Project Rarelyused v2

Thanks for the credz, Pocket! I should mention that I've found that I much prefer Giga Drain over Leaf Storm for the Trick Room-Eggy. Mostly because it often ends up staying in for several turns, and the SpA-drops are really annoying. The added survivability from Giga Drain is also lovely, and fits eggy's role as a Trick Room-setting pivot.
 

SilentVerse

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@Eon-X - Yup, that's a really fun set. Druddigon's Dragon typing really helps it succeed; it can switch into stuff like Sceptile reliably, and can paralyze and start to shuffle the opposing team's Pokemon with Roar. I actually really enjoyed using Dragon Tail over Dragon Claw, while keeping Roar. While this might seem counter-productive, it actually worked really well since it meant that even if Druddigon was Taunted, it could still shuffle opposing Pokemon, which racked up tons of damage since the team I used it on was effective at setting up hazards as quickly as possible. Added!

@Hot N Cold: I'm really glad you posted this, since Fraxure is such a good Pokemon that people don't use. Thanks to its excellent coverage in Outrage and Low Kick, and bone-crushing power after just one Dragon Dance, (as well as enough Speed to outspeed most relevant Pokemon in tier after a Dragon Dance), it swept very easily. I'd definitely use this on a Dual Screens based Heavy Offense team, since it's really one of the best set-up sweepers in RU imo. Added!

@wildeb33st: Overall, Solosis is basically just "ok". It's cool how it can be used late-game, which gives it a big edge over other FEAR users. However, while Solosis generally set up Trick Room consistently, and often managed to bring down another Pokemon to one HP, my biggest issue with it was that you just can't switch it in; you're basically playing a Pokemon down until you can bring Solosis in on a revenge kill or something. Honestly, Solosis's best use was back when Hail was around, since being immune to hail damage was huge; without hail, Solosis doesn't outright kill anything, and leaves opponents at 1HP, which forces another teammate to have to take the time to remove it, wasting a valuable Trick Room turn. Sorry, but I'm going to have to reject this (please follow the format next time too)! Feel free to contribute other sets however.

@ShakeItUp: I went and tested Pineco, and uh, yeah it was p cool. Unless the opponent had Taunt they'd be hard-pressed to stop it from getting two entry hazards up at worst, while it could still pose a huge threat to most spinners by just Pain Splitting until they die. It REALLY sucks when the opponent brings suicide lead Aerodactyl (which is very common on the ladder, mind you)( though, since it just Taunts Pineco and can kill it with Stone Edge, then set up Stealth Rock on the next Pokemon, but I suppose that can be managed if you can use Team Preview well enough. Plus, thanks to Berry Juice, assuming you managed to keep entry hazards off the field, Pineco can switch into any attack, go back to full health with Berry Juice, and start Pain Splitting away.Added!

@Pocket: Yup, Trick Room Exeggutor was awesome. Exeggutor is just so powerful, and its ability to put something to sleep with Sleep Powder is invaluable, since Trick Room sweepers hit so hard that most of the time, if something is asleep, there's a huge hole in the opposing team that you can take advantage of with your sweepers. Harvest Sitrus Berry also let Exeggutor stick around for a surprisingly long time. Added!
 

Pocket

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Here are some interesting Sun Pokemon / sets that requires more bro-love


Charizard @ Choice Scarf
Trait: Solar Power
EVs: 252 SpA / 252 Spe
Modest Nature (+SpA, -Atk)
- Fire Blast
- Solarbeam
- Flamethrower
- Focus Blast

Category: Underrated Pokemon

What's different about the set: It's not a Moltres :o

Why it works: Charizard actually outclasses Moltres in one thing - sweeping in the sun. A Solar Power and Sun-blessed Fire Blast inflicts ridiculous amount of HURT. Only Slowking can consistently switch-in on before such fiery power. Sturdy Water- and Rock-types crumble to a Solarbeam, where as Focus Blast greets Munchlax. Flamethrower is available, since it's nice to avoid using Fire Blast whenever possible. Scarf makes it difficult for the opponent to revenge kill Charizard.

Modest Nature for power; it doesn't outrun anything notable with Timid anyways.

Positive: Jaw-dropping power in the sun

Negative: Nothing honestly other than the 12% recoil and its quad SR weakness; Magic Coat Uxie, Taunt Whimsicott, and Sleep Powder Lilligant are nice supporters of Charizard, preventing rocks from going up and setting up Sunny Day. Sawsbuck is nice to punish special sponges that comes in on Charizard; CB Entei can lure in similar counters as Charizard and kill them with crazy strong Flare Blitzs.


Moltres @ Heat Rock
Trait: Pressure
EVs: 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Fire Blast
- Sunny Day
- Solarbeam
- Morning Sun / HP Rock

Category: Underrated Set

What's different about the set: It's a Moltres without Hurricane :o

Why it works: Moltres makes an effective offensive Sun summoner. It makes fantastic use of the Sun itself, blasting mons with Fire Blast and SolarBeam. Morning Sun provides 67% recovery, although HP Rock is nice to remove opposing Fire-types that may try to abuse its Sun.

Timid is preferred to be faster than CB Entei, which is a major threat to a Sun team. Modest and Life Orb may be more appealing to some, since the current set fails to 2HKO specially defensive Slowking. However, Moltres's primary purpose is setting up Sun and Sun abuse second.

Positive: A Sun summoner that can Sunny Day without forfeiting any momentum and soften up the opposing team for its fellow Sun abusers.

Negative: SR weakness and its inability to 2HKO defensive Slowking is annoying. Toxic may be a nice alternative to wear Slowking down. Also appreciates Magic Coat Uxie, Taunt Whimsicott, and Sleep Powder Lilligant to prevent SR from going up.
 

