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OU DPP OU creative and underrated sets

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, Leech Seed, Aqua Tail

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:
hitmonlee.png

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.
 
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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.

Make sense?
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.
 
Anti-lead Charizard:

charizard.png

Charizard @ Salac Berry
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
IVs: 30 HP
Jolly Nature
- Belly Drum
- Substitute
- Fire Punch
- Roost

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.

Doesn't like Aero, Empoleon, Hippo, Azelf leads.
 
Rest / Recycle Zong:
bronzong.png

Bronzong @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 128 Def / 128 SpD
IVs: 0 Spe
Sassy Nature
- Rest
- Recycle
- Toxic
- Earthquake

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:
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 we 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 :
1760553316562.png

Now time to add some stuff :

Breloom DPP.png

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 !


Udaï Khan out. Peace.
 
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:Metagross:
Metagross @ Shuca Berry
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Bullet Punch
- Gravity

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.
 
Hey everyone! Long time lurker, first time poster here. I've been experimenting with Blaziken lately and decided to try to run an anti-lead set.

blaziken.png

KFC (Blaziken) (M) @ Focus Sash
Ability: Blaze
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Superpower
- Vacuum Wave
- Hidden Power [Electric/Ice]​

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.
 
1761029546493.png

Latias @ Leftovers
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Substitute
- Thunder Wave
- Dragon Pulse
- Recover

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.
 
Hey everyone! Long time lurker, first time poster here. I've been experimenting with Blaziken lately and decided to try to run an anti-lead set.

blaziken.png

KFC (Blaziken) (M) @ Focus Sash
Ability: Blaze
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Superpower
- Vacuum Wave
- Hidden Power [Electric/Ice]​

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.
IMG_3807.gif
 
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:
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.


:starmie:
Starmie @ Leftovers
Ability: Natural Cure
Timid Nature
- Psychic
- Rapid Spin
- Recover
- Thunder Wave

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:
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:
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


:zapdos:
Zapdos @ Leftovers
Ability: Pressure
EVs: 80 HP / 116 Def / 124 SpA / 188 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Roost
- Toxic
- Thunderbolt

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:
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:
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.
 
Long-time lurker, first time poster.

milo.png

Milotic @ Mystic Water
Ability: Marvel Scale
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 3 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Recover/Hypnosis

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.
 
I want to do something a little different with this post. Alongside posting the sets I will also share a team that I have used them on. Doing this will help give some context of how they can fit onto a team. As lesser experienced players might see a cool set get posted. But have no idea how to incorporate it into a team.

---



Skarmory @ Sitrus Berry
Ability: Keen Eye
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Spikes
- Whirlwind
- Brave Bird

I strongly dislike using suicide leads. You play 5-6 down for some rocks and maybe prevent them… Not really worth it imo. Unlike the offensive spiker, you now get defensive utility from your skarm.

My favourite thing about this set is being able to run both bb & ww. On the defensive set that runs both sr & spikes, you have to drop either bb or ww. This sucks, and doesn’t fit well on fast paced teams as it is very passive.

https://pokepast.es/fe8a16a7551f15a7

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Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Spikes
- Rapid Spin
- Payback
- Explosion

My favourite way to use forre on offence. Switching lefties > custap completely changes how it gets played. Making it much less passive and more productive vs opposing offence.

Very often you can get a layer, boom, and spin off. Bonus - It’s great on hail offence where you can easily get chipped into custap range.

https://pokepast.es/704f3f79856cfdf0

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Latias (F) @ Draco Plate
Ability: Levitate
EVs: 64 HP / 252 SpA / 192 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Hidden Power [Fire]
- Surf
- Sleep Talk

A slight tweak on the ST lati that Marshall Law posted in this thread. My variation runs hp fire > dpulse and modest > timid. This change allows it to not completely tank against meta, sciz, zong etc. And the added power of modest can potentially allow you to bluff specs.

