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Here is an uberly random set I made up for anyone who has the guts to use this in OU:

dpmfa399.png

Relaxed || Simple
252 HP/80 Def/176 SpD

- Toxic
- Super Fang
- Amnesia
- Defense Curl

Yes that's right. A Bidoof. Meant to be used in TR so if you decide to breed one of these for whatever reason, try and aim for as little Speed possible. It has base 31 Speed so 0 IVs with -Speed gives it 60. As you know, 1 Amnesia gives it +4 Sp.Def and 1 Defense Curl gives it +2 Def.

It's defensive stats get to 322/149/160 providing 31 IVs. You may say "that is teh suck". But what you are about to witness is how defensive a Bidoof can be:

Code:
Damage Calcs. (1 Defense Curl with Simple factored in (+2 Def))
 
ScarfChomp EQ (+Atk, 252 Atk EVs)
44.72%-52.80%

With Lefties recovery factored in, that is a 3HKO. That's something eh ?

Now look at this:

Code:
Damage Calcs (1 Amnesia + Simple factored (+4 SpD))
 
Azelf (neutral nature/252 EVs) using Psychic w/Life Orb
29.19%-34.47%

I might edit with some more calcs later. This thing is meant to be used after everything immune to Toxic is KO so it can work a little bit better.

As I said though, this is really weird and is for TR teams. Only to be used by people who have the balls to use this in OU.
 
Well it would but with it being a Bidoof it's more "lol" like I wanted it to :P

Feel free to try this as a Bidoof or Bibarel.
 
I'm building a new BL team as my alternate since I'm starting to see the same people on the server, and I came up with an interesting lead. In theory, it could work in standard even better than in BL, so I thought I might as well post it.
dpmfa432.png

Purugly @ Lum Berry/Wide Lens
Ability: Thick Fat
EVs: 18 HP/252 Atk/240 Spd
Jolly nature (+Spd, -SAtk)
- Sucker Punch
- Taunt
- Hypnosis
- U-turn
No, Persian cannot learn Sucker Punch, and it has less attack. I made this for BL play, this could possibly work in standard if you're daring and good at prediction. If you don't want Lum Berry for status, use Wide Lens so Hypnosis doesn't screw you over at the worst possible moment. I'm thinking about gearing towards a bulkier spread and Adamant, as this is designed to outrun Jolly Base 110's this shouldn't be switching in to anyways. Taunt set-ups you're faster than, and if you're not, put them to sleep and U-turn out. If they're faster and try to Taunt you, or if they're too bulky to hurt much with Sucker Punch (as is probably the case early in the game, combined with Purugly's only average attack), U-turn to an appropriate counter to force them out and give yourself a free turn as they switch out (U-turn also ruins their Sash if they're carrying it). Later in the game, this can help clean up and finish off your opponent's more troublesome late-game sweepers, after entry hazards, and crippled walls. Purugly, as the bastard child of the prom king and queen of the balanced tiers, Persian and Blissey, has an easier time switching in due to Thick Fat. Lure out those Ice and Fire moves, cripple one of your opponent's Pokemon by putting them asleep, and reign havoc.

Suggestions (except for the spread...I'll redo it in the morning)? Comments?

Yep looks similiar to the Persian set, but also a bit unique. I do like the addition of Sucker Punch. The only thing I would say is maybe add Return as an option next to Taunt so that it has a bit more offense. The way you were talking about how it cleans up late game was good, but I honestly couldn't imagine it KOing to many things with just U-Turn or Sucker Punch. With Return, you have a strong STAB that can put holes in things that don't resist it. Try it out and let me know.
 
The thing with Purugly is, it's got interesting movepool, yet no stats to use it. The speed is very good, I admit, but other stats are just too low, it just can't hit too hard, and can't take a hit either :/
 
Don't be hating Purugly. I have one that I use to great effect when battling my friends. My strategy is to use Hypnosis, then U-Turn to my Agility Seadra (already posted it in this thread somewhere) or my Dragon Dance Shelgon.
 
