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It's not 100% original (well, minus Sky Attack, which is really shitty by the way). But meh, the problem with Taunt + Sucker Punch is it's so DAMN PREDICTABLE! Know what I am saying? In a crazy sense, I'd try something like this:

Adamant
EVs: 252 HP / 252 Atk / 4 Spe
Item: Leftovers
- Taunt
- Roost
- Mean Look
- Sucker Punch

Trap the little screwball, Taunt to prevent Recovery, and Roost when you need to. Attack accordingly, etc. Doesn't seem to work well on more experienced players, but something that could work on a player that hasn't seen much of a Honchkrow before. Obviously you want Insomnia as the trait, to prevent a free switch-in to Hypnosis. Problem is you have to clear everything that resists it to make it work, and that can be a hassle. I guess Drill Peck could work in this set somewhere or even Pursuit, but yeah... Taunt + Sucker Punch is kind of easy to slip away, but adding Pursuit and Drill Peck onto your arsenal wouldn't be so bad.

- Taunt
- Drill Peck
- Pursuit
- Sucker Punch

^ That would be perhaps the next best alternative to the Taunt strategy.

Actually to be honest I'm suprised how little of attention Honchkrow gets. It can possibly have 101HP Subs (though I guess it's not too useful unless you use it on a Calm Mind set), Perish Song (madness), Parafusion (an old Honchkrow set that I used that worked pretty well), and even Nasty Plot works well with Thunder Wave. Actually, for the hell of it, how's about a new set?

Honchkrow @ Leftovers
EVs: 252 HP / 252 SAtk / 4 Spe
- Substitute
- Calm Mind
- Dark Pulse
- Hidden Power [Fighting]

Obviously two Pokemon wall it, but it still sounds REALLY inviting. Though I guess some could argue that Nasty Plot and Thunder Wave seem better in the case of Special Sweeping...
 
Roost on Honchkrow? Epic phail. It would be too slow to atk first to use roost, thus you taunt first turn, see if you are faster, sucker punch if you aren't and sky attack if you are.

Also for the sp. atk set, once again, too slow for most. Set a sub, calm mind, you are down to about 25% hp, then next turn your dead. This is of course saying your opponent uses a neutral damaging move.
 
I am not sure if someone posted or not but...

Honchcrow
252/252 atk-spd, 4hp power herb- 383 atk!

Taunt
Sucker Punch
Night Slash/steel wing- night slash for stabbage
Sky Attack

Works wonders for me :)

Why Sky Attack? Why not drill peck? Why do nothing and wait for them to bring in a counter when you can attack right away? Sky Attack is like solarbeam outside of sunny day. Useless.
 
Why Sky Attack? Why not drill peck? Why do nothing and wait for them to bring in a counter when you can attack right away? Sky Attack is like solarbeam outside of sunny day. Useless.

Guess you haven't bothered to go and see what Power Herb does eh, even if it can just be used once.
 
Why Sky Attack? Why not drill peck? Why do nothing and wait for them to bring in a counter when you can attack right away? Sky Attack is like solarbeam outside of sunny day. Useless.

Thus, you do not scim, You read.

Anyways, drill peck is weaker, and once someone sees it once, they can pretty much counter it right away, as for Sky Attack, they might not see it coming, so they think they would survive drill peck, but then get smacked in the face by a 383 attack 130 bp stabbed 1turn Sky Attack.
 
Sky attack is 140 Bp btw.
and its only a 1 turn attack once, after which it will not be as useful. and its accuracy is to shaky for me.
 
Sky attack is 140 Bp btw.
and its only a 1 turn attack once, after which it will not be as useful. and its accuracy is to shaky for me.

So true, regardless of me not noticing power herb, that is still a complete and total waste. You have one shot with it and then you have essentially crippled you pokemon for the rest of game if you don't make the best out of it. No one is going to be switching anything weak to flying in any time soon either because of drill peck being a possibility.

