Project PU Next Best Thing (#17: Hitmonchan, Voting Phase)


Mesprit @ Apicot Berry
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Natural Gift
- Fire Punch
- Stealth Rock

As a Mesprit two key types of mon come to mind when aiming to get up your hazards, Dark and Steel types. To aleviate the pressure of those pesky monsters, Mesprit is running a Natural Gift lure set with an Apicot Berry. Apicot Berry Natural Gift becomes a 100 base power Ground type move capable of chunking Skuntank, Togedemaru, and Probopass, as well as checks to setup sweepers who would likely stay in on Mesprit such as AV Magmortar and Lanturn. Mesprit is also running Fire Punch to 2hko the likes of Ferroseed and chip away at Bronzor. Zen Headbutt is Mesprit's main form of STAB and allows it to fully make use of its decent 105 base Attack stat and combat Poison/Fighting types. Lastly rocks are rocks and a Jolly nature is used to outspeed Adamant Skuntank.

252 Atk Apicot Berry Mesprit Natural Gift (100 BP Ground) vs. 0 HP / 4 Def Skuntank: 260-306 (74.9 - 88.1%) -- guaranteed 2HKO
252 Atk Mesprit Fire Punch vs. 252 HP / 132+ Def Eviolite Ferroseed: 164-196 (56.1 - 67.1%) -- guaranteed 2HKO
252 Atk Apicot Berry Mesprit Natural Gift (100 BP Ground) vs. 252 HP / 4 Def Probopass: 272-324 (83.9 - 100%) -- 6.3% chance to OHKO
252 Atk Apicot Berry Mesprit Natural Gift (100 BP Ground) vs. 64 HP / 0 Def Magmortar: 260-308 (84.6 - 100.3%) -- 6.3% chance to OHKO
252 Atk Apicot Berry Mesprit Natural Gift (100 BP Ground) vs. 128 HP / 128 Def Lanturn: 242-286 (57.2 - 67.6%) -- guaranteed 2HKO (OHKO after Zen Headbutt)
252 Atk Apicot Berry Mesprit Natural Gift (100 BP Ground) vs. 248 HP / 0 Def Togedemaru: 548-648 (164.5 - 194.5%) -- guaranteed OHKO

 
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Mesprit @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Zen Headbutt
- U-turn
- Knock Off
- Fire Punch

Happy new year y'all!
This is a set I have been experimenting lately. Due to it's high 105 base attack, Mesprit has a surprisingly huge damage output, 2hkoing most common switch ins. Frequently used answers like Mesprit (non Colbur) get ohkoed by Knock Off, Skuntank gets heavily chiped by U-Turn and Spdef Walls like Audino and Altaria get two-shoted by Zen Headbutt. Ohkoing Ferroseed is also a neat little feature. In general I feel like this is an interesting set, that can throw your opponent heavily off guard, opening holes for the rest of your team.

252+ Atk Choice Band Mesprit Knock Off (97.5 BP) vs. 0 HP / 0 Def Mesprit: 288-340 (95.6 - 112.9%) -- 75% chance to OHKO
252+ Atk Choice Band Mesprit U-turn vs. 0 HP / 0 Def Mesprit: 208-246 (69.1 - 81.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Mesprit U-turn vs. 0 HP / 4 Def Skuntank: 149-176 (42.9 - 50.7%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Choice Band Mesprit Zen Headbutt vs. 248 HP / 8 Def Audino: 208-246 (50.8 - 60.1%) -- 86.7% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Mesprit Zen Headbutt vs. 248 HP / 0 Def Altaria: 204-240 (57.7 - 67.9%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Mesprit Fire Punch vs. 252 HP / 132+ Def Eviolite Ferroseed: 268-316 (91.7 - 108.2%) -- 50% chance to OHKO
 

Mesprit @ Psychium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Trick
- Psyshock
- Ice Beam
- Signal Beam / Calm Mind

Looks like Choice Band was taken so I'm going for Plan B. Z-Trick grants Mesprit +2 Speed which puts it above Scarf Oricorio/Primeape/Jynx and weather sweepers such as Ludicolo and Victreebel, provided these two are Modest. This is a feat that Scarf Mesprit cannot perform. This set is sort of a middle ground between most other offensive Mes sets with the speed of scarf and the coverage and freedom to switch moves of offensive SR. You can even use Calm Mind over coverage as sort of a double dance set. You don't have to worry about getting choice locked. Plenty of things can come in on Mesprit once it's revealed to be locked. It gets Pursuit trapped if it's locked into Psychic, Ferroseed and Lanturn come in on something like Ice Beam, etc.

