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New and "creative" moveset/EV spread thread "Mark 2"

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Fair enough, just for your info, i can one shot scizors and other resistant pokemon that aren't "too" tanky after 2 curses with bibarel. I was using him in my trick room team.
 
DD+Outrage Kingdra

Screw Salamence, DD+Outrage Kingdra could well overshadow it.

Kingdra LV100

Item: Focus Sash
Ability: Sniper/Swift Swim (R*)
Nature: Jolly/Adamant (R)
EV's: 252SpA/252 Spe/6HP

R= Rain Dance Option

Moves

-Outrage
-Dragon Dance
-Waterfall
-Rain Dance/Iron Head/Flail

Select Outrage and Dragon Dance as per the title. Add Waterfall for good STAB and great coverage. The next slot is filler. Iron Head to kill Regice without having to confuse yourself with Outrage. Rain Dance to take advantage of Swift Swim (Use Sniper otherwise) and Flail for a 200BP move with Focus Sash (Which guarantees a turn of setup in normal circumstances).

Notes

This set works well with the a Lead Infernape, which often gets Gyarados out to terminate it. Upon seeing a Waterfall, Encore it and switch in Kingdra. DD on the impending switch and hope it's not Empoleon coming, then attack. Note the you will see a lot of Special Walls coming in on this, so this will have a nice WTF factor to it.

The resistances here are excellent, switch in on a Choice'd Water or Fire moves to force a switch. Avoid Dragon moves to get at least one turn of setup on all but the best of moves when Kingdra is already in. Add Defence Ev's if you want, too.
 
252 Spe + Jolly + Swift Swim + Dragon Dance? Are you serious?

I don't think it's all that great tbh. All you've done is added Outrage and messed with the EV's. It's also obvious that you don't switch in on Dragon attacks, do you make us out for fools?
 
Bellysweep? Perhaps a little gimmicky:

Hariyama @ Leftovers
Ability: Thick Fat
Nature: Adamant
EVs: 252 HP, 252 Atk, 6 Def
- Belly Drum
- Fake Out
- Bullet Punch
- Payback/Close Combat

Belly Drum on the switch, and attack away with Bullet Punch and +6 attack! Thick Fat to give you a little easier time setting up. Payback is for ghosts, such as Dusknoir. Guts could potentially be used to absorb Will-O-Wisps from said Dusknoir. Close Combat is a nice STAB move if you're in need to take out a wall, but the defense drops aren't helpful. What do ya think?
 
Swinub @Focus Sash
Oblivious
Adamant
-Ice Shard
-Endeavor
-Odor Sleuth
-
EVs; None
Level: 11

Best F.E.A.R. Pokemon to exist. Odor Sleuth when you suspect a Ghost switch-in. Endeavor and Ice Shard are obvious, as is Focus Sash. Swinub is immune to both Sandstorm AND Hail, so those don't screw him over. Lv. 11 rather than 1 so to take out OTHER F.E.A.R. Pokemon, as they're usually at lv. 1. Oblivious rather than Snow Cloak so Hail doesn't make the foe's attack miss- 1HP is crucial for this.


Azurill @Choice Band
Huge Power
Brave
-Iron Tail
-Waterfall
-Return
-
EVs; 252 Atk/252 HP/6Def

Reaches 456 Attack with Choice Band and Huge Power. Use only in a Trick Room team, and then only if you're feeling lucky.
 
For the Hariyama set:

If you're saying Belly Drum on the switch, then Fake Out is pretty useless. Revenge can possibly be useful in place of Fake Out (i.e. keep Payback) for STAB and coverage without the defense drop.

Also, it's somewhat ironic to max HP only to belly drum half of it off. Hariyama needs defense EVs since its HP is already high.
 
For the Hariyama set:

If you're saying Belly Drum on the switch, then Fake Out is pretty useless. Revenge can possibly be useful in place of Fake Out (i.e. keep Payback) for STAB and coverage without the defense drop.

Also, it's somewhat ironic to max HP only to belly drum half of it off. Hariyama needs defense EVs since its HP is already high.

How is Fake Out useless? Allows you to use it, and Bullet punch without being hit once!

You are right about HP. Max Def?
 
Fake Out only works on the first turn your Pokemon is out.

Belly Drum Hariyama is also something that is constantly suggested. Bullet Punch without STAB is just not strong enough to sweep with, even with + 6 Attack.

I suppose it can still at least dent something though, if your opponent is not prepared for it.
 
Swinub @Focus Sash
Oblivious
Adamant
-Ice Shard
-Endeavor
-Odor Sleuth
-
EVs; None
Level: 11

Best F.E.A.R. Pokemon to exist. Odor Sleuth when you suspect a Ghost switch-in. Endeavor and Ice Shard are obvious, as is Focus Sash. Swinub is immune to both Sandstorm AND Hail, so those don't screw him over. Lv. 11 rather than 1 so to take out OTHER F.E.A.R. Pokemon, as they're usually at lv. 1. Oblivious rather than Snow Cloak so Hail doesn't make the foe's attack miss- 1HP is crucial for this.

so why does the swinub even deserve an analysis? It's gimmicky by gimmick team standards.
 
