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Post new creative movesets/EV spreads here:

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Looks good to me but look out for Taunters and look out for Psychic attacks.

Well I just tried it in OU Ladder. Toxicroak swept through Lucario, Tyranitar, Starmie and Weavile (the other two were fainted Garchomp and something I don't remember). I also got 2 Agilities from Smeargle and the Ingrain. I finished the battle with full HP; his Tyranitar did 22% damage with EQ which is also 2x against Toxicroak, when I had done 3 Amnesia and 3 Iron Defense, and I should also mention that I healed more than anything damaged me except for Starmie. It was a complete joke how I just steamrolled through the whole team - Starmie would have needed 3 Psychics to KO me (I boosted with Swords Dance at Starmie because I would have needed a 3KO with Faint Attack anyway, so I figured I might as well boost).

But if you try this combo out... don't forget that it's mine :P
 
New one here:


Gorebyss
Swift Swim

Aqua Ring
Baton Pass
Amnesia
Iron Defense

@ Leftovers

Use Aqua Ring and Amnesia/Iron Defense as much as needed, and then Baton Pass to...

Toxicroak
Dry Skin

Rain Dance
Cross Chop
Faint Attack
Swords Dance

@ Leftovers
252 HP/6 Attack/252 Speed

Recovering 24% HP per turn boosted by Amnesia and Iron Defense plus pretty good type coverage with STAB-boosted high-crit ratio Swords Dance-boosted Cross Chop + Faint Attack in addition to having 370 HP and 295 Speed is something your enemy is never going to expect, nor be able to do much about if you get it through. Pretty much the only thing that can shut this down would be some kind of Hypnosis + Seismic Toss combo. Unless your enemy has more than 295 Speed and the Hypnosis hits and you dont wake up, he's screwed - let's not forget that you're recovering 24%/370 HP per turn either. You can even use a Smeargle for Ingrain which also prevents him from getting switched out. This will also recover 30% of your HP per turn.

I know that Dry Skin + Rain Dance gives you 12% per turn, but I don't know whether Aqua Ring is 12 or 6%.

its 6%, but if you want to just pass huge defenses, then pass to something like Gyarados who sets up quickly and is bulky already. Rain Dance + SD is just far to much set up time.
 
its 6%, but if you want to just pass huge defenses, then pass to something like Gyarados who sets up quickly and is bulky already. Rain Dance + SD is just far to much set up time.

I play UU. The only reason I'm in the OU ladder is because Smeargle is BL (waiting for him to get shuffled down :|).
 
Haku... that isn't creative as it is lazy and bad.

Snorlax already boasts great special defense, and lastability on that side of the spectrum, and curse can also boost attack. Then you can replace the silly toxic with sleep talk, allowing him to rest and attack or curse multiple times. That's a standard set, but it's WAY more effective than yours.

If you set handled lucario, maybe it would be creative, but lucario MORE than rapes this set.

EDIT: EV's would be nice too.
 
Here's a little something I've cooked up.

Jolteon @Leftovers
Careful (+SpDef -SpAtk)
252 SpDef/200 Atk/58 HP
-Curse
-Thunder Fang
-Bite
-Baton Pass/Rest/Wish/Double Kick

Now I know what you must be thinking; "What?! This utter fool proposes a Jolteon set that DOESN'T capitalize on its Arceus-given speed?!" I know, I know, Jolteon is really fast, it'd be a crime to not take advantage of that, blah-dee-blah-dee-blah. Jolteon's Speed isn't its only good stat. It also has a pretty damn decent Special Defense. Its Defense and Attack, however... Not so good. And THAT'S where Curse comes in. Boost said stats with Curse, while lowering speed (which won't make too much of a differense with Jolteon's newfound defenses). Then sweep away with Thunder Fang and Bite. Yeah, I know, not the best physical movepool in existance, but hey, what're you gonna do? Anyway, as this is still a work in progress, I haven't decided on a fourth move. Baton Pass offers an alternative exit for Jolteon while simultaneously helping out its team with the boosts from Curse. Rest and Wish are Jolteon's only avenues of HP recovery, apart from its Leftovers. Double Kick can break subs, and if you've Cursed enough, maybe provide some good solid damage.

So.... Help? Comments? Complaints? Suggestions? Death threats?
 
Here's a little something I've cooked up.

