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np: NU Stage 10 - Blackbird

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One mon that I've been using to great success lately is Eelektross. This thing has so many possible sets to use on it; there's like six viable sets to use that I can think of (band, specs, physical coil, mixed attacker, mixed coil, all-out special attacker) and maybe more that I don't know of. However, one set that I've been using lately that works very well surprisingly is this unorthodox set:

Eelektross @ Choice Specs
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Thunderbolt
- Volt Switch
- Superpower
- Giga Drain

While Superpower may seem weird on a choice specs set, it hits this set's counters, such as Regice, Lickilicky, Miltank, and Munchlax for extreme damage. I originally had Flamethrower in that spot, but I found myself rarely using it, as the only thing it really hit hard that was necessary was Tangela, which the rest of my team doesn't really care about at all and I can just Volt Switch out of it. The double STAB has worked really well for me with this set, with Volt Switch being useful for stuff like the aforementioned Tangela and other mons like that, and Thunderbolt being useful for cleaning up late-game after its counters have been eliminated. Giga Drain is of course to hit ground-types like Golurk hard. Thoughts on this set?

EDIT @below: True I guess, I guess this just works better for my team due to how every other member has a way of beating grass types, and only one other member (Primeape) has a strong fighting move.
 
what i dont like about that set is that its completely walled by grass-types (except for sawsbuck i guess lol) and getting locked into superpower is pretty bad even theres no stab or investment. regice and miltank are already hit hard enough by the standard specs set and licky and munchlax dont like taking repeated thunderbolts either. not to mention if you predict them switching in you can just volt switch out instead of being locked into superpower
 
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Locking yourself into Superpower is an extremely risky move. Admittedly, it is useful in getting the surprise kill on any walls that trouble you, but once that happens, they can easily switch into a ghost type or really any Mon, considering how lacking in power NotSoSuperpower is at that point. With -1 attack, no STAB and a -Atk nature, pretty much anything that isn't weak to fighting can switch in and have a free turn to do whatever they want. This creates the exact opposite effect of what Eelektross is meant to do; it gives the opponent momentum. One of the main draws of the eel is the way it can easily gain momentum for your team with Volt Switch or U-Turn. This set completely negates that and gives your opponent an advantage.
 
I'd like to showcase a particular Liepard set that I've grown to really like on my offensive teams. I consider it to be somewhat of an offensive pivot of sorts. I for one am not a huge fan of using Swagger sets because Liepard has so many other cool moves to take advantage of and it's so uncompetitive. I present:

Liepard @ Leftovers
Trait: Prankster
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Encore
- Taunt
- U-turn
- Foul Play

This thing can prove to be a huge nuisance to any kind of team. Whether I'm Taunting defensive Pokemon like Alomomola or Encoring Swords Dance Samurott, I find so many glorious opportunities to prevent countless setups from taking place. On top of that, I get the further upper-hand with U-turn; should I have Encored a non-attacking move from something, they are essentially forced out, so I get to bring in something threatening for free. Also, if it was something like Bulk Up Gurdurr and they wanted to stay in for the Encore, I can just Taunt it and force the use of Struggle. Foul Play does what it always does, hitting high Attack Pokemon for hefty damage. In my opinion, this is definitely one of the best competitive Liepard sets out there that I've used and, when used right, can be a pain in the ass for opponent's to handle.
 
people are too busy using swagplay to realize that liepard is a very nice utility mon. i've used it on one of my offensive teams in the past and quite enjoyed it. however i think i was using prankster thunder wave somewhere to cripple super fast offensive threats i had trouble revenging otherwise. i feel as if that is too good to pass up, but other utility moves are nice to have as well. encore + u-turn is an excellent momentum grabber combination that is super valuable for any offensive team to have. i'd definitely use liepard more if i used offensive teams often, although i'm sure this liepard is fine on bulky offense as well.
 
Yesssss, one of numerous Liepard sets that can be pulled off correctly without resorting to hax. While I do find Taunt an interesting option on Liepard due to access to U-turn, I'm not too sure if Liepard is the best practitioner of this. Walls like Tangela, Alomo, and Licklicky can do massive damage to Liepard if they attack off the bat while Liepard can't do much in response :(, as opposed to other potential Taunt-turners like Golbat or Mandibuzz who sport great bulk and recovery, but hey, Liepard can still pull it off so kudos to you for trying it.

