Resource OU Sample Set Submissions

:ogerpon:
Ogerpon (F) @ Focus Sash
Ability: Defiant
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Spikes
- Ivy Cudgel
- Knock Off/ U-Turn

Doesn't have much value over Samurott-H but could be valuable as a lead. Defiant can help it power through stuff if Intimidated or if it's been Defog'd on. Decent lead on the right team.
 
(Unware+2A)
Clefable (F) @ Heavy-Duty Boots
giphy.3.gif

Ability: Unaware
Tera Type: Water/Grass
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Flamethrower
- Moonlight

Unaware fares much better in this meta compared to Magic Guard in my opinion, with dangerous set-up cleaners like Iron Valiant and Manaphy roaming around. Tera water is excellent to further boost Clef's bulk and allow it to beat mons like Gholdengo/King Gambit. Max Defense Max HP should be standard as you just get a better match-up against a lot of the physical setup sweepers. You can also run Tera Grass to deal with water-ogrepon better.
 
Bulky set up
Ogerpon-wellspring mask @Wellspring mask
Ability: Water absorb
Tera Type: Water
EVs: 4 spd / 252 Atk / 252 Hp
Adamant Nature
-Ivy Cudgel
-Spikey Shield
-Horn Leech
-swords dance
252 hp allows Ogerpon to live more hits so i can set up its swords dance when you get to at least plus 2 you can tera into its form where it gives you a plus 1 special defense. Which allows it to live more hits from the more common Pokémon right now such as Landerous tera sky tera blast it lives two hits and you can kill the landerous with such high attack with its adamant nature and more Pokémon.

EDIT: I forgot to mention when its set up it can kill more bulky Pokemon.

Note if your playing doubles try to bring a Iron hands so it can help you get to set up.
 
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kd458

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Some sets for returning mons, along with some new and modified sets for mons with returning moves post-DLC:

:sv/Mandibuzz:

Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 204 Def / 52 SpD
Tera Type: Poison / Fairy
- Foul Play / Knock Off
- U-turn / Toxic
- Defog
- Roost

The given spread lives a +2 Tera Water Ivy Cudgel from Ogerpon-Wellspring, and Mandibuzz appreciates the remaining investment in Sp.Def for Gholdengo; with this it lives Shadow Ball into Make it Rain even if they get the Sp.Def drop on the switch while also dodging a potential 2HKO from Dazzling Gleam. Knock Off is a good general option for a STAB move while Foul Play will OHKO a +2 Ogerpon in return, along with helping to prevent this mon being used as setup fodder. U-turn is good for momentum into Gholdengo coming in to block a Defog, while Toxic can also be used to force progress and put opposing mons on a timer. Tera Poison flips the matchup into Fairy types, though as with all defensive mons, Fairy could also be considered as a good neutral typing that assists in the Specs Dragapult matchup. These are just suggestions though and other Tera types could definitely be explored.

:sv/Rillaboom:

Rillaboom @ Terrain Extender / Eject Button
Ability: Grassy Surge
EVs: 204 HP / 252 Atk / 52 Spe
Tera Type: Fairy / Steel
Adamant Nature
- Grassy Glide
- Knock Off
- U-turn
- Drain Punch / Taunt

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Grass
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off / Drain Punch
- U-turn

Rillaboom @ Life Orb / Miracle Seed
Ability: Grassy Surge
EVs: 204 HP / 252 Atk / 52 Spe
Tera Type: Grass
Adamant Nature
- Grassy Glide
- Knock Off
- Drain Punch
- Swords Dance

With the return of Grassy Glide, Rillaboom should always slot this into its moveset as a strong form of priority that essentially defines this mon. I'd argue that it is objectively better than Drum Beating on the listed support set and is a necessity on banded, with Hammer also being good enough that Knock or Drain Punch is the move to drop.

