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

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My only gripe about that set is Focus Sash; you're going to have issues keeping it intact for the strategy to work.

As for a U-turn replacement, a screen or endeavor (considering you keep the sash) might help.
 
Would that set work best with a spinner in that case? Smeargle is pretty frail and considering you're running it with Focus Sash implies that it would be mostly used in the lead position, which would be silly to Lunar Dance that early.
 
Would that set work best with a spinner in that case? Smeargle is pretty frail and considering you're running it with Focus Sash implies that it would be mostly used in the lead position, which would be silly to Lunar Dance that early.
Yes, it definitely needs Spin support.

On a similar note, it probably works better in UU, since Hail and Sandstorm are extremely common in OU but not as common in UU.

EDIT: After some use in UU, I found that T-Wave is very useful indeed. It allows you to cripple two foes instead of one. Therefore I will keep T-Wave; however, I will replace U-Turn with Endeavor.
 
Okay, so after using RestTalk Azumaril with some sucess and finding that that it was a bit better than RestTalk Machamp in some cases, I decided to explore a bit beyond what the analysis tells about Azumaril. In the process of figureing out exactly what Azumaril can do, I found out a few more things and made a set from it. Testing this thing out proved to show that Azumaril as a tank wasn't such a bad idea... however, the only thing that messed with me were the EVs and moveslot choice... and name :/.
dpffa184.png

Azumaril
Name: Support Tank
Move 1: Waterfall
Move 2: Brick Break / Focus Punch / Body Slam / Ice Punch
Move 3: Light Screen
Move 4: Knock Off / Toxic / Encore
Item: Leftovers
Ability: Huge Power
Nature: Adamant
EVs: 252 HP / 40 Atk / 160 Def / 56 SDef​

Azumaril is commonly known for its massive Attack coupled with either a Choice Band or the ever-popular Subsitute and Focus Punch combination. With all of these offensive perks, Azumaril's Defensive capabilities aren't noticed as much, even though Azumaril itself can be bulkier and more powerful than Machamp in some cases. Azumaril can be classified as a bulky Water alongside Swampert, Vaporeon, Gyarados and some others but, Azumaril posseses something that they don't: Light Screen, Huge Power and Knock Off.​

Light Screen allows Azumaril to survive against Special Attackers such as Celebi, Heatran, Suicune and Togekiss. Setting up a Light Screen offers more survivalbility that other bulky Waters would kill for.​
Code:
[COLOR=black]When comparing Azumaril to other bulky Waters as a Tank (and support), it's really imporant to keep in mind these characteristics:[/COLOR]
 
Pros:
[LIST]
[*]Access to Light Screen, Encore, Sing, Perish Song and Knock Off
[*]Nice HP
[*]Access to Ice Punch, Focus Punch and Body Slam
[*]Respectable base 80 defenses
[*]Huge Power requiring only a slight investment in Attack in order for Azumaril to do some damage
[*]"Pure Water" typing (only Water type)
[*]Lightweight (Grass Knot and Low Kick have a 60 BP)
[*]Not many people see Azumaril defensively
[*]Azumaril is kickass [IMG]http://www.smogon.com/download/sprites/g/184.png[/IMG][/LIST]Cons:
 
[LIST]
[*]Very Slow
[*]Lacks a lot on the Special Side
[*]Isn't the bulkiest Water type
[*]Doesn't have a reliable recovery move[/LIST]

The whole point of this set really is really to use Azumaril as another bulky Water, but with better protection against Special Attackers with Light Screen. In addition to Light Screen, Azumaril also uses support options like Knock Off, Encore and Perish Song (...okay, maybe not Perish Song as much) to assist other Pokemon in its team, allowing better sweeping opportunities for Pokemon who would be generally screwed over by Choice Scarf revenge killers or a Pokemon being left with 8% of its HP after it gets hit or even if that Pokemon has trouble setting up. Encore also works nicely with Focus Punch, easing the prediction a bit.

