OU SM OU creative and underrated sets

Pujo

Jupiter Jazz
is a Tiering Contributoris a member of the Battle Simulator Staff
approved by Rage

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Super cool art by royalfluxh, thanks a lot for this :]​

Standards:

What defines an underrated/creative set?

1. runs a not commonly seen move/item/spread
2. is still viable and not limited to the Pokemon it wants to deal with
3. isn't strictly outclassed by another set/Pokemon
4. is able to surprise and ruin some Pokemon that normally counter the common sets
5. it takes advantage of current metagame


Examples:



Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 32 HP / 224 Atk / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Toxic
- Substitute​

Swampert is a really annoying Pokemon to deal with on rain teams. It has a limited pool of checks and counters, most of which not appreciating Toxic. It hits the likes of Rotom-Wash, Tangrowth, Tapu Bulu, Latias-Mega, the rare Mantine, and bulky Waters in general. Toxic in conjunction with Substitute allows Swampert to easily wear down its own checks for itself later in the game. 32 HP investment guarantees that Mega-Swampert's Subsitute lives a Rain-boosted Scald from Toxapex.



Tornadus-Therian (M) @ Icium Z
Ability: Regenerator
EVs: 124 Def / 176 SpA / 208 Spe
Timid Nature
- Hurricane
- Icy Wind
- Defog
- U-turn​

Icium Tornadus is a very interesting set I used a lot and had some decent success with, even making an appearance in SPL. Its main use is to lure in and destroy Garchomp, while also hitting other Ice-weak mons such as Gliscor and Landorus (but mainly Gliscor). As a comparison, a Supersonic Skystrike based on Hurricane from 252 SpA Tornadus-T only has a 12.5% chance of OHKOing Garchomp (85.7 - 101.1%). With this EV spread however, Tornadus-T is guaranteed to OHKO Garchomp no matter what its EV spread is, as well as Specially Defensive Gliscor. The Speed allows it to reach 363, speed creeping other Tornadus-T while outspeeding Scarf Magnezone, and the Defense investment ensures that it lives Fake Out + Return/Frustration from Lopunny-Mega.


When you post, try to explain what your set does and how it accomplishes it (that can be really short, as I did in this post). Replays are also encouraged. Please be respectful to others even if you disagree with them!
 
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Hi, nice sets, here is another one:

kommo-o.gif

Kommo-o @ Electrium Z
Ability: Soundproof / Bulletproof
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Thunder Punch
- Ice Punch
- Dragon Dance
- Close Combat
As you already know it, Tapu Fini is a reliable check to Kommonium Z set. Thus, with this set, Kommo-o is able to lure Fini by KOing it with the Z-Thunder Punch at +1 (Tapu Fini needs at least 56 EVs in def to avoid a guaranteed OHKO from Kommo-o). It can also be used to KO other pokemons like Toxapex; Ice Punch is mainly here for Landorus-Therian, Gliscor and Garchomp since this Kommo-o doesn't carry Clanging Scales (and this is also the reason of why we don't run Poison Jab on this set, the Z-poison set is good though). Because most people aren't aware about this set, it might leads to unexpected victories.
 

Altthiel

From the new world
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Greninja @ Choice Specs
Ability: Battle Bond
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Gunk Shot

the 12 Atk EVs bump your odds of OHKOing Tapu Bulu to 87.5% from 81.3% if you had none, with no significant loss on important calcs on the special side (Dark pulse have the exact same rolls on toxapex than if you had 252EVs for instance)

The ones you're aiming at :

12 Atk Greninja Gunk Shot vs. 248 HP / 8 Def Tapu Bulu: 296-352 (86.2 - 102.6%) -- 87.5% chance to OHKO after Stealth Rock
--> if gunk shot poisons, it becomes a guaranteed OHKO

12 Atk Greninja Gunk Shot vs. 248 HP / 16 Def Tapu Fini: 146-174 (42.5 - 50.7%) -- 46.5% chance to 2HKO after Stealth Rock and Leftovers recovery