Molk

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Miltank (F) @ Life Orb
Trait: Sap Sipper / Scrappy
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Double Edge / Return
- Earthquake
- Milk Drink
- Heal Bell / Punishment

Category: Underrated Set

What's different about the set: Miltank is rarely seen in RU, and even when it is seen, it is usually a defensive set designed to set up Stealth Rock and wall a variety of opponents with its fast Milk Drink. Despite having an only average Attack stat, Miltank can use its unique perks such as reliable recovery and Sap Sipper/Scrappy to set itself apart from the competition.

Why it works: Miltank may only have a base 80 Attack stat, but she still has the potential to hit like a truck! Thanks to her most powerful STAB move, Double Edge, Miltank will have no problem KOing what it needs to. If Miltank is running Sap Sipper and you can get in on a grass move, great for you! Now Miltank is extremely hard to wall without a levitating Ghost-type. Miltank is also capable of running scrappy to break through the ghosts that often plague this set (with the exception of cofagrigus). Even with a STAB Double Edge to work with, it may still have some trouble KOing very bulky opponents, this is where Milk Drink and Heal Bell come in! With a combination of these two very useful moves, as well as Miltank's excellent Speed and defensive stats, Miltank can often get past bulkier opponents by repeatedly using milk drink until it has a chance to attack again. Milk Drink is also useful for healing off all the combined recoil from Double Edge and Life Orb. Heal Bell takes care of status and also has the added bonus of curing any of your teammates as well! But Punishment is also a viable option here to hit Ghosts if you are running Sap Sipper on your Miltank. Overall, a Combination of decent enough power, amazing bulk and speed, great recovery options, and three amazing abilities to work with makes Miltank a great option for a tank!

Positives/Negatives: Depending on the ability you use Miltank will be slowed down or stopped by different things. Steelix and Rhydon are near full stops to this Miltank, taking little from any of its attacks and setting up Stealth Rock on it/attacking it/roaring it out. Cofagrigus is also a big pain for miltank to handle, even with Scrappy. Mummy cancels out scrappy on the first hit, leaving Miltank helpless. Ferroseed is also a good option to stop scrappy varients, but sap sipper varients just wear it down. Even with Milk Drink, the combined recoil from Double Edge and Life Orb can often prove too much for Miltank, and anything that can take a Double Edge and KO back can be considered a check. Thankfully, Miltank is stronger than it looks ;).
 
I posted this for Research Week, but it is a very underrated and solid Pokemon.


Garbodor @ Normal Gem
Trait: Aftermath
104 Atk / 200 SAtk / 204 Spd
Naive Nature
-Spikes
-Toxic Spikes
-Explosion
-Giga Drain

Category: Underrated Pokemon

What's different about the set: This Garbodor set takes full advantage of its base 75 Speed, allowing Garbodor to outrun a variety of Pokemon, such as Modest Nidoqueen and Adamant Kabutops. It also utilizes Explosion, allowing it to KO Rapid Spinners and top it from being set-up fodder.

Why it works: Explosion can destroy many Pokemon with a Normal Gem, OHKOing Nidoqueen. Giga Drain is also a very surprising move, allowing Garbodor to knock out Kabutops, the best spinner in the tier. Explosion also allows Garbodor to knock out Cryogonal, while also stopping Sandslash from using Rapid Spin on it. Toxic Spikes is also much more effective on this set, as it can knock out opposing Poison-types, such as Nidoqueen.

Positives/Negatives: It can defeat every Rapid Spinner in the tier, making it a very solid hazard user. Also, Toxic Spikes are a major problem for offensive teams if Garbodor can knock out Nidoqueen with Explosion. It also has a very large surprise factor. However, OTR Cofagrigus forces this thing to switch out / Explode to avoid being set up fodder. SubSplit Rotom does the same; Offensive Cryogonal and Jolly Kabutops also outrun this set, allowing them to Rapid Spin before being knocked out.
 
Defensive



Entei @ Leftovers
Trait: Pressure
EVs: 132 HP / 160 SDef / 216 Spd
Timid Nature (+Spd, -Atk)
- Flamethrower
- Toxic / WoW
- Protect
- Substitute

Category: Creative moveset / Underrated Set

What's different about the set: Entei always was physical or SubCM, with this set take advantage of the ability: Pressure. With this Spd can outrun BS 95 + Spd things like Uxie or Drapion. This thing with this Evs Spread can make subs of 101 PS, needs 2 Seismic Toss to take a Substitute but Entei in addition has Pressure and Protect can beat walls with the correct support. However, has a bulky Evs spread and can check offensive mons like Cofragigus, Klinkang, Escavalier, etc.
With the right support this Entei is a good glue for a balance or stall team, always defensive teams you must run with this set.

Why it works: The first thing this set is unpredictable, probably your opponent think that you just spam flare blitz or Substitute / Calm Mind to set up. Flamethrower is the only attack and has STAB, Lava Plume is another option for defeat the common grass and steel types mainly. Toxic is the annoying move since Heal Bell and Aromatherapy only has 8 PP around Pressure work really well. W-o-W is a decent option for things like Qwiflish. Substitute is for take over of others Toxic and more annoying. Protect is for recover life and work wonderful with Pressure + Toxic.

Positives/Negatives: Entei is weak to Stealth Rock, probably the worst part for Entei. Good temmates are defensive spinners like Sandlash or Cryogonal. This set really appreciate Wish Support to beat easily others walls without problems. Clefable is a good temmate since this thing have Heal Bell and Wish support. Also, defensive grass and water types are very good partners like Roselia and Slowking.
 

