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Sketchmons XY [Now Playable]

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no it doesn't, it has lower physical defense because of it's HP

It has a higher defense stat. :p

Anyways, onto something more productive, we have Geomancy, which is a faster Quiver Dance. The only problem is that you can't hold an item essentially, since Geomancy works best with the Power Herb (or w/e the herb is called), and unlike Shell Smash, it gives you a +2 in SpDef. However, it does have heavy competition from Shell Smash, since SS allows you to hold an item at the cost of your bulk. Not only that, but even if you use the White Herb with Smash, you can potentially go mixed. Keldeo comes to mind as a good Geomancer due to its decent bulk and ok coverage. Something like


Keldeo-Resolute @ Power Herb
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Geomancy
- Surf
- Secret Sword
- Hidden Power [Ice] / Hidden Power [Ghost]

Keldeo is already really fast and strong, and Geomancy makes Keldeo a pretty neat late-game cleaner. Surf and Secret Sword are STAB, and you get to chose your Hidden Power for coverage, depending on what you want to hit. There's probably a better abuser for Geomancy, but this is what I came up with.
 
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Cotton Guard
- Soft-Boiled
- Seismic Toss
- Aromatherapy

Would this be viable? How physically bulky does Chansey even get after a Cotton Guard?
 
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
- Cotton Guard
- Soft-Boiled
- Seismic Toss
- Aromatherapy

Would this be viable? How physically bulky does Chansey even get after a Cotton Guard?

252+ Atk Adaptability Mega Lucario Close Combat vs. +3 252 HP / 252+ Def Eviolite Chansey: 332-392 (47.1 - 55.6%) -- 78.5% chance to 2HKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. +3 252 HP / 252+ Def Eviolite Chansey: 150-177 (21.3 - 25.1%) -- 0% chance to 4HKO
+2 252+ Atk Parental Bond Mega Kangaskhan Return vs. +3 252 HP / 252+ Def Eviolite Chansey: 283-334 (40.1 - 47.4%) -- guaranteed 3HKO
+2 252+ Atk Choice Band Deoxys-A Superpower vs. +3 252 HP / 252+ Def Eviolite Chansey: 584-688 (82.9 - 97.7%) -- guaranteed 2HKO
252+ Atk Choice Band Terrakion Close Combat vs. +3 252 HP / 252+ Def Eviolite Chansey: 342-404 (48.5 - 57.3%) -- 94.1% chance to 2HKO
+2 252+ Atk Mega Tyranitar Superpower vs. +3 252 HP / 252+ Def Eviolite Chansey: 362-428 (51.4 - 60.7%) -- guaranteed 2HKO
+2 252+ Atk Mega Garchomp Outrage vs. +3 252 HP / 252+ Def Eviolite Chansey: 280-330 (39.7 - 46.8%) -- guaranteed 3HKO
+2 252+ Atk Mega Scizor Superpower vs. +3 252 HP / 252+ Def Eviolite Chansey: 340-400 (48.2 - 56.8%) -- 91.8% chance to 2HKO

Very bulky indeed.
Bold is better than Calm because Bold boosts Chansey's defense, which is worse by far before Cotton Guard and not much better after one.
 
Well, let's make an interesting set!
Scizor @ Scizorite
Ability: Technician
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Powder
- Bullet Punch
- U-turn
- Roost

Physically Defensive Scizor, lfgi! This Scizor set is a bit odd, but let me explain it! Powder is Scizor's Sketch move, it truly is fun! It removes Scizor's only weakness, Fire, while hurting them in return! It is so much fun, you have to rely on only good prediction or only neutral hits, which is difficult! It has a +1 Speed priority, and as there are no Fire priority moves, Scizor's immune to FIre-type moves 32 times, which is more than enough! It is very useful, as it is very easy to predict a Fire-type move, so Powder truly sees use on Scizor! The other moves are self explanatory, but ya.
 
