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

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Voltron (Togekiss) @ Expert Belt
Ability: Super Luck
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Zap Cannon
- Nasty Plot

Similar to the standard Nasty Plot set but with a few key changes. The standout here is Zap Cannon. Anything hit by this move will take massive damage and be paralyzed guaranteed. Sadly, Serene Grace is illegal with Zap Cannon, so Super Luck must be used instead. Using Zap Cannon let you cripple a non-electric type for flinching with Air Slash (only 30% unfortunately due to no Serene Grace) or let other, slower teammates knock it out. Even after Zap Cannon is revealed, your opponent will be pressured to not let anything important get paralyzed, giving you control. Expert belt in conjunction with Fire Blast will OHKO Excadrill (a likely switchin due to flying resist and electric immunity) and 2HKO Corviknight if you don't want to rely on Zap Cannon. Nasty Plot lets you wallbreak things that won't mind switching into Zap Cannon and Fire Blast, such as Seismitoad and Clefable.

252 SpA Expert Belt Togekiss Zap Cannon vs. 252 HP / 4 SpD Toxapex: 218-259 (71.7 - 85.1%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Expert Belt Togekiss Zap Cannon vs. 252 HP / 160+ SpD Mandibuzz: 242-286 (57 - 67.4%) -- guaranteed 2HKO
252 SpA Expert Belt Togekiss Zap Cannon vs. 0 HP / 0 SpD Primarina: 262-310 (87 - 102.9%) -- 93.8% chance to OHKO after Stealth Rock
252 SpA Togekiss Zap Cannon vs. 252 HP / 0 SpD Mew: 124-146 (30.6 - 36.1%) -- 50.8% chance to 3HKO (Just to put in perspective how much this does to even neutral targets)
252 SpA Expert Belt Togekiss Fire Blast vs. 0 HP / 0 SpD Excadrill: 386-456 (106.9 - 126.3%) -- guaranteed OHKO
252 SpA Expert Belt Togekiss Fire Blast vs. 252 HP / 208+ SpD Corviknight: 228-269 (57 - 67.2%) -- guaranteed 2HKO after Leftovers recovery
 
Togekiss @ Lagging Tail
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Air Slash
- Flamethrower
- Nasty Plot
- Trick

This is just a variation of the trick set but what you can do is trick into pokes that are not slower than kiss and cripple them for life. Not even healing wish or heal bell will help them. Use it predicting an offensive ground switch that think can dodge a twave or predicts a nasty plot. From there just flinch it to death or set up if feeling frisky
 
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Egor

нет, товарищ генерал, это вы даёте
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RoAPL Champion
:ss/togekiss:

The voting is over! By its results, the winner of the Cycle 13 is Babiri Berry by Martin . Congratulations! Your submission will be added to the Hall of Fame soon. Let's get straight to the next Cycle!

Cycle Fourteen - Kyurem
:ss/kyurem:

Kyurem is one of the most dangerous offensive threats in the tier, boasting nice all-around stats and powerful STAB combination and coverage. The Choice Specs set by far is the most common Kyurem variant, as it maxes out its firepower and makes Kyurem very tough to switch around without certain defensive structures. Can you guys utilize Kyurem's potential on its fullest and show us some hot and dangerous sets?

Banned Sets
:choice specs:

The deadline is Thursday 16th of April. Good luck!​
 

Martin

A monoid in the category of endofunctors
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:bw/kyurem:
Kyurem @ Leftovers
Ability: Pressure
EVs: 44 HP / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Freeze Dry
- Earth Power
- Substitute
- Roost

Blah blah SubRoost stalls PP with Pressure; not as good as past gens bc stuff like Ferrothorn isn't running Gyro Ball anymore, stuff like Tyranitar isn't used much, and Chansey doesn't exist full-stop, so there aren't as many useful low PP moves/Seismic Tosses to stall out, but it still does its job fairly well thanks to its typing and good overall bulk. The HP investment is only really useful for subbing vs stuff like Xatu and Jellicent and Corsola-G and idk if anything else actually runs Night Shade/Seismic Toss; I'm sure there's a better benchmark you could hit if you tried hard enough.
 
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Zneon

uh oh
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Kyurem @

Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Icicle Spear
- Roost / Facade


The most normie set ever, but at the same time, pretty straightforward, Kyurem's great attack and speed make it a niche, yet formidable late-game sweeper. It may not be the best at it, but it works wonders when its checks are weakened, the point of this is to take advantage of Pokemon that absolutely fear Specs Kyurem such as Seismitoad and set up at least 1 DD before being able to do damage, Roost allows it to increase longevity while Facade acts as a great move against Pokemon that poisoned or burnt you, which can make it more Pokemon and threatening late-game threat as a whole.
 
