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New and 'creative' moveset/EV spread thread - UU Edition

Weather Counter Gardevoir

Gardevoir
Ability: Trace
Nature: Modest
Item: Life Orb
EVs : 64 HP / 252 SpA / 192 Spe
- Psychic
- HP Fire
- Grass Knot/Thunderbolt
- Encore

Gardevoir makes an excellent check to annoying hail, sunny day and rain dance teams. This is thanks to its ability, Trace. Sporting an absolutely massive base special attack, it can rip through most weather teams. The trick to making gardevoir work though is getting it into a pokemon with the ability chlorophyll, swift swim, snow cloak or ice body. Gardevoir then traces that ability and uses the foes weather against him. Gardevoir isn't dead weight though when a weather team is absent, since it's still a great user of encore and a special powerhouse. The EVs let her outspeed the standard kabutops in the rain, while special attack was maximised to deal as much damage as possible. The rest was dumped into HP for some bulk, although a simple 252 spread is also perfectly viable, meaning you always at least tie with kabutops. Psychic is just a simple STAB move gardy can use to great effect. HP fire helps against SD teams, since most team members are grass, have low special defense and it also gets boosted by the sun, giving gardy semi stab. GK and thunderbolt deal with RD pokemon, always ohkoing the rby fossils, and i think also killing other rain sweepers. Thunderbolt can be used for the lighter pokemon though. Encore lets her, well, encore support moves like rd, sd, sr, reflect and the like.

Nice Gardevoir! I sometimes use weather teams, and I know that I would scream if this came in on a Tangrowth, Ludicolo, or another Weather Sweeper. Also, the fact that you can use it even against non-weather teams impresses me. Just one tiny thing: Don't forget about Tracing Sand Veil in Sandstorm! Great job with this set!
 
As long as you have a good spinner, it's no big deal. I've never had problems with it, and even so, Leftovers can heal off the damage. However, this set is much more NU-oriented, so I can see how it would run into a few problems in other tiers. This is exactly why I'm hoping Mag doesn't get banned, lol. I've had way too much fun with it in NU.


smogon doesn't tier NU so unless Project NU is doing it or its usuage goes up in UU it won't be banned.

Spinning is a little harder in UU with Missy, Rotom, and Spiritomb running around.
 
smogon doesn't tier NU so unless Project NU is doing it or its usuage goes up in UU it won't be banned.

Spinning is a little harder in UU with Missy, Rotom, and Spiritomb running around.

Alright, that makes sense. I didn't know Smogon didn't tier NU; I'm still relatively new here. In that case, sweet. This Mag is directed toward NU anyway; it puts me at ease to know that it has a lower chance of being banned than I had thought.
 
here is a little set I messed around with for milotic

this is my offensive milotic set that I've used and works pretty well for me


Milotic
modest~marvel scale
evs: 68def/252 spatk/190 speed
reccomended item salac berry

move set: surf or hydro pump/ hp grass/ recover/ ice beam

ok so here is what should happen

milotic's spdef is already great so i placed no evs there but the defense needs to be up because we want milotic to be able to take hits from both sides however we don't need to much defense because you can just always absorb some status and raise you defense with marvel scale and with 68 def evs you have 210 defense so that's enough bulk to let you take some hits. 252 spatk evs give you 328 of course. and with the speed evs milotic hits 245 but after salac berry activates you are at 367 which is enough to out speed base 115 pokemon and if you gauge the damage your opponent does to your Pokemon you can recover the same turn your berry activates that why you can have a healthy bulky sweeper
 
Weather Counter Gardevoir

Gardevoir
Ability: Trace
Nature: Modest
Item: Life Orb
EVs : 64 HP / 252 SpA / 192 Spe
- Psychic
- HP Fire
- Grass Knot/Thunderbolt
- Encore

