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

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this is my uu lead


Blaziken (M) @ Coba Berry
Ability: Blaze
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Focus Blast
- Fire Blast
- Hidden Power [Rock]
- Vacuum Wave


i made this like a half hour ago so i dont currently have calcs so if anyone wants to test this and do some calcs that would be awesome :D

anyway coba berry is the fly resist berry which pretty much is a big fuck you to crobat and moltres and yanmega, ect. with crobat, brave bird recoil + fire blast should most likely ko it but if not, i have vaccuum wave too as a "last resort". moltres air slash wont ko as i hit back with hp rock same with yanmega. if they get the flinch im in trouble

electrode is in a bit of a pickle, he can taunt first assuming lead blaziken is agility with baton pass which can ruin rain dance teams or he can rain dance off the bat which allows me to just focus blast + vw for a ko

silly sr leads such as omastar and kabutops may try to stay in and hope to survive superpower but focus blast will teach them a lesson rather quickly

steelix lol

arcanine is gonna have to extremespeed and this is where calcs will be helpful, ill do them later when im at my comp again but im fairly certain hp rock should do some serious damage and arcanine shouldnt win

why not use focus sash? well if you are matched up against a lead that you wont beat ever (fake out + return ambipom is trouble), you will probabaly switch out before the first fake out, assuming they get sr up, sash is pretty much ruined and thenyou wont take the big flying hits. with coba berry you can pretty much never worry about taking flying attacks until you are less than 50% i think x=

i may need more hp evs right now this is pretty basic but hopefully: effective.
 
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Jolteon @ Damp Rock
EVs: 4 Def / 252 SpA / 252 Spe
Ability: Volt Absorb
Timid nature (+Spe, -SpA)
- Rain Dance
- Substitute
- Thunder
- Baton Pass

this is a rain dance lead that I've been using for a while now, and it works quite well, actually

it's pretty much self-explanitory; jolteon can utilize its blistering speed to get rain dance up before anything else happens to it, or perhaps sub to block any spores and what not

thunder does a hell of a lot to anything that doesn't resist thanks to jolteon's great spA, something electrode does not have

bp is just to scout / get out of the way for swift swimmers like kingdra, even giving them a sub if you're lucky

instead of taunting like electrode, jolteon can sub, which pretty much does the same thing except block other taunts, in which case jolteon can just use rain dance and switch, or bp out to another rain dancer or something

no hp EVs allows jolteon to survive four subs with 3 hp left, the rest of the evs and item are what they are

oh, and jolteon can come back in later to kill off stuff with thunder and then bp out / scout with a sub again (or get rain up); i've late-game swept the last two or three pokes before as well

comments / suggestions welcome :)

edit: kd, I've used a lead similar to that with pretty good success, so I'd say it works; the berry actually helps in many battles :)
 
Umbreon.png


Umbreon @Black Glasses
Synchronize
-Sucker Punch
-Curse
-Wish
-Payback
Careful
252atk 252hp 6def

I have used this Umbreon in standard OU battles and she has won me many on her own. With 1 Curse she has excellent defenses and great attack. Wish recovers, Payback has serious power and Sucker Punch priority makes it very hard to counter. The only time she failed me was because of a Crit hit.

The full attack and Black Glasses were put so that she can pick off someone with Sucker Punch, like Electivire, where it does on average 57%. Not amazing, but nice to have. It also always Ohko's 4hp, 0def Azelf and Gengar.
 
I'm pretty surprised that didn't see this on the analysis:

Zapdos @ Leftovers
EVs: 252 HP / 220 SpD / 36 Spe
Ability: Pressure
Calm nature (+SpD, -Atk)
- Rest
- Sleep Talk
- Discharge
- Heat Wave / Hidden Power Ice / Roar

Great for absorbing status. Pretty much the R/S Rest / Sleep Talk set, except Platinum gave Zapdos Heatwave, which it can surely use to its advantage, however the last move can be HP ice or roar, depending on what you want or what your team needs.

Many / most sleep-inducing pokemon are specially-based attackers (gengar, milotic, roserade, etc.) therefore more SpD is needed over defense (breloom's STAB attacks are both resisted).

That's pretty much it...pretty straightforward.
 
Umbreon.png


Umbreon @Black Glasses
Synchronize
-Sucker Punch
-Curse
-Wish
-Payback
Careful
252atk 252hp 6def

I have used this Umbreon in standard OU battles and she has won me many on her own. With 1 Curse she has excellent defenses and great attack. Wish recovers, Payback has serious power and Sucker Punch priority makes it very hard to counter. The only time she failed me was because of a Crit hit.

