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fixed my name lol

anyway, I don't see why your running TR and a priority move on the same set. dragon Rage would be better over Ice Shard, as it lets you take out most things, even after their leftovers recovery. It's not really a new set, either: I'm just the one person to actually use the set in ubers lol.

Extremespeed would also be better as a priority attack, since u can't hit ghosts with endeavor anyway.
I... don't think this matters. A level 1 smeargle isn't going to do more with extremespeed than ice shard. Also, I believe in trick room, you can outdo opposing priority uses by having lower speed.

So in essence, if someone else uses priority, you go first and net that first kill.
 
The TTar point was already mentioned, but I still thinks it deserves mention for destroying Weavile, who is arguably the #1 threat to Starmie.

True, but does it really make a difference? Is it worth the extra moveslot that could be used for GK, Psychic, Ice Beam, etc? If you are using a Timid 252 Sp. Atk Specs Starmie (which should have Hydro Pump regardless), will OHKO all the time with Hydro Pump. Even Surf will OHKO after a switchin to Stealth Rock, meaning that he can't come in even if he wanted to.

On Scarf Starmie, that's a different story, but still a STAB Psychic, even when ineffective, is only marginally less powerful than a neutral HP Fighting.

Starmie has more useful moves than moveslots, so if you can find room, then it's fine. The only main problem is that Hp Fighting forces you to take a 30 IV in Sp. Atk and Speed, so the Special attack would be 298 instead. More importantly, it prevents you from running max speed (on Modest Specsmie, it WOULD matter, considering that you don't beat base 100's anymore).
 
I... don't think this matters. A level 1 smeargle isn't going to do more with extremespeed than ice shard. Also, I believe in trick room, you can outdo opposing priority uses by having lower speed.

So in essence, if someone else uses priority, you go first and net that first kill.

I said it was a better choice: not a good one.
 
Umbreon
Wishbacker
move 1: Wish
move 2: Curse
move 3: Payback
move 4: Protect
item:Leftovers
ability:Synchronize
nature: Careful
evs: 212 HP/44 Def/252 Sp. Def

It can switch in on a lot of special sweepers with great 130 base sp. def and recovery.

Curse as a stat up move. I can usually get two because people switch to a status absorber of sorts on the first curse, expecting toxic, then another curse when they switch to fighting poke. (typically lucario, nape, hera, altho NPtogekisses have been known to switch in along with yanmega, and gengar).

-After a few curses, this thing is very difficult to take down, and you can usually set up a few more curses to be able to OHKO pokes resistant to payback.

Wish is for team support, and I can also use umby to scout my opponents team for fighting pokes, then switch to gyara to take the hit, and then he gets wish recovery, so its great.

Protect for scouting possible choice-users, and also for recovering umby's own HP.

Payback as the attack to utilize curse. Dark is an okay stab, so that's okay I guess. Also, with a few curses, im usually going last so Payback automatically doubles to 100 BP. so yay. :D

Main counters to this are lucario, with its 4X resistance to dark, who can SD up in its face. Garchomp also likes to come in and SD, so does weavile, who usually carries brick break. Yanmega bug buzzes hurt A LOT. not to mention hypnosis screws me up. Timid Gengar focus blast does just less than 50% damage, so i can wish recovery and payback and kill gengar, so he's not a problem even though people like switching him in on umby. Mixape is easier to handle because it cant OHKO umby after a curse, so i can wish+protect while it CC's and lowers its defenses, then i can payback and kill it.
 
