Gen VI CAP Creative and Underrated Sets (PLEASE INCLUDE REPLAYS)

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus

Art Credit: 13ulbasaur

GEN VI CAP CREATIVE AND UNDERRATED SETS

Have a new set for your favorite CAP-centric Pokemon that you want to share with the world? Playing with a set that people often overlook, but is winning you games? Want to showcase your favorite Pokemon in the competitive CAP metagame? If you answered "yes" to any of these questions, then this thread is for you! Welcome to the Creative and Underrated Sets thread for the Gen VI CAP Metagame! Here, you can post and discuss some of your favorite competitive Pokemon sets, whether it's for a CAP creation or for another Pokemon who performs well in the metagame. We encourage thoughtful, creative discussion throughout the CAP creation process, so it's no surprise that we encourage the same thing for our competitive discussions! Be sure to take a look at the discussion rules before posting, and enjoy!

Discussion Rules:

1.
Use this format to present your set(s) (no need to bold the titles):

Pokemon Name: (It's strongly suggested to add a picture of the Pokemon (please keep it to sprites and not large images) to make the set look visually appealing.)
Moveset Name:
Move 1:
Move 2:
Move 3:
Move 4:
Item:
Ability:
Nature:
EVs:
(Ordered HP/Atk/Def/SpA/SpD/Spe.)
[ HIDE=IMPORTABLE ][ /HIDE ]

2.
All sets that are being posted must be based on the CAP metagame, not any other metagame. Please be sure that you have actually used the set for a while. I don't want to see a "this set might work" comment or anything along the lines of that. To ensure that this rule is followed, it is recommended that you post at least one or two replays that showcase the set, to illustrate how the set works and how effective it can be.

3. Do not post a set that has already been posted. It's not my fault if you didn't take the time to look through the thread before posting. Also, do not post a set that is extremely similar to an existing set in the Pokemon's analysis.

4.
This is only for competitive, serious movesets. Gimmicks or jokes are not allowed.

5.
You have to include a brief description of how your set works. Try to keep it simple and concise and not overwhelmingly large.

6.
You may respond to a set that a user has posted, but please stick to either feedback, questions, or constructive criticism of the sets.

*NEW* Creative Sets Highlight! *NEW*

Every week or so, we will highlight a creative set that has been submitted in a post, one that stands out among other sets and could potentially impact the metagame. If your set is chosen, it will be highlighted in the opening post, with your name and the set being placed in the Creative Movesets Hall of Fame.

THIS PERIOD'S WINNER: PLACEHOLDER

PLACEHOLDER
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
As an example (and actual submission), I will go first.

Pokemon Name: Tomohawk
Moveset Name: Healing Wish
Move 1: Healing Wish
Move 2: Yawn
Move 3: Rapid Spin / Roost / Protect
Move 4: Air Slash / Earth Power
Item: Leftovers
Ability: Prankster
Nature: Bold
EVs: 248 HP / 252 Def / 8 SpD
Tomohawk @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Healing Wish
- Yawn
- Rapid Spin
- Air Slash

Nuts and bolts-wise, this set doesn't look much different than the standard Tomohawk sets. You have your classic Prankster ability with 248 HP / 252 Def + stats and Leftovers. However, that's pretty much where the comparison ends: this Tomohawk is primarily designed to be used on Hyper Offense-based teams as a means of regaining momentum for the team's wide array of wallbreakers and boosters.

Healing Wish + Yawn is the crux of this set and what separates this set from other Tomohawk builds, as it's designed to completely stop any offensive momentum for the other team while either guaranteeing Sleep against one Pokemon on the opponent's team or forcing out a check/counter to Tomohawk. Since most teams carry one or two dedicated Tomohawk checks, the ability to force those checks out while racking up entry hazard damage usually wears down a team significantly so that offensive Pokemon can clean up later on in the match. Healing Wish also plays into this, as when Yawn either forces a target out or puts an opponent to sleep, it gives Tomohawk a turn to completely heal a teammate while scouting out the switch-in. Priority Healing Wish is just a boon in general as well, especially late in the match. It's not uncommon for Tomohawk to be sitting at 10% health after switching into Stealth Rock just to sacrifice itself for a teammate to come in scratch-free.

The choice for the third move is dependent on what your offensive team demands. If your wallbreakers or boosters would appreciate the removal of hazards (especially Stealth Rock and Sticky Web), Rapid Spin is the way to go. Rapid Spin also plays well with Yawn, as most Spinblockers like Necturna and Kitsunoh are forced out the next turn. If you want Tomohawk to rack up hazard damage through Yawn the rest of the match, Roost is the classic recovery move that enables Tomohawk to last for as long as it can throughout the match. Protect may seem like an oddball move for Tomohawk, but it not only guarantees an extra Leftovers recovery and scouts moves, but can often guarantee Yawn's second turn trigger. This is especially handy for common VoltTurn switch-ins like Rotom-W and Tornadus-T who otherwise nick Tomohawk and avoid Yawn's downsides completely.

