That's not really creative, and it's also not very optimal. What do those EVs do other than ensure that you're unable to threaten Skarmory as effectively?
That's not really creative, and it's also not very optimal. What do those EVs do other than ensure that you're unable to threaten Skarmory as effectively?
Name: Led to your Doom.
Move 1: Counter
Move 2: Sucker Punch
Move 3: Taunt
Move 4: Overheat / Flamethrower
Item: Focus Sash
Nature: Hasty
Evs: 252 Atk / 4 SpA / 252 Spe
IVs: 0 Def
I thought of this while looking through Counter users for my new PBR team (ZeroBPWin), I was suprised to see Houndoom had no Lead set so I made one up.
This set is meant to deal with a majority of Leads stoping or stunting their success.
Froslass was one of original threats I considered when making this up; though you can't outspeed you can Taunt killing 2 birds with 1 stone, Preventing Froslass from laying down another layer of spikes or Destiny Bonding allowing you to OHKO with Sucker Punch or Overheat easily.
Crobat, with a Hasty nature and 0 Defense IVs, Brave bat Crobat will OHKO 100% of the time taking 120% bare minimun, and Counter back KOing the little bat, same applies to Staraptor leads.
Ambipom though Trickier is also beat, Jolly Fake Out (Life Orb+Technician) won't KO Houndoom which allows him to Sucker Punch twice 2HKOing the little monkey, you can't Counter since Fake Out flinches. It can Taunt + Overheat or Taunt + Counter Steelix; Taunt + Sucker Punch(2HKO) Rotom or Overheat if you're weary of Trick, Taunt + Sucker Punch a U-Turing Uxie.
More info, You want to run 0 in def IVs it will allow you to Counter a majority of leads I just listed some of the most prominent, while Taunt can prevent you opponent's Stealth Rocks/Spikes/Toxic Spikes from being laid early in the game. Priority is always great, which is where Sucker Punch comes in. EVs put Houndoom at 279 Atk 2HKO a wide array of threats or OHKO some, while pumping the other half into Speed, and the remainder in SpA to boost Overheat's power.
Forgot to mention abilities, Early Bird is the preffered ability, though if you think you can get Houndoom in later, on a predicted Flamethrower/ Fire Blast / Overheat / Will-o-Wisp, go for Flash Fire.
You get the point. If you want calculations I can provide them. This was partly inspired by lead Arcanine, from Legacy Rider.
I'll re-edit the Speed EVs later if I recall he only needs 216.
Decent set, just don't even think about it in OU. EQ and Heatran are really common, and a possible Dugtrio switchin hurts it a lot - OHKO with EQ.Here's a set that I just found out (that can also be useful)
Typhlosion@choice band
EVs: 6 hp / 252 att / 252 speed
adamant nature
-earthquake
-flare blitz
-focus punch
-will-o-wisp/Rock slide
Just a random set that I discovered (and also holds surprise factor). Earthquake takes care of lantern and other fire types. Flare blitz is for stab, and it hurts with that choice band attached. Focus punch is for incoming switches such as milotic, physical walls, and OHKOing chansey in one hit. Will-o-wisp cripples physical attackers, but Rock slide OHKOs charizard taking out a decent chunk off of flyers.
just a novelty set, but it has surprise factor.
It can OHKO lantern with EQ, and destroys steels and ice types. It does have surprise factor in late-game, when things like slowbro and milotic are dead.CB Typhlosion gets its assed walled by Milotic, who takes 51% maximum from Adamant Focus Punch. And you do even worse against Slowbro. I can't really think of much this actually does better against.
I've got this Jirachi that I've been using as a lead in Ubers, and it works quite well I've got to say.
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Jirachi
Moveset Name: Uber Lead
Move 1: Stealth Rock
Move 2: Thunder Wave
Move 3: Iron Head
Move 4: Toxic / Wish / Screen
Item: Chesto Berry
Ability: Serene Grace
Nature: Careful
EVs: 252 HP / 76 Def / 180 SpD
The purpose of this Jirachi is to set up Stealth Rock as quickly as possible, as well as inflicting status on problem pokemon. Obviously, Stealth Rock is in the first slot to set it up as quickly as possible. Thunder Wave is in the second slot for its ability to cripple the sweepers of the fast-paced Uber metagame. A good example would be Kyogre, who fails to OHKO with a Choice Scarf Water Spout even with a Modest nature. The set was originally designed to handle Darkrai leads, which it effectively does by absorbing sleep and then proceeding to Thunder Wave. Chesto Berry is used over Lum so that Jirachi can still paralyze Darkrai after Trick.
