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Toxicroak @ Focus Sash
Sword Dance
Sucker Punch
X-Scissor
Cross Chop

X-Scissors for taking out defensive psychic types that is likely not going to attack. Focus Sash guarentees to get 1 SD in. Dry Skin can heal Stealth Rock damages in a turn or two. STAB Cross Chop can take a lot after Sword Dance, killing Steel walls. Sucker Punch can be used to take out fast Ghosts and Psychics such as Espeon or Rotom or Froslass. This thing is not that slow in UU, and with Sucker Punch help to take Scarfers, it's good!

Umm that isnt a new set. Maybe except for the Focus Sash, but that doesnt make it a new set. You didnt even put the nature, ev's, etc...
 
So I was daydreaming in History yesterday, and it came to me- a use for the ability Stall! I present to you.... Stallback, the new Sableye set!

Sableye @ Choice Band
Ability: Stall
Nature: Adamant
EVs: 252 Attack / 252 Defense / 6 HP
Payback
Brick Break
Aerial Ace
Zen Headbutt

Payback is base 50 power, which is doubled to base 100 power when user goes last (in Sableye's case, all the time). Then STAB is factored in, increasing it to 150 power. In short, Sableye will be launching 150 BP Paybacks every turn.
 
I know I posted a Defensive Deoxys-E set a few posts ago, but I have refined it into what I think is very close to perfect. For the best feedback, I've made this as if I were to post a seperate topic for this Deoxys, including calculations and other miscellaneous notes.

Deoxys-E @ Leftovers
Ability: Pressure
Calm Nature (+SpD, -Atk): 252 HP/ 156 Def/ 60 SpD/ 40 Spe
- Cosmic Power
- Recover
- Substitute
- Seismic Toss

Stats with above EVs (assuming 31 IVs across the board):
304 HP/ 203 Atk/ 255 Def/ 226 SpA/ 254 SpD/ 406 Spe

I have vigorously tested this set on Shoddy and I have found that this is quite viable, despite 50/90/90 defenses.

With proper prediction, I have been able to actually sweep some teams lacking Ghosts with this thing. Of course, it was in the best possible scenario, in which I use Cosmic Power boost both defenses to +6, but I've been able to do that on multiple occasions against opponents who don't know what to do against this Deoxys-E

Notes:
- 304 HP Allows for perfect leftovers recovery
- EV spread allows for optimum mixed defensive stats.
- 406 allows to outspeed 405ers.
- Speed EVs can be dropped and distributed to the other defensive stats should you feel that it isn't necessary to out speed Pokemon in that range of speed.
- This is strictly for OU. If in ubers, Deoxys-L outclasses it entirely.


The Strategy:
It is quite simple actually. First, if you are in a situation where you know the opponent cannot hurt you, status you, or if they will switch, use Substitute. This guarantees at least one Cosmic Power or Seismic Toss should a counter come in.

It is straight-forward after using Substitute. If you know the opponent can only manage to break the Substitute or will fail to 2HKO in the case you don't have Substitute up, use Cosmic Power. If you have a few Cosmic Powers under your belt, you can either safely Recover HP if you are running low from Substitute, or you can whittle away the opponent's HP using Seismic Toss.

This set can be easily ruined by PHazers with substantial HP, as well as Ghost types, so here a few things to consider on a team to make Deoxys-E run smoothly on your team:

- Never open with Deoxys-E. Most common leads (Gyarados, Breloom, Gengar, Yanmega, Weavile, etc.) Will either hurt you pretty badly as you attempt to try and defend against them, or you can pretty much do nothing to them.

- A Hypnosis/Spore lead can greatly help Deoxys-E get in early if you need to, but he is best saved for Mid-Game when you know all of the opponent's team.

- Deoxys-E is a great receiver of a Defensive Baton Pass chain. In-grain Smeargle works marvelously as it prevents Deoxys-E from being PHazed by some random Skarmory.

- The more support, the better. This specific Deoxys-E isn't meant to be a wall like Cresselia or Gliscor, rather he is meant to just stall.

- Spikes and Stealth Rock are great as your opponent may have to switch a few times to take down Deoxys-E. Toxic Spikes is even better as Deoxys-E can stall until the opponent. Light Screen and Reflect are great to have on a team as well, as the double defense buys Deoxys-E some time to use Cosmic Power or substitute to prepare to stall.