Gardevoir makes an excellent check to annoying hail, sunny day and rain dance teams. This is thanks to its ability, Trace. Sporting an absolutely massive base special attack, it can rip through most weather teams. The trick to making gardevoir work though is getting it into a pokemon with the ability chlorophyll, swift swim, snow cloak or ice body. Gardevoir then traces that ability and uses the foes weather against him. Gardevoir isn't dead weight though when a weather team is absent, since it's still a great user of encore and a special powerhouse. The EVs let her outspeed the standard kabutops in the rain, while special attack was maximised to deal as much damage as possible. The rest was dumped into HP for some bulk, although a simple 252 spread is also perfectly viable, meaning you always at least tie with kabutops. Psychic is just a simple STAB move gardy can use to great effect. HP fire helps against SD teams, since most team members are grass, have low special defense and it also gets boosted by the sun, giving gardy semi stab. GK and thunderbolt deal with RD pokemon, always ohkoing the rby fossils, and i think also killing other rain sweepers. Thunderbolt can be used for the lighter pokemon though. Encore lets her, well, encore support moves like rd, sd, sr, reflect and the like.

This set is creative and really clever. It cover both Sun and Rain, which are a pain to many UU teams. I would run Thunderbolt over Grass Knot, or Houndoom will come in a cause problems. You should maybe write analysis on this.
 
I've been running a Psychic/HP Fire/Sunny Day/Tbolt Gardevoir (with an almost identical IV spread) on my Sunny Day team as insurance against rain, and I'm not overly impressed with it, to be honest.

The thing is, it gets walled pretty hard by most dedicated setup pokes, not to mention that that specific set gets outsped and OHKO'd by Qwilfish and Kabutops. You need to run Timid with 204 Spe or Adamant Qwilfish will beat you, and Jolly (seen a quarter of the time) still gets the jump. +Spe instead of +Satk takes Gardevoir's offenses down a peg. It also fails hard against Ludicolo, who takes paltry damage from whatever you throw at it and has an even shot at OHKO'ing back.

Against Sun, it fares a little better, with HP Fire OHKO'ing most/all Chlorophyll sweepers, but there are still plenty of threats. Shiftry and Victreebell will Sucker Punch you, and Houndoom and Arcanine will be happy to come in on HP Fire and oneshot you back. There's also Typhlosion to worry about, the scarfed variant of which can potentially one-shot Gardy with Eruption.

Not to be a fount of negativity, or anything. It's still a workable counter to weather, but you definitely need to pack a Plan B.
 
it's not at all set up bait for set up sweepers if you run encore. Hell, it forces them out. Very few rd pokemon run a positive nature, or even max speed. The only one i can think of that beats gardie is floatzel, who i've never even seen.

Hmm i didnt know qwilfish was faster than gardie. If your worried about it you could consider scarfing gardevoir, which would also let her beat floatzel. Makes her pursuit weak but few weather teams carry a pursuit user. The power loss if running timid isn't too bad, in fact it's possibly the better option, since she still gets kos on the kanto fossils with grass knot and can also kill neutral qwilfish with psychic. She'll probably be beaten by ludicolo though, but she can still squeeze in an encore on the surf. Then, you can send in something like venusaur to sludge bomb it. Chances are you'll have one on your team, since he also helps against rd, not to mention he's number one poke
 
Here's a troll-worthy set:

Wannabe Jirachi
Dunsparce @ Leftovers
Ability: Serene Grace
EVs: 252 HP/212 Atk/44 Spd
Adamant nature (+Atk, -SAtk)
- Substitute
- Thunder Wave
- Headbutt
- Earthquake

So yeah, anyone who's met the Sub/T-Wave Jirachi would see where this came from. Dunsparce is probably the coolest thing ever =D. The EVs are reasonably important. 252 HP gives you a 101 HP Sub, and 44 Spe allows you to outspeed minimum speed Chansey, so obviously, this set let's you set up on Chansey. Proceed to ParaFlinch your opponent into ragequitting. EQ is for Steels and Rocks, although it won't do all THAT much anyway.
 
Here's a Raticate set that I thought might be fun to try out.

Raticate@Flame Orb
Nature: Jolly
Ability: Guts
EVs: 252 Attk/252 Speed/4 Defense
Taunt
Sucker Punch
T-Wave
Last Resort

Essentially the point of this set is to abuse priority and paralysis in order to quickly gain access to a STAB guts-boosted 130 power attack in last resort. Taunt first turn to ensure sucker punch can be used without fail and to prevent leads from setting up SR or Spikes. Then sucker punch, killing most of the frailer leads out there. T-Wave the pokemon that comes out to help inhibit it's ability to deal with Raticate and then have fun firing off Last Resorts.

