• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

New and 'creative' moveset/EV spread thread Mk. 5

Sharpedo
Item: Focus Sash
Nature: Hasty/Naive

Move #1: Super Fang
Move #2: Crunch
Move #3: Surf/Hydro Pump
Move #4: Earthquake

EVs: 252 Speed, 176 Atk, 80 Sp Atk

You'll need to switch this guy from U-turn, or after a kill since he has piss poor defenses. Super Fang walls, and Ghosts immune to Super Fang will absolutely hate a STABbed Crunch from base 120 attack. After a Super Fang, your other attacks will KO your opponent, choose the most suitable move to hit the opponent with, like Surf a Scizor and such. Focus Sash ensures you live to KO at least 1 opponent.
 
What are those EVs for? Do you realize that focus sash is pretty much an useless item on anything not supposed to lead your team? Try to provide a better descriptions for your set.

@the Mightyena set: do you know that it has a second ability called quick feet? Intimidate just seems counter productive for something that's running a -Def nature and counter. Quick feet on the other hand might help you to use super fang better if something like Jirachi's body slam manages to status you. Again, focus sash is unreliable so you should use that set as a lead.
 
Here's an alternate EV spread I've been using for Specsdra and it secures so many KOs that the original Timid one misses out on. I'm amazed. Here are some damage calcs in the rain.

EVs: 26 HP/232 Spd/252 SAtk

252 Modest Choice Specs Kingdra Hydro Pump

vs. 128/0 Timid Leftovers Latias : 46.2% - 54.7%
vs. 24/232 Calm Leftovers Blissey : 34.9% - 41.1%
vs. Naive Life Orb Salamence : 78.9% - 92.7%
vs. 156/0 Adamant Leftovers Gyarados : 52.4% - 61.6%
vs. 12/0 Modest Petaya Berry Empoleon : 61.5% - 72.8%
vs. 252/0 Bold Leftovers Celebi : 48% - 56.4%

As you guys can see, it just barely 2KOs these guys, but a Modest nature prevents Leftovers from saving them after switching into SR. Latias has a 98.62% chance to get 2KOed and is taking the least amount of damage after Blissey out of all these Pokemon. Timid misses out on a lot of these KOs, but allows it to beat other Rain Dance teams. I'm using it to kill these guys and then pull out Kabutops to sweep with Celebi out of the way.

Edit: It's so ridiculously easy to spam Hydro Pump with Kingdra. Everything in OU bar Tentacruel, Blissey and Vaporeon (who fear Draco Meteor) is 2KOed after SR. And this is just one move coming from Kingdra with little support provided easily by something like Azelf.
 
I run a new Ev spread that me and some buddies came up with for a sort of cross between BulkyDos and the offensive DDancer. I call it Bulky JollyDos.

Gyarados@Leftovers
Jolly Nature
Ability: Intimidate
104 Hp, 192 Atk, 40 Def, 172
-Dragon Dance
-Waterfall
-Stone Edge
-Bounce/Taunt

This set outspeeds base 130's after a DD, which we all know is so easy to slip in, has relative bulk, and still has the attack stat of BulkyDos to secure the necessary KO's
 
What's the EVs significance? Do the Atk EVs achieve some significant ohko or 2hko? Can you add some damage calculations? Read the OP, posting a set without giving a detailed explanation is pretty much useless and against the rules of this thread.
 
I've had HUGE success with this set, mostly because of Extremespeed and the threat of Outrage. I'll get some calcs up after school and maybe add on to the description. I'm surprised I didn't see this option in the analysis for Dragonite, so I decided to enter it here. Anyway, onwards!