Most of the moves in this set are self explainitory. Light Screen sets Azumaril apart from other water types (barring Suicune) and allows other Pokemon to switch in after Azumaril manages to make a safe path with its array of supporting options. Toxic nails Zapdos and Rotom-A switch ins and Encore can open up a larger path for sweeping. Focus Punch can OHKO both Tyranitar, Blissey and Magnezone if they step in on Stealth Rock while Brick break can ease the prediction and can break both Reflect and Light Screen, making it easier to attack through the common Dual Screen combination. Body Slam spreads around Paralysis while Ice Punch can really put a dent in Ground, Flying, Dragons and Grass types.

If there's Wish support available, use it as Azumaril's lack of recovery may end up coming back on you.
 
How do you work around his lack of recovery?
How anyone would work with BulkyDos or Swampert, let the Leftovers do the job. I should probabally add that Wish support would help this set. Also I don't wanna try Aqua Ring since it'll end up recovering almost nothing in the end :/.
 
Smeargle idea I tested in Ubers.

Smeargle@Focus Sash
Timid Nature (+Speed -Attack)
EVs:252HP / 252Speed
-Metal Burst
-Magic Coat
-Endeavor
-Spore

Used as lead, this guy can cause some serious trouble to your opponents.
If their lead tries to status you, Magic Coat it back. If it attacks, Metal Burst for twice as much damage. When it set ups rocks or spikes, Spore it. After Metal Bursting an attack, you can Endeavor to cripple their switch in.

P.S Hope it was understandable, my English is poor. :/
 
This will go in the Analysis Workshop once UU analysis' are allowed. Not creative, but new since Life Orb isn't mentioned anywhere in his analysis.

Medicham @ Life Orb
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Focus Punch / High Jump Kick
- Psycho Cut
- ThunderPunch
- Ice Punch

Medicham doesn't need a Choice item to be used effectively. On the contrary, this set beats many of his usual counters while overcoming the disadvantages of being locked into one attack. What really sets this apart from the Choice Band set is an insanely powerful Focus Punch, which can now be used very well since you won't have to switch after a successful hit. The plan is to pretend you are the standard Scarf or Band set while the foe switches in a common check, which is relatively easy to do as few Pokemon can take Medicham's attack. Then hit with Focus Punch, the most powerful attack in the game that won't kill you in the process.

Damage Calculations:

Code:
Focus Punch 
- max HP / 12 Def Metagross: [COLOR=red]91.76% - 108.24%[/COLOR] [B](87% chance to OHKO after Stealth Rock)[/B]
 
- max HP / 0 Def Scizor: [COLOR=red]123.84% - 145.93%[/COLOR] [B](OHKO)[/B]
 
- max HP / max Def Hippowdon: [COLOR=red]65.00% - 76.67%[/COLOR] [B](Ice Punch for the KO)[/B]
 
- max HP / max Def Suicune: [COLOR=red]69.06% - 81.19%[/COLOR] [B](ThunderPunch for KO)[/B]
 
- max HP / max Def Vaporeon: [COLOR=red]90.52% - 106.68%[/COLOR] [B](OHKO after Stealth Rock)[/B]
 
- max HP / max Def Skarmory: [COLOR=red]72.75% - 85.63%[/COLOR] [B](ThunderPunch for KO)[/B]
 
- max HP / 144 Impish Forretress: [COLOR=red]73.16% - 86.44%[/COLOR] [B](KO after ThunderPunch and Stealth Rock)[/B]
 
- 4 HP / 0 Def Salamence factoring in Intimidate: [COLOR=red]51.51% - 60.54%[/COLOR] [B](OHKO after 2 switch-ins to Stealth Rock)[/B]
 
- max HP / 220 Def Bold Celebi: [COLOR=red]38.86% - 46.04%[/COLOR] [B](Possible KO after Ice Punch and Stealth Rock)[/B]
 
- max HP / max Def Steelix: [COLOR=red]103.95% - 122.60%[/COLOR] [B](OHKO)[/B]
 
- max HP / max Def Regirock: [COLOR=red]101.10% - 119.23%[/COLOR] [B](OHKO)[/B]