It's gimmicky and requires some prediction but it's been bouncing around in my head for a while and I was wondering if anyone thought it might be able to work or even that it might be entertaining.
 
My brother's started using Acupressure Drapion. It doesn't have a site analysis, so I'll post his set here.

457.png

Drapion @ Black Sludge
Impish - Battle Armor
252 HP / 252 Def / 4 Sp. Def
- Acupressure
- Taunt
- Rest
- Crunch

As said on-site, Acupressure is an unreliable move. However, it's by no means useless.
The premise of this set is to switch in (maybe after a KO) on a physical attacker without STAB Earthquake, or a defensive Pokémon. Drapion's massive Defense will allow it to survive a few non-SE hits (its only weakness is Ground), letting it get in a few Acupressures. Obviously, if it gets Sp. Atk or accuracy boosts, it's useless. On the other hand, Defense, Sp. Def and evasiveness boosts will allow Drapion to live longer and therefore boost its stats even further. After 21 Acupressures, all its stats are maxed; at that point, it can simply plough through whatever the opponent has, while taking minimal damage (or just evading everything with +6 evasiveness).
Taunt is vital on this set (and differentiates it from the other Drapion set posted in this thread). It stops other Pokémon setting up along with Drapion, but more importantly, stops them Hazing or Roaring its stat boosts away. It allows Drapion to stall more defensive Pokémon like Registeel, who would otherwise put a stop to Drapion's rampage (and even allow it to set up on them). With Drapion's Defense and any defensive boosts it might have grabbed, attacks won't give Drapion too much trouble.
Rest gives it some form of recovery; Drapion will be using it especially when it hasn't got many Acupressure boosts yet. Resting once it has maxed stats will safeguard it from any nasty threats the opponent might have in reserve.
Crunch is probably the most reliable attacking option. Nothing is immune to it, and it has plenty of PP. The potential for a Defense drop can come in useful occasionally, too.

One of Drapion's main selling points is its Battle Armor ability. This conveniently ensures that the opponent can't finish it with an untimely critical hit while it sets up.
Black Sludge isn't that useful without boosts, but with maxed defenses, it will recover off most, if not all, of the damage Drapion takes. Leftovers has the same effect, but Black Sludge will hurt an opposing Tricker if they somehow manage to get past Drapion's Taunts.

The EVs simply max its physical defensiveness, which happens to be its best stat. You could probably switch the Defense EVs to Sp. Def if you want to make more use of Drapion's few resistances. Attack and Speed EVs aren't needed, as once Drapion's fully set up, it's going to be outspeeding and one- or two-hit KOing nearly everything anyway. Defensive EVs are more useful, as they make it easier for it to set up in the first place.

In conclusion, Acupressure Drapion shouldn't be underestimated. It might be tricky finding a moment when it can start setting up, but once it does, it usually turns into an indestructible killing machine (unless you get very unlucky). It's swept entire teams several times while my brother's been using it.
 
All drapion's usual counters still counter him (donphan, rhyperion, etc) and now aggron is another counter because he dont have to fear to an earthquake. Another thing leftovers should replace black sludge, because black sludge is only giving to the tricker another item to use against your team
 
If you get a Defense boost on the switch, non-boosted EQs (and CB Aggron Head Smash) fail to 2HKO (and usually don't even 3HKO).
But you're right that they would counter it otherwise (most of the time). Strangely, he hasn't seen many Rhyperior/Donphan/Aggron...

Black Sludge isn't really a problem for him, as 2/3 of his team aren't hurt by it, but I can see where you're coming from with that.

EDIT: Actually, scratch that. Even if it does get a Defense boost, it's still going to have to switch out unless it happens to get a second Defense boost or an evasiveness boost. It's not a perfect set by any means, but it can work against the ~80% of teams that don't have any of the 3 counters you mentioned.
 
Excellent point on the facade thing. I just had a complete brain fart. If you subbed life orb for the flame orb, the set might still have some merit, giving you a tiny bit more time to sweep, and boosting the power of both of your attacking moves. Additionally, a similar set might work with Purugly, who's faster (if a little bit weaker on the attacking side) but who has Limber to recommend it.
 