Dragonite @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spd
Adamant nature (+Atk, -SAtk)
- Aqua Tail / Dragon Claw
- Extremespeed
- Outrage / Dragon Claw
- Superpower

This variation of Choice Banded Dragonite clearly illustrates why one would use Dragonite over Salamence. Dragonite's Speed is bad to average, even when maxed out. Salamence can run a very similar set with higher attack (though only slightly) and much more speed at the cost of bulk. However, this Dragonite, as well as many is not most Choice item pokemon, functions as a hit-and-runner, coming in to take care of a certain threat and then removing itself from the scene afterwards, so bulk is not a concern. However, Dragonite has 2 things Salamence doesn't: Superpower and Extremespeed. These two moves make the set work. Superpower hits any Steel-type coming expecting a Dragon-type attack for at least neutral damage. Extremespeed is the other reason to use CBNite over CBMence, allowing Dragonite to bypass his poor Speed stat and act as a powerful revenge killer. With Life Orb, Sandstorm, and Stealth Rock everywhere, opposing pokemon are often in Extremespeed's KO range without any work. As an attack itself, not much enjoys a hit from a 80 BP off a 604 Attack stat. The last two attacks are almost purely personal preference. A Dragon-type attack is rather necessary, as it provides a solid STAB attack for Dragonite to work off of and hits everything but Steel-types for at least neutral damage. Outrage is the preferred option because of its sheer power, though Dragon Claw can be used instead or even alongside Outrage. The issue of Outrage v. Dragon Claw is the same as ever: power vs. the ability to switch away from a threat. Aqua Tail is a fantastic attack that OHKOs many pokemon attempting to switch cleverly into an Outrage. It also allow Dragonite to take out Hippowdon without locking itself into Outrage and takes out Heatran switch-ins. In fact, Aqua Tail hits pretty much everything in OU other than Vaporeon hard. An attack that is not listed is Earthquake, which is largely outclassed in this set, as Superpower and Aqua Tail give excellent coverage and power that makes Earthquake unnecessary. In a pinch, Earthquake could be put over Aqua Tail in the first slot, but Aqua Tail's excellent typing and power makes it the superior choice on this CBNite.

An Adamant nature is absolutely necessary to this set's success, so Jolly is not an option. Extremespeed does not need any Speed EVs to be effective, but Dragonite himself needs them rather badly, especially when locked into Outrage. With a Jolly nature, Hippowdon and Cresselia now survive the switch-in and, even more disturbingly, Extremespeed fails to function as a premium revenge attack.
 
New Lead Jirachi

385.png

@ Expert Belt
Ability: Serene Grace
EVs: 10 HP/252 Atk/64 SpD/184 Spe
Nature: Jolly
- Iron Head
- Fire Punch
- Ice Punch
- Stealth Rock

Nothing too special but with an expert belt, Ice Punch is a guaranteed OHKO on Lead Dragonite, and Magnezone is 2HKOed, while still being able to force out Roserade and Smeargle leads. This lead Jirachi can lay down SR and still check MixMence and Latias, plus SD Luke if in good health. 184 Spe EVs gives it 310, to outrun lead Gliscor who aim to outrun other lead Gliscors. Though lately I have seen people run max speed on lead Gliscors. 64 EVs in SpD gives Jirachi a 59% chance to survive a LO Fire Blast from Lead Azelf, and help take Draco Meteors. Remaining EVs put into HP.
 
Dragonite @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spd
Adamant nature (+Atk, -SAtk)
- Aqua Tail / Dragon Claw
- Extremespeed
- Outrage / Dragon Claw
- Superpower
I've been using CB Nite too, and it hits incredibly hard but can also function as a great revenge killer for threats like Gyarados and Starmie, which Scizor can't do as effectively. Its also an amazing check to opposing Rain Dance teams thanks to Extreme Speed. I ran a much bulkier spread of 208 HP / 252 Att / 48 Spd which outran no speed Suicune and Cresselia. However, i think your EV spread makes more sense, as I relied on Extreme Speed too much to check things, although I think the Speed is a bit much - base 80 isn't as common as in UU. I'd hit 246 (200 EVs) to outrun TTar and stuff and throw the extra 56 EVs into HP or a defence.
 
Okay I have two sets, both are anti-leads.

