SM UU Creative and Underrated Sets

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Nidoking @ Life Orb
Ability: Sheer Force
EVs 252SPA 4 Def 252Speed
Naive Nature
- Sludge Wave
- Earth Power
- Superpower
- Ice Beam/Taunt

Kudos for coming up with mixed Nidoking, but the set already exists with a more efficient coverage and EVs. Naive nature is selected so you can keep as much physical bulk as possible to help with priority as just a personal preference. The EVs are all special attack since using Superpower as coverage helps you take out Bliss even without investment, I'd put in a calc but I'm on mobile. Both STABs are kept special for more damage and to avoid revealing that you're mixed when throwing those out. Ice Beam is an option if you're like me and like taking out Gliscor, while Taunt is also an option to help out with defensive mons who can come in on you like Mantine, Bronzong, and any other defensive mons who can switch in and give their team some form of utility.
4 Atk Life Orb Nidoking Superpower vs. 252 HP / 252+ Def Blissey: 413-489 (57.8 - 68.4%) -- guaranteed 2HKO after Leftovers recovery
 
4 Atk Life Orb Nidoking Superpower vs. 252 HP / 252+ Def Blissey: 413-489 (57.8 - 68.4%) -- guaranteed 2HKO after Leftovers recovery
I'll adjust EVs and such when I'm back at a computer, but you just need to KO after Rocks and one of your STABs.

EDIT: ThiccTornadus ran the calc some and there's no way to really put it into guaranteed KO range that I'm comfortable with, either you sacrifice speed which I personally dislike very much or you sacrifice special attack which essentially hamstrings Nidoking just to break Blissey. With minimum damage rolls and SR up Blissey is taking 91.2% damage, it takes just a little bit of prior damage but I'd stick with the set still since you're just a layer of spikes or some prior damage away from breaking Blissey.
 
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Nasty Plot Crobat

Crobat @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Sludge Bomb
- Heat Wave / Giga Drain

Although it sounds bad the first time, it is not. As in my opinion Crobat has a better Special Movepool than the Physical one, I decided to post this Set here. Well, 239 of Special Attack is not so much, so Nasty Plot is here to make it turn 478. Air Slash and Sludge Bomb are here acting as their main STABs, and already Heat Wave, as coverage for Steel-Types as Scizor. But as this set is stopped by Rock-Types, you can change some moves for Giga Drain.

Offensively
+2 252 SpA Life Orb Crobat Heat Wave vs. 0 HP / 4 SpD Scizor: 858-1014 (305.3 - 360.8%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Heat Wave vs. 0 HP / 4 SpD Weavile: 411-484 (146.2 - 172.2%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Sludge Bomb vs. 252 HP / 0 SpD Latias-Mega: 179-212 (49.1 - 58.2%) -- 97.7% chance to 2HKO
+2 252 SpA Life Orb Crobat Heat Wave vs. 0 HP / 4 SpD Cobalion: 468-551 (144.8 - 170.5%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Sludge Bomb vs. 0 HP / 4 SpD Gardevoir-Mega: 393-463 (141.8 - 167.1%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Air Slash vs. 244 HP / 196 SpD Gliscor: 214-253 (60.7 - 71.8%) -- guaranteed 2HKO after Poison Heal
+2 252 SpA Life Orb Crobat Heat Wave vs. 196 HP / 96 SpD Klefki: 364-429 (119.7 - 141.1%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Sludge Bomb vs. 4 HP / 0 SpD Latias: 204-242 (67.5 - 80.1%) -- guaranteed 2HKO after Stealth Rock
+2 252 SpA Life Orb Crobat Sludge Bomb vs. 248 HP / 0 SpD Rotom-Wash: 242-285 (79.8 - 94%) -- 43.8% chance to OHKO after Stealth Rock
+2 252 SpA Life Orb Crobat Sludge Bomb vs. 0 HP / 0 SpD Altaria-Mega: 486-577 (167 - 198.2%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Giga Drain vs. 4 HP / 0 SpD Terrakion: 309-367 (95.3 - 113.2%) -- 75% chance to OHKO
+2 252 SpA Life Orb Crobat Giga Drain vs. 0 HP / 0 SpD Krookodile: 382-450 (115.4 - 135.9%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Giga Drain vs. 240 HP / 16 SpD Swampert: 608-717 (151.6 - 178.8%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Air Slash vs. 248 HP / 0 SpD Tentacruel: 183-216 (50.4 - 59.5%) -- 80.5% chance to 2HKO after Black Sludge recovery+2 252 SpA Life Orb Crobat Sludge Bomb vs. 0 HP / 4 SpD Hydreigon: 277-328 (85.2 - 100.9%) -- 6.3% chance to OHKO
+2 252 SpA Life Orb Crobat Giga Drain vs. 0 HP / 4 SpD Mamoswine: 426-502 (118 - 139%) -- guaranteed OHKO
+2 252 SpA Life Orb Crobat Giga Drain vs. 0 HP / 4 SpD Blastoise-Mega: 250-296 (83.6 - 98.9%) -- guaranteed 2HKO