Swinub @Focus Sash
Oblivious
Adamant
-Ice Shard
-Endeavor
-Odor Sleuth
-
EVs; None
Level: 11

Best F.E.A.R. Pokemon to exist. Odor Sleuth when you suspect a Ghost switch-in. Endeavor and Ice Shard are obvious, as is Focus Sash. Swinub is immune to both Sandstorm AND Hail, so those don't screw him over. Lv. 11 rather than 1 so to take out OTHER F.E.A.R. Pokemon, as they're usually at lv. 1. Oblivious rather than Snow Cloak so Hail doesn't make the foe's attack miss- 1HP is crucial for this.


Azurill @Choice Band
Huge Power
Brave
-Iron Tail
-Waterfall
-Return
-
EVs; 252 Atk/252 HP/6Def

Reaches 456 Attack with Choice Band and Huge Power. Use only in a Trick Room team, and then only if you're feeling lucky.

cbmarill is already in the analysis and reaches 645 attack with a cb >.>

I"m not even gonna comment on fear
 
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Jolteon @ Leftovers/Expert Belt

Timid (+Speed,-Atk.)
EVs;252 Speed/252 Sp.Atk.
Magnet Rise
Substitute/Shadow Ball
Charge Beam/Thunderbolt
Hidden Power Ice / Grass


Edit:

Sorry about not giving an explanation earlier, but I made this post on a hurry.

As tuskate said, the only thing here is to remove jolteons weakness to attemp a sweep.

As his main option of ability, volt absorb usually is used once or maybe twice during a battle against a experienced battler, but after that is pretty useless, so here is where magnet rise come in, because when your oponents watches a jolteon it inmeadiately will switch for a counter like chouce bander dugtrio, which usually means dead for Jolteon, but jolteon is still faster an with magnet rise the one in problems will dugtrio, that is easily OHKO'ed by hidden power ice/grass

Substitute may give it survivability and protection from status, but it loses one attack to OHKO Gengar and hit harder to Cresselia/Dusknoir The other move slots give Jolteon the common covergae.

dpmfb135.png

I think someone had said Jolty was too frail to sweep which IMO is true but you can always drag things out by using Focus Sash. Granted priority is going to suck but IMO I really like this set.

Absorb electric attack.
Rise on the switch.
Outspeed most switch ins and hope to 1HKO the quick ones and 2HKO the bulkier switch ins. And watch out for priority.
 
Something gimmicky I thought of while looking at Zangoose's new options for Platinum.


Last Resort
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Zangoose @ Salac Berry
Jolly
EVs: 252 Attack, 252 Speed, 6 HP

Last Resort
Swords Dance
Substitute

The idea here is to sub up on something that is likely to run from Zangoose (for example, Blissey). After that, proceed to Sword Dance up while it breaks teh goose's sub. Continue Subbing up until the berry activates and proceed to deal massive damage with powered up Last Resorts. Best used with a pursuiter to trap ghosts and a Scarfed Magnezone who could revenge kill a vast vareity of steel types. Pretty Gimmicky but seems fun to muck around with.
 
Absol @ Life Orb
Hasty
252 Atk, 216 Spe, 40 SpAtk

Thunder Wave
Taunt/Psycho Cut
Night Slash/Sucker Punch
Fire Blast

Thunder Wave actually cripples a lot of counters. Things like Tyranitar, Infernape or Lucario will absolutely hate coming in and getting paralyzed.

If a wall is switched in Taunt can stop things like Skarmory and forretress getting up spikes or healing. If you choose to let this lead your team, Lum Berry is a viable item, and taunt can stop gengars, Roserades and Bronzongs [just watch out for Gyro Ball!].

Fire blast is used because a lot of his counters are weak to it, and most fightings will not enjoy a fire blast in OU play. In UU, psycho cut can replace Taunt if hitting Hitmontop and Weezing is a preference. Fire blast still hits steelix and meganium hard though.
 
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Forretress@Leftovers/Possibly Life Orb

Relaxed

EVs: 100 Def./252 HP/158 Atk.

-Counter
-Explosion
-Gyro Ball
-Spikes/Toxic Spikes

This is a set I had in my mind and thought that it'd work fairly well since Forretress can take many physical hits he can just counter away dishing back double the damage making a pretty huge dent in the opponents' pokemon. The other moves are for other physical moves and Spikes and Toxic Spikes are for when the opponent is constantly switching and requires some prediction.
 
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Xatu @ Flame Orb
FlameShifter

Psycho Shift
Roost
Trick/Light Screen
Light Scren/Reflect/attacking move

Synchronize
Timid

EVs: 252 HP/252 Def/6 Spd

Alright. Well, this is clearly designed to pass off Burn and other statuses through a mixture of flame orb+psycho shift or synchronize+pyscho shift. This allows this Xatu to act as a physical wall and generally cripple multiple members of your opponent's team. Flame Orb + Psycho shift allows you to burn one of your opponent's pokemon (preferably a physical attacker), then Roost off damage for a while either until they are dead or they switch, or switch to something that wants to set up (DDOutrageMence, SDScizor...take your pick.) I would like to mention here that while this set should work fine in UU, I have only tested in OU, where it worked just fine.