The speed is something you can activate at your own will, and you can opt to go for Shattered Psyche off of Psyshock instead if you feel that the speed is not necessary. In theory, this is a set that could be used on teams that can't really use Z Crystals well. Things like Archeops, Primeape, Hitmonchan, Weezing and choiced wallbreakers all are great Mesprit partners but they can't really abuse Z moves to their fullest.
 


Mesprit @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- U-turn
- Reflect
- Light Screen
- Healing Wish

Lots of tough competition because Mesprit is so versatile, but here's my offering.

Mesprit is a viable Dual Screener for several reasons. I'm specifically comparing it to Meowstic because Meowstic is the main competition for the role:
First, Mesprit can U-turn. This allows you to fake a scarf/other set early on and use it to pivot with its fast(ish) speed throughout the game. It also allows for more effective pivots out to threatening mons after setting up screens instead of switching blindly or sacrificing the screener 'for the greater good'. Secondly, Mesprit gets Healing Wish, which can be used later in the game after setting up one or two screens for a lategame sweep. Didn't complete the sweep with double dancing Kingler off your first set? Never fear, Healing Wish is here! Third, Mesprit has significantly better overall bulk than Meowstic, which increases the likelihood that it will get up multiple screens throughout the game.

The set is pretty self-explanatory - 252 HP so you have bulk and can decide which screen to set up first depending on the anticipated switch-in or situation, max speed Jolly so you can get screens up quickly (functionally equivalent to Meowstic most of the time unless you're staring down a Scarf). I know you're not allowed to put slashes in these sets, but you could also run Trick Room instead of one or the other screen if you want to bring in, say, Eggy-A to cause some destruction (also, nobody would expect it after seeing a single screen).

A common/basic scenario where this set puts in some work would be:
Switch Mesprit in on something passive/non-threatening (Rocks setters, other Mesprits, etc)
Opponent switches in Skuntank to Pursuit trap. On this turn, Mesprit may set up a screen of your choice (depending on anticipated switch-in)
Mesprit outspeeds Skuntank and sets up reflect (or light screen if you set up reflect last turn)
Skuntank does nothing with Pursuit
Calc:
252+ Atk Skuntank Pursuit vs. 252 HP / 0 Def Mesprit through Reflect: 55-66 (15.1 - 18.1%) -- possible 6HKO
Mesprit sets up other screen or u-turns out into threatening mon to begin mayhem.
 
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Mesprit @ Choice Specs
Ability: Levitate
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Future Sight
- Psychic
- Dazzling Gleam
- Hidden Power [Ground]

This is a set I have been using for months. Future Sight is a strong move that hits two turns after being used, forcing your opponent to switch to a special wall or a Psychic resist to take the hit. After using the move, Mesprit is switched to a wallbreaker or a setup sweeper. The opponent should be in a bad position - his Psychic resist will be killed next turn, his wall will have to survive two strong attacks in one turn or you are going to setup something, and Future Sight is going to land next turn. Or he was planning to switch something into Future Sight just before it will land, and now he can not... In most cases, one of your opponent's pokémon will be heavily damaged or killed, often something that checks Mesprit.

Psychic is a STAB move that OHKOs or 2HKOs most pokémon that don't resist it and is used when psychic resists are removed or when you do not want to use Future Sight. Dazzling Gleam OHKOs most Dark types on the switch and HP Ground OHKOs Aggron which is almost always switched into Mesprit and it also deals heavy damage to Skuntank.

252 SpA EVs and a Modest nature are run to deal as much damage as possible. 16 Speed EVs allow it to outspeed Adamant Aggron with speed investment and the rest is put into HP, because the bulk is more needed than speed - it will switch in and out a lot during the battle.
 