Additionally, while I haven't used this set myself and so cannot provide a more intricate EV spread than outspeeding any Kingambit, SD Rillaboom is something that I've seen myself on ladder and is likely much better now that it has strong priority in the form of Glide. Miracle Seed provides extra power to Glide and ensures an OHKO on Ogerpon-Wellspring with +2, while Life Orb gives more power generally at the expense of longevity. Grassy Seed with Acro could be considered, but I feel that this set has been left behind in Gen 8 and is no longer viable.

:sv/Sneasler:

Sneasler @ Grassy Seed / Psychic Seed
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Tera Type: Flying / Dark / Ghost
Adamant Nature
- Swords Dance
- Close Combat
- Dire Claw / Gunk Shot
- Acrobatics / Lash Out / Shadow Claw

Following on from a sharp increase in Rillaboom's viability, Grassy Seed should be added as an option for Sneasler as it is by far the most common way to activate it, even pre-DLC this had much more usage than Balloon or White Herb (which is almost never used, according to Pikalytics) and is just a better set. Psychic Seed is also something worth considering, as this mon with that item is on almost any Psyspam team. I'd also argue that Tera Blast Ground is not a viable option on Sneasler as this sees no real usage due to its reliance on Tera when other moves can be ran to hit the same targets bar Pex, who is not common enough to justify it.

:sv/Tornadus_Therian:

Tornadus-Therian @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 40 Def / 216 Spe
Tera Type: Steel / Water
Timid Nature
- Bleakwind Storm / Hurricane
- Heat Wave
- Knock Off
- U-turn

This is essentially the National Dex Tornadus-Therian set, but with Bleakwind as a preferred option over Hurricane as a more consistant STAB option and both Heat Wave and Knock Off due to Torn losing Defog. The given spread outspeeds non-booster Iron Valiant while maximising PhysDef. The NatDex Tera type of Steel has been retained here for Dragonite's Espeed and to flip the defensive matchup on Ice and Rock moves, but Water could potentially be considered for a good neutral defensive typing due to the lack of strong Electric types in OU bar Zapdos and Grass types being threatened out by its Flying STAB, although this worsens its ability to switch into and force out Ogerpon.

:sv/Garchomp:

Garchomp @ Loaded Dice
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Ground / Steel
Jolly Nature
- Earthquake
- Scale Shot
- Stone Edge / Iron Head
- Swords Dance

With the return of Scale Shot, SD Garchomp now can run Loaded Dice with Scale Shot to boost its speed using a strong 100-125BP STAB move. Stone Edge secures a clean OHKO even at +0 on Enamorus who walls Chomp's STAB attacks, while Iron Head requires Tera to do this but is a stronger move post-Tera that also hits Iron Valiant and gives you the benefits of Steel's resistances to Ice, Dragon and particularly Fairy. Tera Ground is likely the best option outside of a defensive tera like Poison for the Stone Edge set, as Rock is horrible defensively. Unfortunately, both sets are walled by Corviknight, but Fire Fang is no longer viable with Enamorus in the tier; Tera Blast Fire could be considered and I've seen it suggested before but I didn't think this was worth serious inclusion.

:sv/Crawdaunt:

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Water / Dark
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Close Combat / Crunch

Crawdaunt @ Life Orb / Mystic Water
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Water
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Unfortunately, Mr. Craw has been struggling to find a good place in OU post-DLC despite the tier being full of bulky Ground types like Gliscor and Great Tusk that this mon would typically enjoy the presence of, further contributed to by Adaptability's negative interaction with Tera. However, I do believe it still has a place as a breaker, and many teams (particularly stall) still fall apart to a well-played Crawdaunt.

The banded set is the same as it always has been, with Close Combat to hit Kingambit and Crunch as an alternative to help break through bulky waters like Dondozo, Alomomola and Toxapex after they've earlier taken a Knock Off. SD Crawdaunt is another viable option, with either Life Orb or Mystic Water as power-boosting items. Either Tera Water or Dark can be used on the banded set but they should only be clicked if a small boost is necessary to kill a mon, since this removes your Adaptability bonus on the other type and only gives a small power increase. Similarly, the SD set should not use Tera unless absolutely necessary, and this will likely only be relevant if the 12.5% boost is needed for Aqua Jet to prevent revenge killing.
 