I am finding Toxic to be very useful to screw up most bulky switch-ins on the common SwagPard, with Encore messing up any attempts to counteract the poison and grant a free Sub/Nasty Plot.

P.S. Liepard is also an absolute god-send for stall: providing a way to counter setup or fight back in case of emergencies (Zangoose). Agreed that Liepard's utility is very underrated right now, people don't know what they're missing out on.
 
Eelektross @ Choice Specs
Trait: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Thunderbolt
- Volt Switch
- Superpower
- Giga Drain


Aside from being unable to hit most Grass-types for much damage, I really don't care for being Choice-locked into a move that isn't going to have a whole lot of power. You have to remember that most of the tier's prominent special walls have overall good mixed bulk—Audino and Lickilicky, for example, have identical Defense and Special Defense stats. That said, when you use Superpower for the first time in your match, you're going to want to have as much power behind it as possible. When you use a Modest nature and force yourself to lock into Superpower, your opponent can easily exploit this and switch into something that won't mind taking a Modest -1 Atk Superpower. This is the reason why I love using mixed Eelektross so much. The set in question is the first on the analysis!

Eelektross @ Expert Belt
Trait: Levitate
EVs: 140 Atk / 244 SpA / 124 Spe
Rash Nature
- Thunderbolt
- Superpower
- Flamethrower
- Giga Drain

The cool thing about this set is that covers all of the things that you wanted to cover with yours while maintaining solid offensive presence after using Superpower. After you have used Superpower, the opponent may be inclined to switch into a physically bulky Pokemon that can tank a -1 Superpower, such as Metang, Alomomola, or Tangela, and lose their defensive core because they were caught off guard. Even if the opponent DOES know that you are running mixed Eelektross, it's so strong that if it gets a free switch against an opposing wall or tank, it can often force the opponent to sacrifice something in order to get a free switch and try to revenge kill it.

You end up losing out on the ability to scout with Volt Switch and some bulk, but in the end, if you're looking to use Eelektross as a wallbreaker, this set is the best for the job.

As for the Drifblim set Raseri was talking about, that sounds super cool! I don't have much experience with Drifblim outside of its AcroBlimp set and Calm Mind ChestoRest, but I'll definitely have to try out Ghost Gem soon. :)
 
I was using a set similar to the one treecko posted, but was using leftovers and alternated between volt switch and thunderbolt on Eelektross. Volt switch is a nice option depending on your team. Obviously it excels with hazards support and it works really well for activating items on Swellow/Zangoose without wasting that turn to actually protect. I was really annoyed at the stall teams that utilized Alomomola, Lickilicky, and (grass type), and I realized that it Eel could outspeed and 2hko them all.

I always struggled with finding an EV spread and now I won't have that problem.
 
Ok, I'll like to fast previous (?) a bit to the Regigigas conversation.

Is this thing really being hyped? I, with a bunch of other users, feel like this thing shouldn't be hyped at all, for numerous reasons.

First of all, this thing requires an insane amount of support, support that I'd personally prefer giving to other cooler Pokemon such as PUPITAR and URSARING. It loses to Toxic Spikes, and any wall with Toxic. Because of Slow Start, it is actually slower than most walls, and due to that, it cannot Substitute before they status it. Toxic Spikes are more and more common in the tier on many playstyles, such as Balance and Stall, and are great because of how to they manhandle really strong playstyles such as Rain Offense and whoever the fuck runs Rain Stall. It loses to any Ghost-, Rock- and Steel-type in the tier because his only way to damage them is Return, which the first one has immunity to, and the last two can tank it with impunity. His only way to damage the number one Pokemon in the tier, Golurk, is Confuse Ray (also his only way to damage every single Ghost-type in the tier), which forces him to switch, thus resetting his Slow Start when he comes back in. Anything with offensive pressure can break its Substitute and force it out. Regigigas also has no recovery barring Leftovers. It's defeated by Taunt, and any walls (actually anything) that carries status, even Leech Seed. It is defeated by every Fighting-type in the tier, and is even slower than Gurdurr (who happens to easily beat Regigigas with the combination of decent bulk, Drain Punch and Guts).
 
Ok, I'll like to fast previous (?) a bit to the Regigigas conversation.

Is this thing really being hyped? I, with a bunch of other users, feel like this thing shouldn't be hyped at all, for numerous reasons.

