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

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Reserving rest talk (imma actually do my submission lmao)

Rest Talk Azumarill
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Moon Rabbit (Azumarill) (M) @ Leftovers
Ability: Huge Power
EVs: 240 HP / 64 Atk / 200 Def / 4 Spe
Impish Nature
- Sleep Talk
- Rest
- Knock Off
- Play Rough

This cute little fella is prolly one of the more dumber sets I’ve made this gen but boy does it put in work. Water fairy is a godlike defensive typing, especially in the current meta, and thanks to its respectable bulk, this azumarill is able to check both shifu forms, kingdra, specially oriented dragapult, volc and lucha, while countering kommo, crawdaunt, barraskewda, dd pult, hydra and weavile. This makes azumarill an excellent tank that checks a large chunk of the offensive metagame. The longevity provided Rest also allows azumarill to annoy most defensive teams thanks to its hp stat of 100, allowing it to stall out seismic tosses, while acting as a status absorber while having the utility of knock. EVs maximize defensive capabilities while hitting 401 hp, while the attack investment allows it to ohko Urshifu dark and pult.
 
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Curse Azumarill

Azumarill (M) @ Leftovers
Ability: Huge Power
EVs: 240 HP / 64 Atk / 200 Def / 4 Spe
Impish Nature
- Curse
- Rest
- Knock Off
- Play Rough

This is a defensive variant of the set posted above, but with the use of Curse in order to boost Atk&Def and Leftovers is here for longevity. Basically, if you are scared by Trick Room, here you have a solution; also, you can get rid of that annoying Intimidate drops.
Rest is good in front of physical attackers (without supereffective moves)
Azumarill has already a good natural bulk and Water+Fairy typing is good defensively, just have some ways to cover your weaknesses. It is also a good idea to have Screens support in order to have more free turns for Rest and Curse.
Knock Off + Play Rough is here for coverage&utility and with a +1 Atk they still hit strongly.
Even though I think that this set is more suited to Doubles, I think that it might have a niche in regular 1vs1 OU.


Anti Standard-Sun Azumarill
Azumarill @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Toxic
- Scald
- Knock Off
- Substitute
Why do you pick Thick Fat over Sap Sipper?
You already resists Ice + Fire, so a protection from Sleep Powder, Solarbeam and so on is much more valuable in my opinion.
 
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Martin

A monoid in the category of endofunctors
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:bw/azumarill:
Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Liquidation
- Knock Off / Superpower

Azumarill hits very hard, so it’sonly natural to think Choice Band would be an option. It has a lot of difficulty breaking versus teams witH Toxapex, Tangrowth, Amoonguss, Slowbro, Ferrothorn etc., but the added immediate firepower behind Aqua Jet and room to invest in bulk frees it up a lot early- and mid-game as a revenge killer and offensive utility pick. Liquidation is important for breaking past Steel-types like Corviknight, Skarmory, Jirachi, and Scizor, 2HKOing physically defensive variants of the former two after Stealth Rock if their Leftovers have been removed or they’re carrying Rocky Helmet. The choice between Superpower and Knock Off depends on whether you want to remove the items of Pokémon that check it defensively or if you’d prefer added firepower against Ferrothorn. The losted EVs outrun uninvested Clefable, though if you’d prefer more speed you can run 140 for Corv, 164 for Skarm, or max to get a few points above uninvested Mandibuzz.
 
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Why do you pick Thick Fat over Sap Sipper?
You already resists Ice + Fire, so a protection from Sleep Powder, Solarbeam and so on is much more valuable in my opinion.
Good question! Will explain in post, but essentially you already don't stand a chance against Venusaur, so dealing with the empowered fire moves is more important to the set, in my opinion anyway. Being 4x resistant to fire is a not very common thing, the only other mon that does anything similar is Coalossal. The main purpose of the set is to switch in to a strong, usually choiced, fire (primarily) or ice type (added bonus) move and either Toxic / Knock Off said mon, or cripple a switch. Let me show you a calc comparison in the meantime.

252 SpA Choice Specs Solar Power Charizard Overheat vs. 252 HP / 252+ SpD Sap Sipper Azumarill in Sun: 263-310 (65 - 76.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Solar Power Charizard Overheat vs. 252 HP / 252+ SpD Thick Fat Azumarill in Sun: 132-156 (32.6 - 38.6%) -- 3.1% chance to 3HKO after Leftovers recovery

Here's a fun added bonus as well, which won't be a part of the main post
252 SpA Choice Specs Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Azumarill: 288-338 (71.2 - 83.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Thick Fat Azumarill: 144-170 (35.6 - 42%) -- 87.8% chance to 3HKO after Leftovers recovery

Edit: I recommend checking out the updated version of my submission if you haven't already.
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Sap Sipper

Non-BD Azumarill fuckin sucks in this format tbh lol. Free Pexless OU.
 