EDIT;; Ok, I was working on more spreads. It's hard to use Adamant, which will only outrun the most common base 95 leads in BL (Drapion, Leafeon, sometimes Arcanine). Of course, later in the game, there are plenty of key base 95 Pokemon that you will see in both BL and OU that Purugly can take on well (while researching this, I realized that this is one of the best Jynx counters in the game). Use the one above if you're tantamount to outrunning all Gengars but Scarfgar.
For OU: Jolly, 34 HP/252 Att/224 Speed
This spread will outrun everything up to and including Infernape, of course excluding Scarfers. Infernape reaches a maximum of 346 speed, and this reaches 347. Infernape will not CC you the first turn (most likely, as they expect a switch), and of course its other STAB is resisted, so it's a great cut-off point. The only faster Pokemon who will give you major trouble are Aero (some will attack you, and Sucker Punch does paltry damage, but even risking a Hypnosis, they will get their SR down), Ambipom and Persian, the latter two whom you will rarely see in OU. Both are the reasons why I don't suggest this set for UU, and why I mentioned that this would work better in standard than in BL.

For BL: Jolly, 58 HP/252 Att/200 Speed
This first spread outruns everything up to and including the base 105's (Rapidash, Mismagius, also Scyther and Lopunny if you ever see them). Standard Espyjump cannot outrun you, and while Sucker Punch will only 2HKO back, it can't OHKO you with an unboosted Psychic either. Beating it will require good prediction, but 9 times out of ten, it will underestimate you and CM expecting Hypnosis (BL leads will traditionally set up without Subbing until they absorb status with Lum Berry), stay in to be Taunted, and take big damage from Sucker Punch. The only other 110 lead that can outrun you is Froslass, but you resist both STABs: worst case scenario is that it will set up Spikes (obviously due to Sucker Punch, Specs Thunderbolt isn't a problem). Again, only Ambipom will give you problems. Lum Berry is a good idea here if you're afraid of Crobat.

Second possible spread: something with Adamant?

I'm lazy right now, but it is possible to run an Adamant spread to outrun the base 95 group so they don't set up random stuff on you.

@matty: By cleaning up late-game, I mentioned entry hazards, so it's obviously not going to rack up OHKOs on its own. However, that's a good suggestion, and would work very well as I think of a good spread. However, the way Taunt forces either an attack or switch cannot be ignored, and helps the set immensely.

If anyone wants to try the one now, Gengar is your kitty litter if you can get in.

@Mastadi: Thick Fat gives it more switch-ins opportunities than Persian. Trust me. =) I once considered Leftovers, but then I realized that it wouldn't be terribly useful or even needed due to the fact that it utilizes a lot of switching.

Base 80 attack is just average, not terrible....some Pokemon in the same range are holy terrors in their own way, like Marowak and Vespiquen (and both on the same team! xD) If only its unique speed tier was base 117 instead of 112 (and how does it manage to be so fast whilst being fat)....

@Missingno: I salute you, I remember when Bologo was using Shelgon...
 
fuckyouclefable.png

"Fuck You, Clefable!"

Venusaur @ Leftovers
Bold/Calm
252 Def, 4 SpA, 252 SpD
- Worry Seed
- Leech Seed
- Sludge Bomb / HP Fire
- Substitute / Protect / Toxic / Synthesis

When Venusaur joined UU, Clefable wasted no time in making the green reptile her prison bitch. She switches in harmlessly with high SpD and immunity to Leech Seed and status (thanks to Toxic Orb), then scares it off with Ice Beam or STAB Facade. Of course, Venusaur is far from the only thing Clefable slaps around, and your other Pokémon will appreciate it when Venusaur compeltely shuts down his best counter with a complimentary "Fuck you!".