Since I've been saying a lot of notiing that stall is very unviable in this metagame, which is not true, I decided to whip up a stall team and try it out a bit, and thennnn
it beat perplexingpool with ~30 turns: http://pastebin.com/mrRgYKMf
I honestly think it should have lasted longer, but w/e, so lets overview the team:

Ampharos @ Ampharosite
Ability: Static
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Dragon Pulse
- Milk Drink
- Heal Bell
- Thunderbolt

Excadrill @ Aggronite
Ability: Mold Breaker
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Stealth Rock
- Iron Head
- Knock Off

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Recover
- Aromatherapy
- Moonblast
- Hidden Power [Ground]

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Heart Swap
- Metal Burst
- Earthquake

Scizor @ Assault Vest
Ability: Technician
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- U-turn
- Sacred Fire
- Bullet Punch
- Pursuit

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 Spd / 252 HP / 4 SAtk
Timid Nature
- Taunt
- Spikes
- Scald
- Secret Sword
 
Okay, this is the epitome of high-risk, high-reward: Geomancy Swoobat.

Swoobat @ Power Herb
Ability: Simple
Modest Nature, 252SpA/252Spe/4SpDef
-Geomancy
-Stored Power
-Air Slash
-Heat Wave/Giga Drain

The idea is to switch Swoobat in on some attacks easily resisted, setup, or a mon threatened by Psychic/Flying STABs and Geomancy it up. +4 in Speed, Special Defense and Special Attack is rather horrifying to watch. It gets worse-- Stored Power becomes a slightly painful 220 Base Power. With STAB. Off of a Special Attack stat of 834.

This essentially spells good game unless you can slap a Dark type in front of the Stored Power spam (even Psychic resists aren't going to save you now). Even if you do, you have to outspeed it, take a STAB Air Slash or one of either Heat Wave or Giga Drain. You could throw priority at the problem but even Adamant 252 Dragonite's ExtremeSpeed fails to 1HKO it while Stored Power 1HKOs back through Multiscale. Basically the only cure for this once it's set up is Sucker Punch, Ice Shard, or Tyranitar.

With Screens support, only Tyranitar makes enough of a splash to threaten the bat, particularly AV variants. Rocks break Sashes and Sturdy which facilitates Swoobat ending things.

You can barely ever switch this guy in though so do be careful.

Edit; Thanks AOPSUser for pointing out that I had the wrong herb. Changed
 
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Okay, this is the epitome of high-risk, high-reward: Geomancy Swoobat.

Swoobat @ White Herb
Ability: Simple
Modest Nature, 252SpA/252Spe/4SpDef
-Geomancy
-Stored Power
-Air Slash
-Heat Wave/Giga Drain

The idea is to switch Swoobat in on some attacks easily resisted, setup, or a mon threatened by Psychic/Flying STABs and Geomancy it up. +4 in Speed, Special Defense and Special Attack is rather horrifying to watch. It gets worse-- Stored Power becomes a slightly painful 220 Base Power. With STAB. Off of a Special Attack stat of 834.

This essentially spells good game unless you can slap a Dark type in front of the Stored Power spam (even Psychic resists aren't going to save you now). Even if you do, you have to outspeed it, take a STAB Air Slash or one of either Heat Wave or Giga Drain. You could throw priority at the problem but even Adamant 252 Dragonite's ExtremeSpeed fails to 1HKO it while Stored Power 1HKOs back through Multiscale. Basically the only cure for this once it's set up is Sucker Punch, Ice Shard, or Tyranitar.

With Screens support, only Tyranitar makes enough of a splash to threaten the bat, particularly AV variants. Rocks break Sashes and Sturdy which facilitates Swoobat ending things.

You can barely ever switch this guy in though so do be careful.

It's Power Herb, not White Herb.

Also I wonder how good White Herb Shell Smash Swoobat would be. It wouldn't be this last-ditch one-shot, but its Stored Power still ends things.
 
How about Quiver Dance Swoobat? Doesn't get as many boosts as Geomancy, but lets you run another item, like a Focus Sash. Cosmic Power Swoobat seems fun too.
 
I just thought of a baton passing Sylveon

Sylveon @ Power Herb
252hp/252def/4spa
Bold
~Geomancy
~Hyper Voice
~Baton Pass
~Wish

Basically this thing can tank a hit, set up a Geomancy, and either baton pass or hit hard with pixilate hyper voice. I just put Wish on there for some recovery. I haven't tested this set but it seems good on paper if you pair it with like Houndoom or something to take steel hits as poison moves aren't common in general.
 
