Project PU Next Best Thing [Thanks, Everyone!]

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I don't understand all of these "bluff band with Expert Belt" statements; Aggron's coverage really isn't all that great, and the band set is frightening because of the neutral and RESISTED damage it does.

Anyways, Taskr's set is pretty great, so I am voting for that.
 

fanyfan

i once put 42 mcdonalds chicken nuggets in my anus
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Haunter @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Pain Split
- Shadow Ball
- Sludge Wave

Reminiscent of dpp Gengar, Subsplit haunter has some cool stuff going for it. One thing it can do is sub up on the opponents switch to pursuiters to avoid being trapped. It also really takes advantage of passive Pokémon like clefairy to get a sub up and either throw off an attack or pain split up. Pain split can really help reduce the damage of life orb recoil plus the sub damage. It allows it to beat stuff it normally couldn’t like Audino.
 
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Hex Haunter

Haunter @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex
- Sludge Bomb
- Will-O-Wisp
- Dazzling Gleam/Toxic

General idea
Haunter is the definition of a glass cannon attacker: fast, strong, but frail.
Will-O-Wisp is really useful to cripple opposite Pursuit/Sucker Punch users or some physical attackers before dying. I really love this move because it is really unexpected from a glass cannon and 85% accuracy is workable.
In the last slot you have a choice depending on your teammates: if you have already somebody with Toxic Spikes, you can drop Toxic in order to use another coverage move. Otherwise, you can opt for Toxic to threaten bulky teams.
Sludge Bomb is a classic choice picked over Venoshock, because the latter is too dependant on poison to work properly.
In this set Hex is a 130 BP STAB coming from an angry Haunter when cleaning.

Some notable calcs:
252 SpA Life Orb Haunter Hex (130 BP) vs. 248 HP / 132+ SpD Eviolite Ferroseed: 152-179 (52.2 - 61.5%) -- guaranteed 2HKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 4 HP / 0 SpD Skuntank: 188-222 (54 - 63.7%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Life Orb Haunter Hex (130 BP) vs. 252 HP / 0 SpD Eviolite Gurdurr: 294-347 (78.6 - 92.7%) -- guaranteed 2HKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 252 HP / 200 SpD Regirock: 208-247 (57.1 - 67.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Haunter Hex (130 BP) vs. 252 HP / 0 SpD Weezing: 341-402 (102 - 120.3%) -- guaranteed OHKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 0 HP / 4 SpD Articuno: 208-247 (64.7 - 76.9%) -- guaranteed 2HKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 132 HP / 0 SpD Mudsdale: 290-343 (77.5 - 91.7%) -- guaranteed 2HKO
 
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Eviolite Reflect Type Haunter

Haunter @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect Type
- Pain Split

- Will-O-Wisp
- Hex

This set is pretty easy to understand. You use reflect type on Pursuit users like Skuntank or Spiritomb, Will-o-Wisp them to lower their attack, and use Pain Split to restore Haunter's health. Hex is used to do lots of damage on Pokemon after they are burned. Sludge bomb can be used though if you do not want to be walled by normal types (specifically Pyroar).

Added bonus: Reflect type + Pain Split lets you beat Ferroseed 1v1.
 
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tondas

YOU DONT WANT NO PROBLEMS YOU JUST TALKING
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Haunter @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Ground]
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam / Trick

You bait skunk and absolutely obliterate it with HP Ground after a bit of chip. You also do like 80 to Tomb if it's not 50% berry and you've got a slim chance to OHKO if you chip + a spike. It's a surprisingly powerful breaker that also provides decent speed which is what every breaker in existence lacks.
 