Worry Seed is, of course, the key move here. Removing Clefable's ability Magic Guard completely destroys it, especially with most Clefables running Toxic Orb. Suddenly Clefable changes from status-invulnerable to badly poisoned, and without Leftovers, it can't stand up to Venusaur's staying power. Add to that Leech Seed damage, and Clefable is rendered useless as a counter, and is forced to switch out or die.

Note: On Shoddy, the poison damage stacks for each turn Clefable's been in play, even turns it was protected by Magic Guard. For example, if venusaur used Worry Seed on the third turn Clefable was in play, Clefable would then take 18%, as if it had taken 6% and then 12% the first two turns. I don't know if it works this way on the cartridges.

Venusaur's other move options are mostly standard. Leech Seed is probably his best move, providing damage and recovery at the same time. I consider it essential, especially against Ice Beaming Clefables. Sludge Bomb is Grass-killing STAB, while HP Fire hits both Grass and Steel, though its base power is much lower. I suppose you could use any viable Grass attack as well. The last slot is for stalling options: Substitute or Protect never hurts for scouting and stalling; Synthesis is for healing. Toxic is good for Leftovers Clefables, and has great synergy with Worry Seed, since Resters can't sleep and Natural Curers are still poisoned when they switch out.

The EVs are a clumsy attempt to balance Venusaur's defences so he can handle both kinds of Clefable. There are no HP EVs in order to get the maximum recovery from Leech Seed, though I don't know if it's worth it.
 
I was thinking of a Glaceon set, after seeing the commoness of Chomp and the fact Brightpowder isn't banned. Besides, after seeing it KO DDnite, Mence, Tangrowth, and any thing else ice weak again and again, I decided a OU varient could exist and work well.


dpmfa471.png

Glaceon
Name: "Cloaker"
~ Blizzard
~ Wish
~ Substitute/Protect
~ Shadow Ball/HP Fire
Item: Bright Powder
Ability: Snow Cloak
Nature(s): Modest/Bold
Evs: 52/0/200/252/6/0

This set works primarily with Abomasnow. Send out Abomasnow, activate Snow Warning, then switch into the corresponding Pokemon to take the hit coming (for example, switch in Blissey/Regice to take a special hit, etc.) and switch Glaceon. Glaceon has a small chance of being hit with the combo of Snow Cloak and Brightpowder (70% chance, I think) while it walls away the opponent's team with Wish+Protect/Sub while they take 6% damage from Hail every turn. And the only OU Ice type being Mamoswine and Weavile, this thing can set-up and kill easily. Blizzard for a never miss, STAB, attack that is backed up by 120 base power and 130 base Special Attack. Shadow Ball or HP Fire for coverage so it isn't completely walled. HP Fire takes care of Metagross, Skarmory, possably Magnezone, and Bronzong. Shadow Ball hits Gengar hard and has a nice little chance of a Special Defense drop. The nature choice is depending on what you want to do more, Bold if you want to take more hits and deal them back, or Modest to hit harder.

Possable Problems:
-Metagross: Unless Glaceon is carrying HP Fire, it's screwed. STABed Meteor Mash does 269-317 on Glaceon with 200 Defense EVs (Bold Nature), which is always a 2HKO (min damage), or an OHKO(272 dmage+). Meteor Mash does 288-339 damage on Modest. Always an OHKO.
-Magnezone: Unfortunately, Glaceon's Special Defense isn't as great as its defense, allowing a very likely OHKO... If it hits.
-Tyranitar and Hippowdon: Sandstream says hi.
-Trick Scarfers: Not much of a problem, Glaceon could do with the Speed boost.