235.png

Anti-Lead V2.0
Nature: Jolly/Timid
EV's: 4 HP/252 Def/252 Spe
Ability: Own Tempo
Held Item: Focus Sash
Protect/Encore
Magic Coat
Stealth Rock
Taunt/Spore

The way this set is played is differently from the other anti-lead set. Depending on what you're facing, you use a different move. Against sleep-inducing leads like Roserade and other Smeargle, begin with Magic Coat and bounce their sleep move right back at them, giving you the advantage. Proceed by setting up rocks while they switch out, then Protect (to scout the opponents next move), or switch out to an appropriate counter. Against slower leads like Swampert or Hippowdon, Taunt or Spore is the move to use. Spore is more effective in the wau that it completely disables them until they wake up, while Taunt can stop them if they decide to switch to something like Tauntados, SleepTalkDos, Curselax, or other things that can absorb status and set up. Against faster leads that have Taunt, such as Azelf, or Aerodactyl, you have two options. The first is to Protect and scout what they will do (Most likely Taunt or Attack), then depending on what they do, you should probably switch out to something else. Faster Taunters are the bane of this set.

For the first and last slot, there are pros and cons to each. Protect makes an excellent scouting move, while Encore can disable slower leads. Protect tends to be the more effective move because it can avoid the ominous Fake Out. Between Taunt and Spore, Spore seems to usually be the better choice because you have the ability to completely disable opposing slower leads.


428.png

Anti-Lead V1.0
Nature: Jolly
EV's: 90 HP/168 Def/252 Spe
Ability: Klutz
Held Item: Choice Scarf
Fake Out
Magic Coat/Protect
Baton Pass
Switcheroo

Lopunny's unique ability Klutz is both a blessing and a burden. On the upside, you aren't negatively affected when you are tricked into a shitty item you don't want. On the downside, items with positive effects don't work on you either. So to remedy this, Lopunny given the Choice Scarf with the move Switcheroo can cause havoc on the enemy.

Depending on the lead you are facing, you have a multitude of options to choose from. Against much slower leads (like Hippowdon, Swampert, or Forretress), use Switcheroo followed by Baton Pass. Baton Passing without any boosts may seem like a horrible idea at first, but remember that if the opponent switches (they most likely will seeing as they have a Choice Scarf attatched now), you move second. They switch, you use Baton Pass, and you can safely switch to a reliable counter without worry. Against Infernape leads (or other slower leads with Fake Out), use Fake Out (assuming the opponent is using the set on the smogon strategy dex then you will be faster) to break the sash, then Switcheroo (they will most likely use Close Combat so another choice is to Baton Pass to a ghost/fighting resistant type who can KO them). Against faster taunting leads like Azelf and Aerodactyl, your only real choice is to Fake Out, then switch to an appropriate counter. Against slower Taunters use Fake Out followed by Switcheroo. Against sleep-inducing leads like Roserade, Fake Out to break the sash, then Magic Coat to reflect their sleeping move right back in their faces. There are a multitude of other options against opposing leads, but I won't list all of them because that would take a long time.
 
Pokemon Name: Electrode
101_electrode_1_m.png

Moveset Name: Thieving Bomb
Move 1: Thief
Move 2: Explosion
Move 3: Reflect/Thunderbolt/Lightscreen
Move 4: Reflect/Thunderbolt/Lightscreen
Item: None
Ability: Static
Nature(s): Hasty/Jolly
EVs: 0/252/0/4/0/252

I have tested it a few times in OU. Whenever I did, the person reacted as if Electrode was about to Explode, only to find that it would steal first. The reason for no item is due to the limitations of Thief. I have yet to test Salac Berry, which would allow for more SpA EVs. If you have any other suggestions for consumable items that would still allow Thief to be used before Electrode explodes, then by all means, suggest them

Hasty if using Thunderbolt, Jolly if going with Double Screen. The strategy is as follows:

Use Thief
If Electrode is about to faint after Thief, explode. Otherwise, set up a screen
If Electrode is about to faint after setting up Reflect/Light Screen, explode. Otherwise, set up the other screen/use Thunderbolt
If Electrode is about to faint after using Thunderbolt/Setting up both screens, explode. Otherwise, keep Thunderbolting until you think Electrode is too weak to survive another attack

EDIT: Did some more tests. It is pretty effective at countering Azelf

It seems to be that my set got buried

As an addition to the notes above, the only lead that has been able to wreck it so far is Azelf's Trick Set
 
acid_paradox:the lucario set dont really look usable to me, he get crunch(physical dark pulse) and ice punch(physical hidden power ice) so there is no need to run a mixed SD set, the specific targets will be ohko by the right atacks anyway, and after SD the physical moves will completely outclass the special ones
 
350.png

Milotic
The Hydra effect

Substitute
Toxic
Recover
Surf/Hidden power electric

Nature: Bold
Ev's: 252 HP 252 Defense 6 Sp. Def.

With a pokemon so bulky as milotic that is such a pain to kill with even super effective moves I decided I should create a more frustrating version of the standard defensive milotic, with its bulkyness in the physical side and great chances to swich in, this Milotic can really be a pain to take down. Swich into something it resists or that it might take little damage from, Substitute the first turn and toxic the second, simple as that. It also helps to scout out your oponents team and status incoming swich ins, being completely walled only by Empoleon/starmie If it has surf and Steelix If it has Hp Electric, And it even beats blissey on 1vs1. Recover is there for obvious reasons as it will allow milotic to last, I've found myself swiching into vaporeons surf, about 80% of them use toxic on the second turn, only to be outsped and poisoned the next turn, I've tested it and it has been a great team support for scouting with sub and statusing with toxic.

For better results pack roar as some pokes might sub on your toxic and use you as a set up fodder.
 
Milotic doesn't learn roar. Taunt Gyarados completely stops this set and sets up on it, same with substitute Kingdra. I think that ice beam or hp electric are still the best choice over substitute, especially since, thanks to marvel scale, Milotic doesn't fear statuses that much.
 
Milotic doesn't learn roar. Taunt Gyarados completely stops this set and sets up on it, same with substitute Kingdra. I think that ice beam or hp electric are still the best choice over substitute, especially since, thanks to marvel scale, Milotic doesn't fear statuses that much.

I think I didn't make myself clear, I meant pack roar with a team mate not with Milotic itself, The point of the set is to stall toxic as much as possible, not to counter every pokemon, and absolutely every single gyarados i've faced has fallen for toxic either trying to break the sub or expecting a weak ice beam, on the other hand, without substitute toxic stall becomes much more difficult to exploit and you also loose the 1 free turn after your oponent swiches out, thats why i added to pack roar, cause pokemon that use substitute to set up might use you as fodder.
 
Okay I have two sets, both are anti-leads.

235.png

Anti-Lead V2.0
Nature: Jolly/Timid
EV's: 4 HP/252 Def/252 Spe
Ability: Own Tempo
Held Item: Focus Sash
Protect/Encore
Magic Coat
Stealth Rock
Taunt/Spore

The way this set is played is differently from the other anti-lead set. Depending on what you're facing, you use a different move. Against sleep-inducing leads like Roserade and other Smeargle, begin with Magic Coat and bounce their sleep move right back at them, giving you the advantage. Proceed by setting up rocks while they switch out, then Protect (to scout the opponents next move), or switch out to an appropriate counter. Against slower leads like Swampert or Hippowdon, Taunt or Spore is the move to use. Spore is more effective in the wau that it completely disables them until they wake up, while Taunt can stop them if they decide to switch to something like Tauntados, SleepTalkDos, Curselax, or other things that can absorb status and set up. Against faster leads that have Taunt, such as Azelf, or Aerodactyl, you have two options. The first is to Protect and scout what they will do (Most likely Taunt or Attack), then depending on what they do, you should probably switch out to something else. Faster Taunters are the bane of this set.