I don't think 21 acupressures guarantees +6 to everything, can't it attempt to raise stats that are already maxed?

...Not like it matters that much, seeing as if you can fire off 21 acupressures, you've already won...
 
I ran this Uxie as a lead that was meant to be useful after the first few turns, and it worked pretty well:

Uxie @ Leftovers
252 HP / 40 Def / 216 SpA Bold nature

Psychic
Grass Knot
Stealth Rock
Heal Bell

The point of this was to function as both a Stealth Rock lead and a Heal Beller, as my team was in need of both. At the same time, I didn't want to have to switch to damage the opponent's lead, as I didn't want to grant Omastar and Qwilfish an auto layer and the chance to switch out, considering I had no spinner. Thus, this Uxie set fills these requirements quite well, very reliably setting up Stealth Rock, not being setup fodder, and utilizing Heal Bell, all while still having very nice bulk.

So much SpA on Uxie may seem odd, but this set actually reaches a combination of stats that Mesprit cannot. Compared to the Utility Counter Mesprit set (a defensively EV'ed set), this has very similar SpA and physical bulk, 30 points better speed, and noticeably higher special bulk.

The niche this set holds is as a Heal Beller on an offensive team. Its lack of recovery means that it can't support with Heal Bell over and over; however, unlike other bulky Clerics, Uxie has decent attacking options, and unlike other Clerics with decent offense, Uxie has the bulk on both sides to be reliable in its job. Thus, you really want to use this on a team that hits hard and would benefit from being able to keep momentum by recklessly absorbing status, then healing it for a second go - without giving the enemy a super-weak attacker to set up on. With Uxie around, your CB Aggron can just murder that f-ing Rotom after it Will-o-wisps you, then Uxie can come in later to Heal Bell it (Uxie and Aggron do well together defensively).

It also helps that people don't expect this much offense from Uxie, so you can often get surprise KO's or heavy hits in. It's not like there's nothing that can set up on this Uxie, but it's much less of a liability against setup users than your standard, limp-noodle-offense Uxie, making it, again, useful for teams that need to hold momentum. Stall will have no trouble walling this, but has a harder time killing it, so against stall it's more of a dedicated Cleric, while against offense it's a utility counter / cleric (besides being a SR lead in both cases). The offense lets it actually counter things that other Uxie can only T-wave and switch, or just bone you and your team when they happen to have Substitute.

You could try slashing Thunder Wave / Toxic / Yawn over Stealth Rock, and not using it as a lead. However, being a reliable Stealth Rock lead gels so well with it's general utility to heavy hitting teams that it's hard to justify using a different Stealth Rocker just to clear up that moveslot on Uxie. Still, it could work well - Thunder Wave could stop most sweepers, Toxic is a thorn in the side of walls and would let you defeat the standard Milotic, and Yawn is a good way to stop almost any setup. While it certainly still has advantages, dropping SR makes you think about using Gardevior instead.
 
Pokemon Name:Blastoise
Moveset Name: King Turtle
Move 1: Surf
Move 2: Ice Beam
Move 3: Haze
Move 4: Toxic
Item: Lum Berry
Ability: Torrent
Nature(s): Modest
EVs: 100HP/0 Atk/100 Def/252 SpA/56 SpD/0 Spe

This set gives Blastoise a decent amount of bulk, and a great amount of damage. The EV spread maxes Spec Attack and gives the turtle 324 HP/ 261 Defence/ 260 Spec Defence. It is a little slower, but it can easily take a hit or two and then hit back hard. The Lum Berry allows me to easily damage pokemon like Venusaur who will try to sleep powder me. I have Haze there for stat boosting sweepers. It allows a team to easily destroy a BellyDrum Linoone, even though it still receives a Salac Boost. Toxic is there to wear down opposing walls in the tier bar Registeel and Clefable, both which get taken out by fighting type attacks, making pokemon like Hitmonlee a good parter with this set. This set is not outclassed by Milotic due to its suprise factor. Most people in the tier expect Blastoise in over a Milotic due to Rapid Spin, this allows an easy hit on pokemon such as Mismagius, and then the turtle can survive a TBolt and kill it with the second Surf. Milotic has better special defence but its lower defence make it a less balenced tank than blastoise, which is why I choce Blastoise over Milotic, along with the fact Milotic is teetering on BL in the minds of some people and Blastoise isn't, so its a safer choice long term.
 