The full attack and Black Glasses were put so that she can pick off someone with Sucker Punch, like Electivire, where it does on average 57%. Not amazing, but nice to have. It also always Ohko's 4hp, 0def Azelf and Gengar.

1 Suggestion I see here

While curse boosts your Physical Defense, with no SpD investment you will be taking quite a hurting from Special attackers. Any strong specsed neutral attack will have a good chance of 2HKOing you, meaning that without protect you won't be able to save yourself with Wish. Consider A SpD investment to counteract this, take it out of attack. You're sturdy enough to get multiple Curses anyways, meaning an attack investment isn't entirely necessary.

Other than that, this is basically the listed Curse Umbreon only with Sucker Punch in the last slot.
 
I'm pretty surprised that didn't see this on the analysis:

Zapdos @ Leftovers
EVs: 252 HP / 220 SpD / 36 Spe
Ability: Pressure
Calm nature (+SpD, -Atk)
- Rest
- Sleep Talk
- Discharge
- Heat Wave / Hidden Power Ice / Roar

Great for absorbing status. Pretty much the R/S Rest / Sleep Talk set, except Platinum gave Zapdos Heatwave, which it can surely use to its advantage, however the last move can be HP ice or roar, depending on what you want or what your team needs.

Many / most sleep-inducing pokemon are specially-based attackers (gengar, milotic, roserade, etc.) therefore more SpD is needed over defense (breloom's STAB attacks are both resisted).

That's pretty much it...pretty straightforward.

But what exactly does this have over Blissey besides STAB Discharge? Blissey is much better at absorbing status and special attacks. In fact without any investment her special defensive stats are better, meaning you have plenty of spare EVs, which you can even Pump her Special attack to match Zapdos. I'll use Breloom for reference.

Code:
0 Zapdos Heatwave vs. 4/0 Breloom: 100.76% - 119.08%
212 Blissey Fire Blast vs. 4/0 Breloom: 100.76% - 119.08%
 
0 Zapdos Discharge vs. 4/0 Breloom: 30.15% - 35.50%
212 Blissey Thunder vs. 4/0 Breloom: 25.19% - 29.77%
212 Blissey Thunder (plus Zap Plate) vs. 4/0 Breloom: 30.15% - 35.50%

So with 212 EV and a neutral nature (or 128 and a positive nature), Blissey will have the same damage output as Heatwave. Zapdos has a higher damage output with Discharge than Blissey's Thunder though, unless Blissey holds a Zap Plate (in which case it's equal again). In the meantime Blissey takes Special Attacks MUCH better and has EVs to spare (can increase Special Attack further or pump defenses). So yeah, that's pretty much my biggest gripe with Specially Defensive Zapdos; it just can't hold a candle to Blissey. You mention resisting Breloom's STAB attacks but that's not exactly making it easy to take, Focus Punch putting out 39.84% - 47.14% (2HKO w/ SR).
 
So with 212 EV and a neutral nature (or 128 and a positive nature), Blissey will have the same damage output as Heatwave. Zapdos has a higher damage output with Discharge than Blissey's Thunder though, unless Blissey holds a Zap Plate (in which case it's equal again). In the meantime Blissey takes Special Attacks MUCH better and has EVs to spare (can increase Special Attack further or pump defenses). So yeah, that's pretty much my biggest gripe with Specially Defensive Zapdos; it just can't hold a candle to Blissey. You mention resisting Breloom's STAB attacks but that's not exactly making it easy to take, Focus Punch putting out 39.84% - 47.14% (2HKO w/ SR).
well yeah, but taking 40% and OHKO back with heatwave (and then resting off damage) is better than blissey dying

But what exactly does this have over Blissey besides STAB Discharge?
Well don't forget, Zapdos doesn't immediately lose to many physical threats, not to mention its (better) typing, greater special attack and speed, and access to other helpful moves Blissey can't learn.

and could you explain to me why the hell you would ever use a "zap plate" on blissey, lol

edit: yeah, basically what blasphemy said.
 
But what exactly does this have over Blissey besides STAB Discharge? Blissey is much better at absorbing status and special attacks. In fact without any investment her special defensive stats are better, meaning you have plenty of spare EVs, which you can even Pump her Special attack to match Zapdos. I'll use Breloom for reference.