First of all, this thing requires an insane amount of support, support that I'd personally prefer giving to other cooler Pokemon such as PUPITAR and URSARING. It loses to Toxic Spikes, and any wall with Toxic. Because of Slow Start, it is actually slower than most walls, and due to that, it cannot Substitute before they status it. Toxic Spikes are more and more common in the tier on many playstyles, such as Balance and Stall, and are great because of how to they manhandle really strong playstyles such as Rain Offense and whoever the fuck runs Rain Stall. It loses to any Ghost-, Rock- and Steel-type in the tier because his only way to damage them is Return, which the first one has immunity to, and the last two can tank it with impunity. His only way to damage the number one Pokemon in the tier, Golurk, is Confuse Ray (also his only way to damage every single Ghost-type in the tier), which forces him to switch, thus resetting his Slow Start when he comes back in. Anything with offensive pressure can break its Substitute and force it out. Regigigas also has no recovery barring Leftovers. It's defeated by Taunt, and any walls (actually anything) that carries status, even Leech Seed. It is defeated by every Fighting-type in the tier, and is even slower than Gurdurr (who happens to easily beat Regigigas with the combination of decent bulk, Drain Punch and Guts).

I agree with everything you say about Regigigas's problems. The only way Regigigas will work is with insane amounts of team support. Every single Pokemon basically has to answer all of Regigigas's numerous issues. You need Poison-types or Rapid Spin for Toxic Spikes, you need Pursuiters or other Ghost-type answers, you need Heal Bell support in case Regigigas gets prematurely statused, and you need paralysis support to ease Regigigas into its sweeping mode, among other things that must be considered. However, once you do properly support Regigigas with what it needs, it seriously does major damage. I've had countless sweeps with it and it's saved my ass countless times as well. Planning to use that same team support for something like Pupitar is laughable because, in my opinion, it has no wear near the capability of pulling off a late-game sweep compared to Regigigas. Regigigas is the epitome of late-game sweeping, pretty much. You're seriously underestimating it right now. Recently I've been trying to collect some good logs that showcase Regigigas's true potential at what it does. Take a look:

http://pokemonshowdown.com/replay/nu-41711967 - Turn 22

http://pokemonshowdown.com/replay/nu-41723457 - Turn 36

http://pokemonshowdown.com/replay/nu-41927607 - Turn 65

http://pokemonshowdown.com/replay/nu-42008883 - Turn 13

http://pokemonshowdown.com/replay/nu-42458734 - Turn 49
 
So, since Project neverused is down, here's some sets I've been using lately and thought could be posted

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Samurott @ Life Orb
Trait: Torrent
EVs: 252 SAtk / 192 Spd / 64 HP
Rash Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]
- Superpower

Standard rott with enough speed for max speed gorebyss (and rampy, golurk and terra considering they don't run positive speed nature). Trading megahorn for superpower makes you lose out on specially defensive ludi (rain sweeper is faster than this set anyway) and some specially defesive psychics but grants you a great chance to 2hko licki after rocks.

0 Atk Life Orb Samurott Superpower vs. 252 HP / 4 Def Lickilicky: 234-276 (55.18 - 65.09%) -- guaranteed 2HKO
252+ SpA Life Orb Samurott Hydro Pump vs. 252 HP / 252+ SpD Lickilicky: 185-218 (43.63 - 51.41%) -- guaranteed 3HKO

consider rocks and you can neglect both turns of lefites which gives you a total damage of 98,81 - 116,50%. Audino is the same but weaker. Superpower also lets you hit regice (61.7 - 73%), lapras and a roosting articuno (defesnive one is slower than you however).
you don't totaly miss out on jynx although megahorn is more reliable for the ohko (It's still good to consider megahorn has 85 acc though so if you have any form of hazards or previously inflicted damage, superpower becomes more reliable).

0 Atk Life Orb Samurott Superpower vs. 0 HP / 0 Def Jynx: 250-294 (92.25 - 108.48%) -- 50% chance to OHKO

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(set from my RMT)
Tangela (F) @ Eviolite
Trait: Regenerator
EVs: 208 HP / 48 Spd / 252 SAtk
Modest Nature
- Leaf Storm
- Hidden Power [Rock]
- Knock Off / Sleep Powder/ Leech Seed
- Giga Drain