This Sunflora looks pretty deadly on paper, although in theory it might require a lot more support.

Sunflora
252 HP, 4 Def, 252 SpA
Nature: Quiet
Held Item: Life Orb
Ability: Solar Power

Solarbeam
Hidden Power [Ice]
Earth Power
Giga Drain

Use in Trick Room teams and Sunny Day support. With Life Orb and Solar Power, Sunflora has an absurd 661 Special Attack, it can even deal 39.3% - 46.3% to the standard Chansey, meaning to say if you can get this pink blob out of the way, or have residual damage, you can potentially 2KO it. HP Ice murders opposing Grass and Flying types, and Earth Power wrecks Steel and Fire types. Giga Drain is the last move listed for healing, because in the sun and Life Orb, Sunflora will be losing 22.5% of it's health every turn, so if you are up against something like Gastrodon, Giga Drain is a way to replenish lost health and not overkill.

Moltres is problematic, and so is Chansey, so get them out of the way before attempting to rampage through your opponent.
 
I don't think 21 acupressures guarantees +6 to everything, can't it attempt to raise stats that are already maxed?

...Not like it matters that much, seeing as if you can fire off 21 acupressures, you've already won...

Having used Drap extensively in Battle Tower, I can confirm that 21 acupressures does actually give you +6 in everything.
 
idk if anyone has ever used this before

275.png

Shiftry @ life orb
Naive
Chlorophyl
4 HP/252 Attack/252 Speed

Fake out
Explosion
Energy Ball
Protect/Sucker Punch

The idea is to be an extreme suicide anti-lead. First turn is fake out to break their sash. Next, you explode. The beauty of this set is that it completely destroys the opponent's lead. You can use pokemon like scyther and moltres because their lead won't have a chance to put down rocks. If you feel that they will U-Turn, you can use protect and explode on the switch. If you feel that they will outspeed you and OHKO you, you can Sucker Punch. Energy Ball is for leads like Rhypherior and Cloyster. You can kill them with STAB Energy Ball, then save your Explosion for their revenge killer.

EDIT: changed swords dance to protect. Benlisted is right, SD just lets them set up.
 
idk if anyone has ever used this before

275.png

Shiftry @ life orb
Naive
Chlorophyl
4 HP/252 Attack/252 Speed

Fake out
Explosion
Energy Ball
Swords Dance/Sucker Punch

The idea is to be an extreme suicide anti-lead. First turn is fake out to break their sash. Next, you explode. The beauty of this set is that it completely destroys the opponent's lead. You can use pokemon like scyther and moltres because their lead won't have a chance to put down rocks. If you feel that you can't OHKO them with Explosion, you can swords dance until you can't. If you can't outspeed them and you feel that they will OHKO you, you can use STAB Sucker Punch. Energy Ball is for leads like Rhypherior and Cloyster. You can kill them with STAB Energy Ball, then save your Explosion for their revenge killer.

I understand the bit about Fake Out then an attack to kill covering SR users in the lead position, but surely this would only work for sure if you could cover almost every common UU lead with your 3 attacks? And moreover, outspeed them too, as if something faster than you has SR and a Focus Sash for example then you cannot stop rocks. You can't even outspeed an Uxie if it has a decent speed investment. Swords Dance just lets something set it up, as does Sucker Punch. Moreover, with no Focus Sash this thing will just be destroyed by 4x SE U-Turn.

If you desperately do need to stop SR I'd use the Zam lead from the analysis instead, to be honest. Personally I use Grass Knot for the fossils. Its Dark weakness is unfortunate but it does stop Rocks with ruthless efficiency.
 