JustoonSmitts

I draw stuff for a living
is a Top Artistis a Contributor to Smogon
.
093_gastly_haunter_gengar_mega_justoon_smitts.jpg

**artwork by me**

Haunter @ Darkinium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Shadow Ball
- Sludge Bomb
- Hidden Power Ground / Hidden Power Fire
- Snatch

This is a fun set I've used on Gengar in UU. Once Sucker Punchers like Skuntank and Spiritomb are gone, then Haunter can be used as a mid or late game wincon. Z Snatch boosts Haunter's Speed by two stages, allowing it to outspeed most of PU's Choice Scarfers. Shadow Ball and Sludge Bomb are your primary STABs, nailing Pokémon like Jynx or Lilligant. Hidden Power Ground is so Haunter can hit Pyroar and Skuntank for super-effective damage. Alternatively, you could use HP Fire to nail the defensive core of Ferroseed and Clefairy. Snatch also has a fun (if somewhat gimmicky) effect of stealing your opponent's move so you could use this move if you know your opponent is planning to Calm Mind or Nasty Plot up so that Haunter can REALLY start wrecking havok along with the Z-move effects.
 

PILZ

Banned deucer.

Haunter @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Mean Look
- Substitute
- Perish Song
- Protect

The objective of this set is to trap and kill haunter's passive switch ins, like articuno, gastrodon, audino, ferroseed, and regirock. This lure can help setup sweepers by overcoming its checks.
 

Ampha

"They don’t call me Greed for nothing!"
is a Community Contributoris a Tiering Contributor
Haunter (1).png
Haunter @ Fairium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam
Hypnosis makes Haunter to have a chance to not get to be Skuntank and spiritomb's bitch and sleep is annoying in general,while fairium is useful to get rid of some of it's checks or do a high damage to them or a switch-in since fairy is a nice offensive type and when combined with Haunter's great STABs makes it a cool breaker
 

Haunter @ Darkinium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Embargo
- Sludge Wave
- Shadow Ball
- Energy Ball

Z-Embargo Haunter
Embargo is a move that disables the target’s item temporarily, and Z-Embargo boosts Special Attack by 1 stage. The idea is you Z-Embargo vs potential switch ins such as Ferroseed or AV Lanturn, disable their item, and break through them. The boost allows Haunter to hammer away at bulkier builds easier.
 

Ktütverde

of course
is a Top Tiering Contributor Alumnusis a Former Smogon Metagame Tournament Circuit Champion

Haunter @ Ring Target
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Reflect Type
- Trick


Don't fear pyroar, stoutland and skuntank. This cute haunter forces many things like clefairy, weezing, and mesprit out early game so u can click trick relatively safely: the skuntank will then become weak to psychic (and pyroar will be hit by shadowball). Reflect type is there so u can 1v1 skuntank with psychic. If no skuntank, and u trick a pyroar or eelektross or lanturn, then u can hit them respectively with shadowball or EQ/zingzap. Funny eh :]

Damage:
252 SpA Haunter Psychic vs. 4 HP / 0 SpD Skuntank: 270-318 (77.5 - 91.3%) -- guaranteed 2HKO
252 SpA Haunter Shadow Ball vs. 0 HP / 0 SpD Pyroar: 169-199 (53.9 - 63.5%) -- guaranteed 2HKO

What makes the set even better is that u steal skuntank's black sludge and pyroar's scarf/lanturn's AV so u can pressure them way more easily!

edit; stealing an Evio vs clefairy/typenull or rendering audino neutrally weak to ghost is a boon too.
edit2; u will lose vs spiritomb whatever u do. Fact. But it won't be able to spinblock anymore u_u
 

Darkinium

the mighty nuaguunibi

Haunter @ Ghostium Z / Spell Tag / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Disable
- Shadow Ball
- Sludge Bomb

SubDisable Haunter. Sub up on forced switches against Clefairy, Weezing, etc, and annoy whatever comes in next with Disable. It's obviously a lot more annoying against foes reliant on one attack, such as Pyroar, Ferroseed, and Mesprit. It also plays around Skuntank quite nicely, especially with Disable.