Not quite done here...the current metagame is flush with sturdy steel types that resist dark and flying. Often people will switch one in because they think a choice band sucker punch is coming. You will still have pokemon switching in the counter on the turn you waste your drill peck.
 
i think what the intent was too send it in on an obvious set upper, or one with no offensive moves that can do much damage, and use it on switches...not that great, but it would be a huge hit
 
i think what the intent was too send it in on an obvious set upper, or one with no offensive moves that can do much damage, and use it on switches...not that great, but it would be a huge hit

But my argument is that what is switching into you is going to be a counter. If you blow your Sky attack-load on a bronzong, steelix or magnezone just to name a few you are gonna be bumming big time. The one possible positive point I will concede is if someone thinks they are being a cool kid and switches in a fragile sweeper on the switch, hoping to sneak in behind a sucker punch. Other than that it's just gonna be bulky dark resists all day.
 
I had considered a Power Herb Sky Attack Aero just for fun, but the item slot is even more valuable in D/P than it ever was. By using the PowerHerb/SkyAttack combo, you're not only giving up a precious moveslot, but also an invaluable item slot that could have been used on Choice Band, Life Orb, Focus Sash etc. The power difference just isn't worth it. For example:

Choice Band Honch Drill Peck vs 0/0 Mew = 61.88% - 72.73%
Power Herb Honch Sky Attack vs 0/0 Mew = 72.14% - 84.75%

Sure, you're doing 10% more damage but look at everything you're giving up in the process! It doesn't even allow for any surprise kills, as people should be expecting a CB flying attack from Honchkrow anyway. I think PowerHerb/SolarBeam is much more interesting...it would allow countless Fire types such as Arcanine to decimate some of their common counters such as Swampert, Hippowdon, Rhyperior etc.
 
Houndoom is the best user of Power Herb, IMO.

I'm pretty sure it was posted in this topic, but anyway:

Houndoom @ Power Herb
Flash Fire: Hasty
4 Attack, 252 Speed, 252 Sp. Attack
Flamethrower
Solarbeam
Thief
Hidden Power[Ground]

Ground for Heatran, who resist all your other moves. It also doesn't lower Sp. Attack.
 
Forretress @ Choice Band
Brave
126 HP, 252 ATT, 126 DEF (0 Speed IV)
Gyro Ball
Explosion
Earthquake
Rock Slide/Pin Missile

Needs Trick Room Support.

Quite Gimmicky, really. Gyro Ball for Stab, Explosion and Earthquake for sheer power, and either Rock SLide for Flinch Rate or Pin Missile for Breaking Subs. Too bad it can't get Skill Link like Cloyster, because a STABed Pin Missile that hits 5 times does more damage than a non-STABed Earthquake.

The standard is much better, but I like this set. It's quite fun to use.
 
Usually, you only need ONE shot at the opponent, becuase after that, they know you have that move. Same goes with Drill peck. Once you use it, they know you have it. But, if you use Sky Attack, they know you have it and most likely got a kill too.

I can see where you are going with this. But in some cases, like this, since he has Super Luck. You might hax and get a critical, plus night slash has a 1:2 ratio of critical under Super Luck or something.
 
Usually, you only need ONE shot at the opponent, becuase after that, they know you have that move. Same goes with Drill peck. Once you use it, they know you have it. But, if you use Sky Attack, they know you have it and most likely got a kill too.
Yepp, they will know what you have after you uses Drill Peck ones, but then you can use it again for a good stab. Drill Peck > Sky Attack all times.
 
Houndoom is the best user of Power Herb, IMO.

I'm pretty sure it was posted in this topic, but anyway:

Houndoom @ Power Herb
Flash Fire: Hasty
4 Attack, 252 Speed, 252 Sp. Attack
Flamethrower
Solarbeam
Thief
Hidden Power[Ground]

Ground for Heatran, who resist all your other moves. It also doesn't lower Sp. Attack.

Not too keen on Thief as I'm not sure he'll get the time to use such a utility attack. Maybe he'll snatch a Blissey's leftovers but that's about it. Personally, I'd use:

Houndoom @ Power Herb
Timid nature
4 HP/ 252 SpA/ 252 Speed.
- Nasty Plot
- Fire Blast
- Dark Pulse
- SolarBeam

Unfortunately he doesn't fare well against Heatran (boosted Dark Pulse is a 3HKO) and is obviously walled by Blissey. However, SolarBeam allows him to destroy other common Houndoom counters.