Ok since I was trying to use Raikou and the Calm Mind Sub set isn't what it used to be I tried to make a more support Raikou.

dpmfb243.png

Raikou @ Leftovers
Ability: Pressure
EVs: 128 HP/56 SpA/172 SpD/152 Spe
Nature: Timid
- Discharge/Thunderbolt
- Hidden Power Ice
- Reflect
- Toxic/Thunder Wave/Light Screen

While testing this Raikou on Shoddy I got some decent results. This Raikou provides a pseudo double status and helps the teams overall defense with Reflect. If you run Thunderbolt you will want to run Thunder Wave. The choice between Toxic and Light Screen is a toss up. It really depends on what your team needs. This Raikou is also pretty good as a special sponge thanks to its decent Special Defense stat. Also that is the Sleep Talk Raikou's EVs from the analysis. If anyone has any better ideas for a spread please share them.
 
BulkyDDNite

dpmfb149.png

name: BulkyDDNite
move 1: Dragon Dance
move 2: Fire Punch
move 3: Outrage/Dragon Claw
move 4: Roost/Heal Bell/Safeguard
item: Leftovers/Life Orb
ability: Inner Focus
nature(s): Impish
evs: 8 HP/168 Atck/252 Def/32 Sp.Def/48 Speed

This thing is supposed to work just like BulkyGyara, but with better Defenses, and Roost. The EV's are designed as so that a Weavile's Ice Shard will do about 97% at most and Dragonite can throw a Fire Punch back at it.

Life Orb is an option for late game sweep, and you can always Roost off damage. Leftover's is advised with Outrage because even if you hit yourself in Confusion, you'll restore 6% of your health. This pokemon is a great Bulky Sweeper, and can come in on Specs Starmie Thunderbolts, and SpecsMence Flamthrowers, and get a free DD up.

Now for the last slot Roost is the #1 option but the others have their benefits. Heal Bell if you don't have a Cleric Blissey is a lifesaver as it could help the team very much. Safeguard is a good option as well, as it let's 5 turns for your team to not get crippled by status effects, or 5 turns for D-Nite to set up.

In all, it'll shrug off most of the attacks thrown at it and be able to Sweep at the same time(With the EV's given it hits 519 Attack after a DD). Speed really isn't an issue because after a DD it reaches 298 Speed, a reasonable stat to work with. After more calcuations, I'll explain more in-depth. All I hope, is that you guys learn to respect my favorite Dragon from Fr/Lg;).

Calculations:

Choice Band Heracross

Adamant, Max Attack Hera, Night Slash: 15.95% - 18.60%.
Adamant, Max Attack Hera, Night Slash with Crit: 31.89% - 37.21%
Adamant, Max Attack Hera, Guts Activated Night Slash: 23.92% - 27.91%
Adamant, Max Attack Hera, Guts Activated, Critical Hit Night Slash: 47.51% - 56.15%

Choice Band Salamence

Adamant, Max Attack Mence, Dragon Claw: 57.48% - 67.44%
Adamant, Max Attack Mence, Rock Slide: 35.88% - 42.19%
Adamant, Max Attack Mence, Stone Edge: 47.51% - 56.15%
Adamant, Max Attack Mence, Stone Edge, Crit: 95.35% - 112.29%

SkarfChomp

Adamant, Max Attack Chomp, Stone Edge: 31.23% - 36.54%
Adamant, Max Attack Chomp, Stone Edge, Crit: 62.13% - 73.09%
Adamant, Max Attack Chomp, Outrage: 55.81% - 65.78%

Swords Dance, Yache Berry, Chomp

Jolly, Max Attack Chomp, +2 Dragon Claw: 74.09% - 87.38%
 
I suggest giving it 48 Speed EVs hitting 208 Speed outspeeding Marowak(207), Cresselia(207), Suicune(207), and Metagross(202)

You should try hitting a Leftovers number +1 so it can switch in on Stealth Rock a certain number of times too although you have Roost to make up for that but still it there might be times in which you get Roared out a lot and stuff.

Don't use Metalkid it overshoots the damage. Try out this calculator.
 
I suggest giving it 48 Speed EVs hitting 208 Speed outspeeding Marowak(207), Cresselia(207), Suicune(207), and Metagross(202)

You should try hitting a Leftovers number +1 so it can switch in on Stealth Rock a certain number of times too although you have Roost to make up for that but still it there might be times in which you get Roared out a lot and stuff.