EonX

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Samurott (F) @ Life Orb
Trait: Torrent
EVs: 120 Atk / 252 SAtk / 136 Spd
Rash Nature (+SAtk, -SDef)
- Hydro Pump
- Ice Beam
- Megahorn / Superpower
- Hidden Power [Grass]

Category: Creative Moveset / Underrated Pokemon

What's different about the set: Obviously, Samurott is more known for focusing on one side of the offensive spectrum, but this set takes a different spin on the samurai otter and lets it become a solid wallbreaker. Hydro Pump is your STAB move and will pretty much be the move you click when in doubt. Anything without a resist is getting hit very hard. Ice Beam is the typical coverage move for a special attacking Water type and Samurott is no different. It allows Samurott to crush opposing Grass types with ease, but it will often require you to predict the Grass type switching in as most common Grass types such as Sceptile, Lilligant, and Rotom-C will easily outrun Samurott. The 3rd slot is dedicated to your physical move of choice. Megahorn is preferred as Slowking is a severe pain without it. This also allows you to take out Uxie and Mesprit without resorting to Hydro Pump's shaky accuracy and low PP. However, it would be wise to scout for Thunderbolt as both pixies are capable of carrying the move and it's quite common on Mesprit. If bashing bulky Psychic types isn't needed for your team, then perhaps Superpower is the move for you. With this, Samurott can get around Ferroseed, Cryogonal, and Clefable with ease. It also allows Samurott to get past Bouffalant and Aggron without having to rely on Hydro Pump's accuracy ordeal. The last move is HP Grass. Although it seems Grass Knot is the better option, HP Grass is preferred as it can 2HKO Lanturn after SR and a single layer of Spikes (47% chance to 2HKO with just SR) The EVs focus on Special Attack and Speed. With 136 Speed EVs, Samurott can outrun neutral base 55s such as Bouffalant, Omastar, and Crawdaunt. As it happens, Samurott has the ability to OHKO all 3 of them with the appropriate move. Max Special Attack with a Rash nature is used so Samurott can hit as hard as possible on the special side. The rest is dumped into Attack in order to give your physical move of choice some power.

Why it works: Surprise factor is part of it, but the main reasons are Samurott's great 100 / 108 mixed attacking stats and wide coverage. Access to 2 of the strongest possible physical coverage moves doesn't hurt either and the otter's base 70 Speed is just enough to get it in front of most walls, thus allowing Samurott to become a great wallbreaker. You could use Surf over Hydro Pump if the accuracy really bugs you, but Samurott loves having that extra power as a wallbreaker. Mild nature can be used over Rash if priority isn't an issue and / or if you're using Superpower.

Positives/Negatives: The main negative is obviously wasting Samurott's decent bulk as 95 / 85 / 70 defenses aren't all that bad. However, Samurott's ability to break down walls on both sides of the spectrum is a rare trait in RU. That being said, teammates are necessary to make the most out of this set. Hazard users such as Roselia, Rhydon, Smeargle, and Accelgor are almost a must as Samurott forces a lot of switches and has a lot of power behind its attacks. Spikes support in particular is great for this set as most of Samurott's counters are grounded. Offensive teammates tend to depend on the physical move you decide to run as that will determine which defensive Pokemon Samurott will have trouble breaking through. Without Superpower, a Fighting type such as Gallade or a physical attacker in general such as Escavalier, Druddigon, or Entei, would all be good choices to break through the likes of Clefable, Cryogonal, and Ferroseed. If Samurott lacks Megahorn, then Rotom-C is a superb option as it has no trouble dealing with Slowking and can easily clean a team that lacks special walls such as Clefable, Cryogonal, and Ferroseed (all beaten by Superpower) Other options to consider for a Samurott lacking Megahorn are Sceptile, Manectric, and Electivire. Rapid Spin support is nice as Samurott takes damage from all 3 types of hazards. Cryogonal makes a good choice as it can take virtually any special attack aimed at Samurott and is able to stop most Grass and Electric types thanks to its sheer special bulk.
 

SilentVerse

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I'm really impressed with the sets this week! All of them actually worked really well, and were a lot of fun to use :).

@Pocket: Charizard just hits soooo hard in the sun, and with Choice Scarf it's really difficult to outspeed too. This guy actually swept pretty often since he just barrels through everything, bar stuff like Slowking which can be dealt with Chlorophyll Grass-types or something. I remember using that Moltres a while back too, and it's still really good! It doesn't have as much utility now that it has Hurricane, since that set's main purpose back in the day was to use Solarbeam to decimate Slowking, but it still does really well against stuff like Regirock and Lanturn, so it still works nicely. Added both!

@Molk: Sap Sipper + Miltank's surprising Speed and good bulk were what made this set work. It was extremely easy to switch this into something like Lilligant (or Whimsicott I guess), nab a +1 boost, and dish out some big damage because Miltank is just so speedy. It also sticks around for quite some time with Heal Bell + Milk Drink. I didn't really like Scrappy that much though tbh; while hitting Ghosts is certainly nice, the most common Ghost in the tier is Cofagrigus, who neutralizes Scrappy anyway with Mummy so it didn't help that much. Still, it's a great alternative Lilligant counter if you need something fast which can act as a 100% stop to Lilligant. Added!

@ShakeItUp: This set was simple enough, and it worked well. Garbodor got up 1-2 layers of Spikes per match, then usually blew up on something. Weak Armor is actually a much better ability though imo, since while Garbodor has decent Speed, Weak Armor really allowed it to guarantee that it could explode on something or get another layer of Spikes up. Added!

@Hot N Cold: Haha, I loved this set <3. Entei had very nice bulk, and thanks to Pressure, it could actually PP stall incredibly well (stalling a Sandslash out of Earthquake PP was absolutely hilarious, especially because I later won thanks to that). It could even Toxic stall stuff like Slowking out, which was just awesome. I tried a Calm Mind version of this set later, which was even more hilarious since you could stall out stuff like Lanturn's Scald, then sweep, but that's a different set entirely haha. But yeah, excellent set. Added!

