damage, which is important not only because of the damage output, but also because it enables some cool midground plays. For example, if you have Rhyperior against Mag, you can click Fire Punch instead of Earthquake and also cover a potential switch to Breloom. It also means you're not walled by Magnet Rise Magnezone, but that's less relevant overall. Dropping Ice Punch means you won't be able to defeat defensive Latias as easily, but Rhyperior can delegate that to Choice Band Tyranitar, which is a very common partner anyway. Gliscor & Flygon also become a bit harder to deal with but, between Celebi, Starmie & Zapdos, you should be fine. By the way, I think more people should use Choice Band Tyranitar as the lead on these structures, as sand is really important for Rhyperior and getting it up as soon as possible is very important.
Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 132 Def / 136 SpD or 240 HP / 16 Def / 252 SpD
Sassy Nature
- Protect / Roar
- Stealth Rock
- Ice Beam
- Earthquake
Specially Defensive TankPert can be quite cool on spikes teams with Skarmory. The EVs allow you to take on DD Tar, avoid the 3HKO from Adamant Meta's EQ and take Draco + Earthquake from MixGon. You can also use a set that fully invests in SpD if you're worried about pokemon such as Gar, Suicune or if you want to turn the tables on HP Grass Heatran and Grass Knot Infernape. This is what I used in my match vs Groudon for SPL finals, but I was unfortunately met with physical offense instead, so I don't have any recent tour replays to actually showcase this set's prowess.
The calcs are impressive nonetheless.
252 SpA Gengar Shadow Ball vs. 240 HP / 252+ SpD Swampert: 102-120 (25.4 - 29.9%) -- 20.7% chance to 4HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Gengar Shadow Ball vs. 240 HP / 252+ SpD Swampert: 132-156 (32.9 - 38.9%) -- 4.7% chance to 3HKO after Leftovers recovery
252+ SpA 30 IVs Suicune Hydro Pump vs. 240 HP / 252+ SpD Swampert: 128-152 (31.9 - 37.9%) -- 0.2% chance to 3HKO after Leftovers recovery
+1 252+ SpA 30 IVs Suicune Hydro Pump vs. 240 HP / 252+ SpD Swampert: 192-228 (47.8 - 56.8%) -- 35.2% chance to 2HKO after Leftovers recovery
252+ SpA 30 IVs Heatran Hidden Power Grass vs. 240 HP / 252+ SpD Swampert: 260-308 (64.8 - 76.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Infernape Grass Knot (80 BP) vs. 240 HP / 252+ SpD Swampert: 300-356 (74.8 - 88.7%) -- guaranteed 2HKO after Leftovers recovery
Featured Replay 1 | Featured Replay 2
This is the set I came up with for my match vs Void for SPL semifinals. The EVs allow you to use safely sub vs Breloom & defensive Jirachi and to outspeed most bulky Gliscor + Latias sets so that you can use Toxic / Sub before Taunt / Thunder Wave respectively. The SpA EVs allow you to 3HKO physically defensive Jirachi, which I find quite important if you want to potentially beat it 1v1.
Metagross @ Iron Ball
Ability: Clear Body
EVs: 252 HP / 64 Atk / 20 Def / 152 SpD / 20 Spe
Adamant Nature
- Trick
- Meteor Mash
- Earthquake
- Explosion
Featured Replay
This is the set I used on the Sub Roost Toxic Zapdos team I mentioned above and it is the sole reason my team didn't instantly crumble vs Void's rain offense despite only packing one water resist and not having sand from Tyranitar. It can tank Draco Meteor a couple of times, act as another fail-safe vs DDers and cripple physical walls. You cannot expect it to cover all these tasks by itself, but it's very useful as a catch-all set that can reverse momentum for some offensive teams.
Last but not least, I know this isn't a tournament report type of thread, but I had lots of memorable moments in 2025 and I would like to finally thank everyone who truly supported me this year:
- The Greek crew and especially Fear & BluBirD
- The Tigers crew and especially M Dragon , c0mp and Fakes
- The Darkrais crew and especially awyp , a fairy and TyCarter
- My DPP friends Kristyl, johnnyg2, Student of Sinnoh, Le Don and coco
Rhyperior @ Leftovers
Ability: Solid Rock
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Fire Punch
Featured Replay 1 | Featured Replay 2
Rhyperior's popularity is probably at an all-time high after Machamp's ban and deservedly so, as it is an excellent wallbreaker with quite respectable bulk. It's quite flexible too, as it can run a Choice Band set, a set with Sub + 3 attacks and a Swords Dance set, which is personally my favorite. What I wanted to talk about, however, is Fire Punch on SD Rhyperior, which I believe offers the best overall coverage. With Fire Punch, you can hit Breloom and pretty much every steel type bar Heatran & Empoleon for super effective damage, which is important not only because of the damage output, but also because it enables some cool midground plays. For example, if you have Rhyperior against Mag, you can click Fire Punch instead of Earthquake and also cover a potential switch to Breloom. It also means you're not walled by Magnet Rise Magnezone, but that's less relevant overall. Dropping Ice Punch means you won't be able to defeat defensive Latias as easily, but Rhyperior can delegate that to Choice Band Tyranitar, which is a very common partner anyway. Gliscor & Flygon also become a bit harder to deal with but, between Celebi, Starmie & Zapdos, you should be fine. By the way, I think more people should use Choice Band Tyranitar as the lead on these structures, as sand is really important for Rhyperior and getting it up as soon as possible is very important.
Slotting in Ice Punch to replace Rock Slide (Or Stone Edge) helps too if you desire more Ice coverage. Ground + Ice + Fire has a wide range of coverage with not much to resist, again very optional, but Gliscor can be tricky on certain matchups.
Had some good fun with this on ladder. Offensive Milotic plays a lot like Cune but you trade CM for either sleep or instant recovery. You drop so much with Pump it's actually not even funny, and switching into Thunder Waves/Will-O's is actually not that bad since Marvel Scale gives it more effective bulk than Cune even without investment. Used this in lead position but could maybe work somewhere in the back. Max speed helps it tie Gyara but could also maybe go down to 245 for Tar and slower Rachi/Zap.