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New and "creative" moveset/EV spread thread. Mk. 3

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I posted this before, but it got ignored:

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Machamp @ Choice Band
188 HP / 252 ATK / 70 DEF
Adamant / No Guard
~ Dynamic Punch
~ Stone Edge
~ Bullet Punch
~ Knock Off

This Machamp utilizes how fearsome a Choice Banded version can be; It has a 50% chance of 2HKOing Swampert, Tentacruel, Skarmory, Gastrodon, Bronzong, BulkyDOS, Donphan, Forretress, Vaporeon, and Suicune. This thing can run through teams, but the only problems are ghost + psychic types, and Salamence/Dragonite switching into Dynamic Punch. The defensive evs minimize the power from things like Scizor and Lucario, although SD CC from Lucario OHKOs. 100% Accurate Stone Edge's backed up by a high chance of critical hitting and a 571 attack stat is defiantly a fearsome move. Bullet Punch is mainly filler, as it can 2HKOs Gengar in sandstorm, and can pick off weakened foes. Knock Off is also filler as it can "cripple" bulky psychics like Cresselia coming in. Dynamic Punch is also very useful for things like Celebi, Salamence, and Cresselia for the confusion, allowing a lot of pokemon to easily switch in.

Not really quite creative; the standard set is standard for a reason. The 128-136 Spd EVs for the standard set are pretty useful for outspeeding stuff in the 176 spd range, stuff like Metagross and Tyranitar.

In any case, I'd rather have Payback over Knock Off to hit Cresselia and Rotoms hard on the switch. Then, you can start the Dynamic Punching.
 
Why outrun Metagross/Tyranitar and sacrifice bulk when you can sponge their hits along with dozens of other pokemon? With wish support, this set is amazing.

And the others said Ice Punch could probably go over Knock Off, Payback I feel is way over expected on any Machamp set.
 
Just going to throw this out there; passing anything (except Wish/Screens) to a choiced pokemon is a really bad idea. You can get walled easily and then you have to switch anyways.

Agreeing that Knock Off should not be on a choice set. I also think that 4 speed would be beneficial specifically for outspeeding Blissey.

That is true, but with proper scouting/good phazers early...You can use a selected attack to get through most things
Btw, I also think Life Orb might be a little better, I always like it more then Choice.
But seriously using Life Orb, with the passing is absolutely deadly. Dynamic Punch is a huge STAB that just destroys everything. Stone Edge/Ice Punch is really anything else you need to get through things. Maybe add Brick Breaks, to get rid of any screens. This might have gotten a little off topic, but these are just some suggestions that could make the set a lot better.
 
That is true, but with proper scouting/good phazers early...You can use a selected attack to get through most things
Btw, I also think Life Orb might be a little better, I always like it more then Choice.
But seriously using Life Orb, with the passing is absolutely deadly. Dynamic Punch is a huge STAB that just destroys everything. Stone Edge/Ice Punch is really anything else you need to get through things. Maybe add Brick Breaks, to get rid of any screens. This might have gotten a little off topic, but these are just some suggestions that could make the set a lot better.

Haha yeah, that defeats the purpose of the whole reason I made the set, but this idea could go great with a baton passing team.

Also, shouldn't Expert belt then be used? Life Orb cuts into Machamps HP.
 
Haha yeah, that defeats the purpose of the whole reason I made the set, but this idea could go great with a baton passing team.

Also, shouldn't Expert belt then be used? Life Orb cuts into Machamps HP.

Not with the unspectacular SE coverage provided by your set. It has great neutral coverage, which is where Life Orb is preferred since it boosts all attacks by 1.3x.
 
Venus Flower Power

Set: Victorybell

Victrebell: Life Orb
252 Attack, 112 Spe, 144 SpA
(+ Attack, - SpD)
29 HP IVs (=HP digits ending in 9: 299 gives 11 turns > 10 for LO recoil)

Leaf Blade
Sucker Punch
Hidden Power Fire
Swords Dance

Sweeps teams, probably the best Attacker of all Chlorophyllers, including Tangrowth. Here is the statistics:

1hkos Steelix after Swords Dance with Leaf Blade: Hidden Power [Fire] does ~ 80% to Skarmary, 1hkos Scizor, Forretress, 2hkos Jirachi, Metagross, and Sucker Punch 1hkos Celebi after a Swords Dance, Swords Dance Sucker Punch 1hkos Rotom-Appliances, Leaf Blade 1hkos Tyranitar, Hidden Power Fire also 1hkos Lucario. Leaf Blade 1hkos Gyarados after a Swords Dance (not including Intimidate). *Say you use Memento Jumpluff after setting up Sunny Day. Victrebell can take 1 Bullet Punch from Scizor after Swords Dance just barely, and the advantage over Tangrowth is having more Speed, allowing it to invest more into both of its offenses. *Tangrowth has to have max Speed to Outspeed the 130 Base Speed Pokemon in Sunny Day (since Hidden Power Fire reduces the Speed IVs for Tangrowth by 1, the full 252 Speed EVs are required to reach 198 or 396 in Sunny Day conditions). Additionally, Victrebel can still sweep without Sunlight with Sucker Punch if necessary.

Hidden Power Ice, I find unnessary since Victrebell does alot of damage to Flygon, and even Gliscor with leaf Blade after a Swords Dance, and can severely dent a Salamence with a Swords Dance boosted Sucker Punch (not factoring in Intimidate). Anyways Victrebell has allowed me to sweep teams with this set, outspeeds anything with less than 407 Speed (including Scarf Rotom Appliances, Scarf Heracross, etc.)

This set is also capable of surprising opponents with Sucker Punch, because alot of People don't even know that Victrebel knows it. (It has helped me secure KOs on Gengars, Alakazams, Azelfs, etc. that think they can finish off Victrebel when the Sunlight wears off)
 
I like that. I really hope the guy in our F2 league that runs the sun team sees that or I'm going to have a much harder time.

Just a warning though, bulky Dragonite and Gyarados wall the hell out of it.
 
Holy shit. I love Victreebel, but never actually used it in shoddy. Didn't know it got Sucker Punch. I'm going to try that set for sure.
 
hhjj said:
1hkos Steelix after Swords Dance with Leaf Blade

How do you figure? Leaf Blade after a Swords Dance does only 50.28% - 59.32% to the standard 252/0 +Def Steelix, and 54.80% - 64.97% to 252/0 Neutral Steelix. Sure, Leaf Blade has a higher chance of getting a crit, but you shouldn't use that for calcs, at least without mentioning it.

On another note, I was planning on trying out a Shiftry set with that exact moveset (with Seed Bomb over Leaf Blade). Glad to see that a similar set has worked for someone else, and now I have an idea for an IV spread too. :)
 
That Victreebel set has inspired be to use it in OU as a lead:

Victreebel @ Focus Sash
Ability: Chlorophyll
Nature: Adamant (+Atk, -SpA)
EV: 4 HP / 252 Atk / 252 Spe
-Leaf Blade
-Sucker Punch
-Encore
-Sleep Powder

I don't think anyone has posted anything like this so far. Anyways, Leaf Blade + Sucker Punch KOs common suicide leads, Azelf and Aerodactyl, although they are becoming less common with the prevalence of bulky leads. Leaf Blade should scare off Swampert, and you can put anything slower to sleep. Encore can screw over shit like Infernape who resists your moves, locking them into Stealth Rock as they predict you switching out. You can then Sleep Powder the next pokemon to incapacitate them for later.
 
Ok, so I have a new fascination with Berries, and I was thinking how on one of my old teams, I used to run a Blaziken over an Infernape because of superior power with Choice Scarf..well now...
Sub-Salac Blaziken
Blaziken @ Salac Berry
EV: 252 Speed/110 Attack/142 Special Attack
Nature: Hasty
Ability: Blaze
Brick Break/Focus Blast/Superpower
Fire Blast
Thunder Punch/HP Ice
Substitute

Moveset is pretty cookie cutter, but now you are able to stay in and sweep, and not rely on Choice Scarf anymore! Great coverage, it destroys a lot. Now you can add variety with Thunder Punch or HP Ice, HP Ice destroys Ground and Dragons, or Thunder Punch which destroys Flying/Water. So really this set can be used to cover your weaknesses and strike back, with powerful STAB's. With Sub you can activate Salac and proceed to sweep. The EV's are fairly inaccurate, it is a general guess in which you can play around with it for a while. Brick Break/Focus Blast/Superpower all provide a second STAB, the lack of Close Combat makes me sad, but w/e if you go Focus Blast and HP Ice, just get rid of attack EV's, just goes to EV's in general, play around for the set that works, depending on the moves, because 150 Spc Attack is stupid if you only have Fire Blast as a Spc attack
 
Reversal Might be the best Fighting move option, over the ones you listed, for Power, Accuracy, and to abuse with Substitute.