Code:
0 Zapdos Heatwave vs. 4/0 Breloom: 100.76% - 119.08%
212 Blissey Fire Blast vs. 4/0 Breloom: 100.76% - 119.08%
 
0 Zapdos Discharge vs. 4/0 Breloom: 30.15% - 35.50%
212 Blissey Thunder vs. 4/0 Breloom: 25.19% - 29.77%
212 Blissey Thunder (plus Zap Plate) vs. 4/0 Breloom: 30.15% - 35.50%
So with 212 EV and a neutral nature (or 128 and a positive nature), Blissey will have the same damage output as Heatwave. Zapdos has a higher damage output with Discharge than Blissey's Thunder though, unless Blissey holds a Zap Plate (in which case it's equal again). In the meantime Blissey takes Special Attacks MUCH better and has EVs to spare (can increase Special Attack further or pump defenses). So yeah, that's pretty much my biggest gripe with Specially Defensive Zapdos; it just can't hold a candle to Blissey. You mention resisting Breloom's STAB attacks but that's not exactly making it easy to take, Focus Punch putting out 39.84% - 47.14% (2HKO w/ SR).

Really? The set was intended for OU, obviously, and who the hell runs the unreliable Thunder + Fire Blast on Blissey anyways? Zap Plate is a terrible item for Blissey, as Leftovers recovers most health taken by weak special attacks.

A tank(Zapdos) is entirely different from a wall(Blissey), and the ability to use a STAB Discharge without investment is a huge advantage when comparing to Blissey, who almost never runs Thunder. Besides, Zapdos can still counter Scizor and Breloom, where Blissey can not.
 
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Jolteon @ Damp Rock
EVs: 4 Def / 252 SpA / 252 Spe
Ability: Volt Absorb
Timid nature (+Spe, -SpA)
- Rain Dance
- Substitute
- Thunder
- Baton Pass

this is a rain dance lead that I've been using for a while now, and it works quite well, actually

it's pretty much self-explanitory; jolteon can utilize its blistering speed to get rain dance up before anything else happens to it, or perhaps sub to block any spores and what not

thunder does a hell of a lot to anything that doesn't resist thanks to jolteon's great spA, something electrode does not have

bp is just to scout / get out of the way for swift swimmers like kingdra, even giving them a sub if you're lucky

instead of taunting like electrode, jolteon can sub, which pretty much does the same thing except block other taunts, in which case jolteon can just use rain dance and switch, or bp out to another rain dancer or something

no hp EVs allows jolteon to survive four subs with 3 hp left, the rest of the evs and item are what they are

oh, and jolteon can come back in later to kill off stuff with thunder and then bp out / scout with a sub again (or get rain up); i've late-game swept the last two or three pokes before as well

comments / suggestions welcome :)

edit: kd, I've used a lead similar to that with pretty good success, so I'd say it works; the berry actually helps in many battles :)

Brilliant! I used to use a Vaporeon for the same (general) purpose, but this one seems to be much better. You forgot to mention it could do something that Electrode cannot do quite so well - switch into Electric attacks and heal, setting him up for another substitute. Another good thing to mention - you sacrifice only 10 base speed for far better overall stats.
 
well yeah, but taking 40% and OHKO back with heatwave (and then resting off damage) is better than blissey dying

Well don't forget, Zapdos doesn't immediately lose to many physical threats, not to mention its (better) typing, greater special attack and speed, and access to other helpful moves Blissey can't learn.

and could you explain to me why the hell you would ever use a "zap plate" on blissey, lol

edit: yeah, basically what blasphemy said.

If Breloom is going to Focus Punch, he's behind a sub, meaning Zapdos doesn't 'win'; it breaks the sub and Breloom runs. Otherwise both Blissey and Zapdos win (bar a miss). Blissey doesn't 'immediately lose to physical threats' either; only strong fighting moves really have a shot at OHKOing her. As for your 'speed and access to other helpful moves,' you're not using either, so they're completely irrelevant.

I never said the set was bad but for it's purposes (status absorbing + special sponge), it's outdone. My notes on attacks were not my main argument, that's an add-on arguments that you could buff Blissey to do the same thing.

Really? The set was intended for OU, obviously, and who the hell runs the unreliable Thunder + Fire Blast on Blissey anyways? Zap Plate is a terrible item for Blissey, as Leftovers recovers most health taken by weak special attacks.

The set was for OU? Damn, I was thinking Uber, my bad...(seriously, why did you say that?).

I know Zap Plate isn't great, that's why I said if you run it. It was bonus material.

A tank(Zapdos) is entirely different from a wall(Blissey), and the ability to use a STAB Discharge without investment is a huge advantage when comparing to Blissey, who almost never runs Thunder. Besides, Zapdos can still counter Scizor and Breloom, where Blissey can not.