12 Atk Greninja Gunk Shot vs. 252 HP / 12 Def Tangrowth: 136-162 (33.6 - 40%) -- guaranteed 3HKO after Stealth Rock
--> you deal more than regenerator, and if you poison, clicking either of hydro pump or dark pulse will deal enough so Tangrowth is not a check anymore


If you manage to proc your battle bond, those mon are obviously even less checks

12 Atk Greninja-Ash Gunk Shot vs. 248 HP / 8 Def Tapu Bulu: 424-500 (123.6 - 145.7%) -- guaranteed OHKO

12 Atk Greninja-Ash Gunk Shot vs. 248 HP / 16 Def Tapu Fini: 210-248 (61.2 - 72.3%) -- guaranteed 2HKO after Leftovers recovery

12 Atk Greninja-Ash Gunk Shot vs. 252 HP / 12 Def Tangrowth: 196-232 (48.5 - 57.4%) -- 94.1% chance to 2HKO --> guaranteed 2HKO after Stealth Rock


The surprise factor of gunk shot is pretty good against things like tapu fini that comes in mindlessly once it's known than gren is not physical protean, and it is better than the usual spikes against it, while beeing able to deal substancial dammages to other common chekcs as well.
However, this set is less efficient than spikes Vs Chansey, av mag and to a degree toxapex and ferrothorn. Thus I think that this set pairs pretty nicely with a trap heatran!
 
7.gif


Alakazam @ Alakazite
Ability: Magic Guard
EVs: 120 HP / 252 Def / 136 Spe
0 IVs Atk
Timid Nature
- Psychic
- Focus Blast
- Calm Mind
- Recover

Set Description:

The use of defensive EVs on the rather extremely frail Mega-Alakazam is a rather bizarre choice, but I've found unique success with it on Pyschic Surge Sand Teams. Interestingly enough, there are enough and plenty of jump points that allow it to have a greater probability of setting-up and is rather uncommon to such a degree that it can easily feign the opponent into thinking it can KO or 2HKO it back at full-health or even in some cases at 50% health (which, I'll be honest, is always a fun sight to see given how opponent's play and interact with it.)

Important Jump Points:
  • 136 Spe EVs and a Timid nature allows it to outspeed Mega-Lopunny, +1 Tyranitar/Mega-Tyranitar, and +1 Adamant Gyarados/Mega-Gyarados
  • The EVs allow it to survive a Waterfall from Jolly Swampert-Mega under Rain
  • It no longer gets OHKOed even in the face of Adamant Landorus-Therian Earthquake nor U-turn even after Stealth Rock damage. A similar prospect can be seen even with Jolly Life Orb Garchomp.
  • The provided spread now allows it to stomach Knock Off from the likes of specially defensive Tangrowth even in pre-evolution and now only gets 3HKOed from it.
  • It no longer gets OHKOed by Leaf Blade from Kartana even with rocks up
  • The EVs dunked in also allows it to only take a maximum of 35% from Timid Tornadus-Therian's U-turn compared to the 50.9-60.5% it would normally take using a regular Mega-Alakazam with only 4 EVs dunked into Def. This may be important in certain match-ups involving Tornadus-Therian switching with U-turn and switching into priority from the likes of Mega-Medicham or Mega-Lopunny's Fake Out which would otherwise have the capacity to OHKO it or dent it well enough to remove it from play
  • Additionally, Mega-Alakazam no longer gets 2HKOed by a Quick Attack from Mega-Pinsir and can even survive one hit from +2 even after Stealth Rocks damage. The EVs hold well enough to also allow it to survive a Return from Mega-Pinsir
  • Mega-Alakazam also no longer gets OHKOed from switching out of a Pursuit from specially defensive variants of Alolan Muk
  • The EVs also provides value in increasing the chance of surviving Psyshock from the likes of Tapu Lele and other Psyshock-wielding users
  • Although a rather extremely rare find, Mega-Alakazam no longer gets 2HKOed by a Shadow Sneak from Mega-Gallade nor a Shadow Sneak from an unboosted Mimikyu
  • It also does not get outright OHKOed by either a Knock Off from Mega-Gallade or even the likes of a Shadow Claw from unboosted Mimikyu
  • The dunked HP EVs give it a better chance of setting-up against Utility Tapu Fini and gives it a better chance of surviving two hits from Rotom-Wash's Hydro Pump. In fact, the combination of EVs in both HP and Def gives it a critical advantage for setting up against Tangrowth as mentioned above or stomaching Knock Off hits better
  • The provided EVs also allow it to completely take a hit from a Ferrothorn's Gyro Ball even in pre-Mega evolved form and allows it to completely avoid an OHKO from it. In return, it gives Mega-Alakazam a chance to fire off a Focus Blast (which, whether EVd in Special Attack or not) usually still results in a 2HKO
  • There are definitely other plenty of hits that can be noted from the provided EV spread. I did notice, however, that removing all the EVs from Spa Atk does cost a power drop, but for many cases a 2HKO still resulted in a 2HKO.