For the third slot you have two options. Your first choice is to trick, to actually put the flame orb on something, either so you don't have to deal with it temporarily, so you can permanently afflict something like a blissey while simultaneously stealing their leftovers, or so you can take something that likes its item and cripple it as a side effect. You can always take it back later if you want since that's what the set is designed to do.

For the last move, you can throw in some Psychic, Shadow Ball, Hidden Power of some type for specific coverage, or even his new toy Sucker Punch if you want to finish off something that's close to death (although this would warrant a switch to Jolly). You could also Light Screen here if you put Trick above or Reflect if you put light screen, but I would recommmend at least one attacking option just in case.

Also, I could use help with the EVs. They work ok, but i'm sure they could be better.

bumping this because I would like some input. I revised my info and added some Platinum moves, most importantly Trick. please test, comment, and feel free to offer suggestions on the best moves, for the last two slots as well as help with the EVs.
 
Absol @ Life Orb
Jolly
252 Atk, 216 Spe, 40 SpAtk

Thunder Wave
Taunt
Night Slash/Sucker Punch
Fire Blast

Thunder Wave actually cripples a lot of counters. Things like tyranitar or Lucario will absolutely hate coming in and getting paralyzed. If a wall is switched in, Taunt can stop things like Skarmory getting up spikes or healing.

Fire blast is used because a lot of his counters are weak to it, and mot fightings will not enjoy a fire blast in OU play. In UU, psycho cut can replace fire blast if hitting hitmontop and weezing is a preference. Fire blast still hits steelix and meganium hard though.
Since you're using Fire Blast, use the Hasty nature. Also, because you'll be either outspeeding or paralyzing Pokemon you're fighting Night Slash is preferred here. Overall seems like a nice set, and would really benefit from a Swords Dance getting passed to it. Taunt doesn't seem too important on this set, so Psycho Cut replacing it would be better for coverage.
 
^ Thanks Metal Force.

@ I am Gengar:

Yay Xatu ^_^.

The thing with this set is that it's crippled by SR. It'll need a spinner. Max Def is kinda fail with the whole burn orb. Why not max its speed or split EVs with Sp.Atk. Light screen, burn, Roost, Psychic/U-turn is good. Obviosuly it's totally pwnt by rock and dark moves; and I don't see why this is better than noctowl =/
 
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Forretress@Leftovers/Possibly Life Orb

Relaxed

EVs: 100 Def./252 HP/158 Atk.

-Counter
-Explosion
-Gyro Ball
-Spikes/Toxic Spikes

This is a set I had in my mind and thought that it'd work fairly well since Forretress can take many physical hits he can just counter away dishing back double the damage making a pretty huge dent in the opponents' pokemon. The other moves are for other physical moves and Spikes and Toxic Spikes are for when the opponent is constantly switching and requires some prediction.
If you're using Counter, it's better to have some SpD EVs to take some special hits (light screen support would be welcomed here). Also Life Orb is useless because A Forretress isn't sweeping B it has both Counter and Explosion to be used. IMO I'm not a fan of Counter for Pokemon with high defense, since people will mostly hit you with special moves, that's why things like Counter Bliss, CounterSash fragile Pokes are more effective.
 
^ Thanks Metal Force.

@ I am Gengar:

Yay Xatu ^_^.

The thing with this set is that it's crippled by SR. It'll need a spinner. Max Def is kinda fail with the whole burn orb. Why not max its speed or split EVs with Sp.Atk. Light screen, burn, Roost, Psychic/U-turn is good. Obviosuly it's totally pwnt by rock and dark moves; and I don't see why this is better than noctowl =/

Well, with Roost, you should be gaining health almost every turn while wearing down their physical attackers until you have enough health to attack them and they should be doing pitiful damage in the meantime. Max defense means that you will be taking minimal damage from physical attacks so that you can recover more health with Roost and therefore you spend less time Roosting. Also, since this set tends to cause switches, you spend some of your time passing your burn, which gives you a turn in which you will not be hurt by burn damage. SR doesn't hurt that badly since you spend a lot of time restoring your health.
 
^ who would leave their physical attacker in? I see it as:

Xatu vs X

X does whatever
If Xatu isn't dead it roost or attacks then gets burned

Opponant realises psycho Shift or Trick is coming and switches to Y pokemon which doesn't mind burn.
Xatu burns it.

Y attacks
Xatu dies.
 
^ who would leave their physical attacker in? I see it as:

Xatu vs X

X does whatever
If Xatu isn't dead it roost or attacks then gets burned

Opponant realises psycho Shift or Trick is coming and switches to Y pokemon which doesn't mind burn.
Xatu burns it.

Y attacks
Xatu dies.

no. you burn something, switch out, come back later, then burn something else, etc. and not to mention you will be much bulkier physically then they would expect, taking the hit, and burning them. even if they switch out right after burn they are still crippled. and if you have light screen instead of trick then as soon as they switch out their physical attacker u can light screen and burn them to start wearing them down as well. and if you have trick, you can possibly steal their item, which may be enough to cripple them in itself.
 
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