Shiftry vs top 10 UU leads

ambipom- take the fake out, protect on the u-turn, then either energy ball or explode on the switch
uxie- they set up rocks, but that's about it. They can't paralyse you or do anything else
mesprit- if they have max speed, there will be a speed tie and they might set up rocks, but otherwise, you can kill them easily
alakazam- don't bother with fake out. If they trick you, it doesn't matter b/c you will explode anyway. If you think that they will use signal beam, you can sucker punch.
omastar- fake out, energy ball
kabutops- same thing as above, only if you're worried that they carry X-Scissor, you can sucker punch
moltres- fake out, protect to scout, switch out
hippopotas- fake out, energy ball
electrode- fake out, explode as they rain dance
cloyster- fake out, energy ball
 
that shiftry lead is just bad. Sorry but it's true. You say that the lead always destroys the other one. Yeah, ok, but at the cost of your own life too. It also loses to common leads like uxie, ambipom, moltres, etc. Alakazam can just signal beam you and switch out on the sucker punch. Ambi can fake out, or just ohko with u turn. Mesprit and uxie also destroy it with u turn. The only leads it can beat are the fossils, who should just switch out on the predictable grass attack. Also, what is SD doing on it? To power up explosion? Fake out can only be used first turn, so yeah, this lead's a disaster
 
Shiftry vs top 10 UU leads

ambipom- take the fake out, protect on the u-turn, then either energy ball or explode on the switch
uxie- they set up rocks, but that's about it. They can't paralyse you or do anything else
mesprit- if they have max speed, there will be a speed tie and they might set up rocks, but otherwise, you can kill them easily
alakazam- don't bother with fake out. If they trick you, it doesn't matter b/c you will explode anyway. If you think that they will use signal beam, you can sucker punch.
omastar- fake out, energy ball
kabutops- same thing as above, only if you're worried that they carry X-Scissor, you can sucker punch
moltres- fake out, protect to scout, switch out
hippopotas- fake out, energy ball
electrode- fake out, explode as they rain dance
cloyster- fake out, energy ball

Ambipom - Against something with a 4x weakness to Bug I'd use U-Turn straight away, though a fair few can't resist the Fake Out every first turn. Again, Energy Ball or Explosion on the switch depends thoroughly on it not outspeeding and OHKOing you after the Fake Out damage, or having a priority to kill you with. Shiftry is frail as hell, so this will be common. You may catch some off guard with Explosion, however.

Uxie - I thought the idea of the lead was that it was good for preventing setup? Anyway, Fake Out + Dark Pulse fail to 2HKO by 35-42% or thereabouts, allowing it at least 2 turns of setup, with your current spread. Fake Out and Sucker Punch do similar damage. So Uxie could both set up SR, then U-Turn out, killing you, unless you predict perfectly what they plan to do with Sucker Punch, which would net you the kill.

Mesprit - Fake Out + Sucker Punch does have a reasonable chance of killing this thing, but it will survive FO and Dark Pulse. It can still set up on you, but predicting the U-Turn could net you a kill.

Alakazam - Zam leads carry sash unless they're dual screen, in general, so Exploding will mean you have to revenge it, not really an advantage. If you Sucker Punch and they attack then the same goes as Signal Beam will kill you, but if they Taunt or Trick and see Sucker Punch then Shiftry is setup fodder.

Omastar you will beat, but it could take a chunk out of you with Aqua Jet, but may switch out first turn anyway.

Kabutops - Here you again risk the speed tie, as if you Fake Out then Energy Ball then they may get you with X-Scissor, and Sucker Punch will not KO, it does max of about 55%.

Moltres - I'm not sure of the standard set for this, but I think you'd beat most with the strategy you have going. Well, beat as far as scout what move they use and see if they have Lefties or not goes... And if the leadTres has Substitute then you're in for trouble, as Stalltres is a monster. Not sure if this is common as lead, though.

Hippopotas - Just about every lead beats him, he's there to set up sand.

Electrode - Sure, you blow this thing up, but if it sets Rain Dance up then it has won. In fact, it dying and getting a free switch in for the next sweeper is rather excellent to Rain Dance teams, albiet the switch being blind. You need to have a solid Rain Dance counter to follow up with for this to work, ie. the Gardevoir at the top of the previous page.

Cloyster - If it Ice Shards you you're dead, which it is liable to do since it knows you outspeed it, leaving it with only fake out damage.


I'm sorry, I just don't see this lead being especially viable, it beats a few yes but does mediocre or plain bad against the rest. If you need to stop SR there are better options, especially against Uxie, and it doesn't shine offensively either.
 
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