    Calcs:

    Defending Against:


    252 Atk Swampert-Mega Waterfall vs. 120 HP / 252 Def Alakazam-Mega in Rain: 226-267 (80.4 - 95%) -- guaranteed 2HKO
    252+ Atk Landorus-Therian Earthquake vs. 120 HP / 252 Def Alakazam-Mega: 201-237 (71.5 - 84.3%) -- guaranteed 2HKO after Stealth Rock
    0 Atk Tangrowth Knock Off vs. 120 HP / 252 Def Alakazam: 118-140 (41.9 - 49.8%) -- guaranteed 3HKO
    0 Atk Tangrowth Knock Off vs. 120 HP / 252 Def Alakazam-Mega: 98-116 (34.8 - 41.2%) -- guaranteed 3HKO
    0- Atk Tornadus-Therian U-turn vs. 120 HP / 252 Def Alakazam-Mega: 94-112 (33.4 - 39.8%) -- guaranteed 3HKO
    252 Atk Aerilate Pinsir-Mega Return vs. 120 HP / 252 Def Alakazam-Mega: 235-277 (83.6 - 98.5%) -- guaranteed 2HKO
    252 Atk Gallade-Mega Shadow Sneak vs. 120 HP / 252 Def Alakazam-Mega: 108-128 (38.4 - 45.5%) -- guaranteed 3HKO
    252 Atk Mimikyu Shadow Sneak vs. 120 HP / 252 Def Alakazam-Mega: 104-126 (37 - 44.8%) -- guaranteed 3HKO
    252 Atk Aerilate Pinsir-Mega Quick Attack vs. 120 HP / 252 Def Alakazam-Mega: 93-111 (33 - 39.5%) -- 99.9% chance to 3HKO
    0 Atk Muk-Alola Pursuit vs. 120 HP / 252 Def Alakazam-Mega: 186-222 (66.1 - 79%) -- guaranteed 2HKO
    0 SpA Rotom-Wash Hydro Pump vs. 120 HP / 0 SpD Alakazam-Mega: 118-141 (41.9 - 50.1%) -- 0.4% chance to 2HKO
    0 Atk Ferrothorn Gyro Ball (150 BP) vs. 120 HP / 252 Def Alakazam-Mega: 159-187 (56.5 - 66.5%) -- guaranteed 2HKO

    Offensive (just to show a few cals that whether EVd in Spa Atk or not, the difference in damage output is negligible):

    0 SpA Alakazam-Mega Psychic vs. 252 HP / 252+ SpD Venusaur-Mega: 204-240 (56 - 65.9%) -- guaranteed 2HKO
    252 SpA Alakazam-Mega Psychic vs. 252 HP / 252+ SpD Venusaur-Mega: 236-278 (64.8 - 76.3%) -- guaranteed 2HKO

    0 SpA Alakazam-Mega Psychic vs. 0 HP / 4 SpD Kartana: 188-222 (72.5 - 85.7%) -- guaranteed 2HKO
    252 SpA Alakazam-Mega Psychic vs. 0 HP / 4 SpD Kartana: 219-258 (84.5 - 99.6%) -- guaranteed 2HKO

