Yes, it definitely needs Spin support.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.
[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]
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 :/.How do you work around his lack of recovery?
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]
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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?
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:
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.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]
lol, Medicham is NeverUsed.
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.
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
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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?
Thanks and didn't notice that the set was for UU play >_>.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.
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
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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.