By using your elemental punches along with Focus Punch, you can kill a majority of the walls out there, and decimate stall teams, allowing late game physical sweepers to clean up the mess. Focus Punch also KOs some resisted hits such as Azelf, while Psycho cut has a 91.45% to 2HKO max HP / max Def Rotom-A. The only true counter to this set is Cressalia, who unfortunately walls all Medicham. As with any Life Orb user, prediction is key. One mispredicted Focus Punch may cost you the game, or atleast Medicham. If you know your opponent has a Ghost waiting, use Psycho Cut on the switch.

lol, Medicham is NeverUsed.
 
If a set is meant for OU/Uber play, or serves a specific role/niche in that metagame, it can be posted.

By the looks of it, yours does.

I have a few gripes with the Lunar Dance set; Focus Sash will likely not be usable later in the game where the set shines, and Healing Wish (or Memento!), as previously mentioned, will usually be a better alternative since they can be more easily set up by the bulkier Lopunny/Gardevoir/Mesprit.
 
dpmfa235.png


SMEARGLE @ Focus Sash

Lunar Dancer

~Lunar Dance
~Spore
~Thunder Wave
~U-Turn​

Jolly (+Spe, -SpA)
Own Tempo
Focus Sash
252 HP/4 Def/252 Spe​


Smeargle and Cresselia are the only two Pokemon who get access to Lunar Dance, a move that causes the user to faint and fully heals the entering Pokemon. Cresselia would usually be the best user of its signature move, but Smeargle does have its uses. For instance, it gets access to Spore as well as Lunar Dance, which allows you to sleep a foe and Lunar Dance in a teammate safely, whether they keep the sleeping Pokemon in or not. Thunder Wave allows you to cripple a second opponent with good prediction, while U-Turn allows you scout while doing some (pathetic) damage.​

In addition, you can also use this set in UU, where Cress is banned. Few teams can survive a Scarfed-Medicham rampage twice, for instance, which is exactly what they will be seeing. Since your opponent might be asleep, you might even be able to set up before sweeping!​

This set is far from perfect, but it works fine for me, albeit a little hard to pull off. Comments? Anybody have a good replacement for U-Turn?​

*ahem* that set seems good, but unfortunately for you, Smeargle is now OU. Sorry.
 
This will go in the Analysis Workshop once UU analysis' are allowed. Not creative, but new since Life Orb isn't mentioned anywhere in his analysis.

Medicham @ Life Orb
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spe
- Focus Punch / High Jump Kick
- Psycho Cut
- ThunderPunch
- Ice Punch

Medicham doesn't need a Choice item to be used effectively. On the contrary, this set beats many of his usual counters while overcoming the disadvantages of being locked into one attack. What really sets this apart from the Choice Band set is an insanely powerful Focus Punch, which can now be used very well since you won't have to switch after a successful hit. The plan is to pretend you are the standard Scarf or Band set while the foe switches in a common check, which is relatively easy to do as few Pokemon can take Medicham's attack. Then hit with Focus Punch, the most powerful attack in the game that won't kill you in the process.

Damage Calculations:

Code:
Focus Punch 
- max HP / 12 Def Metagross: [COLOR=red]91.76% - 108.24%[/COLOR] [B](87% chance to OHKO after Stealth Rock)[/B]
 
- max HP / 0 Def Scizor: [COLOR=red]123.84% - 145.93%[/COLOR] [B](OHKO)[/B]
 
- max HP / max Def Hippowdon: [COLOR=red]65.00% - 76.67%[/COLOR] [B](Ice Punch for the KO)[/B]
 
- max HP / max Def Suicune: [COLOR=red]69.06% - 81.19%[/COLOR] [B](ThunderPunch for KO)[/B]
 
- max HP / max Def Vaporeon: [COLOR=red]90.52% - 106.68%[/COLOR] [B](OHKO after Stealth Rock)[/B]
 
- max HP / max Def Skarmory: [COLOR=red]72.75% - 85.63%[/COLOR] [B](ThunderPunch for KO)[/B]
 