Jolteon @Leftovers
Careful (+SpDef -SpAtk)
252 SpDef/200 Atk/58 HP
-Curse
-Thunder Fang
-Bite
-Baton Pass/Rest/Wish/Double Kick

Now I know what you must be thinking; "What?! This utter fool proposes a Jolteon set that DOESN'T capitalize on its Arceus-given speed?!" I know, I know, Jolteon is really fast, it'd be a crime to not take advantage of that, blah-dee-blah-dee-blah. Jolteon's Speed isn't its only good stat. It also has a pretty damn decent Special Defense. Its Defense and Attack, however... Not so good. And THAT'S where Curse comes in. Boost said stats with Curse, while lowering speed (which won't make too much of a differense with Jolteon's newfound defenses). Then sweep away with Thunder Fang and Bite. Yeah, I know, not the best physical movepool in existance, but hey, what're you gonna do? Anyway, as this is still a work in progress, I haven't decided on a fourth move. Baton Pass offers an alternative exit for Jolteon while simultaneously helping out its team with the boosts from Curse. Rest and Wish are Jolteon's only avenues of HP recovery, apart from its Leftovers. Double Kick can break subs, and if you've Cursed enough, maybe provide some good solid damage.

So.... Help? Comments? Complaints? Suggestions? Death threats?

ehh 95 SpD isn't bad, but when you have only 65 in HP then it's a problem. Besides, by the time you curse up to say three or four the opponenet is either going to switch in Blissey who Sesmic Tosses you to death or something with EQ which probably will be faster with all the speed drops and still puts a dent in the little Yellow Fox. I like trying to think out of the box, but honestly I would find this hard to pull off. Though, maybe some actually logs or commentary of how it works would sway my opinion
 
Smogon only:

Aerodactyl (M) @ White Herb
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fly
- Taunt
- Curse
- Substitute

Best if used as lead. Sub/ Curse if you predict a switch. Fly/ Sub the next. Taunt any phazers. Enjoy!
---
 
I've been thinking a while about a good build for a bulky Dragonite set to set up with Dragon Dance and Roost off the damage it takes setting up. The first thing I was thinking what balance of speed vs. defenses I wanted. After thinking for a while, I decided that outrunning Weavile would be useless as the most common Weavile runs Ice Shard. So the next step down was Dugtrio. After a Dragon Dance, I can just Roost on its Stone Edges, wearing out the 8 PP very quickly. So that is where I decided to make the speed marker. By no means is this Dragonite set unchangeable, but I thought I'd post what I've come up with.

Dragonite @ Leftovers
Ability: Inner Focus
EVs: 248 HP / 104 Atk / 32 SpD / 124 Spe
Jolly nature (+Spe, -SpA)
- Dragon Dance
- Roost
- Dragon Claw
- Waterfall / Earthquake / Fire Punch

EVs give you Leftovers recovery +1, the ability to live a Modest Choice Scarf Gengar's Hidden Power Ice, and 249 Speed. This hits 373 after a Dragon Dance, which is the exact amount needed to outrun Dugtrio. For the Attack, I just poured the remaining EVs into there, but if someone knows a good Attack number to aim for to allow the rest to be poured into Defense, that'd be great.
 
Yeah, I used a similar set, but just dropped the final slot in favor of LIGHT SCREEN!!!! You take 20% from ice beam while roosting... go figure.

Anyway... heres my anti-lead Infernape that I just revised:

Infernape @ Focus Sash
Ability: Blaze
Nature: Naive
EVs: 4 Atk / 252 Spe / 252 Sp Atk
*Fire Blast
*Close Combat
*Fake Out
*Stealth Rock

I got sick of Taunt, SR Azelfs and Aeros, so I made this to beat their sash and make them useless. Then you can abuse blaze-boosted Fire Blasts.
 
Yeah, I used a similar set, but just dropped the final slot in favor of LIGHT SCREEN!!!! You take 20% from ice beam while roosting... go figure.

Anyway... heres my anti-lead Infernape that I just revised:

Infernape @ Focus Sash
Ability: Blaze
Nature: Naive
EVs: 4 Atk / 252 Spe / 252 Sp Atk
*Fire Blast
*Close Combat
*Fake Out
*Stealth Rock

I got sick of Taunt, SR Azelfs and Aeros, so I made this to beat their sash and make them useless. Then you can abuse blaze-boosted Fire Blasts.
True, but that just about makes Magnezone a must if you want to use that Dragonite. As for the Infernape set, that sounds pretty good. Do you know if a Close Combat can kill Aerodactyl after a Fake Out? Can Fire Blast kill Azelf? I'm sure it can after a Blaze Boost, so thats all that really matters. I believe I might be testing that out in my near future. ;)
 
Yeah, I used a similar set, but just dropped the final slot in favor of LIGHT SCREEN!!!! You take 20% from ice beam while roosting... go figure.