    0 SpA Alakazam-Mega Psychic vs. 0 HP / 4 SpD Diancie-Mega: 145-172 (60.1 - 71.3%) -- guaranteed 2HKO
    252 SpA Alakazam-Mega Psychic vs. 0 HP / 4 SpD Diancie-Mega: 169-201 (70.1 - 83.4%) -- guaranteed 2HKO

    0 SpA Alakazam-Mega Focus Blast vs. 0 HP / 0 SpD Tyranitar-Mega in Sand: 320-380 (93.8 - 111.4%) -- 62.5% chance to OHKO (obvious power drops, however, as standard Mega-Alakazam can outright KO, however, if it hits)

    0 SpA Alakazam-Mega Psychic vs. 0 HP / 4 SpD Keldeo: 344-408 (106.5 - 126.3%) -- guaranteed OHKO
 
Hi. I got to high-ladder recently with a team supporting Leppa Berry Recycle Pyukumuku

Pyukumuku @ Leppa Berry
Level: 100
Bold Nature
Ability: Unaware
EVs: 200 HP / 218 Def / 80 SpD / 10 Spe
IVs: 0 Atk
- Block
- Recycle
- Recover
- Rest

Trap walls and anything that can't 2hko. PP stall infinitely. The new 1,000 turn limit means there is no infinite battle-clause being proken.
 

Attachments

Hi! here are two sets that I've tested with great success:
  • seeing the use of leppa berry in a stall archetype, here is one of its best users offensively:
:sm/serperior:
Serperior @ Leppa Berry
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Leaf Storm
- Hidden Power [Fire]
- Synthesis
- Glare​

This set allows :serperior: to spam leaf storm without immediately be afraid of being pp stall. Thanks to its good speed tier, access to glare, and a way to stay healthy, I think this set of :serperior: is worth exploring. Don't know what else to say, it is very straightforward to use.
  • here is the next one: I don't know if it is underrated or creative but I don't see it that often.
:sm/tornadus-Therian:
Tornadus-Therian @ Fightinium Z
Ability: Regenerator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Focus Blast
- Taunt​

Definitely, this pokemon can be unpredictable. Hurricane is the classic stab for :tornadus-therian:, knock off is a staple as well. Fightinium Z is a good way to remove or weaken heatran and ferrothorn. Taunt finishes the set and greatly annoys hazards setters and passive pokemon. The combination of those 4 moves is terrible to switch into and is great support for mons dreaming to see heatran and ferrothorn go down or magearna losing its item. A life orb all-out attacker can be another possibility for offensive :tornadus-Therian: however the recoil of the life orb can be game-changing, leaving it unable to handle pokemon it would normally check.
 
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Katy

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:ss/Celesteela:
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 108 SpD / 48 Spe
Impish Nature
- Heavy Slam
- Earthquake
- Leech Seed
- Protect

this celesteela set is very underrated as it is able to lure in magnezone, heatran, and tapu koko for more damage output. heatran usually resists heavy slam and is immune to flamethrower or the lesser used fire blast due to flash fire ability, but earthquake is a great tool to catch it by surprise, same with magnezone, as celesteela has a chance to ohko it with a roll heavily in its favor. tapu koko and charizard mega x are also targets which this set can occosionally lure. it can also spread out some damage on toxapex and pressures it with the leech seed + earthquake combination, as earthquakes highest roll is almost 40% therefore toxapex is more pressured to use recover.

calcs:
0 Atk Celesteela Earthquake vs. 252 HP / 0 Def Heatran: 276-328 (71.5 - 84.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 Atk Celesteela Earthquake vs. 4 HP / 4 Def Magnezone: 256-304 (90.7 - 107.8%) -- 75% chance to OHKO after Stealth Rock
 
Some of these might not be so hot, but i'll post some slightly uncommon picks.

:sm/hydreigon:

Hydreigon @ Poisonium Z
Ability: Levitate
EVs: 176 HP / 208 SpA / 4 SpD / 120 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Earth Power
- Belch
- Roost

This Hydreigon set is useful as a check to both Heatran & choice specs Greninja (as long as the latter is not under rain), while also being a good lure for fairy types such as Tapu Fini, Tapu Bulu, and Clefable. Because of this it pairs well with pokemon like choice specs Greninja, Heatran, Medicham and others that like these defensive touchstones removed.