Don't use Metalkid it overshoots the damage. Try out this calculator.
OK, thanks, will edit in later. So is this spread better then:
88 HP/90 Atck/252 Def/32 Sp.Def/48 Speed?

Or this: 80 HP/96 Atck/252 Def/32 Sp.Def/48 Speed? With the second spread it hits 492 Attack, still reasonable.
 
Dude, you make me wanna breed that Impish Dragonite >.<. It sounds like a pretty good idea

If I ever do breed one, I promise to give you one as long as you hook me up with the EV spread ;)
 
Dude, you make me wanna breed that Impish Dragonite >.<. It sounds like a pretty good idea

If I ever do breed one, I promise to give you one as long as you hook me up with the EV spread ;)
LOL, thanks:D! I came up with another spread as well:
8 HP/168 Atck/252 Def/32 Sp.Def/48 Speed

With the HP, it hits 325 which is 24 higher than what metalkid put out for 80 EV's o_0. After a DD it hits 519 Attack and 312 Speed. I personally like this spread more xD.

@Mr.Darkrai: I don't get the Type 1, Type 2 part of the calculator. What does that mean??
 
Both calcs get 325 HP.

Actually just use this spread. 252 HP / 116 Def / 32 SpD / 108 Spe.

It's just the spread in the analysis for the Support set lol but EVed to hit 223 Speed outspeeding Adamant Tyranitar, match with BulkyGyara, and outspeed Garchomp after one Swords Dance then the rest in Defense.
 
dpmfa392.png

name: Counternape
move 1: U-Turn
move 2: Fake Out
move 3: Counter
move 4: Close Combat/Flare Blitz/Fire Punch <sorry not sure what to put
item: Focus Sash
ability: BLaze
nature(s): Jolly/Adamant
evs: 4 HP/252 Atk/252 Speed
Good lead and pseudo Revenge Killer I usually send this in on a pokemon that has stat up'd to much.
 
Flare Blitz is obviously out. Why put Focus Sash on something that's gonna be hurt by recoil. That ruins the purpose of Focus Sash. Close Combat is good because it lowers Defenses. U-Turn seems kinda bad though as you might be switching into Stealth Rock later on, although it does provide coverage with Fire Punch.

I'd suggest giving it Close Combat/Fake Out/Fire Punch/Counter. Gets both STABs and counters leads.
 
Flare Blitz is obviously out. Why put Focus Sash on something that's gonna be hurt by recoil. That ruins the purpose of Focus Sash. Close Combat is good because it lowers Defenses. U-Turn seems kinda bad though as you might be switching into Stealth Rock later on, although it does provide coverage with Fire Punch.

I'd suggest giving it Close Combat/Fake Out/Fire Punch/Counter. Gets both STABs and counters leads.
Thanks, though I cant take credit for it one was used against me on the Battle Tower and I lost because of it so I wasn't sure which other moves it had.
Since then I've been using one.
 
dpmfa465.png

Tangrowth @Life orb/Lum Berry/heat rock
Ability:Chlorophyll
Nature:Rash
EV's:252speed/252spA/4HP
Solarbeam
Hidden Power Fire/Ice
Earthquake
Rock Slide/Sleep Powder/Sunny Day

Tangrowth is an absolute beast in the sun. with 252 evs and a neautral nature, Tangrowth hits 199 speed, and in the sun, 398, more then the base 130's with a +speed nature and a good majority of the slower scarfers. This makes use of tangrowths good attacking stats. With a +SpAnature and 252 ev's, tangrowth hits 350 SpA. Solarbeam completely rips through ground, rock, and water types, and even Hurts pokemon who are neautral to it. Hidden Power Fire decimates steels and grass types, or you can go with ice if the dragons scare you. Earthquake for heatran who wants to come in on this bad, and for infernape as well as other pokemon who resist grass/fire. Last slot can be anything. This Tangrowth would fair better if a teammate with heat rock set up sunny day for it, but those 2 are an option if your team cant. Rock slide hits those annoying fliers, such as charizard and dragonite, who would otherwise resist every attack you have. Sleep powder is for those pokes who can cause trouble if they aren't OHKO'd. It can be anything really. Life orb for an extra offensive kick, lum berry for a one-time recovery of paralysis, or heat rock if tangrowth is setting up sunny day itself.