Anyway... heres my anti-lead Infernape that I just revised:

Infernape @ Focus Sash
Ability: Blaze
Nature: Naive
EVs: 4 Atk / 252 Spe / 252 Sp Atk
*Fire Blast
*Close Combat
*Fake Out
*Stealth Rock

I got sick of Taunt, SR Azelfs and Aeros, so I made this to beat their sash and make them useless. Then you can abuse blaze-boosted Fire Blasts.
Wouldn't you be outsped and forced to switch?

Anyways, I'm more curious about what EVs/Nature you have on Bulkynite. Would Impish be better or does it need Jolly for the extra speed?
 
Wouldn't you be outsped and forced to switch?

Anyways, I'm more curious about what EVs/Nature you have on Bulkynite. Would Impish be better or does it need Jolly for the extra speed?

Fake out removes their focus sash, they hit it and take it down to a sash, and then they die since their sash is removed. Then when they bring in their next Pokémon, Stealth Rock is set up before it goes down. As for BulkyNite, I'm running Jolly because I have a certain speed I want to reach. Impish would be slow and would force me to put too many EVs into Speed. However, there may be a better way to EV this with an Adamant nature so I am going to see if that is true.


EDIT: Yes, there is. 248 HP / 16 Atk / 32 SpD / 212 Spe is the best spread IMO for a Bulky DDNite. It gives me 8 more Attack points as opposed to the Jolly one.
 
Bulky nite for me was this:

Dragonite @ Lum Berry
Ability: Inner Focus
Nature: Adamant
EVs: 252 HP / 60 Atk / 196 Spe
*Outrage
*Dragon Dance
*Roost
*Light Screen

Remove steels. This basically guarentees 2 Dragon Dances against bulky ice beamers. DD on the switch, light screen in front of their face. DD again, then your down to like 20% health. Roost your way up until the screen fades then start fucking shit up with Outrage from 700 attack and 490 speed. Lum berry gives you a second round of Outrage, and also protects you from getting frozen if you get unlucky.
 
Thanks for the set, I was trying out Impish with D-Claw over Outrage and the only thing going for it was the ability to Survive Weavile Ice Shard. I'll try out that Adamant one.
 
I had been noticing that the Cloyster analysis does not even mention clamp. The drive to see cloyster use a move that's nearly exclusive to it made me create this.

Cloyster@Leftovers/Lum Berry
Impish 252 HP / 252 Sp.Def / 4 Def
Shell Armor
Clamp
Spikes
Toxic Spikes
Rapid Spin / Protect

This set works best when your opponent has spikes and such out as it's a sure fire sign that they have some sort of spin blocker to ruin cloyster's usual plan. When the ghost has come out, hopefully not gengar, clamp em' and trap em'. From their, the ghost will squeem in Cloyster's maw while you lay down sipkes and toxic spikes. If your lucky enough to get in 4 turns, you will get all of your spikes in while they switch. The luxurry of a 5th trap turn will make it easier for cloyster to escape and live a bit longer. You can kill their ghost off and spin at he end or you can go for protect to make sure the ghost is lacking thunderbolt. Lum helps you keep your spike streak going longer if you trap gar and he's using hypnosis while leftovers is always a fine option.
 
I know you've all seen an Electrode explode in your face. Now, the only attacking that Electrode ever does (that does damage, anyways) is Explosion, with maybe a Thunder with Rain Dance out. Otherwise, that's it. Now, what if we used that to have our opponent predict Explosion/Thunder, and cripple them instead?

101.png

Double Status 'Trode
@Focus Sash/Damp Rock(?)
Hasty: 252 SpAtk / 252 Speed / 6 HP
Ability: Doesn't matter, both will work.
- Toxic
- Thunder
- Rain Dance
- Thunder Wave

Why I made this set. While chaining Voltorb, and once I reached my final shiny with the best IVs, I came up with this set, since my shiny only had an IV of 13 in Attack. I bet you're thinking: "Electrode without Explosion?!?!?? OMGWTF." Well, no. Without 31 in Attack, he doesn't OHKO much. Maybe he does. But that's not the point. The main point is using his higher attacking stat, Special Attack, along with some of the moves he learns, and his OMGWTF speed stat.

The EVs. 252 Special Attack EVs since he's only attacking with Thunder, and Focus Sash makes it so EVs in Def/SpDef aren't needed. 252 in Speed since the EVs don't need to go anywhere else, and 6 in HP just to use all the EVs.