Random Damage Calculations (To be edited by request): [All assume maximum attack EVs unless otherwise stated]

Weavile @ Choice Band; + Nature

Pursuit - ~63.49% - 74.67% [193 - 227 HP]: Guaranteed 2HKO
Switching out of Pursuit - Obvious OHKO
Brick Break - ~19.41% - 23.03% [59 - 70 HP]: Multiple Hit KO
@ Choice Band; Jolly
Pursuit - ~57.89% - 68.09% [176 - 207 HP]: Guaranteed 2HKO
Switching out of Pursuit - Obvious OHKO

I just did these calculations to show how Deoxys-E should NEVER stay in on Weavile. Unless you switch in on Brick Break, you will always be out sped and 2HKO'd at the minimum.

I'm posting this fairly late at night my time, so I won't post all of the calculations right now, rather I will wait and post other specific calculations upon request (i.e. user John wants to find out how much Infernape's Flare Blitz does before and after a Cosmic Power). Sorry if someone wanted to know or expected something right away, but feel free to suggest some calculations for me to do.

Anyways, so far in my battles, I have found with the proper support this Deoxys-E set can work in many situations. Please feel free to comment, rate, etc. I appreciate any help with this set.

EDIT: Erm... is it Deoxys-E or Deoxys-S? ;>.>
 
The main thing I dislike about that despite it's PP killing prowess is that, once you Substitute down against like Blissey as it's repeatedly Stossing, you could eventually get status'd. There's no problem with allowing other things to heal as you're mainly PP Stalling them, but the chance to get status just hurts too much IMO.
 
I know I posted a Defensive Deoxys-E set a few posts ago, but I have refined it into what I think is very close to perfect. For the best feedback, I've made this as if I were to post a seperate topic for this Deoxys, including calculations and other miscellaneous notes.

Deoxys-E @ Leftovers
Ability: Pressure
Calm Nature (+SpD, -Atk): 252 HP/ 156 Def/ 60 SpD/ 40 Spe
- Cosmic Power
- Recover
- Substitute
- Seismic Toss

Stats with above EVs (assuming 31 IVs across the board):
304 HP/ 203 Atk/ 255 Def/ 226 SpA/ 254 SpD/ 406 Spe

I have vigorously tested this set on Shoddy and I have found that this is quite viable, despite 50/90/90 defenses.

With proper prediction, I have been able to actually sweep some teams lacking Ghosts with this thing. Of course, it was in the best possible scenario, in which I use Cosmic Power boost both defenses to +6, but I've been able to do that on multiple occasions against opponents who don't know what to do against this Deoxys-E

Notes:
- 304 HP Allows for perfect leftovers recovery
- EV spread allows for optimum mixed defensive stats.
- 406 allows to outspeed 405ers.
- Speed EVs can be dropped and distributed to the other defensive stats should you feel that it isn't necessary to out speed Pokemon in that range of speed.
- This is strictly for OU. If in ubers, Deoxys-L outclasses it entirely.


The Strategy:
It is quite simple actually. First, if you are in a situation where you know the opponent cannot hurt you, status you, or if they will switch, use Substitute. This guarantees at least one Cosmic Power or Seismic Toss should a counter come in.

It is straight-forward after using Substitute. If you know the opponent can only manage to break the Substitute or will fail to 2HKO in the case you don't have Substitute up, use Cosmic Power. If you have a few Cosmic Powers under your belt, you can either safely Recover HP if you are running low from Substitute, or you can whittle away the opponent's HP using Seismic Toss.

This set can be easily ruined by PHazers with substantial HP, as well as Ghost types, so here a few things to consider on a team to make Deoxys-E run smoothly on your team:

- Never open with Deoxys-E. Most common leads (Gyarados, Breloom, Gengar, Yanmega, Weavile, etc.) Will either hurt you pretty badly as you attempt to try and defend against them, or you can pretty much do nothing to them.

- A Hypnosis/Spore lead can greatly help Deoxys-E get in early if you need to, but he is best saved for Mid-Game when you know all of the opponent's team.

- Deoxys-E is a great receiver of a Defensive Baton Pass chain. In-grain Smeargle works marvelously as it prevents Deoxys-E from being PHazed by some random Skarmory.

- The more support, the better. This specific Deoxys-E isn't meant to be a wall like Cresselia or Gliscor, rather he is meant to just stall.

- Spikes and Stealth Rock are great as your opponent may have to switch a few times to take down Deoxys-E. Toxic Spikes is even better as Deoxys-E can stall until the opponent. Light Screen and Reflect are great to have on a team as well, as the double defense buys Deoxys-E some time to use Cosmic Power or substitute to prepare to stall.