Roost + 3 Attacks


Kyurem @ Life Orb / Heavy-Duty Boots
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Earth Power
- Flash Cannon / Draco Meteor / Freeze-Dry
- Roost

While it is weaker than the Choice Specs set, a non-choiced Kyurem can run Roost, making up for the loss of power with the ability to keep itself healthy over the course of a battle.

Life Orb provides a damage boost while still allowing Kyurem to switch moves. Heavy-Duty Boots can be used instead if the recoil is an issue, but the decrease in damage output will be noticeable.
 
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Kyurem @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Weather Ball
- Freeze-Dry
- Draco Meteor
- Earth Power

Weather Ball Kyurem is an interesting Tech that works wonders on Sun primarily to bypass its counters, but also well on rain. You could theoretically run it on hail too for a 100 BP Ice move, but A) Unfortunately in testing you do not get STAB from Ice Weather Ball and B) I have yet to see Hail work in this metagame. That being said, pairing this with A-Ninetales HO is certainly an option (though why do that when you can run Blizzard instead). Sand gets less synergy that the other weather archetypes, but is still okay.

In testing this set on Sun, this thing nets free KOs against SpDef Corvi and my own patented counter Bronzong. Not to mention the unholy calc against Ferrothorn. The crux of this set though, is how hard it hits neutral switchins (mainly fairies), on both Sun and Rain. It has the potential to 2HKO Clef, though not with protect. Sylveon is 3HKO'ed if you're a madman and stay in, or does solid damage if you want to then switchout to your suitable counter. Snorlax is here as a bulky neutral hit to show how much it does, though with rain due to Thick Fat.

252 SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 252 HP / 208+ SpD Corviknight in Sun: 408-482 (102 - 120.5%) -- guaranteed OHKO
252 SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 252 HP / 252+ SpD Bronzong in Sun: 320-378 (94.6 - 111.8%) -- 68.8% chance to OHKO
252 SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 252 HP / 252+ SpD Ferrothorn in Sun: 640-756 (181.8 - 214.7%) -- guaranteed OHKO
252 SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 252 HP / 252+ SpD Clefable in Sun: 189-223 (47.9 - 56.5%) -- 35.5% chance to 2HKO after Leftovers recovery
252 SpA Choice Specs Kyurem Weather Ball (100 BP Fire) vs. 252 HP / 252+ SpD Sylveon in Sun: 147-174 (37.3 - 44.1%) -- 100% chance to 3HKO after Leftovers recovery
252 SpA Choice Specs Kyurem Weather Ball (100 BP Water) vs. 252 HP / 252+ SpD Snorlax in Rain: 166-196 (31.6 - 37.4%) -- 0% chance to 3HKO after Leftovers recovery

While you could argue that this is redundant due to Sun's ability to deal with Steel types, I would argue that removing a check to Kyurem, by Kyurem itself is ridiculously good because of the pressure it puts on teams. Rain is a separate issue, but the synergy comes from Kyurem's ability to put the hurt on Ferrothorn, and Freeze Dry destroying Seismitoad.

All in all, a fun tech that has put in some work for me in testing. Very much enjoyed using it.
 
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Expert Belt Kyurem

Kyurem @ Expert Belt
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- filler
- Earth Power
- Freeze-Dry
- Ice Beam


General idea

Kyurem is really a strong wallbreaker with a good mixed movepool. I choose the special side of the spectrum because you are able to avoid Intimidates all around. Too bad that the ability isn't too useful, but we don't have choice here.
Ice Beam + Freez-Dry are the main moves because they are STABbed and cover a huge range of threats alone.
Earth Power helps to get past Steels.
The 4th moveslot is entirely up to you depensing on whatever you want (an additional attack or a status move such as Roost or Toxic).

Evs (spread) and item

The EVs spread is a simple SpA one; Timid nature is chosen over Modest because we have a bad defensive typing so we need to take less hits as possible. Expert Belt in my opinion makes the difference because it takes some turns to the opponent to figure it out. You miss some KOs and 2HKOs with the loss of Specs, but Expert Belt makes you a lot more adaptable and you can use a supereffective attack towards the target.
Expert Belt is also picked over Life Orb due to the degree of unpredictability provided by the lack of recoil and you still have the possibility to switch moves. Also recoil + bad defensive typing = Kyurem is worn down easily despite a good numerical bulk on paper.