I would probably take off Thunder Punch, and just keep Hidden Power Ice. This way, you can reduce the Attack EVs and (since Reversal's max Base Power allows it to use less Attack EVs than Superpower to do the same damage), and invest it all into Special Attack.

Water types that resist Fighting will take equal damage coming from Reversal as a Thunder Punch anyways. (at 1 HP: 200 Base Power X1.5 STAB =300 / 2 *resistance* = 150. Thunder Punch = 75 x 2 *Super Effective* = 150). So unless you are fighting Mantine or Gyarados, or Peliper, it simply isn't worth it.


Blaziken: @ Salac Berry
HP IVs: 20 (at 289 HP, so Substitute gets Blaziken down to 1 HP after 4 uses)

252 Special Attack EVs, 252 Speed EVs
Hasty

Substitute
Fire Blast
Reversal
Hidden Power [Ice]

This allows Blaziken to outspeed Jolly Scarf Dragonite, Timid Scarf Heatran, Adamant Ninjask, Timid Togekiss, Jolly Scarf Lucario, Timid Scarf PorygonZ, Hasty Electrode etc.

Alternatively, you could use this following EV spread set: 252 SpA, 172 Spe, 84 Atk, with a Hasty Nature. (To only outspeed Base 130s like Aerodactyl, Jolteon, Crobat, etc.)

This allows it to counter many Pokemon, with very powerful moves. With a Base 300 Reversal, base 270 Fire Blast, and Hidden Power Ice dealing 280 against Salamence, and Dragonite (they resist Blaziken's STAB), I think Blaziken can sweep through teams. Although, to be quite honest, it probably does this set better in UU without weather, and as many priority moves users.


Sceptile is a viable and fast Focus Sasher, and proves so with a new and improved Endeavor set:

Sceptile

[SET]
name: Focus Sash
move 1: Grass Whistle
move 2: Counter
move 3: Leaf Storm
move 4: Endeavor
item: Focus Sash
nature: (+ SpA, - Def)
evs: 252 SpA / 4 SpD / 252 Spe

SET COMMENTS

<p>Use this as a lead due to Focus Sash being the item of choice. Focus Sash has many purposes on this set: 1. It allows Sceptile to use Counter on an opposing Physical Attacker while surviving the hit. 2. It allows Sceptile to gain a boost from its ability Overgrow, making Leaf Storm's base power 315. 3. Like Counter, it allows for Endeavor to nearly KO a foe, usually used as a last resort when Sceptile is out of options.</p>

<p>Grass Whistle is used for a few reasons: 1. Allows for Endeavor to be used on the switch. 2. Allows for Sceptile to remove a threat or tank that Sceptile has trouble against from play. 3. Works great due to Sceptile's speed.</p>

<p>Unlike the previous Endeavor set mentioned in the Analysis, the set is geared towards taking complete advantage over Focus Sash. The premise is to use Counter on Physical threats, as most predict Sceptile will either set-up a Substitute, or switch out as the first move, then follow up with Grass Whistle or Leaf Storm depending on whether you think Sceptile can faint the foe with 1 hit of Overgrow boosted Leaf Storm. If not, then Grass Whistle is to be used to sleep the foe, and then Endeavor on opponent's switch. This is effective on Sceptile, because no one expects Sceptile to use Grass Whistle, as it isn't a standard on its sets. Before Sceptile is done, then Sceptile is expected to use Leaf Storm to finish off the foe that just switched into the Endeavor, now at 1 HP. The reason Leaf Storm is used over something more accurate and long lasting is because the opponent may decide to switch out their 1 HP Pokemon to something else, only to be met with a 315 Base Power Leaf Storm, as they would expect a Quick Attack. Leaf Storm also works on Ghost types.</p>

As for my Victrebel set, I am glad you guys like it.
 
Reversal Might be the best Fighting move option, over the ones you listed, for Power, Accuracy, and to abuse with Substitute.

I would probably take off Thunder Punch, and just keep Hidden Power Ice. This way, you can reduce the Attack EVs and (since Reversal's max Base Power allows it to use less Attack EVs than Superpower to do the same damage), and invest it all into Special Attack.