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Nasty plot
Ninetales-Alola @ Icy Rock
Ability: Snow Warning
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Freeze-Dry
- Encore
- Nasty Plot
This set allows for teammates like greninja to spam blizzard while threatening opposing setup mons with encore and then a nasty plot. With a solid surprise factor, it is able to dish out decent damage and unsuspecting opponents.
 
empoleon.gif


Empoleon @ Leftovers
Ability: Competitive
EVs: 248 HP / 8 SpA / 252 SpD
Tera Type: Fairy
Sassy Nature
IVs: 0 Spe
- Hydro Pump
- Knock Off
- Roost
- Flip Turn / Roar

Despite losing access to Scald and Toxic, Empoleon's great defensive typing, new ability in Competitive and access to reliable recovery in Roost have given it a place as a solid defensive pivot in the OU metagame. With the special bulk to take on most special attacking threats, it walls Pokemon such as Walking Wake, Manaphy and Iron Moth. The ability to permanently cripple them as well as switch-ins with Knock Off, makes it very valuable; especially when you consider the lack of Knock Off distribution. Furthermore, with its new ability Competitive, common Defoggers such as Corviknight and Talonflame will think twice about removing hazards, giving Empoleon a +2 SpA raise, threatening KO's on any non-resistant threats. Therefore, teams that love to hazard stack with Pokemon such as Sticky Web Ribombee, appreciate Empoleon's presence in keeping hazards on the opponents side of the field. This also lets wallbreakers such as Enamorus and Walking Wake guarantee KO's that wouldn't previously be possible. After tanking a hit, Empoleon can then throw off a slow Flip Turn to its teammates to help get frail attackers such as Sneasler and Iron Valiant in safely. Surf can be used instead of Hydro Pump, but the difference in power is noticeable, with the latter KO'ing Physically Defensive Great Tusk and 2HKO'ing Pokemon such as Skeledirge and Specially Defensive Moltres. Roar can also be used instead of Flip Turn, in order to support hazard stack even more as well as force out setup Pokemon. Great Tusk and Ting Lu are both excellent teammates, mitigating Empoleon's weakness to fast Volt Switches from Rotom-Wash and Zapdos. Both are also very physically bulky, letting Empoleon focus fully on the special side. Lastly, they set up hazards and the hazard removal of Great Tusk even lets Empoleon come in more often. The given EV spread maximizes Empoleon's longevity and bulk as well as minimizes its speed, in order to get the slowest Flip Turn possible. Tera Fairy is always a great option defensively as Empoleon doesn't care for Poison and Steel type attacks pre-Tera.
 
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Mightyena @ Toxic Orb
Ability: Quick Feet
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Sucker Punch
- Play Rough
- Crunch
 
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Agility Iron Moth
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Ghost/Grass/Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Fiery Dance
- Sludge Wave/Psychic/Dazzling Gleam/Energy Ball
- Psychic/Sludge Wave/Dazzling Gleam/Energy Ball/Substitute

Agility Iron Moth is something that we saw earlier in the generation. It can still function in the modern meta quite well as an anti-offense mon. It has good matchups into several offense mons, such as opposing Iron Moth and Alolan-Ninetales. One of the biggest problems that I have with the current speed boosting Iron Moth is the lack of power without Fiery Dance boosts. Not being able to OHKO targets like Walking Wake or Landorus-Therian can really dent Iron Moth's sweep. This set instead uses a special attack booster energy with Modest, allowing it to get the most out of its massive 140 base special attack stat. The aformetioned Walking Wake now gets guaranteed OHKOed by Dgleam after rocks, as well as being OHKOed 41% of the time after rocks using Sludge Wave. Offensive Landorus-Therian also doesn't appreciate Iron Moth, taking at minimum 82% from Fiery Dance. It also has a great matchup into stall. Dondozo gets 2hkoed, Clef gets OHKOed, Pex gets 2hkoed. While Blissey might be able to stop it, Iron Moth can use a Tera Ghost to fish for poisons and special attack raises with Fiery Dance, with at the very least draining Blissey of Soft Boiled PP.
 
