Project OU Next Best Thing: Cycle 87 - Not hosted anymore

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zbr

less than 99% acc = never hit
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Taunt Toxic wallbreaker

Toxtricity @ Black Sludge
Ability: Punk Rock
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Boomburst
- Acid Spray
- Toxic

Fun set for those who have trouble breaking past chansey fat stuff. tox is for those fat water grounds that like to come in and taunt in general puts a halt on a lot of standard fat stuff.

ps - yes i fucking love taunt
 
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Expert belt lure

:ss/toxtricity-low-key:

Toxtricity @ Expert Belt
Ability: Punk Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Boomburst
- Snarl
- Overdrive
- Fire Punch

Dragapult and ferrothorn both checks standard specs toxtricity easily.
Expert belt allow toxtricity to catch them off-guard.

4 Atk Expert Belt Toxtricity Fire Punch vs. 252 HP / 252+ Def Ferrothorn: 154-182 (43.7 - 51.7%) -- guaranteed 3HKO after Leftovers recovery (2hko after boomburst,spdef version get 2hko by fire punch)

252 SpA Expert Belt Punk Rock Toxtricity Snarl vs. 0 HP / 4 SpD Dragapult: 216-257 (68.1 - 81%) -- guaranteed 2HKO (overdrive does ~30%,so he can no longer switch after snarl)
 
Offensive Assault Vest

Toxtricity @ Assault Vest
Ability: Punk Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fire Punch
- Volt Switch
- Overdrive
- Sludge Bomb


The meaning of this set is to take advantage of the actual bulk of this pokemon thanks to its good amount of resistances that gives it a niche as a soft check to some resisted attacks thanks to the added bulk provided by Assault Vest.
A Naie nature is chosen over Hasty because of the presence of Assault Vest, which fixes the SpD drop. Sludge Bomb is here because it is a nice STAB coming from a respectable SpA stat and has the niche chance to poison annoying Ground pokemons that block our STAB Volt Switch and Overdrive. Fire Punch is nice to scare Steels that are immune to Poison.

Overdrive + Sludge Bomb is the dual STAB combination chosen whereas Volt Switch is here for utility (it is a fastish Volt Switch towards bulkier teams and a slowish Volt Switch towards Hyper Offensive teams). Fire Punch is here to deal properly with Steels that stops the Sludge Bomb spam.

Reflect or Aurora Veil is recommended because I think that the metagame is still too much physical-based inclined to check some STAB physical attacks. Also, Wish support is appreciated to lessen the lack of recovery moves.

Some nice calcs:
(if needed an emergency check) +6 0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Assault Vest Toxtricity: 195-229 (67 - 78.6%) -- guaranteed 2HKO
252 SpA Rotom-Heat Overheat vs. 0 HP / 0- SpD Assault Vest Toxtricity: 183-216 (62.8 - 74.2%) -- guaranteed 2HKO
252 SpA Rotom-Wash Hydro Pump vs. 0 HP / 0- SpD Assault Vest Toxtricity: 154-183 (52.9 - 62.8%) -- guaranteed 2HKO
252 SpA Rotom-Mow Leaf Storm vs. 0 HP / 0- SpD Assault Vest Toxtricity: 91-108 (31.2 - 37.1%) -- guaranteed 3HKO after Stealth Rock
 
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Egor

нет, товарищ генерал, это вы даёте
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Metal Sound, that's one I could actually see myself using on a serious team due to vastly improving Toxtricity's wallbreaking potential. It does struggle against Ferrothorn, but that's a given for most Toxtricity sets anyway.
 

Ruft

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OU Leader
:ss/toxtricity: :ss/toxtricity-low-key:

The voting phase is over! It was close, but the winner of Cycle 5 is Nuzzle by JTD783. Congratulations! Your submission will be added to the Hall of Fame soon. Alright, let's move on to the next Cycle!