Calcs:
252 SpA Expert Belt Kyurem Freeze-Dry vs. 248 HP / 0 SpD Rotom-Wash: 262-310 (86.4 - 102.3%) -- 12.5% chance to OHKO after Leftovers recovery
252 SpA Expert Belt Kyurem Freeze-Dry vs. 252 HP / 252+ SpD Gastrodon: 451-538 (105.8 - 126.2%) -- guaranteed OHKO
252 SpA Expert Belt Kyurem Freeze-Dry vs. 252 HP / 4 SpD Toxapex: 202-240 (66.4 - 78.9%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Expert Belt Kyurem Freeze-Dry vs. 252 HP / 108+ SpD Milotic: 190-226 (48.2 - 57.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Expert Belt Kyurem Freeze-Dry vs. 252 HP / 148 SpD Vaporeon: 247-295 (53.2 - 63.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Kyurem Freeze-Dry vs. 0 HP / 0 SpD Cloyster: 214-253 (88.7 - 104.9%) -- 31.3% chance to OHKO
252 SpA Expert Belt Kyurem Freeze-Dry vs. 252 HP / 160+ SpD Mantine: 331-394 (88.5 - 105.3%) -- 37.5% chance to OHKO

252 SpA Expert Belt Kyurem Earth Power vs. 0 HP / 0 SpD Excadrill: 336-396 (93 - 109.6%) -- 56.3% chance to OHKO after Leftovers recovery
252 SpA Expert Belt Kyurem Earth Power vs. 0 HP / 4 SpD Zeraora: 283-334 (89.2 - 105.3%) -- 37.5% chance to OHKO after Leftovers recovery

252 SpA Expert Belt Kyurem Ice Beam vs. 0 HP / 4 SpD Togekiss: 312-370 (100.3 - 118.9%) -- guaranteed OHKO
252 SpA Expert Belt Kyurem Ice Beam vs. +1 0 HP / 4 SpD Sigilyph: 283-338 (99.2 - 118.5%) -- 93.8% chance to OHKO
252 SpA Expert Belt Kyurem Ice Beam vs. 252 HP / 0 SpD Celebi: 355-420 (87.8 - 103.9%) -- 25% chance to OHKO after Leftovers recovery (guaranteed after SR)

Team(mates) support

SR is mandatory because you need chip damage to compensate the less damage output of Expert Belt when compared to Choice Specs.
Also, a way to get rid or to weaken a lot bulky Fairy-type Pokemons (such as Clefable) is needed to make holes into the opponent's team.
 
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Imprison Kyu

Kyurem @ Leftovers / Expert Belt
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Freeze Dry
- Substitute / Flash Cannon / Toxic / Earth Power
- Imprison
- Roost

Imprison + roost allows you to beat SpD corv without relying on freezes, as well as having longevity by the virtue of recovery. Freeze dry is the preferred attack so you can get around pex, while the last slot can be used for sub to dodge statuses and PP stall with pressure. Toxic is another option, as toxic + imprison stops you from getting hit by toxic if you predict well as well as having the ability to spread poison, while a more offensive option would be ebelt + flash cannon to beat clef with a little chip (preferably knocked). EPs also an option for steels. Might make a custom EV spread for this later.
 
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Sub DD

Kyurem @ Leftovers
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Icicle Spear
- Roost

This set plays similarly to the standard Substitute set, being able to stall out PP thanks to Pressure, and maintain a Sub against Toxapex. Dragon Dance gives it a bit more use against faster-paced teams though, if it can get a boost. Hitting physically can also surprise things like specially bulky Clefable, and building up a lot of Attack boosts lets it overwhelm certain things it otherwise wouldn't be able to, like Corviknight. You might be thinking "oh It can't beat Toxapex with mono-Ice coverage, so that's a hard stop to it", but the matchup is a little more complicated than that. Dragon Dance and Icicle Spear have 32 and 48 PP respectively, and when coupled with Pressure, Toxapex actually runs the risk of being PP stalled by Kyurem, hilariously enough (Haze is actually affected by Pressure), meaning Toxapex could be forced into unsavoury situations where it is forced to pivot around to conserve PP. At the very least Kyurem will be able to bleed Toxapex dry of PP, potentially opening the door for something else, at most it'll be able to sweep using saved up Dragon Dance PP once all the Hazes are gone. The main issue with this set is that it turns over a lot of momentum to Cloyster, so make sure you're also packing a hard counter to that in the back.
 