Water types that resist Fighting will take equal damage coming from Reversal as a Thunder Punch anyways. (at 1 HP: 200 Base Power X1.5 STAB =300 / 2 *resistance* = 150. Thunder Punch = 75 x 2 *Super Effective* = 150). So unless you are fighting Mantine or Gyarados, or Peliper, it simply isn't worth it.


Blaziken: @ Salac Berry
HP IVs: 20 (at 289 HP, so Substitute gets Blaziken down to 1 HP after 4 uses)

252 Special Attack EVs, 252 Speed EVs
Hasty

Substitute
Fire Blast
Reversal
Hidden Power [Ice]

This allows Blaziken to outspeed Jolly Scarf Dragonite, Timid Scarf Heatran, Adamant Ninjask, Timid Togekiss, Jolly Scarf Lucario, Timid Scarf PorygonZ, Hasty Electrode etc.

Alternatively, you could use this following EV spread set: 252 SpA, 172 Spe, 84 Atk, with a Hasty Nature. (To only outspeed Base 130s like Aerodactyl, Jolteon, Crobat, etc.)

This allows it to counter many Pokemon, with very powerful moves. With a Base 300 Reversal, base 270 Fire Blast, and Hidden Power Ice dealing 280 against Salamence, and Dragonite (they resist Blaziken's STAB), I think Blaziken can sweep through teams. Although, to be quite honest, it probably does this set better in UU without weather, and as many priority moves users.
Wow..Thanks it actually is a lot better.
A couple points I would like to address though....
In UU, the bigger threat are Water pokemon because HP Ice is primarily for the Dragons, and well UU lacks a huge use of Dragons. Whereas Rain Dance teams are fairly common, and there are a lot of viable Water pokemon running, so Thunder Punch may be better.
You are right about Reversal, I was being stupid at the time, and for some reason was thinking Reversal was Counter <.<.
So really overall, if you use this set, it is viable in OU. Biggest weakness to this is probably an early priority attack before Sub set up, and maybe Toxic Spikes? (But seriously, how many teams really utilize Toxic Spikes now in OU). Not really worried about Toxic because he outspeeds most Toxic users and can therefore set up his Sub, and then well...Sweep!
 
Why ThunderPunch when Reversal hits for 300 base damage after STAB? ThunderPunch hits for 150 2x SE, so unless you are fighting a Qwilfish or Mantine, Reversal will be equally or more powerful alongside HP Ice/Fire Blast.
 
Camerupt @ Expert Belt
Ability: Solid Rock
EVs: 252 HP/120 Def/136 SAtk
Quiet nature (+SAtk, -Spd)
- Earth Power
- Overheat
- Stealth Rock
- Explosion / Hidden Power [Ice]

This is Camerupt as an OU lead, strange as it sounds. It gets chased away by Swampert who threatens to OHKO with Surf or possibly Earthquake. The main reason I made this set is because Modest, 136 SAtk EVs, and Life Orb allows it to OHKO both standard LeadGross and standard LeadTran with STAB Earth Power 100% of the time. Choice Specs could be used so that some SAtk could be relocated to defenses. This eliminates Life Orb recoil, so Camerupt will often cling on at low health. However, this is largely a lesser option, since it makes Stealth Rock useless and prevents Explosion from being as surprising.

The HP and Def EVs, as well as its ability Solid Rock, ensure that it survives Metagross or Heatran's Earthquake or Earth Power, respectively, allowing it to KO back. There's about a 15% chance that Life Orb recoil will KO it in the case of Metagross, though. Camerupt will often die due to whatever switches in to revenge you, but this gives you a scouting advantage and allows you to switch in a counter.

Standard Roserade's Leaf Storm will not OHKO so you can come back with Overheat, but in that case there's a 48% chance that Life Orb will KO. Grass Knot will do less. It also can survive Seed Bomb and Superpower from Choice Scarf Breloom, although you'd be best off switching to a sleep absorber if you have one.

Stealth Rock is largely a filler, but it's not unusual that you'll get them up if Gross or Heatran don't view Camerupt as a threat and go straight for Stealth Rock themselves on turn one. This allows you to OHKO and set up rocks on the next turn, depending on their switch-in.