OMG! Another Glaceon set!
dpmfa471.png

Glaceon
Name: Curser
~ Curse
~ Wish
~ Baton Pass/Protect
~ Ice Shard
Item: Leftovers
Ability: Snow Cloak
Nature(s): Adamant/Impish
Evs (Adamant): 52/200/252/0/6/0
Evs (Impish): 52/6/252/0/200/0

While Glaceon is no Snorlax, it does have the interesting combo of Curse+Wish+Baton Pass, STAB priority, and Wish+Protect. Glaceon can also use this set to raise its already excellent Defense, which can make it a reliable wall with Wish+Protect. This can either focus on the attack boost with Ice Shard, and/or the Defense boost from Curse to work as an excellent wall. Adamant for if you're going for the sweep, and Impish if you're going for the wall. When Glaceon is in danger either: Wish, then Protect, or Baton Pass to your next Pokemon to give a free +6 or below Attack and Defense boost.

Possable Problems:
-Any Special Sweeper
-Metagross and other Steels
-Bulky Waters
-Critihax Absol
-Haze
-Taunt
 
dpmfa308.png

Medicham
Name: Mix/Physical Wall
~ Bulk Up
~ Power Trick
~ Recover
~ Calm Mind/Toxic
Item: Leftovers
Ability: Pure Power
Nature(s): Impish, Careful
Evs : 252/0/252/0/6/0

Medicham can make a great mix/physical wall, by Power Tricking its Attack and Defense, then boosting it with Bulk up. Calm Mind so it isn't completely killed off by Special Sweepers, and Recover for recovery. Toxic can be chosen over Calm Mind if you want kill the opponent aswell. Alternatively, you could run Baton Pass over Recover.

Problems:
-Exploders
-Special Sweepers, who can pray on Medicham while it's setting up.
-Steels, for Toxic varients.
-Taunt
-Hazers

lol, it has no attacking moves... so you basically stat up and.......? Take off calm mind and put an attacking move there. Toxic will only just get walled by steels. TBH, that set would do absolutely nothing... hell, even if you could get in 6 Bulk Ups that would be a miracle.
 
fuckyouclefable.png

"Fuck You, Clefable!"

Venusaur @ Leftovers
Bold/Calm
252 Def, 4 SpA, 252 SpD
- Worry Seed
- Leech Seed
- Sludge Bomb / HP Fire
- Substitute / Protect / Toxic / Synthesis

When Venusaur joined UU, Clefable wasted no time in making the green reptile her prison bitch. She switches in harmlessly with high SpD and immunity to Leech Seed and status (thanks to Toxic Orb), then scares it off with Ice Beam or STAB Facade. Of course, Venusaur is far from the only thing Clefable slaps around, and your other Pokémon will appreciate it when Venusaur compeltely shuts down his best counter with a complimentary "Fuck you!".

Worry Seed is, of course, the key move here. Removing Clefable's ability Magic Guard completely destroys it, especially with most Clefables running Toxic Orb. Suddenly Clefable changes from status-invulnerable to badly poisoned, and without Leftovers, it can't stand up to Venusaur's staying power. Add to that Leech Seed damage, and Clefable is rendered useless as a counter, and is forced to switch out or die.

Note: On Shoddy, the poison damage stacks for each turn Clefable's been in play, even turns it was protected by Magic Guard. For example, if venusaur used Worry Seed on the third turn Clefable was in play, Clefable would then take 18%, as if it had taken 6% and then 12% the first two turns. I don't know if it works this way on the cartridges.

Venusaur's other move options are mostly standard. Leech Seed is probably his best move, providing damage and recovery at the same time. I consider it essential, especially against Ice Beaming Clefables. Sludge Bomb is Grass-killing STAB, while HP Fire hits both Grass and Steel, though its base power is much lower. I suppose you could use any viable Grass attack as well. The last slot is for stalling options: Substitute or Protect never hurts for scouting and stalling; Synthesis is for healing. Toxic is good for Leftovers Clefables, and has great synergy with Worry Seed, since Resters can't sleep and Natural Curers are still poisoned when they switch out.

The EVs are a clumsy attempt to balance Venusaur's defences so he can handle both kinds of Clefable. There are no HP EVs in order to get the maximum recovery from Leech Seed, though I don't know if it's worth it.