Um, Zapdos may be stronger with no investment, but you're completely neglecting where I said that Blissey is (much) sturdier without investment, so it evens out. Zapdos has to use all of its EVs to take the blows, while Blissey is outdoing that with zero investment. Blissey could easily just run Thunderwave over Thunder as well, it achieves the same affect that is lookied for as Discharge Zapdos. As for countering Scizor/Breloom, I already noted that you can't handle Breloom effectively, and Scizor is in the same boat. Being forced into sleep isn't effective at all.
 
If Breloom is going to Focus Punch, he's behind a sub, meaning Zapdos doesn't 'win'; it breaks the sub and Breloom runs. Otherwise both Blissey and Zapdos win (bar a miss). Blissey doesn't 'immediately lose to physical threats' either; only strong fighting moves really have a shot at OHKOing her. As for your 'speed and access to other helpful moves,' you're not using either, so they're completely irrelevant.

I never said the set was bad but for it's purposes (status absorbing + special sponge), it's outdone. My notes on attacks were not my main argument, that's an add-on arguments that you could buff Blissey to do the same thing.



The set was for OU? Damn, I was thinking Uber, my bad...(seriously, why did you say that?).

I know Zap Plate isn't great, that's why I said if you run it. It was bonus material.



Um, Zapdos may be stronger with no investment, but you're completely neglecting where I said that Blissey is (much) sturdier without investment, so it evens out. Zapdos has to use all of its EVs to take the blows, while Blissey is outdoing that with zero investment. Blissey could easily just run Thunderwave over Thunder as well, it achieves the same affect that is lookied for as Discharge Zapdos. As for countering Scizor/Breloom, I already noted that you can't handle Breloom effectively, and Scizor is in the same boat. Being forced into sleep isn't effective at all.

Also you neglect the fact that while Blissey has Natural Cure to sponge status, she can't actually ATTACK while slept, while ResTalk Zapdos could come in on a Breloom's Spore and spam sleep talk until breloom gets heat waved or you wake up. While blissey is forced to switch out or eat a Focus Punch, giving Breloom a sub and the chance to spore another of your Pokemon.
 
144Articuno.png


This is a defensive UU Articuno set I've been running and it has been stellar. Its a strange niche between wall, utility and tank.

Articuno @ Leftovers
EV: 252 HP 96 Def 96 Speed 66 Sp Atk
Ability: Pressure
Bold Nature

- Ice Beam
- Toxic
- Roost
- Haze

Its a defensive set that checks shaymin, crobat and honchkrow (all huge threats in UU) and OHKO's all of them after stealth rock damage (and possibly before idk i always have rocks out). It is slightly less viable on shaymins as hidden power rock is becoming more popular.

And all of this metagame checking comes from one moveslot. Ice beam. There are still three move slots. You can pressure stall. You can toxic stall. You can Roost stall. In other words. You can stall effectively against a lot of threats.

Articuno also works as a fine status absorber. Burn has little effect on articuno and your play remains basically the same. Toxic may be a little worse but is also no big deal. Thunder wave is a hassle because articuno has the luxury of being a wall that can outspeed things. However, this articuno is the same when it goes second as it is when it goes first.

And finally haze support. How lovely is haze support. You can break baton chains. You can lull your opponent with their submagius or swords dancing scyther or whatever into a false sense of security and then render their turns of set up useless. Also its a very unexpected choice.

The problem with this articuno is stealth rock, of course. You need dedicated rapid spin support to work with any articuno and that is why it was demoted to NU. However this articuno switches in all of the time with rocks, takes a hit, then takes another hit and roosts itself back to good health. So its not useless when rocks are out.

It checks threats and does possibly more than you could ask for. A great variant dressed for UU success.
 
But what exactly does this have over Blissey besides STAB Discharge? Blissey is much better at absorbing status and special attacks.

Calm Zapdos is nice for countering stuff like SubPunch Gengar, Togekiss and MixApe all of whom eat Blissey for breakfast. Thanks to it's typing and high base stats it can also fill in with random physical defensive duties such as countering Scizor, Heracross etc.

It's not outclassed, it does completely different things. Sometimes it's not as simple as just slapping Blissey on a team...it's easy to imagine a scenario where Calm Zapdos would be a better fit.

The set's nothing new though, like you said.
 
286.png

Stalloom

Breloom @ Toxic Orb
EV: 240 HP, 56 Def, 212 Spe
Ability: Poison Heal
Impish Nature (+Def, -SpA)
-Substitute
-Leech Seed/Toxic
-Protect
-Stun Spore

This set functions somewhat like Walrein in hail; it can stall for 32 turns if used correctly, as long as there is no hail or sandstorm. Substitute makes Breloom lose 25% of its health. After the end of the turn, however, 12.5% is gained, and then once protect is used, the other 12.5% is restored as well.