Random Damage Calculations (To be edited by request): [All assume maximum attack EVs unless otherwise stated]

Weavile @ Choice Band; + Nature

Pursuit - ~63.49% - 74.67% [193 - 227 HP]: Guaranteed 2HKO
Switching out of Pursuit - Obvious OHKO
Brick Break - ~19.41% - 23.03% [59 - 70 HP]: Multiple Hit KO
@ Choice Band; Jolly
Pursuit - ~57.89% - 68.09% [176 - 207 HP]: Guaranteed 2HKO
Switching out of Pursuit - Obvious OHKO

I just did these calculations to show how Deoxys-E should NEVER stay in on Weavile. Unless you switch in on Brick Break, you will always be out sped and 2HKO'd at the minimum.

I'm posting this fairly late at night my time, so I won't post all of the calculations right now, rather I will wait and post other specific calculations upon request (i.e. user John wants to find out how much Infernape's Flare Blitz does before and after a Cosmic Power). Sorry if someone wanted to know or expected something right away, but feel free to suggest some calculations for me to do.

Anyways, so far in my battles, I have found with the proper support this Deoxys-E set can work in many situations. Please feel free to comment, rate, etc. I appreciate any help with this set.

EDIT: Erm... is it Deoxys-E or Deoxys-S? ;>.>


Taunt is 100x better than Sub. It blocks status, stat-upping, and phazing. Sub only blocks one of those.
 
Well, it's probably already been mentioned.. but this Cresselia has brought me some success here and there.

Cresselia (♀) @ Salac Berry
Ability: Levitate
EVs: 126 HP/252 Def/52 Spd/60 SAtk/20 SDef
Timid nature (+Spd, -Atk)
- Calm Mind
- Substitute
- Hidden Power [Ground]
- Ice Beam

The spread is taken into consideration for HP Ground, it may vary for HP Electric, HP Fighting, etc. As I've only tried this on Shoddy and have had the most success with Ice/Ground over Ice/Psychic, Ghost/Fighting and Ice/Electric.

Anyway, EVs give 404 HP, 271 Speed, 200 SATK and just threw in 20 SDEF to put her at an even 300. The strategy should be pretty clear.. although Charge Beam sounds really tempting to raise that SATK and fend of Gyarados.

She makes for an excellent surprise, however, and when caught off guard nabs at least 1 KO, although she dies too quickly, even with those massive defenses. More novelty than anything, really.
 
So I was daydreaming in History yesterday, and it came to me- a use for the ability Stall! I present to you.... Stallback, the new Sableye set!

Sableye @ Choice Band
Ability: Stall
Nature: Adamant
EVs: 252 Attack / 252 Defense / 6 HP
Payback
Brick Break
Aerial Ace
Zen Headbutt

Payback is base 50 power, which is doubled to base 100 power when user goes last (in Sableye's case, all the time). Then STAB is factored in, increasing it to 150 power. In short, Sableye will be launching 150 BP Paybacks every turn.
Reposting, looking for comments.
 
I know coming into this thread with this particular Tyranitar set, that it will already be quite popular with the majority of users to Smogon. However, I would like to post my own version, and explain why Zapdos plays a role of feeding it speed to tear teams apart. (I am up for advice on different EVs, though the current do their job respectively).

Tyranitar (♂) @ Life Orb
Ability: Sand Stream
EVs: 226 Atk/252 Spd/32 SAtk
Naughty nature (+Atk, -SDef)
- Crunch
- Ice Beam
- Fire Blast
- Earthquake

Now, there are moves that can take their own spot in this set, though to help my personal team, I need these moves to clean what still poses a threat.

Once this recepitant recieves his speed boost, with Life Orb, he is able to OHKO and easily 2OHKO (without dieing himself) alot of the OU metagame. Life Orb is a major factor to the success this Pokemon is for to achieve.

The list goes on, with that +2 from 221 speed, he outspeeds anything under Garchomp with a Choice Scarf. Additionally, outspeeding Garchomp itself, and handing him a OHKO, too.

Crunch's Pros: Cressilia, Starmie, Gengar, Azelf, Celebi and penetrating anything that does not resist it.

Ice Beam's Pros: Garchomp, Salamence, Gliscor and 2OHKO's Hippowdon, a Tyranitar counter. Aswell as denting anything weak to Ice, (which is a large list

Fire Blast's Pros: Skarmory, Lucario, Heatran, Forretress, Metagross and many, many more.