I really like this set, a great use of Worry Seed.

I also like the image. :D
 
lol, it has no attacking moves... so you basically stat up and.......? Take off calm mind and put an attacking move there. Toxic will only just get walled by steels. TBH, that set would do absolutely nothing... hell, even if you could get in 6 Bulk Ups that would be a miracle.

I just thought the idea of a Defensive Medicham would surprise people, since 99.99% of all Medichams are Physical Sweeper. Because, from my memory, there is not a single Defensive Fighting type in the game. Plus it has a great defensive movepool.

I see what you mean by being walled by Steels. Maybe giving it Force Palm/Brick Break/Fire Punch for those?
 
I just thought the idea of a Defensive Medicham would surprise people, since 99.99% of all Medichams are Physical Sweeper. Because, from my memory, there is not a single Defensive Fighting type in the game. Plus it has a great defensive movepool.

I see what you mean by being walled by Steels. Maybe giving it Force Palm/Brick Break/Fire Punch for those?

Hariyama and Machamp are awesome physical walls and are used quite a lot.
Gallade can take a hit from the special side very well, and has the same typing as Medicham.
 
If you Power Trick with Pure Power, Pure Power still applies to the Attack Stat, so that Medicham is still gonna have shitty Defense.
 
Hariyama and Machamp are awesome physical walls and are used quite a lot.
Gallade can take a hit from the special side very well, and has the same typing as Medicham.
In addition to Hitmontop, who gets Intimidate, Rapid Spin, and good defensive stats. Oh, and it's part of UU's top 75%.
 
For one, Harriyama has only 60 base Defense. It just has a massive 114 base HP, so it's more of a bulky fighting type. Or perhaps one of the best LO users in the game.
Machamp has 90/80/85 defenses, so it can make a fairly good wall, I guess.
I agree with Gallade.
I do agree with Hitmontop, Intimidate, 90/110, Rapid Spin, and a plethera of two weaknesses. I think the only reason it's UU is the fact that it's easily countered by OU Psychics and it's poor 50 base HP. For some reason I forgot about Intimidate and thought it had Inner Focus, dunno why.

@jenigmat429: Oh, really? Didn't know that.
Apparentally it fails then. I'll remove it. :|
 
For one, Harriyama has only 60 base Defense. It just has a massive 114 base HP, so it's more of a bulky fighting type. Or perhaps one of the best LO users in the game.
Unless I'm missing something, Hariyama can be a defensive Pokémon. According to the Defense and Special Defense Tiers, it's about as physically bulky as Zapdos, Scizor, and Porygon2. On the Special Defensive side, it's about as bulky as Machamp, Heracross, and, again, Zapdos. Add to that Thick Fat and some good defensive moves (Knock Off, Whirlwind, Force Palm, and Counter). If you are saying it's not physically bulky, look at the Hariyama analysis.

Also, explain how Hariyama is one of the best LO users in the game. Isn't it too slow to effectively use it?
 
Also, explain how Hariyama is one of the best LO users in the game. Isn't it too slow to effectively use it?

I think they were saying that it would take little damage from LO because it has such high HP, but LO hits 10% not a set amount.

Also, high HP and low Defenses is better than high Defenses and low HP for the same BST.
 
I did this for Smogon breeding project.

Adamant Chlorophyll Tangrowth
-Sunny day
-Power whip
-Earthquake
-Rock slide

With sunny day tangrowth's speed doubles, working like an agility. They might expect the solar beam so you hit their switch in hard with a physical move! This set is also for lolz too =P Power whip for an awesome stab and rest for coverage.
 