Mixed Life Orb

:ss/Kyurem:

Kyurem @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
-Ice Beam / Freeze Dry
-Earth Power
-Draco Meteor
-Iron Head

There's a joke in here about using Kyurem to lure 'em, but I can't find it. Oh well. Mixed LO Kyurem only has two advantages above Specs Kyurem: it can switch moves, and it can lure Clefable. As the calcs show, Ice Beam into Iron Head does 99.4% off two min rolls, not including lefties recovery, so it can 2HKO with this combination fairly reliably. The Clefable probably wouldn't go for Protect since LO Ice Beam clearly isn't going to 2HKO, which makes the bait even better. It plays the same as a Specs set otherwise, but obviously wears down faster. Just pair it with a Clef of your own to get those juicy Wishes. Iron Head also cleanly 2HKOs Sylveon, Grimmsnarl, and Tyranitar should they ever show up in a game.

Ice Beam is almost always the best choice as Freeze Dry into Iron Head will not 2HKO from full; however, if you're confident in wearing down Clef before revealing Iron Head and/or really need OHKOs on Seismitoad and Dracovish instead of 2HKOs then Freeze Dry can work. For the record, nothing in OU is hit harder by LO Dragon Claw than LO Draco Meteor, so always use Draco. Outrage is a bad move.

252 SpA Life Orb Kyurem Ice Beam vs. 252 HP / 252+ SpD Clefable: 148-175 (37.5 - 44.4%) -- guaranteed 3HKO after Leftovers recovery
4 Atk Life Orb Kyurem Iron Head vs. 252 HP / 4 Def Clefable: 244-289 (61.9 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
 
Weakness Policy Dragon Dance
Kyurem @ Weakness Policy
Ability: Pressure
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
- Ice Beam
- Earth Power
- Stone Edge / Freeze-Dry / Roost / Iron Head
- Dragon Dance

This set lets Kyurem sweep teams while being able to change moves. Dragon Dance is used to boost speed, outspeeding Zeraora with these EVs at +1. Ice Beam and Earth Power are obvious choices, providing incredible coverage against most of the meta. The final move is customizable, as Kyurem doesn't miss out on too much with its coverage and doesn't have many good status moves either. Stone Edge OHKOs Rotom-H, Iron Head at +3 OHKOs Clefable, and Freeze-Dry OHKOs bulky waters (although Toxapex drops to +2 Earth Power anyway) even unboosted providing great value vs. Seismitoad and Gastrodon. Roost can let you heal vs. walls and circumvent Sucker Punch mindgames.

Rather than list everything this set can KO, it's better to list everything it can't KO.

Pyukumuku (If not running Freeze-Dry)
Thick Fat Snorlax
Milotic (If not running Freeze-Dry)

In addition to everything above:
Clefable (If not running Iron Head)
Corviknight (Kyurem still beats it 1v1 at full or any percentage if Kyurem has Roost)
Keldeo (If not running Freeze-Dry)
Ferrothorn (Takes 90 minimum and only does less than half)
Sylveon (If not running Iron Head)
Rotom-Wash (If not running Freeze-Dry)
Rotom-Heat (If not running Stone Edge)

Basically anything else is run over by +2 Ice Beam or Earth Power. You may be concerned about the difficulty of setting up a sweep relying on Weakness Policy, but there is a fair amount of attacks that you can do so on:
252+ SpA Hatterene Dazzling Gleam vs. 16 HP / 0 SpD Kyurem: 324-384 (82 - 97.2%) -- guaranteed 2HKO
252+ Atk Aegislash-Blade Iron Head vs. 16 HP / 0 Def Kyurem: 332-392 (84 - 99.2%) -- guaranteed 2HKO
252 Atk Life Orb Mimikyu Play Rough vs. 16 HP / 0 Def Kyurem: 328-385 (83 - 97.4%) -- guaranteed 2HKO
252+ Atk Bisharp Iron Head vs. 16 HP / 0 Def Kyurem: 306-362 (77.4 - 91.6%) -- guaranteed 2HKO
252 Atk Excadrill Iron Head vs. 16 HP / 0 Def Kyurem: 294-348 (74.4 - 88.1%) -- guaranteed 2HKO
200+ Def Kommo-o Body Press vs. 16 HP / 0 Def Kyurem: 294-348 (74.4 - 88.1%) -- guaranteed 2HKO
252 Atk Cinderace High Jump Kick vs. 16 HP / 0 Def Kyurem: 286-338 (72.4 - 85.5%) -- guaranteed 2HKO
252 Atk Zeraora Close Combat vs. 16 HP / 0 Def Kyurem: 258-304 (65.3 - 76.9%) -- guaranteed 2HKO
0 SpA Clefable Moonblast vs. 16 HP / 0 SpD Kyurem: 216-254 (54.6 - 64.3%) -- guaranteed 2HKO
 
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