208+ SpA Hydreigon Acid Downpour (190 BP) vs. 248 HP / 40+ SpD Tapu Fini: 302-356 (88 - 103.7%) -- guaranteed OHKO after Stealth Rock
208+ SpA Hydreigon Acid Downpour (190 BP) vs. 252 HP / 4 SpD Clefable: 464-548 (117.7 - 139%) -- guaranteed OHKO
208+ SpA Hydreigon Acid Downpour (190 BP) vs. 248 HP / 252+ SpD Tapu Bulu: 636-752 (185.4 - 219.2%) -- guaranteed OHKO

:sm/clefable:

Clefable @ Electrium Z
Ability: Magic Guard
IVs: 0 Atk
- Moonblast
- Thunder
- Calm Mind
- Soft-Boiled

Killing Toxapex and Celesteela at +1 feels good. Make sure they don't scout you though. Again, this works well with things like SD Mega-Scizor, Greninja, MZam, Serperior ect.

:sm/hoopa-unbound:

Hoopa-Unbound @ Fightinium Z
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Psychic / Psyshock
- Dark Pulse
- Focus Blast

+2 252+ SpA Hoopa-Unbound All-Out Pummeling (190 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 704-830 (100.1 - 118%) -- guaranteed OHKO.

:sm/zeraora:

Zeraora @ Dragonium Z
Ability: Volt Absorb
EVs: 40 HP / 232 Atk / 20 Def / 24 SpD / 192 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Outrage
- Hidden Power [Ice]

Kind of a gimmick, I guess, but this is the set I use on Zeraora when MZam and Mlati@s are common as those 3 check Zeraora (Mzam traces volt absorb). It acts as a lure that pairs well with Heatran by removing some of its checks.

https://replay.pokemonshowdown.com/gen7ou-953256224 (Turn 30).


232 Atk Zeraora Devastating Drake (190 BP) vs. 0 HP / 4 Def Alakazam-Mega: 259-305 (103.1 - 121.5%) -- guaranteed OHKO
232 Atk Zeraora Devastating Drake (190 BP) vs. 252 HP / 4 Def Latias-Mega: 314-370 (86.2 - 101.6%) -- 87.5% chance to OHKO after Stealth Rock

:sm/pelipper:

Pelipper (M) @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Scald
- Pursuit
- U-turn
- Roost

Pursuit is nice on rain teams that struggle vs Shed-Stall, as you can trap Shedinja with Pelipper for your breakers like Manaphy, MPert, and Kingdra.

https://replay.pokemonshowdown.com/gen7ou-1218278092

:sm/swampert-mega:

Swampert-Mega (M) @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Refresh
- Stealth Rock / Ice Punch / Superpower

Refresh Mega pert has an easier time at switching into heatran, allowing you to heal of toxic / burn without needing a dedicated cleric. Additional bonus for not having to worry as much about Mega-Sableye / Rotom-Wash will-o-wisp's connecting.

:sm/chansey:

Ode to Joy (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Seismic Toss
- Toxic
- Sunny Day
- Soft-Boiled

Sunny day Chansey can be quite clutch vs rain teams, and as long as it does not take a +3 rain boosted hydro vortex, then it will do a good job at keeping manaphy in check, as you both weaken water moves power, while additionally removing its hydration ability. You do lose out on stealth rock though.

+3 252+ SpA Manaphy Surf vs. 248 HP / 8 SpD Eviolite Chansey in Rain: 321-378 (45.6 - 53.7%) -- 41% chance to 2HKO
+6 252+ SpA Manaphy Surf vs. 248 HP / 8 SpD Eviolite Chansey in Sun: 169-201 (24 - 28.5%) -- 97.5% chance to 4HKO

:sm/tapu lele:

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Moonblast / Focus Blast
- Hidden Power [Fire] / Focus Blast
- Aromatherapy

Scarf aromatherapy works well as Lele forces a lot of switches & with a choice scarf outspeeds most of the metagame, giving you either free turns to heal your team or one last fast heal to close out the game; on balance squads this makes for good role compression.