Air Slash is chosen as Tomohawk's primary offensive attack, which nicks quite a few things for good damage and deals good damage against opposing Tomohawk and the like. If your team is particularly weak to Steels or things like Mega Diancie and Krilowatt, Earth Power can score some good damage on those targets.

Replay: http://replay.pokemonshowdown.com/cap-315910831 - This is a good example of how this set is supposed to work on an offense-based team. Tomohawk was successfully able to use Yawn to its advantage, while later on sacrificing itself to fuel a Kyurem-B clean-up.
 
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cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus

Pokemon Name: Scizor
Moveset Name: Swords Dance with Flying Coverage
Move 1: Swords Dance
Move 2: Roost / Bug Bite / Knock Off
Move 3: Aerial Ace / Acrobatics
Move 4: Bullet Punch
Item: Scizorite / Life Orb
Ability: Technician
Nature: Adamant
EVs: 252 Atk / 4 Def / 252 Speed
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Roost
- Aerial Ace
- Bullet Punch

This is a fairly CAP specific spin on your standard offensive Swords Dance Scizor set that uses Scizor's access to Flying-type coverage to get past common Scizor checks Tomohawk and Pyroak, both of which take great amounts of damage after a Swords Dance. The main purpose of both these sets are too lure in and remove both of these Pokemon after some residual damage so other offensive Steel-types can sweep.

The first variant of this set is for Scizorite and utilizes Roost to take advantage of Mega Scizor's increased defenses and Knock Off resistance; the two move coverage does limit what Mega Scizor can break through but as this set functions as a lure its not too big of a problem. Max Speed and Attack are used in both sets to have the highest chance of outspeeding Defensive Tomohawk sets which generally run a variable amount of speed creep; the Speed is arguably more important for the regular Scizor variant.

The Life Orb variant of this set probably seems pretty strange, but it does have a purpose. The combination of Life Orb boosted Bug Bite and Aerial Ace (or Acrobatics, the power drop is very little and the increased damage after a Knock Off helps mitigate the loss of Life Orb) after a Swords Dance allows Scizor to put Cyclohm into the KO range for both a boosted Cawmodore and Mega Metagross, allowing LO Scizor to open up sweeps for both Pokemon. Scizor will also heavily damage any Pyroak set, even OHKO it after a single round of Stealth Rock damage, and further sets up a Mega Metagross sweep. Knock Off is an option over Bug Bite if the better coverage on Steel-types is needed over the ability to severely weaken Cyclohm, it still does upwards of 50% on it and removes its Leftovers recovery to help weaken it later.

I've had a lot of success with this set and I'm sure there are some replays of it buried somewhere; I'll post them if I can find them.

Couldn't find them :(
 
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Pokemon Name:
Tomohawk
Moveset Name: Bulk Up Pass (aka Cash-hawk)
Move 1: Bulk Up
Move 2: Baton Pass
Move 3: Roost
Move 4: Acrobatics / Substitute
Item: Kee Berry / Maranga Berry
Ability: Prankster
Nature: Careful Nature
EVs: 248 HP / 8 Atk / 252 SpD

Tomohawk @ Kee Berry
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Bulk Up
- Roost
- Baton Pass
- Acrobatics


The backbone of this set is the standard Bulk Up + Baton Pass Tomohawk, which is a rare set itself. It sets up on common physical threats, most notably Colossoil, and then proceeds to pass its boosts (and/or Substitute) off to a teammate which allows them to poke holes in the opposition team or even sweep altogether. Although this set is probably inferior to the standard utility set Tomohawk runs, it is definitely very usable and can win games for your team.

The creative elements of this set come in 3 areas: the lesser used Acrobatics, the item and the rare specially defensive EV spread. Acrobatics is Tomohawk's most powerful physical STAB, giving it some form of self-sufficiency and becomes decently powerful if you can get enough boosts. Kee Berry is an item designed to give Tomohawk greater utility than Leftovers or Rocky Helmet: since Tomohawk is used as a Knock Off absorber so often, any item it holds will be lost very, very fast, and so I gave it an item that would be used up early. The Kee Berry gives Tomohawk a +1 boost to defence when hit by a physical attack, while Maranga Berry does the same on the special side. Tomohawk checks a wide variety of physical Pokemon with simply HP investment and its typing (not to mention Prankster Bulk Up and Roost), and will often be switched in to take physical hits from the likes of Revenankh, Kitsunoh and Scizor. Kee Berry allows it gain a free boost to pass from these Pokemon, who will not deal significant damage and/or may be looking to U-turn out. Maranga Berry does a similar job with Tomohawk's HP and Special Defense investment allowing it to take special hits much easier, most notably from Stratagem, whom it can LO stall. Kee Berry is preffered due to Tomohawk's typing being better against common physical moves. As Tomohawk uses up its item quite quickly, Knock Off damage is reduced. The above EV spread gives Tomohawk great bulk on both sides after one or two Bulk Up boosts, allowing it to set up on weaker/resisted special attacks.