Offensive tangela is a really cool set that uses regenerator to it's full potential. The point of having this is that most things that wallbreak offensive tangela are either choiced locked or status sweepers. Both of those are relatively easy to play around by using tangela as a scout which will take around 65% from said wallbreakers: 252+ Atk Choice Band Sawk Close Combat vs. 208 HP / 0 Def Eviolite Tangela: 186-220 (57.58 - 68.11%) -- guaranteed 2HKO. After taking a hit, tangela can switch out to something that's immune or resists that move really well such as haunter and heal up through regenerator. Using tangela this way will let you make sure the opponent doesn't predcit an immediate switch into haunter, if he does then you will actually come in on mb earthquake and lawf while you get a free leaf storm. Ursaring and zangoose will have to guess your switches as they always do while you switch from this to a rocky type and if their first facade is not boosted, tangela will live a second hit and retalliate with either leaf storm or giga drain to regain some health. Now everything that does not hit like a choice banded sawk still doesn't get the 2hko on tangela but now has to fear it's much better special attack. Leaf storm is your hit and run move and does decent damage for a mon with such amazing defence. Hp rock is my favourite coverage for it hits jynx, scoli, fire and flying types. The third move is a choice from tangela's great utility movepool, knock off is my favourite because it's the only thing that stall teams can't heal back and roselia sure is easier to kill once it's lost it's eviolite. Giga drain is for when you don't want your opponent to set up on a weak tangela after the kill or for when you really don't want to miss your move or could use a little recovery (because it hits hard enough to consider the recovery).

Now you do get OHKO'd by things that wouldn't have done so with max def, but if you brought tangela thinking it would be your scolipede and banded braviary counter, I've got some bad news for you. So yeah, you'd have had to bring another check to those anyway.
 
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Flareon @ Toxic Orb
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Adamant / Jolly Nature
- Flame Charge
- Facade
- Rest Superpower
- Sleep Talk Bite / Baton Pass / Protect


Now I know the above set isn't really that innovative, it is often seen as a Flareon that can survive longer but can't hit as many things as hard due to lack of coverage. However, this Flareon makes for a really nice check to Jynx, especially mono-attackers. Even if Flaroen had not been poisoned beforehand (understandable as one would want to only pull out Flareon lategame), it can still absorb Lovely Kiss and have Sleep Talk wreck Jynx 2/3 of the time. Flame Charge is what really makes the set tick, as +1 Adamant Flareon outspeeds base 106 (Liepard), while Jolly Flareon outspeeds base 116 (Zebstrika). Even if it strikes a Sub, Jynx has no time to do anything before Flareon runs her down, as well as most things that offense throws its way.

Flareon doesn't really fear that much from Jynx, only really fearing Psyshock and annoyed by Trick (but hey, Jynx gets poisoned, you can outspeed her, and she would be reluctant to Trick again in case you come in to receive it). However, Flareon cannot switch into LO or Nasty Plot Psychics on the switch, but otherwise makes a decent check. The same applies to the mighty Charizard: Flareon makes a risky switch-in but otherwise Guts Facade is a clean OHKO. Flareon also makes a fine switch into the specially based Grass-types of the tier, ignoring their Sleep Powders or attacks (base 110 Special Defense) and threaten with powerful moves. Finally, if RestTalk doesn't fancy you, moves like Protect (activates Toxic Orb safely), Superpower (for Rocks), Bite (for Ghosts which your most powerful move(s) do nothing against), or Baton Pass (to grab momentum) can be used instead.
 
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I'll be honest, I really dislike that set. One, it's a very situational counter to Jynx and Charizard, as as you said, it can be destroyed by coming in on Jynx's Psychic moves or Nasty Plot, as without any defensive investment Flareon takes hits really badly. Charizard can also beat Flareon if it's the Swords Dance set, or even if it's the special Life Orb set and Flareon comes in on Focus Blast or Air Slash, as both 2HKO (Fire Blast is also a huge issue if Flareon comes in on Stealth Rock, as it can then follow up with Air Slash, as this Flareon doesn't have Flash Fire). Furthermore, Facade's base power isn't doubled when it's Asleep. And yet another reason I don't like it is that it's a free switchin for Pokemon such as Golurk, any Rock-type, and especially Carracosta, as it sets up on flareon with impunity. I'd rather use Munchlax over this Flareon set.
 
Lapras doesn't get Thunder Wave, silly noob dtc.
Oh I used to use a cool Lapras set with Hydration and Rest and Rain Dance with Hydro Pump and Ice Beam/Thunder. It was pretty cool if you can set it up on the right time such as against Alomomola or forcing out Regirock. Seismitoad cant touch it either which is neat which is why you should opt for Ice Beam more times than not.
Seismitoad's Grass Knot does a lot to Lapras since it's so heavy. Otherwise it can't do much. At the same time, specially defensive sets wall Lapras as it's immune to Surf and Thunder and takes very little from Ice Beam.
 