:sm/venusaur-mega: :sm/tangrowth:

Venusaur-Mega (M) @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
IVs: 1 Atk
- Giga Drain
- Hidden Power [Fire]
- Worry Seed
- Synthesis

Tangrowth (M) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 32 Atk / 208 Def / 8 SpA / 8 SpD / 4 Spe
Relaxed Nature
- Giga Drain
- Earthquake
- Hidden Power [Fire]
- Worry Seed

Some of these suggestions might not be that outside of the box for a lot of you, but I find pairing worry seed with grass type tanks using hidden power fire to be relatively decent. The two most obvious pokemon to hit with worry seed are TornT while rocks are up to punish sloppy switch wars, and as a check to SD Gliscor (which these two mons struggle against if they do not have hidden power ice).

:sm/camerupt-mega: :sm/heatran:

Camerupt-Mega @ Cameruptite
Ability: Sheer Force
Shiny: Yes
EVs: 72 HP / 4 Def / 252 SpA / 52 SpD / 128 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Ancient Power
- Stealth Rock

Heatran
Ability: Flash Fire
- Stone Edge

Ancient Power on Camerupt allows you to hit Peliper and Charizard-Y, which otherwise wall you unless you have electric terrain up. Also thought i'd tack on Stone edge Heatran, as it allows you to check Charizard-Y and Volcarona lacking HP Ground, and I havent seen stone edge Heatran in ages.

:sm/zapdos:

Zapdos @ Chilan Berry
Ability: Pressure
EVs: 252 HP / 180 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Heat Wave
- Hidden Power [Ice]
- Roost

Goodbye Normalium Kartarna. Is also a nice buffer against explosions.

:sm/tornadus-therian:

Tornadus-Therian (M) @ Charti Berry
Ability: Regenerator
EVs: 16HP (at least)
Timid Nature

Charti berry can be nice when your Z slot is already used up - a common turn 1 mu is LandorusT v TornT; Charti gives you some wiggle room against scarf stone edge crits & and big continental crushes. I think that rocky helmet is probably better overall, but charti berry is certainly far from bad.

:sm/altaria-mega:

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 92 Def / 36 SpA / 76 SpD / 56 Spe
Bold Nature
- Hyper Voice
- Earthquake / Toxic / Defog
- Heal Bell / Defog / Toxic
- Roost

(Shoutout to Proftreez for the spread)

To my mind, Mega Altaria is pretty underrated. I don't think it is nearly as good as some of the top tier megas, but I've been playing around with a lot of fat balance / semi-stall teams over the last 3 years or so, that often rely on mega Altaria and the utility it offers.

The spread here lets you avoid the 2hko from specs Greninja's dark pulse prior to mega evolution (preserving natural cure); outspeed Crawdaunt, 2HKO mega charizard X with Hyper voice, and avoid a number of KO's on a physical side (like avoiding the 2hko from Mega Pert ice punch). It does lots of nifty things and is generally always an obstacle that the opponent has to overcome, while offering a solid answer to many common threats such as both forms of Mega Charizard, Kommo-O (being immune to soulblaze & hitting belly drum variants behind the substitute is nice), Ash Gren, SD Bulu, MGyarados ect.

I would recommend giving it a whirl if you haven't.
 
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Katy

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:ss/heatran:
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Flash Cannon
- Hidden Power [Ice]

Hidden Power ice Heatran coupled with a Choice Specs is able to lure in (Mega) Garchomp, Landorus-T, Gliscor, and the (Mega) Lati-Twins, which allows for more middle ground plays between Lava Plume and Earth Power, so it takes advantage of switch-ins, which try to check Heatran in a defensive way. It is able to hit Tankchomp for super effective damage resulting into an OHKO. It also forces Mega Latios to Roost / Recover more often, as it achieves a good max roll onto it and does more than Flash Cannon, the same mention goes to Gliscor. being able to get rid off it immediately is very appreciated.