Cycle Six - Clefable
:ss/clefable:

It's time to introduce the first subject that's returning from a previous generation. Clefable has been as prevalent as ever and for good reason. It has a great typing in pure Fairy, amazing ability in Magic Guard (and Unaware), and most importantly an extremely wide movepool, allowing it to fulfill many different roles. Throughout the generation, it's mostly been seen running a defensive cleric set or an offensive Life Orb set; after the release of Home it's been able to run even more utility options, and Calm Mind Clefable is looking to be a very solid win condition as well. I'm sure you guys have plenty of other cool sets you've cooked up and I'm excited to see them, go wild!

Banned Sets
:leftovers: | :shed-shell: | :life-orb:

The deadline is Thursday 27th of February. Good luck!​
 
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Copycat Clefable (Shell Smash Clefable)

:ss/clefable:

Clefable @ Life Orb / White Herb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
-Copycat
-Moonblast
-Flamethrower
-Thunderbolt

Originally saw aim and some others using this. This set is somewhat gimmicky but it's fun as hell.

Here's how it works: you pair it with a Shell Smash Torkoal, or Blastoise, whichever you prefer, that's holding an Eject Pack. It smashes and gets switched out immediately. Then you bring in Clefable and copycat the Shell Smash. Now you have a Clefable with +2 Special Attack and Speed, enabling it to kill almost everything in the tier one one hit while outrunning Zeraora and Dragapult. Life Orb for insane damage output or White Herb to fix the lowered defenses, since an uninvested Clefable at -1 -1 is very squishy. It still tanks Conk's Mach Punch though.

It's very important to note that Copycat copies the last move used in battle, not your last used move. This means if you bring in Clefable against something that's faster then Clefable will copy their move instead instead of Shell Smash. So be careful with that.

This set is really effective against people who aren't familiar with it. If you see someone click Shell Smash with Torkoal / Blastoise and immediately get switched out for it you'd probably wonder what the hell is going on too. Then you get 6-0d by Shell Smash Clefable.

PSA: Other mons that get copycat, whether they're viable or legal in OU, include the Mr. Mime line, all Eeveelutions, Sudowoodo, Lucario, Mimikyu, Marshadow, Dubwool, Liepard, and Slurpuff.
 
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Katy

Banned deucer.
cosmic power + stored power

:ss/Clefable:

Clefable @ Life Orb
Ability: Magic Guard
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Cosmic Power
- Stored Power

- Moonblast
- Soft-Boiled

Cosmic Power + Stored Power is meant to break through fatter builds and is able to take on dangerous pokémon like Terrakion better due to the defense boost it gains due to Cosmic Power. Clefable can act like a late game cleaner and punish any pokémon which it can freely set-up on like the standard wish protect aromatherapy Clefable and the suppot Kommo-o variants. It can also use Seismitoad and non-trick Rotom Forms as setup opportunity.

After a +1 it is already able to break through various mons with Moonblast and Stored Power is already powered up to guarantee some 2HKOes and on +2 it can already garantuee some OHKOs.​
 
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Calm Mind + 3 Attacks

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
- Moonblast
- Fire Blast
- Psychic
- Calm Mind

Optimized coverage for maximum destruction with CM. There isn't really a reason to why you'd need intermediates like Thunderbolt when you're mainly using the bulk to set up, not play around pivots.

CM 3a Clefable is an interesting, more offensive way of playing Life Orb that can cheese through checks like Rotom-Heat and other SpD Clefables. It still struggles with MFire Sylveon, but aside from this it has no counters that are common, making it a great fit on high geared offense as a Dragon resist.
 
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Sificon

I'm not here for your entertainment
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Oh well.... here we go:

:Clefable:
Clefable @ Blunder Policy
Ability: Magic Guard
EVs: 32 HP / 252 SpA / 224 Spe
Rash Nature
IVs: 0 Atk
- Sing
- Calm Mind
- Moonblast
- Flamethrower / Thunderbolt
:Clefable:

Well the Set is pretty simple: You either hit your Sing and set up, or you miss and then be faster than a Zeraora (and set up?)
Nobody expects this because nobody uses this lol. I'd run Flamethrower over Thunderbolt and use Dugtrio as a teammate to trap and kill Toxapex first but I guess you can run Tbolt if you want.
¯\_(ツ)_/¯
 
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