Calm Mind
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Sinistcha @ Leftovers
Ability: Heatproof
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Matcha Gotcha
- Shadow Ball
- Strength Sap

Calm Mind Sinistcha is a solid bulky setup sweeper. The incredible signature move Matcha Gotcha, a bulky EV spread, Strength Sap, and Calm Mind all make it a potent wincon and a great bulky spinblocker and disruptor.
 
B9027192-7131-4C2F-8F67-B0713BE877D8.png
Incineroar Heavy-Duty Boots
Ability: Intimidate
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Darkest Lariat
- Flare Blitz
- Swords Dance
- Trailblaze

That set is pretty good and fixes Incineroar’s speed problems + grass is good defensive typing for fire types.
 
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Gouging Fire @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Heat Crash
- Dragon Claw

Pretty good if I may say so myself. Plus I can set up against phys attackers
 
As Intended Sweeper Iron Boulder

Iron Boulder @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Mighty Cleave
- Zen Headbutt

This is what Iron Boulder is designed to do. After grabbing the speed boost from booster energy, Iron Boulder reaches the speed of 572, which is even faster than the top-tier booster energy Iron Valiant.

Mighty Cleave is its signature move which is a 95BP Rock move that has 100 accuracy, using the Close Combat to bypasssteel types and Zen Headbutt as a useful coverage STAB move. Iron Boulder naturally destroys everything in the environment with its 120 attack stat, especially when it gets the Swords Dance boost.

The pokemon is strong but with flaws. First, its terrible Rock-Psychic Typing makes it vulnerable to a lot of attacks, the flaw is further troubled by its weak physical defense. In addition, priority moves can bypass its great speed. Iron Boulder wants nothing to do with Sucker Punch, Aqua Jet, and Grassy Glides. An Iron Boulder sweep cannot begin before the enemy's priority users are removed.

Checks:
Iron Boulder cannot handle top environment threats like Kingambit and Gholdengo. Kingambit dominates it with super effective Sucker Punch, and Gholdengo resists every Iron Boulder's move.
Even though its Rock STAB penetrates the Meta, but Iron Boulder's 120 Attack stat is not enough to one-shot bulky neutral targets like Ting-Lu, Gliscor, Dondozo, and Alomomola. These pokemon can then punish Iron Boulder with their ground/water super effective STAB.

Great Teammates:
As to be said, Iron Boulder need help to deal with bulking stalls. And thus any stall killers are appreciated. For example, taunt Ogerpon-Wellspring and Nasty Plot Gholdengo.
Iron Boulder needsits teammates to deal with Kingambit and Gholdengo. And thus it makes great teammates with check to these pokemons. Like Low Kick Jolly Kingambit and Knock Off Great Tusk.
As a fragile sweeper, Iron Boulder enjoys entry hazards that help it one-shot enemies and remove Focus Sashes. It loves company with entry hazard setters like H-Samurot, Gliscor and Ting-Lu.

Some Calculation (As the data had not yet updated in Calculator, Iron Boulder is replaced by Solrock with modified stat, and Mighty Cleave is replaced by Rock Throw with modified BP):
252 Atk Solrock Rock Throw vs. 248 HP / 252+ Def Skeledirge: 212-252 (51.5 - 61.3%) -- guaranteed 2HKO
252 Atk Solrock Zen Headbutt vs. 0 HP / 4 Def Great Tusk: 198-234 (53.3 - 63%) -- guaranteed 2HKO
252 Atk Solrock Close Combat vs. 252 HP / 4 Def Ting-Lu: 204-242 (39.6 - 47%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Solrock Rock Throw vs. 248 HP / 252+ Def Corviknight: 102-121 (25.5 - 30.3%) -- 1.4% chance to 4HKO after Leftovers recovery
252 Atk Solrock Zen Headbutt vs. 252 HP / 192+ Def Toxapex: 138-164 (45.3 - 53.9%) -- 1.6% chance to 2HKO after Leftovers recovery
252 Atk Solrock Close Combat vs. 0 HP / 0 Def Iron Treads: 212-250 (66 - 77.8%) -- guaranteed 2HKO
 