- max HP / 144 Impish Forretress: [COLOR=red]73.16% - 86.44%[/COLOR] [B](KO after ThunderPunch and Stealth Rock)[/B]
 
- 4 HP / 0 Def Salamence factoring in Intimidate: [COLOR=red]51.51% - 60.54%[/COLOR] [B](OHKO after 2 switch-ins to Stealth Rock)[/B]
 
- max HP / 220 Def Bold Celebi: [COLOR=red]38.86% - 46.04%[/COLOR] [B](Possible KO after Ice Punch and Stealth Rock)[/B]
 
- max HP / max Def Steelix: [COLOR=red]103.95% - 122.60%[/COLOR] [B](OHKO)[/B]
 
- max HP / max Def Regirock: [COLOR=red]101.10% - 119.23%[/COLOR] [B](OHKO)[/B]
By using your elemental punches along with Focus Punch, you can kill a majority of the walls out there, and decimate stall teams, allowing late game physical sweepers to clean up the mess. Focus Punch also KOs some resisted hits such as Azelf, while Psycho cut has a 91.45% to 2HKO max HP / max Def Rotom-A. The only true counter to this set is Cressalia, who unfortunately walls all Medicham. As with any Life Orb user, prediction is key. One mispredicted Focus Punch may cost you the game, or atleast Medicham. If you know your opponent has a Ghost waiting, use Psycho Cut on the switch.

lol, Medicham is NeverUsed.

How does this set work with Expert Belt, Fist Plate, or Muscle Band? If you're going to bluff Scarf / Band, you might as well not show them that you have a LO.
 
Well, you miss out on a lot of KOs. Especially the one on Metagross, Rotom-A, Celebi, Forretress, and Regirock. I've found Life Orb to be more useful, but Expert Belt is definately an option. With Spikes support it becomes an even better option, but after a Focus Punch, the foe may just assume you aren't using a Choice item.
 
I was going through all the trick roomers, and I noticed Kecleon didn't have a set with trick room. Out of the 43 trick roomers, it's the 4th slowest, and by far the slowest and one of the only trick roomers with access to stealth rock. It's movepool isn't at all bad either.

So I made a set, tested it, and it works just fine. (:
dpmfa352.png

[SET]
Name: Suicide TR lead
Move1: Trick Room
Move2: Return
Move3: Ice Punch
Move4: Stealth rock / Fake out / Fire Punch
Item: Focus Sash
Nature: Brave
Ability: Color Change
EVs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

[p]After using Trick Room, Kecleon is faster than most UU pokemon, and certainly faster than all common UU leads. The idea is pretty straightforward; get Trick Room up, set up Stealth Rock, and even deal some damage if you can.[/p]

[p]Unlike other UU Trick Roomers, Kecleon has access to the elemental punches, which goes well with his decent 306 attack stat. Ice Punch and return hit everything for neutral damage (except for steel, which fire punch can take care of if you decide to use it in your last slot).

[p]You can definitely use stealth rock as your fourth move, as it is one of the only UU Trick Roomers that learns it (and the slowest of those who do). Fake Out is there if you don't need another physical move, or for breaking sashes. Other than that, any physical move will do, if you want a little extra coverage.[/p]

-

edit: yeah, I need to edit some of this.
 
Cost, the idea is nice, but it seems like you're trying to make Kecleon deal as much damage as possible, but your powerful Trick Room sweepers will do a much better job at damaging. I think the point of most "suicide" Trick Roomers is to get the room up and get out of the way as fast as possible to give your sweepers as much time to sweep as possible. Right now, it seems like you're trying to make Kecleon poke some things around while the timer counts down your Room. :|

Although on second glance, his attack isn't that terrible, so I'm unsure now. :D
 
I think that the Kecleon lead is better off being a trick room lead that boasts Stealth Rock.

Fake Out (because it's free damage) -> Trick Room -> Stealth Rock: It sets up rocks, deals a little damage, and is only open to one attack before Rocks are up, which is easily fixable by using a Focus Sash.