One of the only problems with this set is finding a good time to put it in. With these EV's, Breloom is fairly sturdy, and can take resisted or neutral hits from a significant portion of the metagame for less than a 2HKO, even including Stealth Rock.

If Breloom is facing an opponent that's faster than it, then Breloom uses Stun Spore. Once it outspeeds the opponent, the Sub-Seeding begins. If something switches into Breloom thats slower than it, then Sub-Seeding can begin without any problem.

Like Walrein, this set works great with Toxic Spikes support, but if your team cannot waste a spot with a toxic spiker, then you can use Toxic instead of Leech Seed, as 12.5% health is there whenever Breloom needs it. However, this using Toxic opens the door for poison types and steels and you will not be able to hurt them. However, you gain the ability to hurt grass types, most notably Celebi if you can predict the switch, since it will not be hurt at all by Stun Spore because of Natural Cure.

This set is best used after Scizor has been killed, since Bullet Punch will severely dent Breloom, even after considerable EV investment.
 
1 Suggestion I see here

While curse boosts your Physical Defense, with no SpD investment you will be taking quite a hurting from Special attackers. Any strong specsed neutral attack will have a good chance of 2HKOing you, meaning that without protect you won't be able to save yourself with Wish. Consider A SpD investment to counteract this, take it out of attack. You're sturdy enough to get multiple Curses anyways, meaning an attack investment isn't entirely necessary.

Other than that, this is basically the listed Curse Umbreon only with Sucker Punch in the last slot.

Timid SpecsJolt using Signal Beam (stronger than stab Tbolt) is a 3hko. By the time it gets 2 hits in Sucker Punch should take her out.

It is still beat by Heatran and Lucario unless I put Dig on the set over Payback. :pirate: Still, the set works extremely well.

And full attack Sucker Punch is always useful priority.
 
The set was for OU? Damn, I was thinking Uber, my bad...(seriously, why did you say that?).

I know Zap Plate isn't great, that's why I said if you run it. It was bonus material.

Yeah, in his description he mentions common sleepers, specifically Gengar, Milotic, and Roserade, none of which you see in Ubers all too often.

Um, Zapdos may be stronger with no investment, but you're completely neglecting where I said that Blissey is (much) sturdier without investment, so it evens out. Zapdos has to use all of its EVs to take the blows, while Blissey is outdoing that with zero investment. Blissey could easily just run Thunderwave over Thunder as well, it achieves the same affect that is lookied for as Discharge Zapdos. As for countering Scizor/Breloom, I already noted that you can't handle Breloom effectively, and Scizor is in the same boat. Being forced into sleep isn't effective at all.

When it comes to stats, yes, Blissey is the superior special tank, however dulling essentially nothing to Heatran doesn't help when fighting off Taunt or Metal Sound Heatran, and the useful resistances(ground, steel, fighting, bug, etc.) allow it to tank attacks more easily. Many special attackers have a fighting move to deal with Blissey, and special attackers typically don't carry HP Ice / Rock because their STABs have greater benefits(Gengar, Alakazam, Jolteon, etc.)

Being forced into sleep where you can have a 1/3 shot of 1-2HKOing, while Discharge takes care of Scizor, is quite a favorable position for the Zapdos user, and Scizor can't put you to sleep so there is no problems there. Without Stone Edge, Breloom loses, so yeah.
 
I was thinking the other day about which OU/UU pokemon could be useful in Ubers, and I started thinking about the 3 most common leads in Ubers: Scarf Mewtwo, Deoxys-s, and Scarf Darkrai. So a pokemon that can counter Psychics, doesn't fear sleep, and can hit dark types...this is what I came up with. I've tested it out in Ubers and found it to be extremely effective at neutralizing leads, crippling switch ins, and picking off low health people later in the game with Sucker Punch.

UBER ANTI-LEAD
435.png

Honchkrow@Focus Sash
252 HP/252 Atk/4 Spe
Adamant/Insomnia

-Confuse Ray
-Sucker Punch
-Night Slash
-Superpower

Comments: Sucker Punch for a priority STAB SE attack on both Mewtwo and Deoxys-s. Night Slash hits Deoxys-s if it tries to set up or uses Extremespeed (outspeeding Sucker Punch and causing it to fail). Both will OHKO if he's not using Focus Sash, and 2HKO with, while Extremespeed fails to 2HKO Honchkrow. Insomnia prevents sleep from Dark Void and Superpower always OHKOs Darkrai.

Superpower also OHKOs Tyranitar and Lucario and offers a high chance to 2HKO Dialga if he comes in with Sash intact. Mewtwo has a low chance of being OHKO'd by Night Slash and a high chance of being OHKO'd by Sucker Punch.