Heres a lot of calcs, assuming the Tangrowth is running the above spread, with life orb, and Solarbeam,Hidden power Fire, earthquake, and rock slide. This is all assuming sunny day is up.

Hidden Power Fire vs 252HP/160SpD Abomasnow 90.10%-110.5%
Solarbeam vs 36HP/0SpD Azelf= 112.00%-131.67
Solarbeam vs 0HP/176SpD calm Blissey= 23.81%-28.11%
Hidden Power Fire vs 44HP/0SpD Breloom= 163.24%-191.91%
Hidden Power Fire vs 252HP/128SpD Bronzong= 63.02%-74.26%
Hidden Power Fire vs 252HP/0SpD Celebi= 73.27%-86.14%
Solarbeam vs 20HP/0SpD Cresselia= 52.07%-61.14%
Solarbeam vs 0HP/0SpD Deoxys-E= 113.69%-133.61%
Solarbeam vs 252HP/0SpD Donphan= 196.88%-231.77%
Rock Slide vs 4HP/0Def Dragonite= 46.30%-54.32%
Solarbeam vs 0HP/4SpD Dugtrio= 318.01%-374.41% -
Solarbeam vs 252HP/180SpD Dusknoir= 52.72%-61.90%
Solarbeam vs 4Hp/0SpD Electivire= 98.29%-115.75%
Hidden Power Fire vs 252 HP/0SpD foretress= 250.85%-295.20%
Solarbeam vs 64HP/0SpD Gallade= 76.11%-89.76%
Solarbeam vs 4HP/0SpD Garchomp= 80.17%-94.41%
Hidden Power Fire vs 4HP/0SpD Gengar= 71.37%-83.97%
Solarbeam vs 252HP/0SpD Gliscor= 89.93%-105.65%
Solarbeam vs 216HP/0SpD Gyarados= 65.19%-76.62%
Earthquake vs 40HP/0Def Heatran= 108.71%-127.93%
Hidden Power Fire vs 104HP/0SpD Heracross= 94.50%-111.01%
Solarbeam vs 252HP/0SpD Hippowdon= 156.19%-183.81%
Earthquake vs 4HP/0Def Infernape= 85.37%-100.34%
Hidden Power Fire vs 240HP/0SpD Jirachi= 73.82%-86.78%
Earthquake vs 4HP/0Def Jolteon= 104.78%-123.53%
Solarbeam vs 0HP/0SpD (Naughty)Kingdra= 100.00%-117.87%
Hidden Power Fire vs 4HP/0SpD Lucario= 139.72%-164.54%
Solarbeam vs 252HP/0SpD Machamp= 74.74%-88.02%
Hidden Power Fire vs 174HP/0SpD Magnezone= 99.38%-116.98%
Solarbeam vs 64HP/0SpD Mamoswine= 200.53%-236.07%
Hidden Power Fire vs 252HP/0SpD Metagross= 88.46%-104.12%
Solarbeam vs 148HP/0SpD Milotic= 113.04%-132.88%
Hidden Power Fire vs 176HP/0SpD Ninjask= 165.47%-194.79%
Solarbeam vs 4HP/0SpD Porygon-Z= 101.92%-119.87%
Rock Slide(Intimidate) vs 4HP/0Def Salamence= 34.94%-41.27%
Hidden Power Fire vs 184HP/0SpD Scizor= 145.87%-171.87%
HIdden Power Fire vs 252HP/0SpD Skarmory = 79.34%-93.41%
Solarbeam vs 168HP/220SpD Careful Snorlax = 23.26%-27.44%
Solarbeam vs 160HP/0SpD Starmie = 127.91-150.50
Solarbeam vs 252HP/0SpD Suicine = 74.26%-87.38%
Solarbeam vs 252HP/0SpD Swampert = 181.93%-214.11%
Earthquake vs 204HP/0Def Tentacruel = 51.14%-60.23%
Rock slide vs 252HP/0Def Togekiss = 27.01%-31.82%
Solarbeam vs 252HP/0SpD Tyranitar = 83.42%-98.02%
Solarbeam vs 188HP/0SpD Vaporeon = 78.57%-92.41%
Hidden Power Fire vs 40HP/0SpD Weavile = 78.01%-92.10%
Rock Slide vs 0HP/4Def Yanmega = 69.97%-82.43%
Rock slide vs 252HP/100Def Zapdos = 25.78%-30.47%