Defensivelly
252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 0 Def Crobat: 224-266 (72 - 85.5%) -- guaranteed 2HKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def Crobat: 195-229 (62.7 - 73.6%) -- guaranteed 2HKO
252 Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 0 Def Crobat: 205-244 (65.9 - 78.4%) -- guaranteed 2HKO
0 SpA Rotom-Wash Volt Switch vs. 0 HP / 4 SpD Crobat: 188-224 (60.4 - 72%) -- guaranteed 2HKO
252 SpA Latias Draco Meteor vs. 0 HP / 4 SpD Crobat: 226-267 (72.6 - 85.8%) -- guaranteed 2HKO
(idk what to put here sorry)

Sorry for my english. c:
 
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Hello again, guys. I decided to post some sets that I've built!
Let's go then


Latias @ Ghostium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Shadow Ball

Well, this set may seem bad, because Jirachi is banned atm, and may be worse than Z-Draco/Thunder/Surf, but still is useful against Gardevoir-Mega, Metagross and Doublade, OHKOing them after a Calm Mind boost. Even without Calm Mind boost, Never-Ending Nightmare OHKOes them after Stealth Rock damage.
252 SpA Latias Never-Ending Nightmare (160 BP) vs. 0 HP / 4 SpD Gardevoir-Mega: 238-282 (85.9 - 101.8%) -- 12.5% chance to OHKO
252 SpA Latias Never-Ending Nightmare (160 BP) vs. 0 HP / 4 SpD Gardevoir-Mega: 238-282 (85.9 - 101.8%) -- 87.5% chance to OHKO after Stealth Rock
252 SpA Latias Never-Ending Nightmare (160 BP) vs. 240 HP / 16 SpD Eviolite Doublade: 354-418 (110.9 - 131%) -- guaranteed OHKO
252 SpA Latias Never-Ending Nightmare (160 BP) vs. 236 HP / 0 SpD Metagross: 340-400 (94.4 - 111.1%) -- 68.8% chance to OHKO
+1 252 SpA Latias Never-Ending Nightmare (160 BP) vs. 0 HP / 4 SpD Gardevoir-Mega: 358-422 (129.2 - 152.3%) -- guaranteed OHKO
+1 252 SpA Latias Never-Ending Nightmare (160 BP) vs. 236 HP / 0 SpD Metagross: 508-598 (141.1 - 166.1%) -- guaranteed OHKO
+1 252 SpA Latias Never-Ending Nightmare (160 BP) vs. 240 HP / 16 SpD Eviolite Doublade: 530-624 (166.1 - 195.6%) -- guaranteed OHKO


Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Toxic
- Hidden Power [Ice]

Mega-Manectric is a pokemon that I wanted to build for a long time, so I did this set and I'll share with you(just took standard set and put Toxic instead of Overheat, wow!!!). Toxic seems bad, because you'll be forced to lose Overheat, that hit Scizor and other Steel-types, but it's not. Toxic can cripple fat-pokémon like Swampert,
Mega-Latias and Hippowdon on the switch, undermining their defensive capabilities.