@EonX - Samurott was an amazing wallbreaker! Not many people expect Samurott, and when they do it's usually a physical set, so that set came as quite a surprise. Hydro Pump from this Samurott is really strong, and it has such good coverage that it can destroy most of the things that actually can take a Hydro Pump. Added!
 

complete legitimacy

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Rotom-C @ Life Orb
Trait: Levitate
EVs: 32 HP / 4 Def / 252 SAtk / 8 SDef / 212 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Leaf Storm
- Thunder Wave
- Pain Split

Category: Creative moveset
What's different about the set: This set is pretty different, since you usually only see Choice Scarf Rotom-C, with Volt Switch. However, with this set, you can take what you knew about Rotom-C and throw it out the window. Life Orb is where its at, boosting the power of Rotom-C's moves greatly. Now, you 2HKO Tangrowth and Cryogonal after Stealth Rock. I also opt for Thunder Wave and Pain Split as utility moves since I used this set in a team based around paralysis support for Escavalier. Pain Split just keeps Rotom-C around longer, which is always helpful since it's just so powerful. I run a Modest nature and enough Speed to outspeed Modest Magmortar, since it's pretty threatening to a lot of my teams and it's OHKOed after Stealth Rock (maybe without idk). The rest is invested in bulk while having a Life Orb number.
Why it works: This set is just so powerful, and it demolishes a lot of defensive teams. I'm pretty conservative with Leaf Storm, and I usually always use Thunderbolt first unless I predict the Manectric switch-in or something. Also, if I know that Rotom-C can't sweep or even aid the team any longer, I can paralyze something and make it vulnerable to a slow attacker such as Escavalier or Rhydon later. This set is a pretty great lure too, since it draws in a bunch of Electric-immune Pokemon like no tomorrow, of which Nidoqueen is the most threatening. Nidoqueen comes in on a "predicted" Thunderbolt, and dies to Leaf Storm. This same scenario can happen against Rhydon or Lanturn. It's also good when I need to paralyze something but Rotom-C can't kill the opposing threat, such as Sceptile, so it can paralyze Sceptile and make it much less threatening. It's also a good Kabutops check; we need more of those.
Positives/Negatives: Pokemon that resist both of Rotom-C's STAB moves and have decent Special Defense can stop this set pretty easily. I'm looking at Roselia, Ferroseed, and even opposing Rotom-C, although I can usually paralyze those. As such, a Fire-type such as Moltres or Entei can be a good partner to beat them, and they appreciate paralysis support against offensive teams. I used Escavalier with this too to beat Grass-types, and Escavalier went to town since you easily lure in Tangrowth and paralyze it, if not just outright 2HKOing it. Entry hazard support is cool too, and Pokemon such as Steelix, Aerodactyl, and Rhydon can set up Stealth Rock, while Qwilfish, Accelgor, and Ferroseed can set up Spikes. Drapion is also a good partner for this set, since it synergizes well and and can get rid of Grass-types.
 
@complete legitimacy: Rotom-C is a great lure, and most people would use Expert Belt or something instead of Life Orb. Thunder Wave makes the set even more unique and is great for crippling faster opponents in order for slower teammates to sweep, as you said. Pain Split gives it more longevity which is really good in situations where it is low on HP and can outspeed a paralyzed opponent. Great set, added!

Keep the submissions coming guys! I can think of tons of NU Pokemon that are really underrated :)
 

ss234

bop.
How has no one posted this yet?

Tauros (M) @ Life Orb
Trait: Sheer Force
EVs: 4 SAtk / 252 Spd / 252 Atk
Jolly Nature
- Rock Climb
- Rock Slide
- Earthquake
- Fire Blast

Category: Underrated pokemon
What's different about this set?: Tauros has one major selling point over other wall breakers such as Nidoqueen and Magmortar, and this is an incredibly high speed stat. Thanks to this, it outspeeds Kabutops, Rotom, Lilligant, Manectric and many others as well. Although Magmortar and Moltres can also outspeed these things, Tauros is also incredibly hard to revenge kill. It actually has surprisingly good bulk, and can tank a multitude of hits, such as Absol's Sucker Punch and Entei's ExtremeSpeed after SR.
Why does this set work: Because Tauros is incredibly powerful, fast and immune to LO recoil(except when it's using Earthquake). It also doesn't need Rapid Spin support like Moltres, which is a big plus. Nidoqueen often has difficulty getting hits in against really fast paced teams-however, thanks to its good speed Tauros works wonders against both defensive and offensive teams.
Positives/Negatives: Although Tauros is incredibly hard to switch into, it's also incredibly hard to switch in since it has no resistances. Lanturn and Uxie therefore can make great team-mates, as Lanturn's slow Volt Switch can get Tauros onto the battlefield unscathed, and Uxie does basically the same thing and can set-up Stealth Rock. Tauros also has significant trouble getting through Dusknoir, so pokemon that can switch in on him easily like Entei can work well. Entei also has priority and can easily clean up once Tauros has left its mark. Poliwrath is another big issue for Tauros, therefore grass types like Sceptile and Rotom-C that can switch in easily work well with him. Rotom-C can also use Volt Switch to bring Tauros in easily. Tauros absolutely loves Spikes and SR support, as it allows it to rack up damage on Dusknoir and Poliwrath, and then be able to finish both of them. Smeargle and Crustle are both excellent leads for offensive teams, while Ferroseed and Roselia are good options for defensive spikers.
 

Pocket

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I don't consider Tauros as an underrated Pokemon, although it is underused. august created a big RMT showcasing the sweeping potential of Tauros some months ago, so many players treat Tauros with respect ;) Tauros is already added onto the Teambuilding thread as well.
 

Double01

Hate it or love it the under dog's on top
Also rock climb is illegal with sheer force. Though of course PS doesn't have that ingame so having to run return makes tauros a lot less appealing for me. :/ Also that twave rotom-c is really cool especially from stopping lilligant from getting free QDs.
 

Molk

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Also rock climb is illegal with sheer force. Though of course PS doesn't have that ingame so having to run return makes tauros a lot less appealing for me. :/ Also that twave rotom-c is really cool especially from stopping lilligant from getting free QDs.
Tauros from the Dream World have rock climb as a special Dream World move, so this shouldnt be a problem.
 

ss234

bop.