Thats the Entire OU list, and Tangrowth is able to 1-2HKO about 85% of them. Theres also the BL list to take into account, but these moves works just as well on them. Rock slide seems like it doesnt do much, but it seems like a good defence against Charizard and Moltres. It now seems that sleep powder works better, because you can sleep an enemy that can't be 2HKO'd so they dont end your sweep. Stealth Rock seems pretty vital for the KO's on some of these pokes, and spikes can work to make it even easier.

All in all Tangrowth can be an excellent (and surprisingly quick) sweeper, provided its used right. Walling is not all he can do, however, i sadly must say that this probably cant be used on a non-sunny day team, unless your using heat rock/sunny day.

The ev's can be tweaked in anyway. I'm not that good with ev's. It's just that Earthquake is primarily for Infernape/Heatran who wuold laugh at this set. (especially the latter)
 
It's pretty interesting, because weavile can't even OHKO it without being threatened and destroyed. Even a sashed version can't expect to win unless it runs both ice punch and ice shard.
 
Anti-starter
475.png

Adamant : Lum berry
128 hp 252 atk 124 spe
Hypnosis
Night Slash/Close Combat
Taunt
Protect/Close Combat/Wil-O-Wisp/Thunder Wave

The three most common ways to start a battle is stealth rocks, hypnosis, or a choice user. This Gallade is all about disrupting those strategies and therefore establishing momentum early in the battle. Protect scouts the choice users, taunt keeps stealth rocks and other hazards off the field without having to resort to the ridiculously inefficient rapid spin. After you've taunted them, hypnosis will stop them from stealth rocking while Gallade is out of the picture. Lum Berry allows Gallade to taunt the hypnosis users, giving you time to put up a substitute/safe guard/speed boosts later in the battle before one of your pokemon is incapacitated. In the case of Gengar you'll want to protect first, since Gengar's first move will usually tell you what item it's holding. Hypnosis, and it's got wide lens/scarf/or focus sash, which means you'll want to taunt it to prevent follow up hypnosis, and then Night Slash, which has a 72% chance of OHKOing no defense Gengar. OR you could try to hypnosis it back, which still gives you a 70% chance of putting Gengar out of commission, but also uses up your sleep clause. If they use Shadow Ball, they're probably specsed and going for the ko, so you'll probably want to switch to something that can take a specsed shadowball. The latter option also lets you run Close Combat for better damage against general targets.

124 speed evs makes Gallade 1 point faster than min speed Gliscor, which is the fastest stealth rocker I know of that doesn't bother with it's speed. The atk evs are nessecary to maximize the chances of OHKOing Gengar with Night Slash. 128 hp helps Gallade take hits.