I don't know if my set is creative or not, but I just want to share this set as I had have very good time using this pokemon:

Deoxys-e @ Focus Sash
Ability: Pressure
EVs: 252 HP/252 Spd/4 Def
Timid nature (+Spd, -Atk)
- Stealth Rock
- Taunt
- Counter
- Mirror Coat

The idea of this set is taunt anything you think will use SR and then counter/mirror coat. I dessigned this set to counter bronzong and scarf gengar, the two can ruin my strategy. I use this as my lead and every battle becomes a mind games from the very first turn xD
 
well this is something I thought up though I'm not sure if it'll work.
Honchkrow@Leftovers
Ability: Insomnia
EVs: 252 atck/ 252 spe/ 4 hp
-Sucker Punch
-pursuit
-taunt
-thunder wave

It's a trap set that takes some prediction to use, being that Honckrow has to be used with careful prediction anyway. It cripples switches, switch-in set ups along with getting in a first move on attackers. Taunt deals with bronzongs, thunder wave deals with whatever switches in. Kind of gimmicky though.
 
well this is something I thought up though I'm not sure if it'll work.
Honchkrow@Leftovers
Ability: Insomnia
EVs: 252 atck/ 252 spe/ 4 hp
-Sucker Punch
-pursuit
-taunt
-thunder wave

It's a trap set that takes some prediction to use, being that Honckrow has to be used with careful prediction anyway. It cripples switches, switch-in set ups along with getting in a first move on attackers. Taunt deals with bronzongs, thunder wave deals with whatever switches in. Kind of gimmicky though.
I used that before but with drill peck instead of sucker punch, for more coverage and since most the time I already twaved the poke anyways. Made a great lead poke.
 
Here's a set that I'm trying to come up with Electrode, since his base 140 speed is something that can be reckoned with. But, I'm in need of some help.

Electrode @Focus Sash/Life Orb (Depending on the last move)
Hasty with: 252 Attack / 252 Speed / 6 HP
- Toxic
- Thunder Wave
- Explosion
- Substitute / Flash / Screech / ???

Yes. A double-status inducing 'Trode. Hasty for the +Speed, and just incase you want to run a special attack. Besides, Electrode has so low defense that it doesn't matter.

Basically, you get in there and Sub up and spread status, or spread status with the help of Focus Sash, then explode. I don't like the Rain Dance set, and this set lets you focus all the EVs in Attack and Speed.

But, I'm unsure on the last slot. Substitute is good for spreading status, but I'm not sure how it would work on Electrode. Screech can help with Explosion, and Flash just messes with the opponent.
 
I posted this in the wrong thread, earlier. Sorry about that. Anyways:

I'm running an odd Uxie set, and I would like opinions on it, if you would be so kind.

The IVs aren't perfect for the most part, so there would be changes on the Uxie were I to battle with it on Shoddy. However, I would still like an opinion on it.

Uxie (Modest) @Leftovers
252 HP/60 Def/130 SpAtk/68 SpDef
IVs: 21-25(can't remember which)/x/31/11-15/29/x
Moveset:
Stealth Rock
Calm Mind
Thunderbolt
Grass Knot

I put an X in where the speed is because I never took speed into account when considering the Uxie. I believe my Uxie has 224 or 226 speed in battle, but I don't remember for sure, and I don't have my DS in front of me at the moment.

Basically, this Uxie is meant as an offensive Stealth Rock set. Before anyone tries to tell me that Mesprit Calm Minds better, I liked the look of Uxie because of its higher defenses. The biggest point of this Uxie is that it makes Starmie, Donphan, and Forretress (three prominent Rapid Spinners) cry (it has a possible 2HKO on Forry after just one Calm Mind with just the IVs I have; if it had perfect SpAtk it would 2HKO guaranteed after just one Calm Mind!). Lucario (a counter mentioned on Uxie's D/P page) has trouble with this set, as a single Calm Mind gives Thunderbolt about half damage to Lucario with Stealth Rock's help if I'm calculating correctly.

The other counters listed still pose a reasonable threat to it, though; this I will not deny. But I really think that an offensive Stealth Rock set is viable. What are your thoughts?
 
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