The strategy. Mainly a lead, or switch him in when you can. Setup Rain Dance, and in most cases, get attacked with Focus Sash leaving you at 1 HP. Now, most likely they will switch to something bulky to take the Explosion, right? Well, now you Thunder Wave/Toxic them, and you can switch out after to save him for later, since the opponent switched. With 1 HP he's not that useful, but he can be used for death fodder. :D Or, to maybe inflict status on a free switch-in.

The items. Focus Sash is the main here, keeping him alive, which he needs. I'd suggest having a second Pokemon with Rain Dance for a team with this, as Damp Rock seems like a waste to me.

So, it sounds good. But the problems I see are if the opponent switches to something with Rest, or something that can take status. But, otherwise, it needs some testing.

...And some opinions! :D

Some other possible moves:

- Charge Beam. Not as powerful as Thunder, but with Rain out, it's still decent. That Special Attack boost could help, too. It's still risky to use, though.
- Magnet Rise. This could take out counters, but Electrode dies to anything, so wasting a turn probably isn't a good idea.

It's 2AM. I have time. Counters:

Well, nothing outspeeds him with max Speed, except Scarfers, but in UU, he's safe. Anything that's bulky and resists Electric screws him over, like Camerupt, Golem, Aerodactyl, or steels. Also, things that resist his status moves, which are mainly ground and steel. Which sucks, since those are bulky, and wouldn't mind switching in on Electrode. Also, Stealth Rock. He is a lead, but if you plan on saving him for later, Stealth Rocks screw him up just like any other Focus Sasher, whether he's at 1 HP or not.

Since Electrode is a starter, let's look at anything in UU with a decent speed stat. (Other Starters) Swellow. 125 Base Speed, 60 Base Attack. He's only used decently with Facade/Flame Orb, so on that first turn he'll either protect, or quick attack, but probably protect. Setup that Rain Dance. Thunder'd Swellow = Ash on the floor.

Persian. Agh. Fake-Out. He owns Electrode.

Final Thoughts: This set is mainly set-up, not to inflict damage, but an attacking move is still wanted, just in case. Rain Dance, and get your Swift Swim sweeper in. Cripple a few things with status, but otherwise, mainly setup for the bigger boys of the team. And, it's something unexpected, so I can see it working.

Hopefully this hasn't been thought of before... *spent 30 minutes on this*
 
Pokemon: Slowbro
name: Trap and Set
move 1: Surf
move 2: Slack Off
move 3: Block
move 4: Calm Mind
item: Leftovers
ability: Own Tempo
nature(s): Bold
evs: ordered in 252 HP / 252 DEF / 4 SPATK

Very Simple set, a good lead. Trap Bronzong as it SR or Hypnosis you. Then just set up a calm mind sweep. Hope they do not have explosion. Basically if the opponent tries to set up SR and they can not escape you have easy CM x 6.
 
Pokemon: Slowbro
name: Trap and Set
move 1: Surf
move 2: Slack Off
move 3: Block
move 4: Calm Mind
item: Leftovers
ability: Own Tempo
nature(s): Bold
evs: ordered in 252 HP / 252 DEF / 4 SPATK

Very Simple set, a good lead. Trap Bronzong as it SR or Hypnosis you. Then just set up a calm mind sweep. Hope they do not have explosion. Basically if the opponent tries to set up SR and they can not escape you have easy CM x 6.

Water Absorb.

What to do against stuff like Poliwrath, Mantine, Vaporeon and Quagsire?
 
Here's a moveset for Houndoom.

dpmfa229.png

Pokemon: Houndoom
Name:Special sweeper
Move 1: Flamethrower
Move 2:Dark Pulse
Move 3:Solarbeam
Move 4:Nasty Plot/ Sunny Day/ Overheat
Item: Power Herb/ Wise glasses/ Life Orb
Ability: Flash Fire
Nature: Modest/ Timid
EVs: 6HP/0Atk/0Def/252Sp.Atk/0Sp.Def/ 252Spd

Basically switch in on a fire attack then flash fire boosts its power and then attempt to sweep.
 
Water Absorb.

What to do against stuff like Poliwrath, Mantine, Vaporeon and Quagsire?

Does it matter if you kill there pokemon that sets up? Plus this garentees a kill on standard Bronzong leads. Only Vaporeon would be a major use, you could just swap. The main point is trap a pokemon that can not kill slowbro as they set up, and atempt a sweep.
 
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