Crustle @ Lum Berry
Trait: Sturdy
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Shell Smash
- Spikes
- X-Scissor
- Rock Blast
Category: Underrated moveset
What's different about this set?: Most Crustle are either Shell Smash or a hazard lead. This set combines the two though to great effect. Shell Smash Crustle is hands down the best anti-lead in the metagame, being able to beat Uxie, Smeargle, Scolipede, Accelgor and Aerodactyl with ease thanks to Shell Smash and by virtue of it's typing. Spikes or Stealth Rock can be used in the last spot, as Crustle can't always pull off a sweep, and as it's about to die it can set-up a layer of hazards. It can also make your opponent think that it is just a hazard setter, and this means that you can get a Shell Smash off much more easily although that's a minor point. The great thing is that Crustle is almost guaranteed to take out their lead, and then set-up a layer of hazards for itself, or just continue its rampage. Spikes also means that against defensive leads, such as Steelix, it isn't completely hopeless and can set-up a few layers.
Why does this set work?: Mainly because it's so unexpected, and also the fact that it is so anti-metagame as a lead. It beats pretty much every single lead apart from Nidoqueen. Crustle is also actually a pretty late-game sweeper, and can be quite hard to stop, however it is primarily an anti-lead not a late game sweeper. Also, the fact that it is neither dead weight against offensive leads and defensive leads is also very useful.
Positive points/negative points: This set does have quite a few counters-priority, Nidoqueen and steel types such as Klinklang. In the lead position, Crustle only really loses to Nidoqueen and defensive leads like Steelix and Golurk. As far as team-mates go, offensive teams really appreciate having Crustle take out opposing leads such as Smeargle and Uxie, and Spikes to help break through defensive teams. Crustle can still be useful on defensive teams thanks to Spikes, and on teams who don't want to get beaten by Smeargle offensive teams. Common defensive mons, like Cresselia and Poliwrath, can also deal with Crustle's counters.
 

Galvantula @ Life Orb
Trait: Compoundeyes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunder
- Bug Buzz
- Hidden Power [Water]
- Substitute

Category: Creative / Underrated Moveset

What's Different About This Set: While most Galvantula sets are running Volt Switch to scout, this set capitalizes on the switches Galvantula naturally forces to set up Substitute and wreak havoc. By doing so, offensive's team primary method of counteracting Galvantula (ie.clever switching) becomes null and void, forcing the opponent to death fodder something to break Galvantula's Substitute. Thunder and Bug Buzz provide Galvantula with high-powered dual STAB, capable of threatening the vast majority of the tier with a 2HKO or better. Hidden Power Water rounds off the coverage of this set perfectly, hitting the likes of Steelix, Nidoqueen, and Golurk for a 2HKO. Expert Belt can be used over Life Orb to feign a Choice set and increase survivability, though Galvantula can only really come in 1-2 times in a game effectively regardless, and it thoroughly appreciates the damage output of Life Orb when matched up with Pokemon such as Cryogonal and Clefable.

Why It Works: As mentioned earlier, by nature Galvantula forces a large sum of switches, be it in match-ups with offensively or defensively oriented teams. That being said, it can safely set up a Substitute upon nearly every successful switch-in. In match-ups with more offensive teams, without being able to pivot into a resisted hit and threaten with either a faster attack or a priority move due to Substitute makes handling it exponentially more difficult. Should a team carry them, most will switch Nidoqueen or Steelix in instinctively, only to be 2HKOed by Hidden Power Water. With the proper hazard support, Galvantula is capable of 2HKOing everything bar generally sub-par Pokemon like Munchlax, and with Substitute it is more than capable of finding the elbow room to net those KO's.

Positives / Negatives: While almost always netting a KO every switch-in is all well and good, the actual process of switching Galvantula in is a daunting task. Rapid Spin users, namely Kabutops, are extremely helpful in supporting Galvantula, keeping hindering hazards off the field whilst also providing a solid offensive check to Fire- and Rock-types courtesy of Aqua Jet. Spikes support from Pokemon like Qwilfish is also greatly appreciated, allowing Galvantula to more easily burn through Pokemon like Ferroseed, Escavalier, and Drapion. Additionally, barring lucky Thunder parahacks, Specially Defensive Normal-types can manage Galvantula's attacks and effectively Life Orb stall it, making a reliable Fighting-type such as Gallade or Hitmonlee a useful partner. Gallade also makes a useful partner for it's ability dispatch Roselia, who can take advantage of Galvantula to set up Spikes.
 

ss234

bop.

Pinsir @ Lum Berry
Trait: Moxie
EVs: 252 Atk / 4 HP / 252 Spd
Jolly Nature
- Swords Dance
- X-Scissor
- Earthquake / Close Combat
- Stone Edge

Category: Underrated pokemon

What's different about this set?: Pinsir has often been shoved aside in favour of faster bugs, such as Galvantula, but in this cress-dominated metagame, Pinsir has found a good niche as a wallbreaker. Thanks to Lum Berry, it can set-up on Cresselia and other stall mons and start to wreck havoc with its powerful moves. It is also a great answer to Smeargle offensive teams, if you have trouble with them. Earthquake hits the likes of Qwilfish and Nidoqueen very hard, while Stone Edge pummels fire types such as Moltres hoping to come in for free. Close Combat can be used over Earthquake, and hits Poliwrath the hardest, in fact Close Combat at +2 is the only move that will 2HKO Poliwrath after Stealth Rock. It also scores a super-effective hit against Ferroseed.

Why does this set work?: Lum Berry, decent bulk(it always survives Choice Band Spiritomb's Sucker Punch after Stealth Rock, for example), good coverage and power-all this together can give stall teams an absolute nightmare. Thanks to Lum Berry, it can get a SD up against many defensive mons, and then start firing off powerful moves. Against offensive teams, Pinsir makes a great anti-lead, since it can beat Uxie and Smeargle with ease.

Positives / Negatives: Despite his coverage and power, he will always be walled depending on which moves you run. If you forego Close Combat, then Poliwrath can take your hits all day, even at +2. Without Earthquake, Qwilfish beats you. Without Stone Edge, Moltres can come in with impunity. Pinsir is also quite slow against offensive teams, and therefore will have serious difficulty sweeping. Pinsir is also Stealth Rock weak, and spikes and Toxic Spikes can quickly take their toll upon him if Lum Berry has already been activated.