Explosion is for Blissey, who will come in on Overheat or Earth Power, confident of her walling abilities. Explosion is a guarunteed OHKO on 252 HP/252 Def Bold Blissey even with no EV investment and a negative nature, due to Camerupts respectable 100 Base Attack. Blissey is also a good opportunity to set up rocks, since Camerupt doesn't mind Flamethrower, Ice Beam, Thunderbolt, Seismic Toss, Toxic, or Thunder Wave, all of which are common moves on Blissey.

Hidden Power [Ice] deserves a mention as it can OHKO Salamence, but is generally the lesser option. Choice Band versions or those heavily EVed in Attack can OHKO you, although MixMence cannot from the Physical spectrum. It also has the possibility of surprise kills on those that come in and try to set up on you.

Lastly, this Camerupt can be used later on as a Steel killer. Unlike other Steel killers, it does not fear a Heatran switch-in. Overheat will deal massive damage to Scizor, Skarmory, and anything else. If they stay in, they get KOed. If they switch to Heatran, then Heatran gets the Flash Fire boost while Life Orb does not recoil. Heatran will have to use Earth Power, since even with the Flash Fire boost, it will be stronger than Heatran's Fire Blast. Assuming Camerupt is in good health, the situation will be the same as if Heatran was a lead, with a dead Heatran and Camerupt clinging by ~10%.

It's mostly a gimmick, but it does get a few surprise kills, since no one expects Camerupt to OHKO their Metagross or Heatran. Metagross usually expects a fire attack and thinks it can hide behind its Occa Berry, while Heatran has the same 2x weakness to Ground with a Shuca, just worse defenses, since Metagross invests heavily in HP and Heatran doesn't.
 
Honchkrow (M) @ Life Orb
Ability: Insomnia
EVs: 252 Atk/46 Def/212 Spd
Brave nature (+Atk, -Spd)
- Drill Peck
- Confuse Ray
- Sucker Punch
- Thunder Wave
---------------------

I have recently been using this as a lead to great success, Parafusion works very well as nobody expects it.
Confusion and sucker punch also work well in conjunction.
Drill peck is for stab.
 
Honchkrow (M) @ Life Orb
Ability: Super Luck
EVs: 252 Atk/46 Def/212 Spd
Brave nature (+Atk, -Spd)
- Superpower
- Confuse Ray
- Pursuit
- Thunder Wave
---------------------

I have recently been using this as a lead to great success, Parafusion works very well as nobody expects it.
Confusion and sucker punch also work well in conjunction.
Drill peck is for stab.

I'd actually drop Sucker Punch for Pursuit and Slap on Superpower/ HeatWave over Drill Peck. ParaFusion is annoying enough that not many will want to stay in. Pursuit traps and kills and Priority isn't needed as much when they are Paralyzed.
 
Sub-Salac Blaziken
Blaziken @ Salac Berry
EV: 252 Speed/110 Attack/142 Special Attack
Nature: Hasty
Ability: Blaze
Brick Break/Focus Blast/Superpower
Fire Blast
Thunder Punch/HP Ice
Substitute

Wouldnt HP electric be an option over thunderpunch since it would hit slobro for more damage considering that it is one of the most theatening pokes to this set?
 
Heh a rupt set
i prefer:
Camerupt @ Lifeorb
252 special attack 252 attack 4 speed
(+Atk, -Spd)
-Toxic
-Earthquake
-OverHeat
-Explosion.

it's like heatran but with better tab and boom.
Toxic nabs swamperts, gyarados', bulky grounds/waters and anything else that resists Flamequake.
The EVs are wonky but max attack eq almost always downs bold blissey with rocks, and the rest is obvi?

use it with vappy! SAVE THE METAGAME
 
The point of using it as a lead is that 1) it's a bit too fragile and slow for mid-game OU, especially with base 75 defenses, and 2) I wanted to come up with something that beat Heatran and Metagross 100% of the time... and it just hardly does, actually. There's absolutely no leftover EVs. It also can only deal reliably with Metagross/Heatran if it's at full health.

My version is special because it is impossible take out Metagross with a physical attack. If you want to counter Blissey without just exploding, a physical version would be better.
 
The point of using it as a lead is that 1) it's a bit too fragile and slow for mid-game OU, especially with base 75 defenses, and 2) I wanted to come up with something that beat Heatran and Metagross 100% of the time... and it just hardly does, actually. There's absolutely no leftover EVs. It also can only deal reliably with Metagross/Heatran if it's at full health.