For the first and last slot, there are pros and cons to each. Protect makes an excellent scouting move, while Encore can disable slower leads. Protect tends to be the more effective move because it can avoid the ominous Fake Out. Between Taunt and Spore, Spore seems to usually be the better choice because you have the ability to completely disable opposing slower leads.


428.png

Anti-Lead V1.0
Nature: Jolly
EV's: 90 HP/168 Def/252 Spe
Ability: Klutz
Held Item: Choice Scarf
Fake Out
Magic Coat/Protect
Baton Pass
Switcheroo

Lopunny's unique ability Klutz is both a blessing and a burden. On the upside, you aren't negatively affected when you are tricked into a shitty item you don't want. On the downside, items with positive effects don't work on you either. So to remedy this, Lopunny given the Choice Scarf with the move Switcheroo can cause havoc on the enemy.

Depending on the lead you are facing, you have a multitude of options to choose from. Against much slower leads (like Hippowdon, Swampert, or Forretress), use Switcheroo followed by Baton Pass. Baton Passing without any boosts may seem like a horrible idea at first, but remember that if the opponent switches (they most likely will seeing as they have a Choice Scarf attatched now), you move second. They switch, you use Baton Pass, and you can safely switch to a reliable counter without worry. Against Infernape leads (or other slower leads with Fake Out), use Fake Out (assuming the opponent is using the set on the smogon strategy dex then you will be faster) to break the sash, then Switcheroo (they will most likely use Close Combat so another choice is to Baton Pass to a ghost/fighting resistant type who can KO them). Against faster taunting leads like Azelf and Aerodactyl, your only real choice is to Fake Out, then switch to an appropriate counter. Against slower Taunters use Fake Out followed by Switcheroo. Against sleep-inducing leads like Roserade, Fake Out to break the sash, then Magic Coat to reflect their sleeping move right back in their faces. There are a multitude of other options against opposing leads, but I won't list all of them because that would take a long time.
I've been using the smeargle set recently on Shoddy, and it's working pretty well. I can almost always get rocks up while sleeping something on the opposing team. Magic Guard almost always fools sleeper leads, and can be brought back in against something that tries to Toxic stall. It's even worked on things like Uxie that try to Phaze me with Yawn. I will do some more set testing.

I'd like some more feedback on the Lopunny set please.
 
482.png

Azelf @ Life Orb
Ability: Levitate
Evs: 252 speed / 128 atk. / 128 sp.atk.
Nature:Naive
Moves:
Flamethrower
Ice punch
Shadow Ball
U-turn / Thunderpunch

With this EV spread azelf reaches 361 speed and 413 both offenses which is very impressive to me only disadvantage here is 10% recoil by life orb and causing this already frail pokemon to be even more easier to take down but with good prediction Azelf can work like wonders for your team. Flamethrower is for bug and steel types especially Scizor, or Jirachi/Metagross who would love to set up. Ice punch is for the dragons who think they can set up commonly Salamence, Latias. Shadow Ball is there for obviously opposing ghosts such as Gengar which is an unexpected switch-in against Azelf but anyway.. Lastly u-turn is good as a safe switch-out or make some decent damage to dark/psychic types if you can risk losing Azelf and if your team has problems with water types Thunderpunch is also a good option.
 
Scizor just CB bullet Punches, so that doesn't work.
Scarfed anything of enough speed (this includes Jirachi) with any strong attack can beat Azelf. Occa Berry Metagross (lead) with MM + BP defeats that Azelf. ScarfGar, if it gets in, wreaks havok. Otherwise, it seems ok.
 
Not exactly an innovative set. HP ice > ice punch in my opinion: you can hit harder Hippowdon and you'll ohko Slamence, Flygon and Dragonite anyway. Ice punch only hits harder Latias, but U-turn can severely cripple her nonetheless. You need fire blast to have an almost guaranteed ohko on Metagross. The lack of a stab move makes it extremely hard for this set to break walls that are neutral to its attacks (see Swampert): why shadow ball over psychic?
 