:mad: sprites aren't working for me fsr

Eelektross @ Assault Vest
Ability: Levitate
EVs: 252 SpA / 80 SpD / 176 Spe
Modest Nature
IVs: 0 Atk
- Acid Spray
- Volt Switch
- Flamethrower
- Giga Drain

Acid Spray grants Eelektross an effective way to deteriorate special walls, as despite its great coverage it can't do much to Audino, Altaria without HP Ice and Clefairy without Knock Off. This also improves matchups versus opposing AV mons, including Magmortar, Hitmonchan and opposing Eelektross. Because of the fact that it normally runs Knock Off, Eel tends to be -Spe and it's outsped very frequently. 176 Spe lets you hit 180 which is enough for max speed Carracosta and everything up to base 70's uninvested, and somewhat speedy Eelektross can throw off people.
 

Eelektross @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Coil
- Rest
- Sleep Talk
- Thunder Punch / Knock Off

This set can function as a pretty solid setup sweeper. Due to it's good special defense it can setup on most special mons, while also setting up on physical attackers like Primeape or Skuntank, because of the increasing physical bulk. Eelektross also has a huge movepool, so you have a wide variety of possible moves. In my opinion, the best ones are Thunder Punch (it's strongest attacks) and Knock Off cause it hits everything and you can get rid of opposing items. Drain Punch, Fire Punch, Aqua and Iron Tail are also viable option, depending on your team.

252 Atk Primeape Close Combat vs. +1 248 HP / 8 Def Eelektross: 135-159 (36.1 - 42.6%) -- guaranteed 3HKO after Stealth Rock
252+ Atk Skuntank Poison Jab vs. 248 HP / 8 Def Eelektross: 136-162 (36.4 - 43.4%) -- guaranteed 3HKO after Stealth Rock
 


The very first Eel set I ran was in Gen 5 when nobody knew it existed in NU - here's an updated-for-PU version.

Eelektross @ Leftovers
Ability: Levitate
EVs: 200 HP / 252 SpA / 56 SpD
Modest Nature
IVs: 0 Atk
- Substitute
- Flamethrower
- Thunderbolt
- Acid Spray

This set is actually great because of the variability of its fourth slot (you can customize it based on what your team needs - if it has problems with Altaria, Dragon Pulse, if you need it to answer Lanturn, Giga, etc). But this is the best overall set to splash into teams, as it handles everything given time. Even Altaria isn't enjoying taking Thunderbolts at -6 SpDef (-2 for Defensive variants). Eel's coverage is crazy good, and behind a sub its speed doesn't matter and it can't be toxic'd.

The EV spread is to make it difficult for Lanturn and Altaria to break subs, as most physical attacks are already going to do that and anything with S-toss (looking at you, Clefairy) is going to regardless of investment. At -2 from Acid Spray, though, Clefairy takes more damage than it can Softboiled up, so this set can beat it - it isn't even afraid of Toxic because Clef is so slow it can sub back up. See calcs for details on Clefairy/Lanturn/Altaria matchups.

Clefairy:
252+ SpA Eelektross Thunderbolt vs. -2 252 HP / 252+ SpD Eviolite Clefairy: 177-208 (51.4 - 60.4%) -- guaranteed 2HKO
252+ SpA Eelektross Acid Spray vs. -2 252 HP / 252+ SpD Eviolite Clefairy: 104-124 (30.2 - 36%) -- 43.5% chance to 3HKO

Altaria:
252+ SpA Eelektross Thunderbolt vs. -2 252 HP / 252+ SpD Altaria: 195-229 (55 - 64.6%) -- guaranteed 2HKO
252+ SpA Eelektross Thunderbolt vs. -4 252 HP / 252+ SpD Altaria: 289-342 (81.6 - 96.6%) -- guaranteed 2HKO
252+ SpA Eelektross Thunderbolt vs. -6 252 HP / 252+ SpD Altaria: 390-460 (110.1 - 129.9%) -- guaranteed OHKO
(even halving for resistance after Roost, this wins, especially if the Altaria allows itself to get to -6. You can abuse the Roost turns by subbing again or threatening to KO if it Toxics instead of roosting)

Meanwhile,
0- SpA Altaria Flamethrower vs. 200 HP / 52 SpD Eelektross: 50-59 (13.8 - 16.3%) -- possibly the worst move ever
It's unfortunate that this isn't guaranteed 2HKO on Sub, because it would be easier to play around, but the EVs make it to where Lanturn can't break it with Scald, so that's the tradeoff. If Altaria is more popular than Lanturn, just switch for 252 HP/4 Sp D, because that's a guaranteed 2 hit break on sub.