For the last slot, Confuse Ray can be used to harass whoever comes in and tries to set up on Honchkrow (which, in all likelyhood will be a SD Rayquaza, RP Groudon or something as they'll be wary of sucker punch). It allows you to potentially wreak havoc on the opponent's team, especially with a little luck.

Damage Calcs:
Deoxys-S Extremespeed: (35.89% - 42.33%) Never 2HKOs.
Deoxys-S Superpower: (53.47% - 63.12%) Always 2HKOs, but Sucker Punch has priority.
Night Slash vs Deoxys-S: (122.82% - 145.23%)
Sucker Punch vs Deoxys-S: (140.25% - 165.15%)
Superpower vs 52 HP Darkrai: (115.65% - 136.73%)
Night slash vs 0 Def/HP Mewtwo: (84.99% - 100.28%) Slight chance to OHKO, more with extra crit chance.
Sucker Punch vs 0 Def/HP Mewtwo: (95.75% - 113.88%) 74% chance to OHKO.
Drill Peck vs 0 HP/Def Shaymin-S: (100.88% - 119.65%) Guarunteed OHKO, barring flinching.
Sucker Punch vs 0 HP/Def Shaymin-S: (58.06% - 68.62%) Guarunteed 2HKO and no possibility of flinches.

Superpower vs 0 HP/Def Dialga: 266 - 314 (78.01% - 92.08%)
-1 Sucker Punch vs 0HP/Def Dialga: 45 - 53 (13.20% - 15.54%)
 
WeatherBliss

Blissey @ Damp Rock // Heat Rock // Leftovers
Calm
Serene Grace / Natural cure
252 Def / 80 SpA / 176 SpD
Rain Dance // Sunny Day // Gravity
Wish/Softboiled
Water Pulse // Flamethrower/Fireblast // Thunder
Thunder // Solar Beam // Blizzard/Fireblast/Sing

(Single slash / denotes choice between two moves, double slash // denotes set choices. I.e. on a Rain Dance Set, the choice should be Damp Rock, Water Pulse, and Thunder, while on a Sunny Day set the choice should be Heat Rock, Flamethrower/Fireblast, and Solar Beam)

We all have witnessed the power of a Rain Dance or Sunny Day Team after it has set up - Swift Swim/Chlorophyll Pokemon run rampant across unprepared teams. The problem is in getting that turn to set up. Enter Blissey. The best special wall in the game creates more free turns to set up than any other Pokemon. Additionally, Wish can provide a way for the recipient of the weather effect to get in without taking a huge amount of damage (though Softboiled provides more consistent self-healing). Blissey also has a decent movepool for taking advantage of the weather herself, with access to Water Pulse + Thunder for Rain Dance and Flamethrower/Fireblast + Solar Beam for Sunny Day. Because many of these moves have a high chance of a secondary effect, Blissey can take advantage of Serene Grace to further aid the team. If the trainer prefers a more consistent status method, one of the attacking moves could be dropped for Thunderwave or Toxic.
This method can also be used to set up Gravity for teams that want to use that. In that case, Fire Blast, Thunder, Blizzard, and Focus Blast are all acceptable moves due to Gravity giving them 100% accuracy. Sing also becomes an option, as under Gravity it's accuracy is boosted to a very high level. Theoretically Blissey could be used to set up Hail or Sandstorm for 8 turns, but it is generally better to set those up permanently using Abomasnow and Hippowdon/Tyranitar.
Tyranitar poses this set even more problems than usual, since in addition to threatening Blissey with Pursuit/Dragon Dance if she switches out or Stone Edge if she stays in, he also removes the weather that Blissey tries to set up. For this reason, Focus Blast could be used over any of the attack moves listed here. But keep in mind that it only does about 50% to the standard CBTar with the given spread.
 
Jirachi the Fool

385.png
@ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 80 Sp.Atk / 176 Spe
Nature: Hasty / Naive
-Iron Head
-Ice Punch
-Thunder
-U-Turn / Grass Knot / Water Pulse

The Fool is an extremely versatile Jirachi that specializes in playing the statistics and catching your opponent off-guard. It gambles with its primary moves to cripple and sweep, keeping its health high with leftovers. The Fool serves as a mid-game scout, status inducer, wall-breaker, and sweeper. Obviously, the set is made more reliable with Rain Dance or Gravity support.

Iron Head is your primary attack, which with 299 Atk and STAB behind it can 3HKO Blissey. Ice Punch is for easy 1HKOs on Outraging Dragons.