From my experience with Haunter, LO + Sub is a recipe for suicide, especially in tandem with SR, which is why I put Ghostium and Spell Tag as options. However, if the consistent power in exchange for longevity is worth it, then LO is definitely still a solid option.

A couple other interesting options that no one posted that seem interesting are: Knock Off, Sucker Punch (inspired by GenZeon's :swole: Sucker Punch Lanturn), Taunt, and Wonder Room.

A few bizarre sets this time around, but for the most part they seem pretty viable and non-gimmicky.

View attachment 126446
Haunter @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Pain Split
- Shadow Ball
- Sludge Wave

Reminiscent of dpp Gengar, Subsplit haunter has some cool stuff going for it. One thing it can do is sub up on the opponents switch to pursuiters to avoid being trapped. It also really takes advantage of passive Pokémon like clefairy to get a sub up and either throw off an attack or pain split up. Pain split can really help reduce the damage of life orb recoil plus the sub damage. It allows it to beat stuff it normally couldn’t like Audino.
Hex Haunter

Haunter @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex
- Sludge Bomb
- Will-O-Wisp
- Dazzling Gleam/Toxic

General idea
Haunter is the definition of a glass cannon attacker: fast, strong, but frail.
Will-O-Wisp is really useful to cripple opposite Pursuit/Sucker Punch users or some physical attackers before dying. I really love this move because it is really unexpected from a glass cannon and 85% accuracy is workable.
In the last slot you have a choice depending on your teammates: if you have already somebody with Toxic Spikes, you can drop Toxic in order to use another coverage move. Otherwise, you can opt for Toxic to threaten bulky teams.
Sludge Bomb is a classic choice picked over Venoshock, because the latter is too dependant on poison to work properly.
In this set Hex is a 130 BP STAB coming from an angry Haunter when cleaning.

Some notable calcs:
252 SpA Life Orb Haunter Hex (130 BP) vs. 248 HP / 132+ SpD Eviolite Ferroseed: 152-179 (52.2 - 61.5%) -- guaranteed 2HKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 4 HP / 0 SpD Skuntank: 188-222 (54 - 63.7%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Life Orb Haunter Hex (130 BP) vs. 252 HP / 0 SpD Eviolite Gurdurr: 294-347 (78.6 - 92.7%) -- guaranteed 2HKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 252 HP / 200 SpD Regirock: 208-247 (57.1 - 67.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Haunter Hex (130 BP) vs. 252 HP / 0 SpD Weezing: 341-402 (102 - 120.3%) -- guaranteed OHKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 0 HP / 4 SpD Articuno: 208-247 (64.7 - 76.9%) -- guaranteed 2HKO
252 SpA Life Orb Haunter Hex (130 BP) vs. 132 HP / 0 SpD Mudsdale: 290-343 (77.5 - 91.7%) -- guaranteed 2HKO

Eviolite Reflect Type Haunter

Haunter @ Eviolite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect Type
- Pain Split

- Will-O-Wisp
- Hex

This set is pretty easy to understand. You use reflect type on Pursuit users like Skuntank or Spiritomb, Will-o-Wisp them to lower their attack, and use Pain Split to restore Haunter's health. Hex is used to do lots of damage on Pokemon after they are burned. Sludge bomb can be used though if you do not want to be walled by normal types (specifically Pyroar).

Added bonus: Reflect type + Pain Split lets you beat Ferroseed 1v1.

Haunter @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Ground]
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam / Trick

You bait skunk and absolutely obliterate it with HP Ground after a bit of chip. You also do like 80 to Tomb if it's not 50% berry and you've got a slim chance to OHKO if you chip + a spike. It's a surprisingly powerful breaker that also provides decent speed which is what every breaker in existence lacks.
.View attachment 126229
**artwork by me**

Haunter @ Darkinium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
- Shadow Ball
- Sludge Bomb
- Hidden Power Ground / Hidden Power Fire
- Snatch