Credit to Morkal for this set

Archaludon @ Leftovers
Ability: Stamina
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Body Press
- Dragon Tail
- Protect
- Stealth Rock / Light Screen
Light Screen in the last slot allows it to sponge special hits better just in case you already have a rocker on your team, and dragon tail's for phazing.
 
Bulky Nasty Plot
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Pecharunt @ Black Sludge /Sitrus Berry
Ability: Poison Puppeteer
Tera Type: Ghost / Poison
EVs: 252 HP / 140 SpA / 116 Spe
Timid Nature

- Malignant Chain
- Nasty Plot
- Shadow Ball / Hex
- Recover

Comments:
Pecharunt has great physical bulk combined with its' ability, signature move and access to recover makes it a decent offensive wall. Timid nature with a moderate investment in speed will allow it to outspeed others in its speed tier such as Abamosnow, Gyarados, Heatran, Metagross, Breloom, and some Rillaboom builds. In addition to outspeeding it should be able to OHKO or 2 hit most of those provided they don't resist Poison or Ghost. Pechurant will outspeed several others like common builds for dragonite, entei, incineroar, raging bolt, and tyranitar but will struggle against them without the aid of a solid partner even with its ability to poison and confuse. While sharing the same typing some might compare it to gengar though this fills it fills a different role though benefits from similar pairings like gastrodon, ogrepon (wellspring) or primarina . Malignant chain with a 50% chance to poison being base 100 power and accuracy is fairly broken move other than being an often neutral or resisted type but the added ability boost causing confusion when you poison a target really seals the deal for this move. Shadow Ball is usually the best STAB pick for Ghost pokemon but Hex will occasionally be the better option with how often you'll be poisoning pokemon. With investment in HP and a whopping 160 Def you should be able to get off at least 1 nastyplot to allow you to plow though most things in 1 hit and the fact that tis recover makes up for the fact that ti has 0 coverage moves besides terablast. 0 Attack IV in case of foul play probably isnt worth the resets with the bulk it has but any little bit helps. Your bigger threats will be things like Porygon Z with Dark Pulse, Heatran with Earth Power or other pokemon that can outspeed and hit with a powerful special move. Tera Ghost gives a boost to shadow ball / Hex and keeps your immunities while removing your ground weakness, just be mindful that Black Sludge will be a hindrance if you choose to use Tera Ghost so you could opt for Sitrus Berry if its a pokemon you plan to terrastrilize early otherwise stick with Black Sludge.
 
Sun Sweeper Venusaur
Venusaur @ Life Orb
Ability: Chlorophyll
Tera Type: Fire
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Earth Power
- Weather Ball
- Growth

Nothing super out of the ordinary here. Great coverage to sweep with, Life Orb and Growth give it really high power and Giga Drain gives it sustain. Tera Fire gives it resistance to Fire and Ice instead of weaknesses while also providing Sun Weather Ball STAB. 176 Speed EVs and a Timid Nature let it outspeed Booster Energy Adamant Iron Boulder and Timid Iron Moth while slightly improving bulk.
 
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:Zarude:
Zarude @ Choice Scarf
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Fighting
Jolly Nature
- Knock Off
- Power Whip
- Close Combat
- U-turn

Zarude @ Heavy-Duty Boots
Ability: Leaf Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Poison
Jolly Nature
- Knock Off
- Power Whip
- Jungle Healing
- U-turn

Zarude is in D rank currently but doesn't have an ou set. I took these sets directly from the ru set list because not much of what it does changes in ou. It's always gonna use the same 6-7 moves and doesn't have much need for adapting. I'm not sure which set is better to be put up. I think the boots set is probably better but it faces alot of competition with Meowscarada, so idk if it deserves to be on the dex. I'll leave it up to the mods to either chose which one or put up both.