Lanturn:
252+ SpA Eelektross Acid Spray vs. -2 128 HP / 252+ SpD Lanturn: 71-84 (16.7 - 19.8%) -- possible 7HKO
252+ SpA Eelektross Acid Spray vs. -4 128 HP / 252+ SpD Lanturn: 106-125 (25 - 29.5%) -- guaranteed 5HKO

While these numbers aren't crazy, Lanturn can't do anything back, and if it stays in will just get repeatedly Sprayed down, because it lacks consistent recovery.

With these EVs, Eel should almost always live one Scald, and can sub back up on the second scald and proceed to get more damage in

0 SpA Lanturn Scald vs. 200 HP / 52 SpD Eelektross: 78-93 (21.6 - 25.7%) -- possible 5HKO

Eel is threatening enough with this coverage to threaten out would-be setup sweepers while under a sub and dent many things in the tier.

Physical checks highly recommended.
 
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  • Patrick: [rolls dice] Es-skee-lators! [moves to escalators] Well, this is your last chance, SpongeBob, or if you get eels again, you lose!
  • SpongeBob: [gets frustrated while rolling the dice] Escalators, escalators, escalators!! [dice is thrown and lands on escalators] Ha! Escalators! [dice turn over to eels]
  • Patrick: Eels...
tumblr_n96hwgU9Fg1ttdkobo3_400.gif

& escalators (Eelektross) @ Leftovers
Ability: Levitate
EVs: 252 HP / 172 SpD / 84 Spe
Jolly Nature
- Thunder Punch
- Drain Punch
- Substitute
- Coil

Sub Coil Eelektross can be a pretty annoying threat to most of any team (especially balance/stall) if utilized propperly. This sey allows Eel to setup on most of any special wall attempting to status or chip away at it, while Coil allows Eelektross to muscle past most of any physical attacker when given the oppurtunity to boost. The 84 EVs in speed allow Eel to outspeed both Drampa and most Lanturn variants so it can Substitute and attempt to Coil or Drain Punch as defensive variants of Lanturn cannot break Eel's Subs with Scald alone, and Eel can sheild anything bar Hyper Voice against Specs Drampa, the rest of Eel's EVs were dumped into HP/Spdef to allow it to stomach as many special attacks as possible. Lastly Drain Punch is psuedo recovery and Thunder Punch is STAB.

0 SpA Lanturn Scald vs. 252 HP / 172 SpD Eelektross: 67-81 (17.9 - 21.6%) -- possible 7HKO
0- Atk Audino Knock Off (97.5 BP) vs. 252 HP / 0 Def Eelektross: 51-60 (13.6 - 16%) -- possibly the worst move ever
0 SpA Weezing Sludge Bomb vs. 252 HP / 172 SpD Eelektross: 84-100 (22.4 - 26.7%) -- possible 5HKO
0 Atk Eelektross Thunder Punch vs. 252 HP / 216+ Def Pyukumuku: 114-134 (36.3 - 42.6%) -- 95.2% chance to 3HKO
0 Atk Ferroseed Gyro Ball (86 BP) vs. 252 HP / 0 Def Eelektross: 33-39 (8.8 - 10.4%) -- possibly the worst move ever
 
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Haha, Sucker!
(sorry about that pun)
eelektross.gif

Eelektross @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Drain Punch
- Bind
- Super Fang
- Toxic
Think you have a counter for AV Eelektross? Switch it in and proceed to die a slow painful death with this trapping set.
(Not very motivated to come up with an actual set and type an essay on how it works)​
 

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