:ss/rotom-wash:
Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]

Usually Rotom-W gets walled by Gastrodon entirely and is one of the better checks against Mega Swampert, however allowing it to hit both of them with 1 attack is really appreciated, and this is what Hidden Power Grass is for, so it can spare its Waterium-Z for other Pokemon, to hit them super effectively, with reducing the risk of a Hydro Pump miss. Waterium-Z also is a great nuke tool against Landorus-T, Gliscor, and is able to hit Garchomp for neutral but heavy damage output.

252 SpA Rotom-Wash Hidden Power Grass vs. 248 HP / 252+ SpD Gastrodon: 184-220 (43.2 - 51.7%) -- 6.3% chance to 2HKO after Stealth Rock and Leftovers recovery


:ss/hoopa-unbound:
Hoopa-Unbound @ Leftovers
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Protect

Protect Hoopa-U allows Hoopa-U to scout Choice locked Pokemon such as Tapu Lele, Landorus-T, Greninja (mostly Protean variant), Kartana, and many more. Protect also is able to scout different Pokemon and their sets, such as Heatran, Magearna, and Victini. Moreover it can scout Z-Moves, as it will take less damage from them (25%), which means it can heal it up with Leftovers in the following turns and smart plays with Protect.

Hope you liked these sets. Have a great day everyone! :)
 

Egor

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:sm/magnezone:
Magnezone @ Chople Berry
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Thunder Wave

Choice Scarf Magnezone is dogshit. Among all sets, it does the Magnezone things the worst, and it isn't even a real Scarfer due to its poor Speed tier. The reason why it exists is Kartana: Choice Scarf Magnezone is definitely one of the hardest Kartana punishers. However, there we go - Chople Berry Magnezone, an alternative take on handling Kartana. The item still enables Magnezone to check it well (eats a +2 Sacred Sword after rocks), while also being useful against other Fighting-type attacks users, most notably Mega Alakazam, Mega Lopunny, and Tapu Lele. Checking the former two is something that Scarf Magnezone cannot do; but Chople Berry Magnezone can eat a super effective attack and cripple these with Thunder Wave, making them a lot easier to deal with for the rest of a team. The ability to run a Modest nature is also a minor advantage over Scarf Magnezone, since it slightly enhances the rolls against important targets like Celesteela and Mega Scizor.
 

Kyotoshi

Going Against God
is a Tiering Contributor
:sm/slowbro:

Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Confide
- Slack Off
- Thunder Wave

I honestly can't say that I've used too much Slowbro in SM as it just never appealed to me that much. However, it does have a very nice niche on fatter teams as one of the only mons in the tier that reliably and consistently walls Mega Medicham, and it's a decent physical wall in general. A while ago I was building fat and was trying to justify fitting Slowbro on my team since I really just needed it for the Medi matchup. I came up with this set which has a ton of role compression that fat appreciates. If you don't know what confide does, it's a move that drops the opponent's special att by one stage, ignores substitute, and has 32 pp. Having the same pp as calm mind means that you can completely neutralize one of the opponent's setup mons over the course of a game. Due to slowbro's relatively unique pool of type resistances, I've found it to be a solid confide user. CM mons you can shut down with confide Bro include Reuniclus (hugely important for fat teams), non-thunder Clefable, Keldeo, 2 attacks Mega Alakazam, and non-thunder Mega Latias.

I prefer thunder wave on confide Bro because you can outspeed Reuni and Clef which avoids tricky situations where you might take a critical hit, and it's just a great move on Slowbro in other matchups. I won't deny that this set is niche, but you're only committing one moveslot so the opportunity cost is not so bad. The best way of using this set is with a Chansey on the team. Chansey + Slowbro is an excellent defensive core and the confide set happens to deal with most CM users that can actually beat Chansey 1v1 like Reuniclus, magic guard Clef, Keldeo, and pre-mega Zam. In turn, Chansey toxic stalls/tosses the mons that Slowbro can't deal with like thunder Lati, Volcarona, Magearna, and shadow ball Zam. Chansey itself can choose to run confide, but it doesn't like losing out on something from its great support movepool like stealth rocks, twave, toxic, aromatherapy, wish, etc.
 
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