The other two moves on the set are left up to preference. Iron Head gives Jirachi an answer to Deoxys-E's Taunt, and allows it to potentially prevent Darkrai from firing another Dark Void once it has been paralyzed. Furthermore, Jirachi can use Iron Head's flinch effect later in the match should it be Tricked a Choice Scarf at any one time. The final slot consists of a choice between 4 moves. Toxic lets Jirachi cripple support Groudon (whose Earthquake it survives), and also things like Lugia should the need arise. Wish can be used, albeit only for a 1 time pass most of the time. Finally, a screen is always viable, with emphasis on Light Screen for the special-based Uber metagame.
The EVs generate 404 HP / 256 Def / 309 Sp.Def. Those stats allow Jirachi to never be OHKOd by Modest Kyogre's max health Water Spout while simultaneously surviving Jolly Groudon's unboosted Earthquake.
Not half bad, I could see this working reasonably well. Although, Steel is a poor offensive type and basically gives Kyogre / Dialga free switch-ins but at least you can paralyze them (assuming they don't have Rest). Nice job though =)
I wouldn't bother running more than 40 Defense EVs (enough to survive an Adamant Rayquaza's Life Orb Earthquake assuming it hasn't Dragon Danced / Swords Danced). The remaining EVs in SpD can't hurt. You can't exactly do much back to Groudon so surviving an Earthquake from it seems rather pointless to me, you'd be better off to switch. You could also consider Body Slam > Thunder Wave since it still has a very respectable 60% paralysis rate (because of Serene Grace) and then you can paralyze Groudon on the switch-in. Also a nice way to spread paralysis around against things like Taunt Mewtwo, Mew, Deoxys-S etc. Just another thought, sucks the inability to paralyze Giratina / Giratina-O then but it's stilll an option.
Something for UU, specifically to counter Registeel.
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Sableye
Moveset: FALCON PAUNCH WTF
Move 1: Focus Punch
Move 2: Substitute
Move 3: Recover
Move 4: Shadow Claw?/[Insert attack here]
Held Item: Life Orb
Ability: Stall
EVs: 252 Attack, rest to flavor as desired
Max Attack LO Sableye vs. Max Def/Max HP Registeel (438 Def & 364 HP): 176 - 208 (48.35% - 57.14%) Chance for 2HKO: 90.53%
Yeah, that's right. Fucking SABLEYE 2HKO'ing Registeel. Stall allows you to get a Sub up, though a Wishpass would definitely help if switching into a sweeper. In any case, it's mainly for both lulz and because Sableye is one of my favorite pokemon. And of course, it rolls over and DIES to Staraptor, but so doesn't most of UU. But yeah, it's pretty damn funny to have someone switch into a Sableye only to get Falcon Punched to hell.
And of course, it could be a fantastic counterpart to a SubWishPassing Vaporeon.
Something for UU, specifically to counter Registeel.
![]()
Sableye
Moveset: FALCON PAUNCH WTF
Move 1: Focus Punch
Move 2: Substitute
Move 3: Recover
Move 4: Shadow Claw?/[Insert attack here]
Held Item: Life Orb
Ability: Stall
EVs: 252 Attack, rest to flavor as desired
Max Attack LO Sableye vs. Max Def/Max HP Registeel (438 Def & 364 HP): 176 - 208 (48.35% - 57.14%) Chance for 2HKO: 90.53%
Yeah, that's right. Fucking SABLEYE 2HKO'ing Registeel. Stall allows you to get a Sub up, though a Wishpass would definitely help if switching into a sweeper. In any case, it's mainly for both lulz and because Sableye is one of my favorite pokemon. And of course, it rolls over and DIES to Staraptor, but so doesn't most of UU. But yeah, it's pretty damn funny to have someone switch into a Sableye only to get Falcon Punched to hell.
And of course, it could be a fantastic counterpart to a SubWishPassing Vaporeon.
I remember making something like this a while ago. Counter, Taunt, Fire Blast, and Protect. This was before Sucker Punch, so I had no priority move.
Name: Led to your Doom.