So far I've used this thing many times in Shoddy and it always gives me the upperhand in the early game(at least after I realized that I needed speed evs to outspeed Gliscor). The problem is that Gallade tends to be dead weight mid game, especially without Close Combat. I think that using replacing Protect with Close Combat or a status move helps this problem, but Protect is really important when fighting Gengars, since taunting a Gengar using Shadow ball, regardless of specs or no specs, will really screw you over, as will Night Slashing a Gengar using focus sash or missing with hypnosis.

Common Leads that are countered by this Gallade:
Hippowdon
Gliscor(no speed)
Weavile
Tyranitar(Has to switch)
Swampert
Bulkydos
Gengar
Bronzong
Roserade
Crobat
Infernape
 
I've cleaned up the last two pages of this thread a bit - let's not go and drag this entire topic down. This is exactly what I don't want to see:
  • Sets posted that are already on the analysis or in a peer edit
  • Sets you haven't actually tested and can back up. An idea is one thing, a good idea is something completely different.
  • Sets that are only mildly different from an existing set (very minor EV tuning etc.)
  • Posts that do not constructively criticize or give quality feedback on a set when no sets are being suggested. "Wow!! :D" does not contribute to this topic.
I would've thought these ground rules are "no brainers", but clearly they are not judging from some of the posts I've deleted. From this point on, I'm going to be coming down on offenders. Post a set that breaks any of the above rules and your post will not only be deleted; you will also be infracted.

Thank you for your cooperation.
 
well, actually, once I get a response from light, we're going to restart the project of pruning through the thread to find all the viable, original sets.

but yeah, thanks for imposing that rule, bk. it'll make the job much easier.
 
Mixdash
78.png

Rapidash @ Life Orb
Flash Fire
Jolly Nature
208 Atk / 48 SAtk / 252 Spe

Hypnosis
Will-O-Wisp
Flare Blitz
Hidden Power (ground 70)/Hidden Power (electric 70)

When I used to use my traditional rapidash, I noticed some real flaws with the set. It had a limited movepool, low defenses, and really bad type coverage. It was walled very easily by pokemon like gyarados and heatran who could switch in easily and cause tons of problems for rapidash. However, it just occurred to me that megahorn is really NOT the best attacking option for rapidash. Hidden power is.


Life Orb Hidden Power (ground 70) vs. 40HP heatran:204-244 (61.26% - 73.27%) 2HKO
Life Orb Hidden Power (electric 70) vs. 216HP Bulkydos: 220-260 (57.14%-67.53%) 2HKO with leftovers

I have to do more calculations on this set, but if done correctly, it can guarantee that common counters seen on teams can't safely switch into rapidash anymore. With the option to use hypnosis on other pokemon, it's guaranteed to stir up trouble no matter when it comes in, and with a base 105 speed + jolly nature + 252 speed, it will outspeed all non-scarfed heatran, and with stealth rocks + spikes, it can possibly OHKO as well.

Any suggestions are welcome.
 
For the 'Dash set why not make it Hasty or Naive to raise HP's power? Otherwise it looks like an interesting set that I will have to test later on.
 
Well, I originally planned to do that, but in my excitement to post the set, I didn't run enough calculations to determine if another nature was needed. I stayed jolly because of it's ability to 2HKO on jolly alone, but the only reason you would want to run Hasty or Naive would be to deal with other threats, which I'm not sure how well rapidash does at the moment.

I'll do some more calcs and edit this post.

Using this set:

Naive Infernape 0/0/0 defenses
293 HP
HP (ground 70): 158-186 (2x)
Megahorn: 47-55 (1/4x)
No DOUBT more favorable to use hidden power, but no reason to run hasty/naive.
Infernape still outruns though, so get out immediately.

Other threats are more often-than-not dealt with by flare blitz.
but things like vaporeon can be 4HKO with rocks up, which is pretty sad but accounting for hypnosis actually makes an impossible matchup before into a possibility with sleep hax.

HP electric is recommended for this reason.
 
