New set I've come up with and am currently testing.. This is kind of a long post for the 'creative new' set thread, and it seems as though new sets get their own threads now, anyway.. but if need be lock it, and i will re-post in the new creative new set thread.. anyway, here it goes..
Yanmega
Modest
@ Petaya berry
80 def, 252 spa, 176 spe
(note that you need to have even HP, so go with an even HP IV)
subsitute
bug buzz
air slash
hp ground
EV spread is simple - max Spa, spe to hit 270 putting him at 405 after 1 boost, and the rest dumped into def, to take minimal damage when used with his handy 4x fighting resist. Hopefully maintaining enough HP to sub up on the opponent's switch after taking 50% from SR.
now this doesn't really look THAT different than the other, but it plays different.
most people feel the 4x rock weakness of his makes him unusable with out spin support. this set is designed to take advantage of his 50% life loss when switching into rocks. basically, switch in on an EQ or come in on revenge to something you'll outspeed or force out, then sub. leaving you with 25%, and activating your berry for +1 spa.. giving you a sub, +1 spe, and +1 spa to take on whats left of their team.
Now even if what they bring in is a cscarfer that outruns you at +1 spe, you still have sub up, and if they survive your 1st hit, you will definitely outrun them with +2 spe from your 2nd boost. Another handy point here is, that if it's brought in the turn you sub up Focus sash Deoxys-s cannot defeat you.. It will break your sub, get bug buzzed to 1%, then be outrun and killed the next turn!
And with the coverage you get from this set, as well as the +1 spa, most pokes aside from Blissey, Skarmory, Zapdos, Regice, special tanking Registeel, Snorlax, and +1 or more CM'ed pokes are either OHKO'ed or 2HKO'ed. In other words, late game when these aforementioned enemies are KO'ed bring this fool in for clean up.
Also, if the team you face happens to not bother with SR, you can always come in and sub until you get the petaya boost. the only underlying problem with this method is, the true bane of this set - weather damage.
With SR up, you set up in a single turn, with only one turn of weather damage that leaves you at 15 percent, giving you 4 turns to attack considering they don't have a prioity move to kill you with.. whereas subbing down the HP, takes 3 turns, and counting the turn you switch in (if not on revenge), thats 18-24 percent extra.. leaving you with only 2 turns to attack.. maybe one.
Overall, it has it's weaknesses, but brought in under the right circumstances, this thing will clean up late game. And though yes, it does play kind of like the standard life orber, it won't be countered by a switch in to Scarfchomps and scarf'ed Gengars, nor focus sash Deoxys-s, which would all stop the average life orber. Also, the +1 spa from petaya over life orb turns the standard Impish 252/126 bronzongs into a 2HKO, from a 3HKO. Now, instead of destroying you with gyro ball, the best it will do is break sub, and die next turn. Unless it comes in after the sub breaks.. but who saves their supporters/defensive pokes for late game anyway? most zong's will be within KO range by this point, aside from maybe rest-talkers.
As far as I can tell, this sets only true weaknesses, if you can take down the pokes listed above capable of walling it (many of which aren't quite so common anymore - ie Regis/Zapdos), are weather an priority attacks.
Thoughts?
Yanmega
Modest
@ Petaya berry
80 def, 252 spa, 176 spe
(note that you need to have even HP, so go with an even HP IV)
subsitute
bug buzz
air slash
hp ground
EV spread is simple - max Spa, spe to hit 270 putting him at 405 after 1 boost, and the rest dumped into def, to take minimal damage when used with his handy 4x fighting resist. Hopefully maintaining enough HP to sub up on the opponent's switch after taking 50% from SR.
now this doesn't really look THAT different than the other, but it plays different.
most people feel the 4x rock weakness of his makes him unusable with out spin support. this set is designed to take advantage of his 50% life loss when switching into rocks. basically, switch in on an EQ or come in on revenge to something you'll outspeed or force out, then sub. leaving you with 25%, and activating your berry for +1 spa.. giving you a sub, +1 spe, and +1 spa to take on whats left of their team.
Now even if what they bring in is a cscarfer that outruns you at +1 spe, you still have sub up, and if they survive your 1st hit, you will definitely outrun them with +2 spe from your 2nd boost. Another handy point here is, that if it's brought in the turn you sub up Focus sash Deoxys-s cannot defeat you.. It will break your sub, get bug buzzed to 1%, then be outrun and killed the next turn!
And with the coverage you get from this set, as well as the +1 spa, most pokes aside from Blissey, Skarmory, Zapdos, Regice, special tanking Registeel, Snorlax, and +1 or more CM'ed pokes are either OHKO'ed or 2HKO'ed. In other words, late game when these aforementioned enemies are KO'ed bring this fool in for clean up.
Also, if the team you face happens to not bother with SR, you can always come in and sub until you get the petaya boost. the only underlying problem with this method is, the true bane of this set - weather damage.
With SR up, you set up in a single turn, with only one turn of weather damage that leaves you at 15 percent, giving you 4 turns to attack considering they don't have a prioity move to kill you with.. whereas subbing down the HP, takes 3 turns, and counting the turn you switch in (if not on revenge), thats 18-24 percent extra.. leaving you with only 2 turns to attack.. maybe one.
Overall, it has it's weaknesses, but brought in under the right circumstances, this thing will clean up late game. And though yes, it does play kind of like the standard life orber, it won't be countered by a switch in to Scarfchomps and scarf'ed Gengars, nor focus sash Deoxys-s, which would all stop the average life orber. Also, the +1 spa from petaya over life orb turns the standard Impish 252/126 bronzongs into a 2HKO, from a 3HKO. Now, instead of destroying you with gyro ball, the best it will do is break sub, and die next turn. Unless it comes in after the sub breaks.. but who saves their supporters/defensive pokes for late game anyway? most zong's will be within KO range by this point, aside from maybe rest-talkers.
As far as I can tell, this sets only true weaknesses, if you can take down the pokes listed above capable of walling it (many of which aren't quite so common anymore - ie Regis/Zapdos), are weather an priority attacks.
Thoughts?