Move 1: Counter
Move 2: Sucker Punch
Move 3: Taunt
Move 4: Overheat / Flamethrower
Item: Focus Sash
Nature: Hasty
Evs: 252 Atk / 4 SpA / 252 Spe
IVs: 0 Def
I thought of this while looking through Counter users for my new PBR team (ZeroBPWin), I was suprised to see Houndoom had no Lead set so I made one up.
This set is meant to deal with a majority of Leads stoping or stunting their success.
Froslass was one of original threats I considered when making this up; though you can't outspeed you can Taunt killing 2 birds with 1 stone, Preventing Froslass from laying down another layer of spikes or Destiny Bonding allowing you to OHKO with Sucker Punch or Overheat easily.
Crobat, with a Hasty nature and 0 Defense IVs, Brave bat Crobat will OHKO 100% of the time taking 120% bare minimun, and Counter back KOing the little bat, same applies to Staraptor leads.
Ambipom though Trickier is also beat, Jolly Fake Out (Life Orb+Technician) won't KO Houndoom which allows him to Sucker Punch twice 2HKOing the little monkey, you can't Counter since Fake Out flinches. It can Taunt + Overheat or Taunt + Counter Steelix; Taunt + Sucker Punch(2HKO) Rotom or Overheat if you're weary of Trick, Taunt + Sucker Punch a U-Turing Uxie.
More info, You want to run 0 in def IVs it will allow you to Counter a majority of leads I just listed some of the most prominent, while Taunt can prevent you opponent's Stealth Rocks/Spikes/Toxic Spikes from being laid early in the game. Priority is always great, which is where Sucker Punch comes in. EVs put Houndoom at 279 Atk 2HKO a wide array of threats or OHKO some, while pumping the other half into Speed, and the remainder in SpA to boost Overheat's power.
Forgot to mention abilities, Early Bird is the preffered ability, though if you think you can get Houndoom in later, on a predicted Flamethrower/ Fire Blast / Overheat / Will-o-Wisp, go for Flash Fire.
You get the point. If you want calculations I can provide them. This was partly inspired by lead Arcanine, from Legacy Rider.
I'll re-edit the Speed EVs later if I recall he only needs 216.
actually i always find lower speed on machamp more optimal, as skarmory is hit much harder as it roosts. pre roost it takes 45.8-54.2%, meaning as it roosts it has a ~40% chance to be ohko'd. just my two centsThat's not really creative, and it's also not very optimal. What do those EVs do other than ensure that you're unable to threaten Skarmory as effectively?
I've got this Jirachi that I've been using as a lead in Ubers, and it works quite well I've got to say.
![]()
Jirachi
Moveset Name: Uber Lead
Move 1: Stealth Rock
Move 2: Thunder Wave
Move 3: Iron Head / Body Slam
Move 4: Toxic / Wish / Screen
Item: Chesto Berry
Ability: Serene Grace
Nature: Careful
EVs: 252 HP / 40 Def / 216 SpD
The purpose of this Jirachi is to set up Stealth Rock as quickly as possible, as well as inflicting status on problem pokemon. Obviously, Stealth Rock is in the first slot to set it up as quickly as possible. Thunder Wave is in the second slot for its ability to cripple the sweepers of the fast-paced Uber metagame. A good example would be Kyogre, who fails to OHKO with a Choice Scarf Water Spout even with a Modest nature. The set was originally designed to handle Darkrai leads, which it effectively does by absorbing sleep and then proceeding to Thunder Wave. Chesto Berry is used over Lum so that Jirachi can still paralyze Darkrai after Trick.
The other two moves on the set are left up to preference. Iron Head gives Jirachi an answer to Deoxys-E's Taunt, and allows it to potentially prevent Darkrai from firing another Dark Void once it has been paralyzed. Furthermore, Jirachi can use Iron Head's flinch effect later in the match should it be Tricked a Choice Scarf at any one time. Body Slam is still an option, though, to hit things like Taunt Mewtwo, etc, with paralysis. The final slot consists of a choice between 4 moves. Toxic lets Jirachi cripple support Groudon (whose Earthquake it survives), and also things like Lugia should the need arise. Wish can be used, albeit only for a 1 time pass most of the time. Finally, a screen is always viable, with emphasis on Light Screen for the special-based Uber metagame.
The EVs generate 404 HP / 246 Def / 319 Sp.Def. Those stats allow Jirachi to never be OHKOd by Modest Kyogre's max health Water Spout, and thus taking other special attacks with relative ease.