Jynx @ Focus Sash
Ability : Oblivious
Nature: Timid
EVs: 6 HP / 252 SpA / 252 Spe
-Lovely Kiss
-Ice Beam
-Fake Out
-Counter/Grass Knot
One day I was thinking about making a new team, and I wanted originality. The result is this awesome, forgotten NU Pokemon. Jynx is an excellent lead if you want to have an early advantage over your opponent, and is far from a gimmick. She has a very good chance of seeing and eliminating half of your opponents team before going down. She has her stats in just the right places too. She crucially outspeeds Roserade, Metagross, Dragonite, Heatran, at worse tying with Gliscor, but leads never invest in max speed, and her pathetic defense means Counter will always kill physical leads. Her SpA is excellent as well, letting Ice Beam deal some massive damage to anything that doesn't resist it. The reason I say she can play through so many Pokemon in a team is this: She can cripple with Lovely Kiss (it's as accurate as Sleep Powder), net a kill with Ice Beam and bring another Pokemon down with Counter (she lures in Scizor who hopes to use one of his STAB attacks, only to meet the Sash and get killed by Counter). Then, when she's at one HP, she can still punch holes in the opposite team with more Ice Beams. She also outspeeds neutral natured Salamence. To give you an example of how awesome it is to lead with Jynx, I'll show you how she fares against the most common leads out there. Just watch out for Infernape and Scarfed Jirachi, since you will never beat them. I recommend pairing her up with Gyarados for this reason, since he has an easy time against them.
vs. Aerodactyl: Fake Out first turn to break the Sash, then follow up with Ice Beam. They will normally SR, mabye Taunt, which can be annoying later when she kills him.
vs. Azelf: Fake Out for the Sash, then follow up either with Lovely Kiss or Ice Beam (I think it kills Naive ones).
vs. Roserade: Easiest match up. Break the Sash, then OHKO with Ice Beam.
vs. Dragonite: OHKO with Ice Beam. Don't Fake Out, because it has Inner Focus
vs. Gliscor: They never invest in max speed, so just OHKO with Ice Beam.
vs. Hippowdon: I believe Ice Beam OHKOs this thing too. If not, it doesn't matter, just follow up with another one, since they will SR at the start.
vs. Heatran: Lovely Kiss it to cripple it.
vs. Metagross: Here, you have to choose between Lovely Kiss and Counter. Kiss it if you think it's gonna SR, Counter if you thinks it's gonna attack
vs. Machamp: Avoid confusion from Dynamic Punch with Oblivious, and kill it with Counter.
vs. Swampert: If you chose Grass Knot, obviously a OHKO. If not, cripple it with Lovely Kiss
So please, give my Jynx a go! It's original, fun to use and extremely lethal! I'd go so far as to predict a rise to OU just because of this set (I really don't mean to boast, but I'm really pround of it and so far has NEVER failed me).
 
Lots of lead Gliscor invest in Max speed (more so than gliscor outside the lead position actually, because they compete with other Gliscor). The latest stats say 15.4% run max speed, but I suspect that this is better represented among better players.

I think you still win though.
 


Jynx @ Focus Sash
Ability : Oblivious
Nature: Timid
EVs: 6 HP / 252 SpA / 252 Spe
-Lovely Kiss
-Ice Beam
-Fake Out
-Counter/Grass Knot

[Stuff about set...]

vs. Machamp: Avoid confusion from Dynamic Punch with Oblivious, and kill it with Counter.

Kudos to originality! I may try this too! Just one thing, though. Oblivious doesn't block confusion - it blocks infatuation from Attract and Cute Charm. Your thinking of Own Tempo, which Jynx, I'm afraid to say, does not have.
 
About the Jynx Lead, why don't you put Focus Blast on her instead of Lovely Kiss? In your analysis i see that you use Lovely Kiss just for Heatran and cripple the foe, but having counter for things like Swampert and Gross, you can put Focus Blast to kill those Heatran and Tyranitar (who breaks your sash)
 
Back
Top