Earthquake's Pros: Infernape, Heatranand Metagross. There's more, this place in the moveset is open for suggestions.


--------------------------------------------------


Not much time for anything else, please, give it a try with a Agility passer!
 
Isn't that Life Orb Tyranitar set already in the analysis? The only difference is slightly modified EVs, which aren't different enough to warrant a new "creative" set.
 
Read what I said, thanks.

It is just something different, the analysis covers so much it's hard to come up with a new set that will actually be of any use, if that was the case, then there would be no need for this thread.

Yes, I do know what you're trying to say.
 
So I was daydreaming in History yesterday, and it came to me- a use for the ability Stall! I present to you.... Stallback, the new Sableye set!

Sableye @ Choice Band
Ability: Stall
Nature: Adamant
EVs: 252 Attack / 252 Defense / 6 HP
Payback
Brick Break
Aerial Ace
Zen Headbutt

Payback is base 50 power, which is doubled to base 100 power when user goes last (in Sableye's case, all the time). Then STAB is factored in, increasing it to 150 power. In short, Sableye will be launching 150 BP Paybacks every turn.

Yep, sure enough. Stall will allow Payback to move after any other move without a negative priority (or Lagging Tail, etc).
 
Torterra@ Leftovers
Ability: Overgrow
Modest Nature
212 HP / 252 SpAtk / 44 Def
- Grass Knot
- Substitute
- Hidden Power Fire
- Leech Seed

HP Fire OHKOs Forretress, 2HKOs Skarm with SR down. Grass Knot 2HKOs all Max HP Tyranitar besides those who have max SpDef . Leech Seed to force switches and regain life. Sub blocks status. EVs give it 384 HP for max Lefties recovery.

opinions?
 
I know I posted a Defensive Deoxys-E set a few posts ago, but I have refined it into what I think is very close to perfect. For the best feedback, I've made this as if I were to post a seperate topic for this Deoxys, including calculations and other miscellaneous notes.

Deoxys-E @ Leftovers
Ability: Pressure
Calm Nature (+SpD, -Atk): 252 HP/ 156 Def/ 60 SpD/ 40 Spe
- Cosmic Power
- Recover
- Substitute
- Seismic Toss

Stats with above EVs (assuming 31 IVs across the board):
304 HP/ 203 Atk/ 255 Def/ 226 SpA/ 254 SpD/ 406 Spe

I have vigorously tested this set on Shoddy and I have found that this is quite viable, despite 50/90/90 defenses.

With proper prediction, I have been able to actually sweep some teams lacking Ghosts with this thing. Of course, it was in the best possible scenario, in which I use Cosmic Power boost both defenses to +6, but I've been able to do that on multiple occasions against opponents who don't know what to do against this Deoxys-E

Notes:
- 304 HP Allows for perfect leftovers recovery
- EV spread allows for optimum mixed defensive stats.
- 406 allows to outspeed 405ers.
- Speed EVs can be dropped and distributed to the other defensive stats should you feel that it isn't necessary to out speed Pokemon in that range of speed.
- This is strictly for OU. If in ubers, Deoxys-L outclasses it entirely.


The Strategy:
It is quite simple actually. First, if you are in a situation where you know the opponent cannot hurt you, status you, or if they will switch, use Substitute. This guarantees at least one Cosmic Power or Seismic Toss should a counter come in.

It is straight-forward after using Substitute. If you know the opponent can only manage to break the Substitute or will fail to 2HKO in the case you don't have Substitute up, use Cosmic Power. If you have a few Cosmic Powers under your belt, you can either safely Recover HP if you are running low from Substitute, or you can whittle away the opponent's HP using Seismic Toss.

This set can be easily ruined by PHazers with substantial HP, as well as Ghost types, so here a few things to consider on a team to make Deoxys-E run smoothly on your team:

- Never open with Deoxys-E. Most common leads (Gyarados, Breloom, Gengar, Yanmega, Weavile, etc.) Will either hurt you pretty badly as you attempt to try and defend against them, or you can pretty much do nothing to them.

- A Hypnosis/Spore lead can greatly help Deoxys-E get in early if you need to, but he is best saved for Mid-Game when you know all of the opponent's team.

- Deoxys-E is a great receiver of a Defensive Baton Pass chain. In-grain Smeargle works marvelously as it prevents Deoxys-E from being PHazed by some random Skarmory.