The last slot can be used for whatever you want. You wind up with 2 turns of useable Trick Room time for your switch-in, which is enough time for something like Power Trick Shuckle to set up and start killing.

You could just take your chances, if you think Kecleon can take 2 hits (3 if the other lead is an Ambipom), and do SR -> Trick Room -> Switch.
 
Houndoom Lead

Houndoom is a great attacker, boasting two immunities, high speed, and wonderful Attack and Special Attack stats. Houndoom does, however, have a 2x weakness to Stealth Rock, limiting his ability to switch in and out repeatedly - something that limits his ability to be a sweeper. But, if a Stealth Rock weakness is the problem, being a lead is the cure, and Houndoom makes a good lead.

Lead Houndoom
dpmfa229.png

Houndoom @ Focus Sash
Ability: Flash Fire
Nature: Adamant (+Atk, -SpA)
EVs: 40 HP, 252 Atk, 216 Spe
-Taunt
-Counter
-Sucker Punch
-Fire Fang​

This lead requires a bit of prediction, but can be truly devastating if you can get it right. Taunt lets you make sure your foe is going to attack you, and can counter slower leads that want to set up Stealth Rock. Counter returns a foe's physical attack, which you're guaranteed to survive because of your Focus Sash, likely resulting in an OHKO. Sucker Punch lets you smack special attackers around after taunting them. It also helps you capitalize on enemies trying to finish you off after taking a hit and Countering it. Fire Fang provides secondary STAB, just in case.
216 Speed EVs allow Houndoom to outspeed neutral nature Base 90 Speed pokemon.
 
A lead Houndoom was posted earlier in the thread.

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.

Same concept between the two; he just opted for a special fire move (probably because Fire Fang blows).
 
Castform can now learn Last Resort in Platinum, with STAB giving a base power of 195. All of Castform's movesets in the Strategydex are special based. The advantages of having a wide variety of types are clear, however Last Resort offers an excellent suprise attack. With Castform expected as a special attacker, it is likely pokémon with higher special defensive abilities will switch in, or active pokémon with frail physical defense will not worry.

Castform @ Life Orb
Adamant 252 Atk / 80 Def / 176 Spe
~ Thunder Wave
~ Last Resort

Castform can leave status and gain the speed advantage still without arising suspicion, then dish out a 195 power attack from the unexpected physical side. I think it deserves a mention on the Strategydex as another option for Castform. A gimicky option but for a gimicky pokémon. If someone is prepared to use castform, a set like this may be one of the better options.
 
If you're going to use that terrible gimmick, you might as well use Persian or Ambipom with Life Orb and Fake Out.

All Rock, Ground, and Steel types wall that set however.

MRobinson, PM me if you're still interested in advice on a write-up or want help with anything.
 
Houndoom is a great attacker, boasting two immunities, high speed, and wonderful Attack and Special Attack stats. Houndoom does, however, have a 2x weakness to Stealth Rock, limiting his ability to switch in and out repeatedly - something that limits his ability to be a sweeper. But, if a Stealth Rock weakness is the problem, being a lead is the cure, and Houndoom makes a good lead.

Lead Houndoom
dpmfa229.png

Houndoom @ Focus Sash
Ability: Flash Fire
Nature: Adamant (+Atk, -SpA)
EVs: 40 HP, 252 Atk, 216 Spe
-Taunt
-Counter
-Sucker Punch
-Fire Fang​

This lead requires a bit of prediction, but can be truly devastating if you can get it right. Taunt lets you make sure your foe is going to attack you, and can counter slower leads that want to set up Stealth Rock. Counter returns a foe's physical attack, which you're guaranteed to survive because of your Focus Sash, likely resulting in an OHKO. Sucker Punch lets you smack special attackers around after taunting them. It also helps you capitalize on enemies trying to finish you off after taking a hit and Countering it. Fire Fang provides secondary STAB, just in case.
216 Speed EVs allow Houndoom to outspeed neutral nature Base 90 Speed pokemon.