As shown in the replay, if Tomohawk is given time to set up multiple boosts, the receiving Pokemon can easily go onto sweep. In particular, AV Rebound Colossoil is a great recipient; Rebound prevents Pokemon such as Whirlwind Cyclohm from breaking your sweep if timed correctly, while Bulk Up in conjuction with AV makes Colossoil a fearsome bulky sweeper, with access to Sucker Punch too.

Outside of its BU passing, Tomohawk can abuse Baton Pass, allowing it to act as a mixed defensive pivot, giving momentum to your team.

http://replay.pokemonshowdown.com/cap-314222366
 
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Pokemon: Jirachi
Moveset Name: Wait You're Not Scarf?
-Draco Meteor
-Psychic
-Flash Cannon
-U-turn
Item: Choice Specs
Evs: 252 Spe / 252 SpA / 4 Def

This set, as you can see, goes against pretty much all Jirachi sets that anyone thinks of running in the CAP meta. This is exactly why it works so effectively.

The most important move of this set is arguable Draco Meteor, which Bops Cyclohm on the switch in, as most Cyclohm believe Jirachi to be either Scarf or Leftovers with an easily tankable Physical Moveset. An easy way to keep your bluff of a physical(usually scarf) set is to use U-turn. U-turn keeps the opponent thinking you run a physcial set and they will send you a common switch in to Jirachi that you can defeat in one shot. Psychic and Flash Cannon are the preferred stab moves to finish off the set. Psychic does around 50% to defensive Pyroaks which are the usual switch ins to Physical Jirachi.

This set isn't just meant for surprise, specs anything on this set hits for a decent amount of damage.

Here is a replay I've had with success of using this set.
http://replay.pokemonshowdown.com/cap-302052430 - Classic Example of what I use the set for, U-turning to make opponent think I am using Physcial sets and then Bam, Dracoing that clohm.
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
What nature is that Jirachi? Modest or Timid?
Also, Moonblast does a hearty amount of damage to Cyclohm as well, but it doesn't KO. Could this be slashed with Draco Meteor?
 

cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
Is there any reason why you'd use Specs Jirachi as a Cyclohm lure instead of Expert Belt? Even with minimal investment you do enough damage to put Cyclohm into ko range, and with some investment you can ohko Cyclohm with Stealth Rock damage. On top of that you wouldn't be locked into a -2 Jirachi using an unstabbed Draco Meteor and you'd be able to pivot out with U-turn.
 

snake

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CAP Co-Leader

Pokemon Name:
Garchomp
Moveset Name: ScarfChomp
Move 1: Earthquake
Move 2: Dragon Claw
Move 3: Fire Blast / Stone Edge
Move 4: Outrage
Item: Choice Scarf
Ability: Rough Skin
Nature: Naive
EVs: 196 Atk / 72 SpA / 240 Spe OR 16 HP / 252 Atk / 240 Spe
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 196 Atk / 72 SpA / 240 Spe
Naive Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Outrage

This set has a place in the analysis (aside from a few EV changes), but it's very underrated and underused. When people see Garchomp, most people think TankChomp and occasionally suspect it's maximum Speed. However, many Pokemon that have counterplay to non-Choice Scarf Garchomp lose it with its increased speed. For example, Garchomp can still switch into Mega Crucibelle decently well, and if Mega Crucibelle tries to use U-turn to escape it (it has Magic Guard to ignore Rough Skin), it gets hit with Earthquake. Choice Scarf Volkraken gets soundly OHKOed with Earthquake whether Garchomp uses the mixed spread or the fully physical spread. Scarf Garchomp also outspeeds +1 Mega Charizard X, +1 Aurumoth (though Aurumoth has to be weak for Garchomp to KO it), Choice Scarf Kyurem-B, Tornadus-T, Cawmodore, and Mega Manectric. I prefer Fire Blast, as with 72 Special Attack EVs, it does at minimum 75% to boosted Cawmodore, and Garchomp cannot be OHKOed by +6 Bullet Punch. This gives Garchomp a niche as a physically-biased Choice Scarf Pokemon that's also able to check Cawmodore. Stone Edge hits Tornadus-T and Talonflame, which makes it a legitimate option. Dragon Claw is a good neutral STAB move to use in early- or mid-game; whereas Outrage is a great move to use late-game. 252 Speed EVs are not required unless you want to tie with other Scarf Garchomp, but 240 Speed EVs are necessary.

I'll try to dig up/record some replays of this set in action.
 

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