Most seismitoads dont run grass knot, and against specially defensive sets, seismitoad has no recovery while lapras essentially has unlimited recovery with rain dance and rest so seismitoad loses in the end while lapras still retains 100% hp
 
I'll be honest, I really dislike that set. One, it's a very situational counter to Jynx and Charizard, as as you said, it can be destroyed by coming in on Jynx's Psychic moves or Nasty Plot, as without any defensive investment Flareon takes hits really badly. Charizard can also beat Flareon if it's the Swords Dance set, or even if it's the special Life Orb set and Flareon comes in on Focus Blast or Air Slash, as both 2HKO (Fire Blast is also a huge issue if Flareon comes in on Stealth Rock, as it can then follow up with Air Slash, as this Flareon doesn't have Flash Fire). Furthermore, Facade's base power isn't doubled when it's Asleep. And yet another reason I don't like it is that it's a free switchin for Pokemon such as Golurk, any Rock-type, and especially Carracosta, as it sets up on flareon with impunity. I'd rather use Munchlax over this Flareon set.
Balls, totally forgot Facade isn't boosted when asleep. I still think Flareon has the potential to do more (maybe not that much in general) in this meta because it's attacks are pretty damn strong and even Flame Charge can do some damage because Fire is really good right now (Zard is still better though for that though).
 
Flareon has nothing going for it other than semi-reliably passing weak Wishes and using Heal Bell. I get how you're trying to find good ways to use it but there honestly isn't any (ChargePass?). Flareon's unfortunately a lost cause.
 
It's mostly because Samurott doesn't need that much speed that the leftover EVs just get thrown into HP to improve its bulk, as it's often going second even against moderately fast pokes and taking some hits.
 
Flareon has nothing going for it other than semi-reliably passing weak Wishes and using Heal Bell. I get how you're trying to find good ways to use it but there honestly isn't any (ChargePass?). Flareon's unfortunately a lost cause.
I used ChargePass when I was a noob, during my first few online battles... It can work with things that are just too slow to currently function in the metagame, for example Gardevoir or Sawk.

Unlike SD-/CM-pass, you can pass to both Physical and Special attackers, or even to a wall (like Regirock or Metang) if the situation requires that, because literally everything enjoys a higher speed (though some more than others).

Emphasis on "when I was a noob" because it still sucks.
 
I don't think Flareon is a "lost cause". It's still a decent check to Charizard, Jynx lacking Psyshock, special Combusken and several other Pokemon, most notably Fire-types, while at the same time providing two of Wish support, cleric support and phazing support. It has an unfortunate weakness to Stealth Rock and not that great physical defense but it can perform a few roles and certainly isn't a "lost cause"

Also, I'd like to talk about Glalie. I've taken Glalie for a spin recently and I've been pretty satisfied with its ability to perform many roles as a lead, with a set similar to this:

Glalie @ Focus Sash
Trait: Inner Focus
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Icy Wind
- Explosion
- Taunt
- Spikes

I sometimes run Ice Beam over Icy Wind to deal more damage to opposing Golurk and Golem, but Icy Wind does help to slow down fast opposing leads (hint: Scolipede) so that the rest of the team can take advantage of it, and I rarely use Ice Beam anyway. I find that Glalie really helps on teams that prefer to have hazards off, yet appreciate Spikes support, since Glalie outspeeds most leads and can Taunt them, and set up Spikes afterwards. Explosion leaves a huge dent in the opponent and weakens it enough for my sweepers to take advantage of. Of course, Scolipede is arguably a better Spiker but look at Glalie as a jack-of-all-trades kind of guy as it can Taunt and Spikes all in one whilst helping offensive momentum greatly.
 