This is a fun set I've used on Gengar in UU. Once Sucker Punchers like Skuntank and Spiritomb are gone, then Haunter can be used as a mid or late game wincon. Z Snatch boosts Haunter's Speed by two stages, allowing it to outspeed most of PU's Choice Scarfers. Shadow Ball and Sludge Bomb are your primary STABs, nailing Pokémon like Jynx or Lilligant. Hidden Power Ground is so Haunter can hit Pyroar and Skuntank for super-effective damage. Alternatively, you could use HP Fire to nail the defensive core of Ferroseed and Clefairy. Snatch also has a fun (if somewhat gimmicky) effect of stealing your opponent's move so you could use this move if you know your opponent is planning to Calm Mind or Nasty Plot up so that Haunter can REALLY start wrecking havok along with the Z-move effects.

Haunter @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Mean Look
- Substitute
- Perish Song
- Protect

The objective of this set is to trap and kill haunter's passive switch ins, like articuno, gastrodon, audino, ferroseed, and regirock. This lure can help setup sweepers by overcoming its checks.
View attachment 126283
Haunter @ Fairium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Sludge Bomb
- Shadow Ball
- Dazzling Gleam
Hypnosis makes Haunter to have a chance to not get to be Skuntank and spiritomb's bitch and sleep is annoying in general,while fairium is useful to get rid of some of it's checks or do a high damage to them or a switch-in since fairy is a nice offensive type and when combined with Haunter's great STABs makes it a cool breaker

Haunter @ Darkinium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Embargo
- Sludge Wave
- Shadow Ball
- Energy Ball

Z-Embargo Haunter
Embargo is a move that disables the target’s item temporarily, and Z-Embargo boosts Special Attack by 1 stage. The idea is you Z-Embargo vs potential switch ins such as Ferroseed or AV Lanturn, disable their item, and break through them. The boost allows Haunter to hammer away at bulkier builds easier.

Haunter @ Ring Target
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Psychic
- Reflect Type
- Trick


Don't fear pyroar, stoutland and skuntank. This cute haunter forces many things like clefairy, weezing, and mesprit out early game so u can click trick relatively safely: the skuntank will then become weak to psychic (and pyroar will be hit by shadowball). Reflect type is there so u can 1v1 skuntank with psychic. If no skuntank, and u trick a pyroar or eelektross or lanturn, then u can hit them respectively with shadowball or EQ/zingzap. Funny eh :]

Damage:
252 SpA Haunter Psychic vs. 4 HP / 0 SpD Skuntank: 270-318 (77.5 - 91.3%) -- guaranteed 2HKO
252 SpA Haunter Shadow Ball vs. 0 HP / 0 SpD Pyroar: 169-199 (53.9 - 63.5%) -- guaranteed 2HKO

What makes the set even better is that u steal skuntank's black sludge and pyroar's scarf/lanturn's AV so u can pressure them way more easily!

edit; stealing an Evio vs clefairy/typenull or rendering audino neutrally weak to ghost is a boon too.
edit2; u will lose vs spiritomb whatever u do. Fact. But it won't be able to spinblock anymore u_u

Haunter @ Ghostium Z / Spell Tag / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Disable
- Shadow Ball
- Sludge Bomb

SubDisable Haunter. Sub up on forced switches against Clefairy, Weezing, etc, and annoy whatever comes in next with Disable. It's obviously a lot more annoying against foes reliant on one attack, such as Pyroar, Ferroseed, and Mesprit. It also plays around Skuntank quite nicely, especially with Disable.

From my experience with Haunter, LO + Sub is a recipe for suicide, especially in tandem with SR, which is why I put Ghostium and Spell Tag as options. However, if the consistent power in exchange for longevity is worth it, then LO is definitely still a solid option.

New round starts Saturday.

Tough call between SubSplit and Z-Snatch, but I think I'll go with ArtistSmeargle1991's Z-Snatch Haunter. For me, the simpler the better, and this set seems to nail it with effectiveness and not being super situational, especially against offensive builds.
 
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