Fits nicely onto those don / gyara / tar / steel builds that don’t have a whole lot of options to safely come in on loom.

https://pokepast.es/2317c979f68cae97

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Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Spore
- Superpower
- Seed Bomb
- Facade

This set is from wayyy back, but I never see it being used anymore. It’s a nightmare for zap/mie/bi/tar structures with its fast spore and facade.

It deserves a lot more love and I want to see it used more. Which is why I am sharing it here.

https://pokepast.es/8dd07856a9210a3a
 


Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Spore
- Superpower
- Seed Bomb
- Facade

This set is from wayyy back, but I never see it being used anymore. It’s a nightmare for zap/mie/bi/tar structures with its fast spore and facade.

It deserves a lot more love and I want to see it used more. Which is why I am sharing it here.

https://pokepast.es/8dd07856a9210a3a
Wouldn't 12 HP EVs be better bc 264 (Breloom is 261, I think) is divisible by 8? Since Breloom heals 1/8th of its HP.

Sorry for the nitpick, I like running fast FP Looms.
 
heatran.png

Heatran @ Leftovers
Ability: Flash Fire
Calm Nature
- Lava Plume
- Stealth Rock
- Explosion
- Sunny Day

SpD Tran is spectacular and one of my favorite mons in the meta because it has the ability to provide your team with a lot of utility. I had a team where I wanted weather clearing, so I threw Sunny Day on Tran and it has worked out pretty well. People don't realize how scary Gar and Cune can be until sand is gone. JohnnyG2 said if you wanna weather clear, your team has to be able to pressure the weather setters, and the mons benefiting from sand being gone should be able to function well with sand up(e.g. Gar, Cune, Gyara, Zap, etc.).

Heatran
Ability: Flash Fire
Bold Nature

Bold Heatran is an interesting and effective mon. I decided to give it a try because I wanted to reinforce one of my teams against CB Ttar's Crunch. With minimal investment, you can make it so that LO Ape's CC and Offensive Zong's Eq may not KO after rocks. I've also seen Shing use Bold Tran with a Shuca berry, allowing it to check DD Nite, DD Gyra, and Agili Gross.

For those curious as to why the Bronzong calc is important, sometimes they run Occa Berry or Fire Blast misses, so giving yourself another turn to try and hit Zong can be game changing.

64 Atk Life Orb Infernape Close Combat vs. 240 HP / 52+ Def Heatran: 306-360 (79.8 - 93.9%) -- 43.8% chance to OHKO after Stealth Rock

252+ Atk Bronzong Earthquake vs. 240 HP / 52+ Def Heatran: 304-360 (79.3 - 93.9%) -- 43.8% chance to OHKO after Stealth Rock
suicune.png

Suicune
Ability: Pressure
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Roar
- Calm Mind

JohnnyG2 posted this set in the DPP Post-Dugtio Ban thread(it's a cool read with a lot of good ideas if you're looking for inspiration) and I thought I'd post it here. Roar makes Cune better into DD Tar because you no longer have to hit Hydro to beat it, and it can win CM wars by phazing other CMers. I recommend pairing this with more hazards than just Stealth Rocks to get the most out of it.
zapdos.png

Zapdos @ Leftovers
Ability: Pressure
- Discharge
- Heat Wave
- U-turn
- Roost

This set came about because I wanted a Zap that could spread paralysis while not thudding into the grounds, Tar, or pink blobs. Heat Wave was chosen over HP Ice because I'm wary of Scizor.
metagross.png

Metagross @ Custap Berry
Ability: Clear Body
Shiny: Yes
Adamant Nature
- Meteor Mash
- Earthquake
- Explosion
- Thunder Punch

4 Att Meta is very underrated and Custap lets you get the most out of it. Metagross takes hits like a (Ma)champ, beat whatever is in front of it, and easily get into range of Custap to take one more thing down with it. I have Thunder Punch in the 4th slot for Starmie, Gyara, and Cune.

tyranitar.png

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Aqua Tail
- Dragon Dance

Shuca Aqua Tail DD Tar is a mon to use on teams that find themselves weak to Rhyperior and the increasingly popular Donphan.