Because Pinsir is such a great wallbreaker, he fits very nicely onto both semi-stall teams in need of a stallbreaker, and offensive teams that are having trouble with defensive teams. On defensive teams, Thunder Wave support from the likes of Cresselia and Ferroseed is really helpful, and allows him to pose much more of a threat to offensive teams. Cresselia can also take the majority of fire types on, such as Moltres with ease and paralyze them. Rapid Spin support is also helpful, as he is Stealth Rock weak. Kabutops is a great option to do this, as it covers Pinsir's weaknesses, revenges flying and fire types, and beats all of the spin blockers. Stealth Rocks of your own can help Pinsir get some ko's, and generally wear down his counters. Nidoqueen, Uxie and Smeargle are all nice options for offensive teams, while Nidoqueen again and Steelix are good choices for defensive teams. Spikes helps Pinsir to wear down Poliwrath and other grounded mons, and Smeargle, Roselia and Ferroseed are just a few examples of good spikers.
 

SilentVerse

Into the New World
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Nice sets guys!

@complete legitimacy: Yeah this set was wonderful. It's such a good paralysis spreader since the Pokemon that are immune to Thunder Wave are all hit extremely hard by Leaf Storm, which makes switching into the thing risky. Thunder Wave also made Rotom-C a fantastic lure for Sceptile / Lilligant, as they tended to switch into Rotom-C predicting Leaf Storm / Volt Switch, only to be crippled by Thunder Wave. Added!

@Silvershadow234: First off, I'm going to have to reject Tauros, sorry, since yeah people actually do know about it nowadays, and it's used quite a bit. Crustle and Pinsir are both awesome though; I've used both extensively and they've both proven to be fantastic in this metagame. Added!

@col49: I used this set a bunch, and I must say that I actually really, really like Substitute over Volt Switch. Substitute made prediction so much easier, and it really brought out Galvantula's ability to act as a powerful sweeper with excellent coverage. Added!
 

kokoloko

what matters is our plan!
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Two-Time Past SPL Champion
Posting cause Molk asked me to.



Mesprit @ Choice Scarf
Trait: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+SpA, -SpD)
- Psychic
- Ice Beam
- U-turn / Trick
- Thunderbolt

Category: Shit you should be using more
Why it works: Its a revenge killer. It revenge kills stuff.
Positives/Negatives: It has great coverage and power, but it misses out on that nice base 90 Speed benchmark that would let it revenge Timid Omastar.
 
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Entei@Life Orb
Adamant Nature
252 attack and speed
-Swagger
-Psych Up
-Flare Blitz
-Extreme Speed
Catagory: Creative Moveset
Why It Works: It's a derpier E-Killer that's harder to set up. (also it gives ya something kinda like SD)
Positive/Negitive : It's really hard to set up as your opponent can just switch. When it set's up it can do some killing though.
 

Molk

Godlike Usmash
is a Top Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnus

Spiritomb @ Leftovers
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Calm Mind
- Dark Pulse
- Rest
- Sleep Talk

Category: Underrated Moveset

What's different about the set: Although Spiritomb is usually seen playing the role of trapper and revenge killer with its CB/blackglasses set, Spiritomb is also perfectly capable of branching out and running a deadly mono attacker set. Using a combination of pressure, its good defenses, lack of a type weakness, and decent one attack coverage, Crotomb has the potential to devastate the opposition when used correctly.

Why it works: One of the main reasons crotomb is so effective is because of Spiritomb's unique and excellent typing. Ghost/Dark provides Spiritomb with a grand total of 0 weaknesses, while also granting it immunities to 3 very common types in RU, Normal, Fighting, and Psychic. Spiritomb also carries a resistance to poison, but lol anything other than queen and rose using poison STAB. Combine this with Spiritomb's high defensive stats and you have a monster that is extremely hard to OHKO and can set up on a quite a chunk of the tier. Crotomb also serves as one of the best possible counters to Cresselia in the RU tier, being completely immune to its STAB, taking jack shit from her unboosted coverage moves, not caring about thunder wave or toxic, and using her to start setting up a sweep with Calm Mind. Crotomb can even get past Cresselia's most common partner in crime, poliwrath, despite its resistance to Spritomb's STAB. Because Spiritomb is a ghost-type, Poliwrath cant phaze Spiritomb like it could to say, Escavalier or Absol, so now all Poliwrath can do is hit the haunted rock with a somewhat weak scald while Spiritomb just keeps boosting until it can 2hko wrath with Dark Pulse. Crotomb can also beat/outright set up on quite a few other pokemon, examples include Uxie, Gallade, Zangoose, Tauros, Hitmonlee, Defensive Slowking, Tangrowth, Sigilyph, Clefable, and Lanturn. The last thing that makes crotomb so effective is its Dark STAB, Dark doesnt hit many things for super-effective damage, but its excellent neutrally, and that things that DO resist Dark Pulse often get set up on anyway (read: every fighting type except WW hariyama). So basically, TL;DR Crotomb is boss in this meta and it can be devastating if well supported.


Positives/Negatives: While Spiritomb has a pretty good defensive typing with 3 immunities, no weakness, and a decent STAB, its typing can also hurt it at times as well. Spiritomb may have 3 immunities to use to set up, but it has an almost complete lack of resistances, which makes it somewhat harder to switch in against more offensive teams. This lack of resistances also makes it easier to 2HKO Crotomb with a powerful STAB attack with something like Entei Flare Blitz before it can get enough boosts to sweep your team (although Spiritomb is still nearly impossible to OHKO, not even Choice Band Escavalier Megahorn can OHKO without Stealth Rock+1 layer of Spikes). Speaking of Escavalier, it gives Spiritomb quite a bit of trouble, being able to break through its defenses with its immensely powerful Megahorn while also resisting Dark Pulse, Aggron is in the same boat, except it uses Head Smash instead. Klinklang and Durant can set up on Crotomb if given the chance, which means that Crotomb can sometimes be a bit of a liability against teams with these Pokemon unless it has a teammate such as Poliwrath to take them out. Spiritomb is also pretty vulnerable to Phazing, Hazing, Taunt, and Trick thanks to its low speed and the fact that it usually takes two turns to get Spiritomb to the level of power you want to sweep. Cryogonal in particular is a major pain in the ass, hazing away Spiritomb's Calm Mind boosts and wearing it down with Ice Beam, Steelix is also a pain unless Spiritomb is the last pokemon, then Crotomb can set up on the iron snake without much effort.
 