- The more support, the better. This specific Deoxys-E isn't meant to be a wall like Cresselia or Gliscor, rather he is meant to just stall.

- Spikes and Stealth Rock are great as your opponent may have to switch a few times to take down Deoxys-E. Toxic Spikes is even better as Deoxys-E can stall until the opponent. Light Screen and Reflect are great to have on a team as well, as the double defense buys Deoxys-E some time to use Cosmic Power or substitute to prepare to stall.

Random Damage Calculations (To be edited by request): [All assume maximum attack EVs unless otherwise stated]

Weavile @ Choice Band; + Nature
Pursuit - ~63.49% - 74.67% [193 - 227 HP]: Guaranteed 2HKO
Switching out of Pursuit - Obvious OHKO
Brick Break - ~19.41% - 23.03% [59 - 70 HP]: Multiple Hit KO
@ Choice Band; Jolly
Pursuit - ~57.89% - 68.09% [176 - 207 HP]: Guaranteed 2HKO
Switching out of Pursuit - Obvious OHKO

I just did these calculations to show how Deoxys-E should NEVER stay in on Weavile. Unless you switch in on Brick Break, you will always be out sped and 2HKO'd at the minimum.

I'm posting this fairly late at night my time, so I won't post all of the calculations right now, rather I will wait and post other specific calculations upon request (i.e. user John wants to find out how much Infernape's Flare Blitz does before and after a Cosmic Power). Sorry if someone wanted to know or expected something right away, but feel free to suggest some calculations for me to do.

Anyways, so far in my battles, I have found with the proper support this Deoxys-E set can work in many situations. Please feel free to comment, rate, etc. I appreciate any help with this set.

EDIT: Erm... is it Deoxys-E or Deoxys-S? ;>.>

i have got to agree with footballfanatic taunt > sub. also what about pokemon with high HP and recovary moves? and why not night shade > S toss? you should start a thread about stall deoxy-e i think. talk about useing it with toxic spikes or toxic.
 
2 vs 2 Slowbro and Slaking Combo re-borned into the 4th Gen.


80.png

Slowbro @ Leftovers
Own Tempo
252 Def / 212 HP / 44 SpD Bold
~ Ice Beam
~ Psychic
~ Skill Swap
~ Swagger

+


289.png

Slaking @ Leftovers
Truant
240 HP / 165 Spd / 105 Atk Jolly
~ Slack Off
~ Earthquake
~ Return
~ Shadow Claw / Fire Punch

This is an old combo that was used back in 3rd gen play that I have revised a bit. The EV Spreads need some help because I have never done a Double Battle in 4th Gen competively. The reason Slowbro doesn't have Slack Off is because it would eventually die to Slaking's boosted up Swagger Earthquakes ( The reason I don't have Surf as well on Slowbro it would damage Slaking). Anyway after Slowbro faints you probally want to send out a Special Attacker thats immune to Ground attacks ( Hint Gengar or Azelf.). The point of this combo anyway is to get rid of Slaking's horrible ability and boost its attack power up with Swagger. Than watch as Slaking will sweep. Remember this combo takes time to create. Also its probally not a good idea to lead off with these 2 because of a Salamence + Gyarados lead.

Wouldn't Regigigas be a better option? It's abillity wouldn't screw Slowbro at all. No Slack Off, but still...
 
Torterra@ Leftovers
Ability: Overgrow
Modest Nature
212 HP / 252 SpAtk / 44 Def
- Grass Knot
- Substitute
- Hidden Power Fire
- Leech Seed
Opinions? Yeah, I like it a lot actually.
Most people see him and immediately switch in their physical bulk to take his Wood Hammer, EQ, or Stone Edge or more specifically their bulky grass to take Leech Seed.

Subseeding is alright on Torterra though his low speed is always an issue. His listed counters are:
Skarmory, with its legendary defense, is the best overall counter since it is not weak to any of Torterra's offensive options, and it can pseudo-haze away any subbing variants while laying down Spikes and Stealth Rock. Bronzong and Celebi shrug off anything Torterra can muster as well. Pokémon like Starmie, Milotic, and anything else that packs Ice Beam, along with Gengar and Electric types that carry Hidden Power Ice, are huge threats as well. Fortunately, all of those Pokémon are high risk switch-ins to Torterra—forcing your opponent to sacrifice something to get them in. Salamence can come in on any of Torterra's offensive attacks excepting Stone Edge and force it to switch as well. Cresselia's incredible defense and access to Ice Beam will scare Torterra away.
The first three switch-ins are easily remedied by HP Fire with some special attack investment.
The latter two are huge problems for any Torterra build, necessitating HP Ice and Crunch which you have no room for.