What does this achive that Weavile doesn't? Weavile's superior Speed and Ice Shard make up for Sucker Punch and oh, it also has a higher Attack stat and can break the Focus Sashes of other leads, making Counter a bit easier to use >_>. I really see no advantages here :(.

Any comments on my set? I'm still very unsure about the EVs, can anyone help me with that?
 
What does this achive that Weavile doesn't?

Competing in UU.

About your set, it has way too many slashes. Yes, pokemon have a lot of options available and can make them work, but a set is supposed to narrow down those options into a solid strategy. But on the actual premise of the set, it doesn't look that effective to be honest. The set has troubles actually dishing out damage, and of course without enough damage the set becomes a burden. Yes, light screen is available to enhance durability, but that doesn't help much if you can't abuse it properly.
 
Competing in UU.

About your set, it has way too many slashes. Yes, pokemon have a lot of options available and can make them work, but a set is supposed to narrow down those options into a solid strategy. But on the actual premise of the set, it doesn't look that effective to be honest. The set has troubles actually dishing out damage, and of course without enough damage the set becomes a burden. Yes, light screen is available to enhance durability, but that doesn't help much if you can't abuse it properly.
Thanks and didn't notice that the set was for UU play >_>.
 
Houndoom is a great attacker, boasting two immunities, high speed, and wonderful Attack and Special Attack stats. Houndoom does, however, have a 2x weakness to Stealth Rock, limiting his ability to switch in and out repeatedly - something that limits his ability to be a sweeper. But, if a Stealth Rock weakness is the problem, being a lead is the cure, and Houndoom makes a good lead.

Lead Houndoom
dpmfa229.png

Houndoom @ Focus Sash
Ability: Flash Fire
Nature: Adamant (+Atk, -SpA)
EVs: 40 HP, 252 Atk, 216 Spe
-Taunt
-Counter
-Sucker Punch
-Fire Fang​

This lead requires a bit of prediction, but can be truly devastating if you can get it right. Taunt lets you make sure your foe is going to attack you, and can counter slower leads that want to set up Stealth Rock. Counter returns a foe's physical attack, which you're guaranteed to survive because of your Focus Sash, likely resulting in an OHKO. Sucker Punch lets you smack special attackers around after taunting them. It also helps you capitalize on enemies trying to finish you off after taking a hit and Countering it. Fire Fang provides secondary STAB, just in case.
216 Speed EVs allow Houndoom to outspeed neutral nature Base 90 Speed pokemon.


I would go with Lonely or Mild on this set and Fire Blast/Overheat > Fire Fang. With Counter, you want to be taking as much damage from physical attacks as possible, and Fire Fang blows, so why not make him mixed? The 40 EVs in HP can be invested into Special Attack.
 
Darn, with Smeargle now in OU I had to make a new lead set D:

dpmfa235.png


SMEARGLE @ Choice Scarf

"Double Powder" Anti-Lead

~Lunar Dance
~Spore
~Thunder Wave
~Trick​

Jolly (+Spe, -SpA)
Own Tempo
252 HP/4 Def/252 Spe

Similar to the Anti-lead set, with some extra tricks. Like other Trickscarf leads, you Trick the Scarf onto your opponent's lead, who will (hopefully) be caught in Taunt or SR. If they use Taunt, you can anticipate a double switch and send in one of your other Pokemon. If they use Stealth Rock, you can use Spore in hopes of crippling the switch-in, followed by T-Wave to hurt the next one too before switching out. With a little bit of luck and lots of strategy, you can effectively cripple half of your opponent's team.

This set works best against common leads. You can take Azelf/Aerodactyl's Focus Sash and bring in Smeargle towards the end of the battle to do your "Double Powder" combo again before Lunar Dancing if there are no entry hazards. Or, you could just bring it back in on one of your opponent's statused Pokemon and Lunar Dance anyways. It also works well against Metagross/Jirachi/Scizor when paired with Magnezone. Trick the Scarf onto the Steel-type (hopefully on a Steel-type or nondamaging move) and bring in Magnezone to secure the kill.
 
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