@

Trait: Swarm
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature (+Atk, -SAtk)
- Endure
- Reversal
- Megahorn
- Iron Head

Category: Standard Movesets with a twist.
What's different about the set: Well its the standard Choice Band Escavalier set but with a twist. Custap Berry is really cool on Escavalier. It allows it to dish out Priority-Swarm-boosted Megahorns and full power Reversals. Endure lets it survive any attack with 1 HP left. Reversal hits Aggron, Steelix, Magneton etc. hard. Megahorn and Iron Head are standard STABs. You can use more speed if you like for outrunning Slowking and such.
Why it works:People don't expect Escavalier to survive certain Super Effective hits like Hidden Power Fire and Fire Blasts. After Escavalier survives and hits them with a Reversal or Megahorn they realize what just happend.
Positives/Negatives: Positives: you get a few surprise kills as well as your usual kills. Negatives you lose Choice Band or Leftovers. You lose Pursuit. You lose Sleep Talk / Return. C & C remain the same, though Magneton needs to watch out for Reversal. Teammate should be pokemon that can take on Fire types as well as Steel types. Poliwrath, Will-O-Wisp etc.

Credit goes to DelanHaar6 for the set or to anyone who discovered it first. My first post of this sort, so it may not be up to standard.
 

Miltank (F) @ Life Orb
Trait: Sap Sipper / Scrappy
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Double Edge / Return
- Earthquake
- Milk Drink
- Heal Bell / Punishment

Category: Underrated Set

What's different about the set: Miltank is rarely seen in RU, and even when it is seen, it is usually a defensive set designed to set up Stealth Rock and wall a variety of opponents with its fast Milk Drink. Despite having an only average Attack stat, Miltank can use its unique perks such as reliable recovery and Sap Sipper/Scrappy to set itself apart from the competition.

Why it works: Miltank may only have a base 80 Attack stat, but she still has the potential to hit like a truck! Thanks to her most powerful STAB move, Double Edge, Miltank will have no problem KOing what it needs to. If Miltank is running Sap Sipper and you can get in on a grass move, great for you! Now Miltank is extremely hard to wall without a levitating Ghost-type. Miltank is also capable of running scrappy to break through the ghosts that often plague this set (with the exception of cofagrigus). Even with a STAB Double Edge to work with, it may still have some trouble KOing very bulky opponents, this is where Milk Drink and Heal Bell come in! With a combination of these two very useful moves, as well as Miltank's excellent Speed and defensive stats, Miltank can often get past bulkier opponents by repeatedly using milk drink until it has a chance to attack again. Milk Drink is also useful for healing off all the combined recoil from Double Edge and Life Orb. Heal Bell takes care of status and also has the added bonus of curing any of your teammates as well! But Punishment is also a viable option here to hit Ghosts if you are running Sap Sipper on your Miltank. Overall, a Combination of decent enough power, amazing bulk and speed, great recovery options, and three amazing abilities to work with makes Miltank a great option for a tank!

Positives/Negatives: Depending on the ability you use Miltank will be slowed down or stopped by different things. Steelix and Rhydon are near full stops to this Miltank, taking little from any of its attacks and setting up Stealth Rock on it/attacking it/roaring it out. Cofagrigus is also a big pain for miltank to handle, even with Scrappy. Mummy cancels out scrappy on the first hit, leaving Miltank helpless. Ferroseed is also a good option to stop scrappy varients, but sap sipper varients just wear it down. Even with Milk Drink, the combined recoil from Double Edge and Life Orb can often prove too much for Miltank, and anything that can take a Double Edge and KO back can be considered a check. Thankfully, Miltank is stronger than it looks ;).
Very nice to be seeing offensive Miltank presented as an idea! I currently use a slightly modified variant, and still have to say it absolutely wrecks! So underrated and very commonly misjudged as, one being slow, and two not hitting hard!
Otherwise I just thought I should add some ideas I've managed to come across and hear from through PS!


Uxie @ Leftovers
Trait: Levitate
EVs: 96 HP / 188 SAtk / 224 Spd
Timid Nature
- Substitute
- Calm Mind
- Psychic
- Thunderbolt

Category: Underrated Moveset

What's different about the set?: Uxie are almost all commonly used as either some form of a lead to set up early game rocks, coupled with U-turn, or Uxie sets generally take advantage of its bulk in order to set up dual screens or perform the role of a SpecD or Def wall of the sorts. This set however is clearly designed to capitalize on its bulk in order to pull off a surprisingly offensive Calm Minding Uxie role. This especially adds to any surprise factor one may be willing to incorporate and acts as an extremely well specially orientated threat.