Consider dropping some HP for more offensive options. Lower HP works fine with Subseed and if he's going to get hit, it's usually either resisted or Ice (either multiHKO or OHKO).




Remember, these sets must have a reason to be used over its "upper" tier rival. Can it live off just Leech Seed? while using Substitute, too?
I think you're forgetting the importance of surprise sets. 99% of people that ever see a Torterra immediately think CB with Grass/Ground/Rock attacking options. HP Fire catches them on the ass-end and STAB grass keeps bulky waters and grounds away too.
 
Taunt is 100x better than Sub. It blocks status, stat-upping, and phazing. Sub only blocks one of those.
Substitute is more effective as it blocks indirect status, other taunts, and most importantly, CHes, which is the more devastating then being phazed or statused. If the opponent sets up on you, you can set up with equal pace.
 
i cant make a thread so im posting here hoping for a good iv spread for this guy. I would like reasoning behind the spread too if you dont mind.

Magby
Mild Nature
IVs: 26/31/27/31/22/31
Egg Moves:
Mach Punch
Thunder Punch
 
This is the Magmortar I've been testing. So far, it rocks.

Magmortar @ Life Orb
Rash Nature
252 SA/232 Speed/24 Atk

~ Mach Punch
~ Overheat
~ Thunderbolt
~ Earthquake

Funny story behind the set. For some reason I was thinking Typhlosion got Mach Punch, and I wanted to use it as a surprise on a CScarf Eruption set. Turns out, Typh doesn't have it but Magmortar does. I also have an affinity for the more UU/BL types, and I thought "there must be some way to use that sexy 125 Base SA." And so out came this set. 83 Base Speed actually isn't that bad when you consider how many things hover around 70-80.

Anyway, the good news:

Max SA Life Orb Overheat OHKOs Max HP 0 SDef Hippowdon over 95% of the time. Magmortar is faster than non-speed natured Heatran, Mamoswine, Breloom, and a whole host of other base 70-80s.

Thunderbolt OHKOs Gyarados (75-90% after SA lower), Earthquake OHKOs Heatran. Mach Punch adds an element of surprise, and deals 76-90% damage to Weavile. If you've laid Stealth Rock down you can take that out as well. Its really the combination of moves that makes this so lethal. I even left it in against a DDTar once, and used EQ and then Mach Punch to finish it. Its an iffy 2HKO combination, but it does pretty much cripple it.

Earthquake lowers Infernape into Mach Punch KO range, and LO Infernape only OHKOs it with Close Combat a small portion of the time, meaning they basically destroy each other if Infernape CCs. If it NPs, Infernape goes down hard.

The element of suprise and the sheer damage here is useful. I love it, and so soon as I can post new threads again I'll recommend it go into the Magmortar analysis.
That should help you out. The EVs are very good, seeing as your Magby is perfect in Speed, SpAtk, and Attack.
 
Also, on another note, my Deoxys ev spread can easily use cosmic power to survive a Choice Specs Draco Meteor from Salamence and recover of the damage with ease. =3
 
The OTHER Mixape.

I feel this set deserves a mention... as I've been trying it and it rapes.

Infernape @ Life Orb / Focus Sash (If a lead)
Ability: Blaze
Nature: Naiive
EVs: 224 Attack / 252 Speed / 32 Special Attack
*Close Combat
*Thunderpunch / Stone-Edge
*Swords Dance
*Overheat

This set takes advantage of Close Combat's riducoulsly sexy base power and accuracy. T-Punch, Stone-Edge is a preference, and just used to hit fliers. Overheat nails the physical walls. I haven't run any calcs yet to tweak it so that overheat OHKOs all of them, I really just kind of reversed the EVs.

Salamence @ Yache Berry
Ability: Intimidate
Nature: Rash
EVs: 120 Attack / 136 Speed / 252 Special Attack
*Dragon Claw
*Dragon Dance
*Hydro Pump
*Flamethrower

Hit's everything hard. If you DD on the switch, Salamence beats blissey thanks to Yache berry. You can now sweep with Dragon Claw. Hydro Pump and Flamethrower nails most physical walls for OHKOs.
 
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