My version is special because it is impossible take out Metagross with a physical attack. If you want to counter Blissey without just exploding, a physical version would be better.

You do realize that most Metagross and Heatran leads run Occa Berry and Shuca Berry pretty much anytime they lead, right? I am too tired for calcs but I am 99.9% sure it doesn't OHKO Metagross w/Shuca, so really Heatran is the best thing it can take out, while sitting there as fodder for lead Gyarados, and still failing against Aerodactyl/Azelf. Explosion is needed on any pokemon who has a respectable attack stat, especially Camerupt who won't be doing much late game anyways.
 
Metagross runs Occa, so Earth Power doesn't affect that. It also will OHKO the standard 252 HP/0 SDef Metagross lead 100% of the time, assuming it doesn't run Shuca, which it won't, because they all run Occa so Heatran doesn't KO them. Most Metagross run SR / Meteor Mash / Bullet Punch / Explosion anyway, so even if they do carry a Shuca, that variety loses. I probably didn't make it clear that you would use Earth Power on both.

Heatran runs Shuca, which Earth Power affects, but still gets OHKOed, since Shuca only lowers its Ground weakness from 4x to 2x, which is the same as Metagross's. Yes, Heatran has better Special Defense, but Metagross runs 252 HP while Heatran generally has 4/0/0 for its defenses, making it easier to KO on either side of the spectrum.

And yeah, when I tested it I switched out of Aerodactyl and never ran into Azelf or Gyara.
 
@ greg3064: Well, that may be true that Metagross runs Occa, but I wouldn't and I don't know why it would make since. Heatran outspeeds and 2HKOs with Fire Blast even with Occa, while Shuca saves him from Metagross's EQ. Maybe it is just me, but running Occa Berry on Metagross seems largley pointless since it survives Azelf's Fire Blast, who will likely SR first turn anyways...

If it works, great, but I am just saying it wouldn't work against my Metagross lead...
 
Heatran outspeeds and 2HKOs with Fire Blast even with Occa

359 Atk vs 216 Def & 364 HP (120 Base Power): 428 - 506 (117.58% - 139.01%)

It's not "largely pointless." Occa guarantees SR no matter what (bar Specs Heatran and strong special Ground moves), so that's why most people use it. Metagross' EQ won't KO. And if you run Shuca on Metagross, what's protecting you from Camerupt's Overheat? So yes, it would "work against your Metagross lead." All he has to do is Overheat.


That Camerupt do KO Metagross and Heatran, but doesn't really "stop" them. They still get SR up. I would just lower speed (and not attack) because Camerupt's attack is nice, so lowering that (and weakening Explosion) is not a good idea. You aren't going to be winning any speed races anyways. When mentioning Roserade, you need to remember that she tends to carry Sleep Powder, and probably won't be staying anyways. It's very specialized and doesn't get past much else (like Azelf).

Have you considered Expert Belt over Life Orb? Removes the recoil, still has high damage output.
 
I didn't even think of Expert Belt, but that would work better, since Life Orb recoil would never stab me in the back.

And my point is, Camerupt beats Heatran no matter what berry it holds, and beats Metagross if it's holding anything other than Shuca. Almost all Metagross will not run Shuca because it really isn't useful against any lead whatsoever, other than Camerupt. In testing I've found that most Metagross actually stay in to set up rocks since they expect a Fire attack to be sponged by their Occa.

The only reason Camerupt even works is because it's the most powerful user of Earth Power due to STAB (barring Ground-type Arceus, or possibly Palkia).

By the way, adding your suggestions to the set, Veedrock.

EDIT: The guarunteed KO with Explosion on Blissey is lost with Expert Belt, even with a neutral attacking natural. Even then, it deals 91-107% in the worst case (Bold 252/252), which isn't seen. The most physically defensive set in the analysis (Bold 148/252) gets dealt 94-111% and increases the OHKO chance greatly. Anything running a neutral nature (such as the standard wishbliss) gets OHKOed 100% of the time. Either Overheat or Earth Power (dealing min 15%) could always be used to soften Blissey up and ensure the KO on the next hit, as well as deter Blissey from protecting. It's also viable to move some EVs from the defenses into attack, now that Camerupt doesn't need to survive by 10%+ from Heatran and Metagross.
 
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