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion
:ss/azumarill:

And we are finishing the voting! By its results, the winner of the Cycle 27 is Perish Song Trapper by RottenInfernape. Congratulations! Your submission will be added to the Hall of Fame soon. Let's move forward!

Cycle Twenty Eight - Rillaboom
:ss/rillaboom:

One of the strongest physical wallbreakers of the entire OU, Rillaboom arrives here! The sheer power of its Grassy Terrain-boosted Wood Hammer coming off of a huge Attack stat likely backed up by Choice Band and nice coverage options like U-turn and Knock Off all make Rillaboom quite hard to handle defensively, and because of a strong priority in Grassy Glide revenge killing Rillaboom is not an easy task. Rillaboom is most often seen running a Choice Band or some sort of Swords Dance sets, but we want to see some other heat on Rillaboom from you guys!

Banned Sets
:choice band:|:life orb:|:grassy seed:

The deadline is Thursday 20th of August. Good luck!​
 

Katy

Banned deucer.
reserving sub + sd

:ss/rillaboom:
Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Swords Dance
- High Horsepower

- Grassy Glide

this is an unusual set that can catch the opponent off guard because sub is usually not the move you would expect on a rillaboom. when rillaboom is behind a sub it can create set-up opportunities with swords dance. while being behind a sub it is also protected from any statuscondition. high horsepower is the coverage move of choice as it can hit magnezone, torkoal, and zeraora. grassy glide is priority on grassy terrain and the stab move.
this set is meant to be used mid-late-game when every pokémon from the opponent is weakened.
 
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Utility Rillaboom
:ss/rillaboom:
Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Taunt
- Drum Beating
- Leech Seed
- U-turn

This variant of Rillaboom differs from the other bulky Grass-types this generation, such as Tangrowth and Amoonguss. Its access to Grassy Surge means that it can gain quick recovery rather than relying on switching out with Regenerator. Its signature move, Drum Beating, is also a very interesting trait since it lowers the opponents Speed by 1, making teammates easier to play around with. Finally, it can U-Turn out of its biggest checks such as Mandibuzz and Corviknight. Taunt makes Rillaboom a decent stallbreaker, preventing nuisances such as Blissey and Toxapex from outplaying. Leech Seed gives Rillaboom additional recovery, while slowly deterring away the opponents health.

non-choice banded or swords dance rillaboom is bad lol please give it rock slide
 
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Tapu Bulu Lite

:ss/rillaboom:
Rillaboom @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Leech Seed
- Substitute
- Drain Punch / Knock Off

If this thing got horn leech, I would be much happier. In the end this set is supported by two things. Rillaboom's solid HP stat, which gives it 101hp substitutes, and its quite nice physical attack, even un-invested.

Grassy Terrain allows you to heal up better in the initial process of Bulking Up for the summer. Drain Punch helps with the longevity of the set, allowing you to become a heal tank. Knock Off allows you to hit ghost types, which otherwise wall the set, and is also just the best move in the game at the moment.
 
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Taunt Pivot

:ss/Rillaboom:

Rillaboom @ Heavy-Duty Boots
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
-Taunt
-U-Turn
-Knock Off
-Grassy Glide​

This set uses Taunt to neuter many of its otherwise safe switchins, while using U-Turn in combination with Heavy-Duty Boots to pivot reliably throughout the match. Rillaboom usually gets worn down from hazards and Wood Hammer recoil, so it can last much longer with their absence. Knock Off is a broken move and Grassy Glide, when under terrain, is broken too. They enable Rillaboom to maintain an offensive presence despite the lack of a boosting move or item.

Boots are insane. Enough said.
 
:ss/rillaboom:

Rillaboom @ Flame Orb
Ability: Grassy Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Fling
- Leaf Storm
- Energy Ball/Earth Power

What pokemon does rillaboom lure in? The answer is Ferrothorn, Corviknight, and Skarmory (Mandibuzz has fallen out of usage). Now, what attacking move do all of these pokemon use? That's right, it's body press. This is the main way they deal with pokemon like Excadrill, Magnezone, and Diggersby. This set aims to counteract that so the aforementioned mons can sweep in the late game after boosts are acrued. Rillaboom is an ideal non-guts flame orb user because it's grassy terrain cancels the chip from burn. Once the steel-type walls are lured in, hit em with a fling to get a burn on them and then pivot to another mon, especially one that now has the power to break through it. The given set is special so as to not reduce Rillaboom's power after a burn, but if you want to run facade / have adequate aromatherapy/heal bell support, a physical set is the way to go. This mon + magnet pull magnezone is a core if your only goal is to get rid of the steel walls, because after a burn Magnezone can easily break through Ferrothorn.

This mon has a terrible movepool why did it have to be my first one.
 
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