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Bronzong @ Iron Ball
Ability: Levitate
EVs: 76 Spe
IVs: 31 Spe
Careful Nature

- Earthquake
- Payback / Gyro Ball
- Protect / Toxic / Stealth Rock / Explosion
- Trick

I saw this set in Bruno's post SPL team dump, Joy. Zong can sometimes feel like a sitting duck, but it never feels that way with Trick-IB. Skarm might think it can get those Spikes up for free, but then that Trick comes out and your Swampert or whatever ground type gets that much better. This set lets you escape Magnet Rise Zone and act as a Trick absorber. The Nature, Spe IV and EVs allow you to outrun 240 Spe Magnezone after using Trick.
latias.png

Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 24 HP / 80 Def / 224 SpA / 180 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt / Thunder Wave
- Trick
- Healing Wish

Here we have a bulky Choice Scarf Latias. Some months ago we were in the Discord discussing bulky Scarf Lati spreads and during that discussion Blahaj lamented over the fact that those spreads were so weak since they were hitting ~160 Spa. So I thought I'd go out and see if I could come up with a harder hitting bulky ScarfTias. 180 Spe hits 331, 24 HP + 80 Def lives +1 Gyara Ice Fang after Rocks, and the rest goes into SpA. From the several calcs I ran, the drop off in damage from 252 -> 224 was .5%-1.6% depending on the mon, which for me is a worthwile tradeoff.

The biggest downside to this spread is that you don't hit 350 Spe, which can hurt in matchups agaist opposing 350 Spe Pokemon. You also no longer outrun +2 Gyara, but I always say if Gyara gets to +2, I've done something wrong. But don't fret, 'cause the drop in speed can be remedied by everyone's favorite move: Twave!

Side Note: You still outspeed Swift Swim pokemon in rain up to Adamant Kabutops.
 
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.
Even if I agree with you, losing RS means no more BS factor that can, with para spreading ofc, bs everything you don't hit s-e or OHKO at +2 aka Glisc, Rotom, Suicune, Skarm, Gyara ... but it's less revelevant with Fire Punch over Ice Punch cause you hit s-e Zong which is massive for Rhyp
 
hi dpp community, i wanted to share some sets i enjoy.


Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 204 Atk / 156 SpD / 136 Spe
Adamant Nature
- Spore
- Seed Bomb
- Focus Punch
- Mach Punch

The spdef is to take a non lo starmie ice beam (6.3% chance to ko after rocks). Can also come in handy vs other special attackers like gengar, rotom and zone. 210 speed is for defensive rotom.


Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Spore
- Seed Bomb
- Focus Punch
- Substitute

Subpunch loom but with max attack and adamant nature. The extra percent vs lati/zap helps switching tar in more easily on the recovery turn. Also crits behind a sub are nasty.

heatran.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpA
Modest Nature
- Fire Blast / Lava Plume
- Earth Power

I like to use this heatran on offensive teams that want the big damage and can't switch easily into zapdos tbolt. The other two moves can be taunt, rocks, boom, tect or some coverage move.

gengar.png

Gengar @ Custap Berry
Ability: Levitate
EVs: 16 HP / 144 SpA / 172 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Destiny Bond
- Taunt

Ik this looks unhinged and also loses to mie + scarftar / mie + zor but sometimes your team needs gengar and this set helps to spinblock better vs mie (psychic has 12% chance to ko after rocks and shadow ball has 87.5% chance to ko back after rocks).
metagross.png

Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Meteor Mash
- Earthquake
- Rest
- Sleep Talk

Just a neat tech to pressure wisp rotom with mash raises. You can't depend too much on it since mash has 16 pp and can miss. Sometimes getting all the health back against special attackers is key plus it's an okish sleep absorber.

rotom-wash.png

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Charge Beam
- Shadow Ball
- Hydro Pump

Finally this rotom set. Ik it doesn't look very good but with just a free turn this can be an excellent cleaner since almost nothing can take the coverage and break the sub, let alone at +1.

that's all thanks for reading.
 
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