+2 SolarBeam vs 252/0 Milotic = 97.97% - 115.23%
+2 SolarBeam vs 0/0 Tyranitar in sand = 91.50% - 107.62%
+2 SolarBeam vs 252/0 Tyranitar in sand = 77.23% - 90.84%
+2 SolarBeam vs 188/0 Vaporeon = 108.71% - 127.90%
+2 SolarBeam vs 252/0 Suicune = 102.48% - 120.79%
+2 SoalrBeam vs 252/0 Swampert = 252.23% - 296.78%
+2 SolarBeam vs 252/0 Poliwrath = 132.81% - 155.99%
+2 SolarBeam vs 252/0 Rhyperior in sand = 221.57% - 252.58%

That's all the Houndoom counters listed in the analysis, with the exception of Thick Fat Snorlax and Thick Fat Hariyama who Houndoom isn't getting round anytime soon.

It doesn't have a great deal of an advantage over Grass Knot Infernape to be fair, but it looks like a fun set that could stun a lot of people and open up a sweep. If only Houndoom was a little faster...
 
Not too keen on Thief as I'm not sure he'll get the time to use such a utility attack. Maybe he'll snatch a Blissey's leftovers but that's about it. Personally, I'd use:

Houndoom @ Power Herb
Timid nature
4 HP/ 252 SpA/ 252 Speed.
- Nasty Plot
- Fire Blast
- Dark Pulse
- SolarBeam

Unfortunately he doesn't fare well against Heatran (boosted Dark Pulse is a 3HKO) and is obviously walled by Blissey. However, SolarBeam allows him to destroy other common Houndoom counters.

+2 SolarBeam vs 252/0 Milotic = 97.97% - 115.23%
+2 SolarBeam vs 0/0 Tyranitar in sand = 91.50% - 107.62%
+2 SolarBeam vs 252/0 Tyranitar in sand = 77.23% - 90.84%
+2 SolarBeam vs 188/0 Vaporeon = 108.71% - 127.90%
+2 SolarBeam vs 252/0 Suicune = 102.48% - 120.79%
+2 SoalrBeam vs 252/0 Swampert = 252.23% - 296.78%
+2 SolarBeam vs 252/0 Poliwrath = 132.81% - 155.99%
+2 SolarBeam vs 252/0 Rhyperior in sand = 221.57% - 252.58%

That's all the Houndoom counters listed in the analysis, with the exception of Thick Fat Snorlax and Thick Fat Hariyama who Houndoom isn't getting round anytime soon.

It doesn't have a great deal of an advantage over Grass Knot Infernape to be fair, but it looks like a fun set that could stun a lot of people and open up a sweep. If only Houndoom was a little faster...
Is there a specific reason you listed Fire Blast instead of Flamethrower?
 
Because I prefer Fire Blast. :) It does significantly more damage than Flamethrower over time. If Heracross learned Attack Order would you stop using Megahorn? Of course not! It's just a personal preference though...Fthrower could work just as well, but Houndoom appreciates the extra power; his SpA isn't that great especially with Timid.
 
It's more powerful?

I know >_<, but I meant is it necessary for 1 or 2KOing things, FT can't ? (NVM)

Because I prefer Fire Blast. :) It does significantly more damage than Flamethrower over time. If Heracross learned Attack Order would you stop using Megahorn? Of course not! It's just a personal preference though...Fthrower could work just as well, but Houndoom appreciates the extra power; his SpA isn't that great especially with Timid.
Oh, in that case ok.
_____
I've been wondering around SPP's Pokedex, and I remembered Gyarados learns Flail through Magikarp (lol) so I though of this set:
Gyarados@Salac Berry
Adamant
214 HP / 16 Atk / 178 Def / 100 Spe
Substitute
Dragon Dance
Waterfall
Flail

Similar to WaterFall/Return set, except Flail is more powerful (HP isn't dividable by 4 so you can Sub up four times to activate Salac and get max power of Flail), the strategy is simple, switch into something that fears Dos, Sub, DD, repeat in any order you want to activate salac and get max power of Flail, after 2DDs and salac you have amazing atk/Spd for sweeping.
 