Banette w/ Focus Sash
Insomnia
Brave
252 Attack / 252 HP / 6 Speed

Trick Room
Will-O-Wisp
Sucker Punch
Destiny Bond

Basically I use this as a lead for my Trick Room teams and it seems to do the job quite well. You don't need to worry about sleep and with Focus Sash you can at least get off a Trick Room to turn all their quick sweepers into garbage. Will-O-Wisp is to help against those bulky physical tanks that want to take advantage of the speed switch, while Sucker Punch is there to hit those Azelf/Gengar/Alakazam leads. If you see the need to do so, right after you Trick Room and your sash activates or you're in range of being killed, Destiny Bond is a nice way to spread the despair. I haven't tried using Shadow Sneak or Shadow Claw over Sucker Punch, but the STAB couldn't hurt, and there aren't many threats that will outspeed you after Trick Room. Taunt destroys this set, and is walled by steels when you want to get some direct damage on them. All in all, I love leading with this set, plus you get the added bonus of using a bitchin' poke like Banette.
 
Spiritomb @ Leftovers
Name: CoMTomb (or just TauntCMTomb)
- Taunt
- Calm Mind
- Dark Pulse / Shadow Ball
- Will-O-Wisp / Pain Split / Hidden Power [Fighting]
EVs: 252 HP / 88 Def / 168 Spe
Nature: Bold

[SET COMMENTS]
With this spread you outspeed at least Blissey that run 147 Speed, but if you so desire you can throw those EVs into Defense. It's just a precaution to prevent Toxic from hitting you.

With that in mind, Spiritomb is one of the "other" Pokemon that can beat Blissey one-on-one similairly to Mewtwo in Ubers. With Taunt you are essentially shutting down many of Blissey's options that include Aromatherapy and Softboiled; making her an easy target to use Calm Mind. He actually is different to even Mismagius as he also has more stable Defense as well as the nasty ability known as Pressure meaning that Ice Beam is being used 2 PP each time she "tries" to attack.

You can also use this on many other Pokemon but ones to definately use this idea on is SleepTalkers; which is why Hypnosis is an option (not listed in the set for later description). Since RestTalkers usually have two moves devoted to help them recover as well as attack (Rest and Sleep Talk respectively) Taunt automatically looks even better on paper. Some like Crocune and RestTalk CursePert are in an even more dangerous situation because they automatically lost three moves to use. Of course the power of Taunt is stretched onto more Pokemon that set-up and such.

Of course while Blissey is sitting there in horror (or being smart and switching out) you should proceed to Calm Mind up to power up Dark Pulse (or Shadow Ball if you use Hidden Power Fighting). This also helps make Blissey's situation more bleak and any team that seriously relies on Special Attacks to get past you.

The final move is going to be situational so I'm going to go further in-depth with this. The first option is probably a decent option and more solid than perhaps the other two: Will-O-Wisp. Since you're focusing on boosting your Special Defense your physical Defense is going to become vulnerable. With Will-O-Wisp you're basically shutting down the vast majority of sweepers as well as doing some damage on the side making it even more useful against walls in general. Pain Split is also here because Sandstorm negates Leftovers recovery and Pain Split can be easily used on Blissey once Taunt has been used. Hidden Power Fighting combined with Shadow Ball give unresisted coverage and also make a great option. Remember that you should use Dark Pulse with Will-O-Wisp and Pain Split since Normal-types are immune to Shadow Ball; something you don't want. There's also the option of Hypnosis but a very niche one to consider since Will-O-Wisp can still cripple many Pokemon as well as Taunt.

This makes a decent lead especially against Bronzong who can't do anything once Taunt is up and running. Pack something that can spin off Toxic Spikes (hint: Tentacruel) and probably something that packs a Fighting-type move. The goal is to PREVENT status from hitting you and as far as a Fighting move goes think of it this way: the many Pokemon that block Dark Pulse (Fighting, Steel, and Dark) are at least prone to Fighting attacks (if not defeated by them).
 
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