@chimpact, basicaly what punchshroom said, they could be put into attack if you want to increase superpower's strength but I prefer them in HP
 
I don't think Flareon is a "lost cause". It's still a decent check to Charizard, Jynx lacking Psyshock, special Combusken and several other Pokemon, most notably Fire-types, while at the same time providing two of Wish support, cleric support and phazing support. It has an unfortunate weakness to Stealth Rock and not that great physical defense but it can perform a few roles and certainly isn't a "lost cause"

Also, I'd like to talk about Glalie. I've taken Glalie for a spin recently and I've been pretty satisfied with its ability to perform many roles as a lead, with a set similar to this:

Glalie @ Focus Sash
Trait: Inner Focus
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Icy Wind
- Explosion
- Taunt
- Spikes

I sometimes run Ice Beam over Icy Wind to deal more damage to opposing Golurk and Golem, but Icy Wind does help to slow down fast opposing leads (hint: Scolipede) so that the rest of the team can take advantage of it, and I rarely use Ice Beam anyway. I find that Glalie really helps on teams that prefer to have hazards off, yet appreciate Spikes support, since Glalie outspeeds most leads and can Taunt them, and set up Spikes afterwards. Explosion leaves a huge dent in the opponent and weakens it enough for my sweepers to take advantage of. Of course, Scolipede is arguably a better Spiker but look at Glalie as a jack-of-all-trades kind of guy as it can Taunt and Spikes all in one whilst helping offensive momentum greatly.

Glalie is an interesting lead, mainly because its an ice type that can use spikes. When I was a real big noob before I joined this site, I used to use a set similiar to yours, but this was back when I was the one who make my own sets, usually the ones that were crap. Didn't know Glalie was meant to be a suicide lead, because when I used it, it was never a suicide lead in my eyes, I always used it to attack when I was a noob.(dunno why, Glalie has not very good stats, all base 80's and it has a bad matchup against a lot of leads)

Also, Glalie does have to watch out for rocks if you really want to keep it around for another turn, but since its mostly a suicide lead, you might be keeping it around another turn just to fodder it off with Explosion to allow another mon to go in and pretty much finish off whatever weakened mon on your opponent's side. But you have to weary for ghost types, because if they predict your explosion, you won't be doing anything to them. Also, Glalie has a really badass shiny form, just sayin'.
 
Ive actually used Glailie for fun on a really hyper offensive team with basically the same set but with max hp for the likelihood that i could set up on more mons that cant do much damage such as alomomola, and honestly, i would definitely rather use suicide garbodor or sash scoli most of the times but glailie was really nice for taunt. most of the ladder users lead off with sr users so taunting that and basically stopping sr from going up from at least the early game - mid game portion of the match is really great and it can still definitely get off liekat least one layer of spikes which is cool. id only use it on hyper offense and nothing else (maybe if hail comes back a bulky set oO) but id definitely just try it out if you havent if you just wanna have fun on the ladder like me at this point when its pointless to get mad at stupid ass hax or sets when trying to ladder seirously.

Some other fun things ive been using is Archen with focus sash and taunt sr endeavor stone edge and its a pretty fun mon on hyper offensive teams (which has been the most fun playstyle for me imo recently cause just bop bop bop) because it can prevent rocks and get up its own as well as crippling something with endeavor which is really neat on something like regirock. base 112 attack is also pretty damn good and 70 base speed isnt that bad. (i used it on a mono-bird team but thats besides the point because it was still fun). Another similar thing is monferno with taunt sr endeavor filler such as overheat cc or vacuum wave which basically does the same thing with about 81 base speed and ytping to avoid getting knocked about by like high hit rock blasts or icicle spear. these are just fun mons that act like suicide leads like aerodactyl or azelf (not as much speed but w/e) for really hyper offensive teams. on the note of hyper offensive teams, ive made a really cool HO team with screens with solrock (once again) dual screens sr kaboom and it abuses cool sweepers like rock polish golurk (which should definitely get more love because its hella good against other offensive teams as well as defensive teams because LO + switching moves) and linoone which has swept countless games for me about like 35 - 45% of the time which is really good. HO as a playstyle just needs more love because im pretty sure im the main one that uses it at least semi consistently in #nu and ppl need to use more fun stuff =)~.
 
Glalie is a lot of fun, I've been trying a new set lately to try and set it apart from other Spikers.

I'm running:

Glalie @ Custap Berry
Trait: Inner Focus
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- Ice Beam
- Explosion
- Endure
- Spikes


Endure+Custap is a strategy that has popped up a few times in NU, but i haven't seen it catch on anywhere else.

The advantage this set has is that it doesn't have to be used as a lead, if you can survive an attack you can get 2 layers easily!! I'm using it on a hyper offense team right now with Fraxure and it's been working decently well. Hyper offense is a pretty nifty strategy, its just really inconsistent i find.

So do you guys like hyper (or heavy whatever) offense? What Pokemon are the best sweepers and supporters on those teams?
 
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