Edit: I forgot about the bulk set. that one is worth considering as well
 
Tentacruel @ Assault Vest
Ability: Liquid Ooze
Tera Type: Steel
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
- Ice Beam
- Sludge Bomb
- Knock Off
- Flip Turn

Tentacruel is not spinning when it loses to every spiker/rocker lol, this is just spdef AV that takes hits from mons like wake/darkrai/pult/gho then knock or flip turn to something that actually can kill them. Ice beam mainly for Glisc so it can't absorb knock offs without teraing. Sludge bomb is the main stab option for mons like Ogerpon, Val, Hatt and can 2hko frail mons like Barraskewda if it came down to that. Knock and flip turn for utility. 44 Def to take at least 2 banded flip turns from barra but also helps you live psyshock from hatt and power whip from ogerpon, it's a fine investment since it takes special hits well enough. Tera steel to take dracos and grass moves easier.
 
Dondozo @ Heavy-Duty Boots / Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Tera Type: Dark / Fighting
Impish Nature
- Waterfall / Curse / Avalanche
- Body Press / Curse
- Rest
- Sleep Talk

The Dondozo set on the dex uses Liquidation over Waterfall, and I'm curious why. Waterfall has more PP, which is essential in the long game, and a sometimes helpful chance to flinch, which seems more preferable to the slightly higher BP of Liquidation and a def drop chance that doesn't actually do anything for you. Also I feel like Avalanche is worth mentioning on curseless sets, helping you beat tera flying Kingambit and Roaring Moon, hit Rillaboom and Dragapult on the switch, and be less susceptible to Ogerpon-Wellspring
 
Primarina @ Assault Vest
Ability: Torrent
Tera Type: Steel
EVs: 244 HP / 20 Def / 36 SpA / 208 SpD
Calm Nature
- Surf
- Moonblast
- Flip Turn
- Psychic Noise
244 HP + 20 Def: Lives +1 Booster Speed Bulk Up Great Tusk’s Headlong Rush and unboosted Tera Flying Roaring Moon’s Acrobatics.
36 SpA: Guarantees Moonblast ohkos Darkrai.
244 HP + 208 SpD + Calm Nature + Assault Vest: Avoids the 2hko from Modest Raging Bolt’s Thunderbolt.
 
Hello. With the latest VR changes, there are 4 mons ranked in D rank that don't have OU sets. Here's my recommendation for them

:Hippowdon:
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 76 Def / 180 SpD
Tera Type: Ghost / Water / Fairy / Dragon
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Roar / Stone Edge

pretty much just the uu set. its one of those mons that can only do a couple things (especially after the sleep ban). I put roar ahead of stone edge cause its much more useful in ou (but I think its still with considering). I removed the rock tera since stone edge is less useful and has like no defensive utility. Added water cause its just a good tera type in general and removes its ice and water weakness. Ghost and Fairy are just good teras and dragon removes its water and grass weakness. evs let it be a mixed wall

:breloom:
Breloom @ Choice Band
Ability: Technician
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Mach Punch
- Bullet Seed
- Bulldoze / Rock tomb

With sleep banned, it can only really run offensive sets. Pretty basic stuff here. Put bulldoze over tomb to not get walled by ghold but that leaves it walled by pretty much any flying type so tombs still worth running. I think a swords dance toxic heal set is decent, but I haven't had much success with it. It struggles with 4 moveslot syndrome a lot

:Pincurchin:
Pincurchin @ Terrain Extender
Ability: Electric Surge
Tera Type: Flying
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Discharge
- Spikes
- Thunder Wave
- Recover

Its best set imo. Shucas not horrible, but E terrian is already niche so it needs all the turns it can get. Spikes and TWave give it utility outside of just terrain and recover gives it much needed longevity. flying tera type to let it take an earthquake if it desperately needs to recover to set up terrain again later or just para something