I just thought of a baton passing Sylveon

Sylveon @ Power Herb
252hp/252def/4spa
Bold
~Geomancy
~Hyper Voice
~Baton Pass
~Wish

Basically this thing can tank a hit, set up a Geomancy, and either baton pass or hit hard with pixilate hyper voice. I just put Wish on there for some recovery. I haven't tested this set but it seems good on paper if you pair it with like Houndoom or something to take steel hits as poison moves aren't common in general.
I think Sylveon may not be the best choice for this. Espeon and Umbreon can set up easier thanks to Magic Bounce and better bulk respectively, and both have more utility beyond Passing.
 
I see Parting Shot being a very useful move to sketch for a few Pokemons:
  • Pranksters: duh
But more notably, we have Intimidators that are fantastic with Parting Shot:

Manectric @ Manectricite or whatever it is called
252 Spe / 252 SAtk / 4 HP
Timid
~ Thunderbolt
~ Parting Shot
~ HP Ice
~ Overheat

or

Landorus-T @ Choice Scarf
4 HP / 252 Atk / 252 Spe
Naive
~ Stone Edge
~ Earthquake
~ HP Ice
~ Parting Shot

Parting Shot with Intimidate screws physical attackers over by giving them -2 to Atk in a single turn, essentially giving you a Memento on the Physical side, allowing you to get a free set-up on any Physical attacker. Gardevoir/Keldeo/Swoobat becomes damn scary if it gets a free Geomancy or Shell Smash up.
Just for laughs: Make a entire team with Parting Shot, and watch your opponent ragequit.
 
Ok my port forwarding somehow went down (thanks comcast) and because of all this BS this router has been putting me through, I'm getting a new router to host!.... On friday, so if I get this router working from wednesday & thursday, great! if not we'll all just have to wait to play it again for a bit, theorymon is very much appreciated though, I love discussion ^_^
 
Entirely guesswork, though it might be good:
213.png
Shuckle @ Leftovers
Ability: Contrary
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature
- V-create
- Rest
- Rollout/Power Split/Sleep Talk/Toxic/Infestation
- Rollout/Power Split/Sleep Talk/Toxic/Infestation/

What you do is Contrary V-Create up to +6 defenses and speed. Power Split your foes to almost half their attack power. Rollout for team-wrecking fun. Rest to restore HP. Sleep Talk can be used to not be a sitting duck while asleep. Toxic/Infestation can be done for alternate damage.

jirachi.gif
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Body Slam/Thunder Wave
- Iron Head
- Wish
- Heart Stamp

Serene Grace Paraflinch. With 2 STAB flinching moves, and a third one, if needed. If not, reliable recovery. Somewhat like how it fares in OU.
 
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Entirely guesswork, though it might be good:
213.png
Shuckle @ Leftovers
Ability: Contrary
EVs: 252 HP / 128 Def / 128 SDef
Impish Nature
- V-create
- Rest
- Power Split/Sleep Talk
- Rollout/Sleep Talk

What you do is Contrary V-Create up to +6 defenses and speed. Power Split your foes to almost half their attack power. Rollout for team-wrecking fun. Rest to restore HP. Sleep Talk can be used to not be a sitting duck while asleep.

jirachi.gif
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Body Slam
- Iron Head
- Wish/Headbutt
- Heart Stamp

Serene Grace Paraflinch. With 2 STAB flinching moves, and a third one, if needed. If not, reliable recovery. Somewhat like how it fares in OU.
Oh my god, I love that SHuckle set <3 Similar to Contrary Shell Smash Shuckle in NU, but much cooler. I'd run Toxic or Infestation on that set though (or both), to let it actually deal damage.

As for Jirachi, Headbutt seems pretty lame. It doesn't really get any coverage that you don't already get with Iron Head and Heart Stamp. Wish definitely seems superior. I prefer to use Thunder Wave over Body Slam, to hit ghosts, and get the guaranteed paralysis.
 
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