Why it works: Uxie's bulk manages to pull the set off quite nicely, opposed to something as Slowking, whom just doesn't have sufficient speed to sweep in any way (unless of course with trick room) to effectively pull off a calm mind set as Uxie would. Since Uxie is able to switch into other walls or defensive pokemon, generally set up a substitute on a status move that may be used, or tank a hit that may come its way, then proceed to Calm Mind and Substitute its way to satisfaction, it makes Uxie a real threat to any teams unprepared for it. Uxie can come in on Lanturn, Slowking, Amoonguss (seems to be being used more often these days 0_0), Cryognal (not the best to set up on due to lack of recovery), Ferroseed, and of course the oddly feared Smeagle. With at least one of these Pokemon being on most teams, having the correct timing can most definitely assure you a set up of sorts. Of course though, Uxie lacks a mode of recovery, often I find myself relying heavily on leftovers healing to recover any health lost to Substitute and attacks. However once you have pulled of 2 or so Calm Minds, the health begins coming back as you continue setting up or begin taking Pokemon down. Of course this set has some counters that I have found, one being Cinccino, due to its multi-hit attacks, which can break your current sub and deal approximately 60% i have found, which is enough to counter and defeat with at least 2 Calm Minds, if not, Psychic will only deal approximately 52-48$ i have found. Spiritomb acts as another threat to this set, especially when it opts to use a calm mind variant since its Dark Pulse can easily destroy your Uxie. Therefore the removal of said threats I have encountered so far would be greatly appreciated to Uxie. With that said, partnering Uxie with wish support from say Alomamola, Clefable or Audino would compensate for its lack of recovery, giving it the ability to get in there once more, and proceed to set up on the opponent, or use its deceivingly fast speed to deal some damage before it is knocked out.

Positives/Negatives: Of course, as I mentioned before, the lack of recovery really halts the longevity of the set. Durant (I forgot to mention) slaughters Uxie in just about all roles it takes, and so is still a threat to this one, you could opt to switch thunderbolt for HP Fire, but that would lose coverage against Crawdaunt, who would then proceed to destroy this set. However, the set is surprisingly quick, and can catch the opponent off guard given it sets up at the right time, I am laddering with it at the moment, and its abilities have helped me win at least half the battles I have played as of yet, so don't dis it 'til you try it! :)



Altaria @ Life Orb
Trait: Natural Cure
EVs: 252 SAtk / 120 HP / 136 Spd
Modest Nature
- Draco Meteor
- Fire Blast
- Power Swap
- Rest

Category: Underrated to the extreme moveset.

What's different about this set?: Specifically speaking, I have seen a previous posted set by Molk, where Altaria was using Choice Specs instead, and noticed the calculations he had made. I really enjoyed what I saw about the set, and the damage it produced, so i began running a variant of mine using a Life Orb instead, just to offer Rest healing, and the opportunity to cripple an opponent special attacker with Power Swap to either enable another Draco Meteor, or to switch to something like, lets say Uxie xD and proceed to Substitute and set up before they switch out.

Why it works: Honestly, such an underrated Pokemon, it can fit on nearly any team in RU (especially due to absence of Dragon types and due to the fact it can ohko Druddigon the tyrant) due to its number of useful resistances and ability to produce large amounts of damage with single blows, that when the backlash occurs, can be taken advantage of. The set also manages to utilise Altaria's common switch ins, mainly Escavalier, Ferroseed, and the troublesom Steelix, with which Fire Blast ensures to bring them down to Sturdy or an ohko, leaving Altaria open to Draco Meteor spam for the duration of the game. It can commonly switch into status' during the game in order to absorb them, and either Rest them off for HP recovery or maintain pressure by double switching. Rocks of course reduce its longevity, but honestly in RU, a tier full of hazard dominance almost, a spinner is a must, and a spinner benefits Altaria exponentially. I am currently laddering with this Altaria set as well, and have noticed it performs very well in ohko'ing many, many Pokemon with Draco Meteor, and if not ohko'ing, severely injuring. A common switch in I noticed was Lanturn, with which Power Swap renders useless after 1 or 2 Draco Meteors, you can then safely pull a Rest and proceed to switch to any other Pokemon, or of course skip the rest in order to perhaps pull off a Dragon Dance of Swords Dance with any other Pokemon on your team.

Positives/Negatives: Please do not expect Altaria to shrug off absolutely every resisted hit, resisting a hit just ensures a safe switch of sorts. It is however, easy to launch a Draco Meteor with Altaria due to these resistances, and like any dragon, ice attacks are a big no no, especially those coming from Cryognal which could be a common switch in once they learn your set, you could Power Swap it, however for some reason they're actually realllly fast lol and will always ice beam you before you can Swap them, so thats a big no no to. Otherwise the set has been great fun to use while offering great results :)



Magmortar @ Life Orb
Trait: Vital Spirit
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Focus Blast
- Fire Blast
- Thunderbolt
- Flame Charge

Category: New, innovative moveset.

What's different about this set?: The main difference is the single attack, Flame Charge. Many people have tried it out on Entei and Emboar and have had some success, however no one, I believe, has tried it out on Magmortar. The aim of the attack isn't to hit hard, but to predict a switch, hence gaining the additional speed boost to outpace the anticipated switch in, and proceed to decimate your opponents team with the lurking offensive pressure Magmortar offers.

Why it works?: This set offers yet another surprising offensive surge, which can help dent your opponents team significantly. Once you manage to pull off the +1 speed boost, you outspeed Nidoqueen and can counter it Fire Blast for an ohko. Lanturn, even Emboar, Entei, and other resists to Magmortar's coverage are able to prevent you from gaining much momentum, especially Lanturn which hard walls this set. Therefore Magmortas has acted as either an early game threat (if no significant threats are present), or of course a later game sweeper. Lanturn threatens the set since bulky variants can take any attack you are to throw their way, Steelix can also 'revenge' kill Magmortar due to its Sturdy ability. A fresh Slowking can also force you out, unless you can pursuit trap it after Thunderbolt does a considerable amount to it, also Choice Scarf Cincinno's can outspeed even after a speed boost from Flame Charge and Rock Blast you into oblivion haha, othewise if your opponent isn't running a solid check to Magmortar, let alone a speedier, I guess harder hitting variant, then gg.

Positives/Negatives: Sorry that this one's shorter, but i'm tired of writing for now lol. Otherwise the set is vulnerable to entry hazards of any sorts, due to the hefty chunk Stealth Rock itself is dealing, rapid spin support should be opted for and can greatly benefit Magmortar's survivability, since Life Orb is taking that way very quickly. However, Magmortar offers the great ability to power though the opposing team and the metagame with his great coverage.
 

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