Thunder is the bread and butter of the set. The key to using the set is to minimize the risk while maximizing the reward. Bring the Fool in on something that will likely switch out and use Thunder on the switch, if it hits, there is normally a very nice payoff, if it misses, no harm done. 2 of the most common switch ins for Jirachi are Suicune and Heatran, both of whom pay dearly for the switch into Thunder. Suicune is an easy 2HKO with Thunder, factoring in Stealth Rock and Leftovers. Thunder with no Rain or Gravity support has a 42% chance of causing paralysis (70% for hit and 60% for para), which will completely ruin ANY Heatran set.

U-Turn is the primary choice in the fourth slot as it makes for better scouting, escapes Magnezone, and hits Defensive Celebi for 47.8%-56.2%. Grass Knot is for better handling Swampert, another common switch in, and Hippowdon but will not 1HKO either, meaning its best used to finish off a weakened foe to avoid the incoming EQ. Water Pulse can add another level of annoyance and with Rain support might do ok damage to things like a paralyzed Heatran or other fire switch ins.

176 EV's and a +Spe nature reaches 308 speed, outpacing all neutral-natured base 100's, most notably mixed Salamence and non-scarfed Flygon, as well as positive-natured base 90's like Lucario.
 
Jirachi the Fool

385.png
@ Leftovers
Ability: Serene Grace
EVs: 252 Atk / 80 Sp.Atk / 176 Spe
Nature: Hasty / Naive
-Iron Head
-Ice Punch
-Thunder
-U-Turn / Grass Knot / Water Pulse

The Fool is an extremely versatile Jirachi that specializes in playing the statistics and catching your opponent off-guard. It gambles with its primary moves to cripple and sweep, keeping its health high with leftovers. The Fool serves as a mid-game scout, status inducer, wall-breaker, and sweeper. Obviously, the set is made more reliable with Rain Dance or Gravity support.

Iron Head is your primary attack, which with 299 Atk and STAB behind it can 3HKO Blissey. Ice Punch is for easy 1HKOs on Outraging Dragons.

Thunder is the bread and butter of the set. The key to using the set is to minimize the risk while maximizing the reward. Bring the Fool in on something that will likely switch out and use Thunder on the switch, if it hits, there is normally a very nice payoff, if it misses, no harm done. 2 of the most common switch ins for Jirachi are Suicune and Heatran, both of whom pay dearly for the switch into Thunder. Suicune is an easy 2HKO with Thunder, factoring in Stealth Rock and Leftovers. Thunder with no Rain or Gravity support has a 42% chance of causing paralysis (70% for hit and 60% for para), which will completely ruin ANY Heatran set.

U-Turn is the primary choice in the fourth slot as it makes for better scouting, escapes Magnezone, and hits Defensive Celebi for 47.8%-56.2%. Grass Knot is for better handling Swampert, another common switch in, and Hippowdon but will not 1HKO either, meaning its best used to finish off a weakened foe to avoid the incoming EQ. Water Pulse can add another level of annoyance and with Rain support might do ok damage to things like a paralyzed Heatran or other fire switch ins.

176 EV's and a +Spe nature reaches 308 speed, outpacing all neutral-natured base 100's, most notably mixed Salamence and non-scarfed Flygon, as well as positive-natured base 90's like Lucario.

Nice idea but this is practically already on site. http://www.smogon.com/dp/pokemon/jirachi
see Physical Mix. This set is better though as you speed tie with Salamence so Ice Punch hits nothing. Jicahi can use Thunderbolt so why use Thunder. Fire Punch is useful because it beats Scizor with it who is the NO.1 used pokemon.

This set is also similar to the Rain Support set but again it is less effective. By trying to fit too much in a set jirachi sacrifices its effectiveness. Be sure to check the current sets before posting.

Ultimately your set is outclassed, nevertheless this is a good try.
 
While the set does admittedly look similar, it plays very differently.

Thunderbolt will not take care of Suicune as it will easily begin Resting and using Calm Mind on you living to switch in another time. The set is completely helpless vs. Heatran who can be difficult to cripple otherwise as most other paralyzers either are 1HKOed by Heatran (Rotoms and Celebi) or Heatran can't handle them anyway (Like Blissey) and will switch out right away. Catching it on the switch is a great way to deal with it. Thunderbolt just doesn't cut it.

Ice Punch is definitely used the least of all the moves but most Salamence I see right now are mixed and this outspeeds mixmence and 1HKO's. I rarely stay in anyway as I have plenty of other pokes to deal with mence. The real benefit to it is that in late game when they begin to outrage you can bring Jirachi in and stop them cold (har har).