Houndoom @ Power Herb
Flash Fire: Hasty
4 Attack, 252 Speed, 252 Sp. Attack
Flamethrower
Solarbeam
Thief
Hidden Power[Ground]

Ground for Heatran, who resist all your other moves. It also doesn't lower Sp. Attack.

In order for HP Ground 70 to guarantee a OHKO on 6hp/0 sp. def Heatran, approximately 390 special attack is needed. About 331 special attack is needed for a OHKO at maximum damage. Stealth Rocks is needed for a OHKO with this set, and even that is n't guaranteed. My point: Houndoom isn't really getting around Heatran easily, so as Lee suggested Dark Pulse would be welcome over HP Ground. Both Scarftran and Resttalk Heatran are dangerous to Houndoom.

Truth be told I never thought of Houndoom as a good Power Herb user. Thos e Solarbeam calcs proved me wrong.
 
How about...

( not sure if I have seen somewhere)

Spiritomb

140 atk 140 sp atk 230 hp Leftovers

Shadow Sneak
Will-o-wisp
Dark Pulse
Swagger

It could be a bugger >_< Will-o-wisp them, swaggerize them, then depending if they have good sp def/ def pick which move you wanna use.
 
Darnit, it's fallen onto the last page and I still want opinions on it. ^_^ Here it is again:

Lee said:
Houndoom @ Power Herb
Timid nature
4 HP/ 252 SpA/ 252 Speed.
- Nasty Plot
- Fire Blast
- Dark Pulse
- SolarBeam

Unfortunately he doesn't fare well against Heatran (boosted Dark Pulse is a 3HKO) and is obviously walled by Blissey. However, SolarBeam allows him to destroy other common Houndoom counters.

+2 SolarBeam vs 252/0 Milotic = 97.97% - 115.23%
+2 SolarBeam vs 0/0 Tyranitar in sand = 91.50% - 107.62%
+2 SolarBeam vs 252/0 Tyranitar in sand = 77.23% - 90.84%
+2 SolarBeam vs 188/0 Vaporeon = 108.71% - 127.90%
+2 SolarBeam vs 252/0 Suicune = 102.48% - 120.79%
+2 SoalrBeam vs 252/0 Swampert = 252.23% - 296.78%
+2 SolarBeam vs 252/0 Poliwrath = 132.81% - 155.99%
+2 SolarBeam vs 252/0 Rhyperior in sand = 221.57% - 252.58%

That's all the Houndoom counters listed in the analysis, with the exception of Thick Fat Snorlax and Thick Fat Hariyama who Houndoom isn't getting round anytime soon.

It doesn't have a great deal of an advantage over Grass Knot Infernape to be fair, but it looks like a fun set that could stun a lot of people and open up a sweep. If only Houndoom was a little faster...

I'm keen to test it, but unfortunately Power Herb is not implemented on Shoddy (or at least it wasn't last time I checked). I think it would work best with Dugtrio support as his two main counters, Heatran and Blissey are slaughtered by the little moles. That leaves just Snorlax and Hariyama as the only viable counters which is a suitably menacing thought! Unfortuantely there's a ton of pokes who can revenge kill as 317 max speed with 75/50/80 defences is just cruel. :(
 
Darnit, it's fallen onto the last page and I still want opinions on it. ^_^ Here it is again:



I'm keen to test it, but unfortunately Power Herb is not implemented on Shoddy (or at least it wasn't last time I checked). I think it would work best with Dugtrio support as his two main counters, Heatran and Blissey are slaughtered by the little moles. That leaves just Snorlax and Hariyama as the only viable counters which is a suitably menacing thought! Unfortuantely there's a ton of pokes who can revenge kill as 317 max speed with 75/50/80 defences is just cruel. :(
It's nice, with SS/Spikes it'd finish all those that are almost OHKOed.
 
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