:Talonflame:
Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Steel
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Roost
- Will-O-Wisp
- Defog / U-turn
- Flamethrower / Brave Bird / Flare Blitz

Its a stall mon this gen so roost and wisp are mandatory, but other then that it has a lot of variety. defog makes it good at hazard removal if you dont have something else. (0 SpA Talonflame Flamethrower vs. 0 HP / 4 SpD Gholdengo: 164-194 (52 - 61.5%) -- guaranteed 2HKO) It has a lot to choose for stab. Flamethrower's the best imo. its a stall mon and would rather not have to deal with recoil. Steel tera removes its horrible rocks weakness if boots gets knocked off. (the ru set has 248 HP 28 Def 232 Spe but I think thats not too good for ou, its less of a utility mon here)
 
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Tank

Solosis @ Eviolite
Ability: Regenerator
Tera Type: Flying
EVs: 132 HP / 148 Atk / 48 Def / 116 Spe
Hasty Nature
IVs: 0 Atk
- Acid Armor
- Thunder Wave / Thunder
- Pain Split
- Confuse Ray / Rain Dance

Eviolite is pretty obvious. I chose flying for Tera type because incase earthquake oneshots this little guy. Acid armor to defend. thunder wave is for well for switching allies because this guy is not offensive in this layout. Confuse ray, tho in the usually useless section, confusing helps switching allies, a secondary thunderwave. Thunder, is the only offensive move if you want to be offensive as well, with rain dance because it cannot miss. Overall, you can use this Moveset to stack effects on targets while having a high defense.

this is my first time making a Moveset, please help me improve.
 
Tank

Solosis @ Eviolite
Ability: Regenerator
Tera Type: Flying
EVs: 132 HP / 148 Atk / 48 Def / 116 Spe
Hasty Nature
IVs: 0 Atk
- Acid Armor
- Thunder Wave / Thunder
- Pain Split
- Confuse Ray / Rain Dance

Eviolite is pretty obvious. I chose flying for Tera type because incase earthquake oneshots this little guy. Acid armor to defend. thunder wave is for well for switching allies because this guy is not offensive in this layout. Confuse ray, tho in the usually useless section, confusing helps switching allies, a secondary thunderwave. Thunder, is the only offensive move if you want to be offensive as well, with rain dance because it cannot miss. Overall, you can use this Moveset to stack effects on targets while having a high defense.

this is my first time making a Moveset, please help me improve.
Thank you for trying to make a creative set, but this thread is not the correct place for this. Please read the thread's first post, this thread is for the main most optimal set for every Pokemon currently listed on the Overused Viability Ranking. If you would like to contribute, please look at the viability rankings for a set that needs writing or find a strong viable Pokemon not on the list to nominate to the Viability Ranking in that thread.
 
Choice Band Dragapult

Dragapult @ Choice Band
Ability: Clear Body / Infiltrator
Tera Type: Dragon / Ghost
EVs: 252 Ark / 4 SpD / 252 Spe
Jolly Nature
- Dragon Darts
- U-Turn
- Phantom Force / Tera Blast
- Sucker Punch / Tera Blast

This used to be a sample set but it was removed a while ago, and while you could define it as niche over the other more popular sets, I personally think it still deserves an analysis, especially as it recently started seeing quite a bit more usage than usual on ladder, I myself have used it to great success. It punishes not spotting a dragon or ghost resist much harder than the Specs set at the cost of a less reliable ghost stab without tera ghost; with tera however it hits much harder and it's notably the only set that can reliably OHKO a healthy glowking and 2HKO Clefable, and a hard hitting U-Turn is extremely useful as it chips dark types trying to resist ghost much more; tera dragon dragon darts is a great option as well against teams without a fairy with some truly nuclear calcs, chunking hard even resists. This set is also able to take advantage of the less used clear body over infiltrator to have a really amazing matchup into the increasingly popular landorus-t and niche but still effective webs teams
 
Booster Energy Roaring Moon

Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Dragon Claw
- Knock Off
- Dragon Dance / Earthquake
 
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