Fire Punch's only real redeeming quality is Scizor who doesn't much threaten Jirachi anyway. Haven't run the calcs but im pretty sure Jirachi loses the matchup vs. Magnezone even with Fire Punch, especially if you've taken a few hits and don't have lefties helping you out. I find U-Turn much more useful overall.

I keep this Jirachi paired with a good dragon as they synergy is simply amazing. Scarfed Flygon makes for great U-Turn chains each covering each others weaknesses perfectly. Salamence hits much harder but doesn't like to switch into rocks nearly as much as Flygon, and Latias also fits the bill.

The Fool's game is all about prediction and statistics, it really plays nothing like any of the sets in the analysis. Play the set and see what you think.
 
dpffb148.png

@ Leftovers
Ability: Shed Skin
EVs: 252 HP/132 Def/124 SpD
Jolly nature
- Outrage
- Rest
- Light Screen
- Dragon Dance
---

I'm terrible at these but this is my DD Dragonair. Works pretty nicely thanks to typing and its ability.

Outrage is main STAB
Rest + Shed Skin = To much fun
Light Screen to allow you to setup on Milotic/ Spiritomb and other special attackers
Dragon Dance for speed and power

Ev's allow Dragonair to outspeed Mismagy after one DD. Defensive ev's to help against Phsyical Priority attacks. the rst of the evs into Hp to increase bulk.
 
Well, this is what I have for my Special Sweeper Meganium

154-f.png

Item: Heat Rock
EVs: 252 SA/ 252 HP/4 Defense
Moves: Solar Beam/ Sunny Day/ Synthesis/ Ancient Power

Simple, Sunny Day, then Solar Beam and Synthesis until you die. Ancient Power takes care of Fire, Poison and Flying Pokemon nicely. I have used this in OU and it holds it's own there. No, I don't have damage calculations.

Or there's my completely original Adamant set.

154-f.png

Item: Leftovers
EVs: 252 Attack/ *252 Speed/ 6 HP *Needs to change to 252 HP and 6 Defense
Moves: Swords Dance/ EQ/ Outrage/ Seed Bomb

Swords dance then sweep. It might need an item to raise Attack as it didn't OHKO a Salamance after intimidate lowered my swords dance boost when I used Outrage. It's still a nasty surprise to all Dragons, EQ takes care of Rock and Seed Bomb is STABd. It is walled by Skarmory though, so that's a problem. I use it in OU as well as UU, but really both will work. Best if used as a lead, getting the Attack boost in while the other person sets up Rocks.
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dpffb448.png
@Leftovers/Salac Berry
Ability: Steadfast
EVs: 252 SpA / 252 Spd / 4 SpDef
Nature: Modest
-Substitute
-Calm Mind
-Aura Sphere
-Shadow Ball

I'm really surprised this very basic, very effective set is not listed in the analysis, or used more often. Lucarios scares many Pokemon with the threat of Close Combat, and Sword Dance, so it easily creates switches, giving it the chance to setup a Substitute. Once you have a Substitute up, your opponent will be in for a lot of trouble. If something like Cresselia switches into you, you've hit pay dirt, being able to setup one Calm Mind behind a Substitute and other as you're hit with a very weak Psychic.

If they decide to go for Blissey after your first Calm Mind, they're screwed. Blissey is easily 2HKOed after two Calm Minds, and will struggle to break your Substitutes, barring Flamethrower/Seismic Toss. Lucario can afford to eat a Flamethrower as well, to setup another Calm Mind.

This pairs well with Screens from Latias, and as an Offensive partner with Gyarados. With Screens up, Lucario has many more Pokemon it can setup on, easily packing multiple Calm Minds before sweeping.

I've used mostly Leftovers, but Salac Berry can work if you're content on using Lucario as an all, or nothing sweeper. He definitely benefits from the speed boost. The reason Modest is used over Timid is that this Lucario wants power, and can't afford the massive drop by running a +Speed nature.
 
dpffb148.png

@ Leftovers
Ability: Shed Skin
EVs: 252 HP/132 Def/124 SpD
Jolly nature
- Outrage
- Rest
- Light Screen
- Dragon Dance
---

I'm terrible at these but this is my DD Dragonair. Works pretty nicely thanks to typing and its ability.

Outrage is main STAB
Rest + Shed Skin = To much fun
Light Screen to allow you to setup on Milotic/ Spiritomb and other special attackers
Dragon Dance for speed and power

Ev's allow Dragonair to outspeed Mismagy after one DD. Defensive ev's to help against Phsyical Priority attacks. the rst of the evs into Hp to increase bulk.
I suppose you mean 124 Spe EVs, since SpD is Special Defense >__>
 
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