Shaymin @ Normalium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Growth
- Seed Flare
- Earth Power
- Hidden Power [Fire]

This Shaymin set is extremely funny and :HEAT:. Z-Growth boosts Shaymin's Special Attack, becoming a strong wallbreaker or a late-game cleaner. It OHKOes most of the metagame, and due to its coverage in the form of Seed Flare, Earth Power and Hidden Power Fire, practically nothing other than Blissey and Mega-Latias can switch-in safely on Shaymin. And due to its typing and good defensive stats, it can setup on stuff like Rotom-Wash, Alomomola and Quagsire, and also can take a Wing Attack by Mega-Aerodactyl.
+2 252 SpA Shaymin Seed Flare vs. 252 HP / 4 SpD Blissey: 252-297 (35.2 - 41.5%) -- 80.1% chance to 3HKO after Leftovers recovery
+2 252 SpA Shaymin Seed Flare vs. 252 HP / 4 SpD Mantine: 244-288 (65.2 - 77%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Shaymin Seed Flare vs. 252 HP / 0 SpD Latias-Mega: 114-135 (31.3 - 37%) -- 82.9% chance to 3HKO
+2 252 SpA Shaymin Hidden Power Fire vs. 248 HP / 136 SpD Scizor: 452-532 (131.7 - 155.1%) -- guaranteed OHKO
+2 252 SpA Shaymin Earth Power vs. 0 HP / 4 SpD Cobalion: 426-502 (131.8 - 155.4%) -- guaranteed OHKO
 
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Now that my run in the Snake Tournament is over, it is an appropriate time to share some of the sets I've been building with. I have theorized/tried many creative sets, but calling them underrated would be an overstatement as they were just trash. As a result, I only want to post what's been consistent for me.

Umbreon @ Leftovers
Ability: Inner Focus
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Moonlight
- Taunt
- Screech / Toxic

Starting with a favorite of mine, I have said pretty much everything that needs to be said in this post. It was even better before the recent bans, as it countered offensive Jirachis and Weavile. On the other hand, the ban of Mega-Gardevoir removes a dangerous Pokemon that could abuse it. I don't really know what the future is holding for Umbreon but it has been one of my favorite Pokemon to use.

Depending on the team, you don't really need Wish Support, nor do you need Heal Bell, hence why I'm posting a set with Moonlight and Taunt. Moonlight is cool to have direct recovery instead of Wish/Protect which can be easily abused. Taunt is just a great utility move in my opinion, finding its usefulness in a lot of situations. With the current speed, you can prevent Defog/Roosts/Set-ups from the like of Mantine or Bulky Scizor.

For the last move, you have a bunch of option, where you coud actually add your standard Heal Bell/Wish. However, I prefered the two options I'm listing when I built with it for various reasons. Screech has direct inherent synergy with Foul Play in some situations, but it can also prevent any kind of last standing Pokemon from sweeping you, especially if you carry a Scarfer that hits on the physical side. Toxic isn't that great in practice because some of the go-to Umbreon answers are immune to it, like Scizor, Gliscor and Cobalion. However, it is a game winning move in some situations and it was one of your best option against Mega-Gardevoir.

It would have been the MVP of my game vs Lycans had it landed the Toxic as even without SpDef investment, it took on Chandelure, Muk, Latias and could have set up Gliscor for a win by putting Mantine on a timer.

Infernape @ Rocky Helmet
Ability: Iron Fist
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Slack Off
- Will-O-Wisp
- U-turn
- Close Combat

Fat Infernape. Infernape had an unique niche as a defensive Pokemon that could take on Weavile and have a reliable recovery move at the same time. I had SR on an another Pokemon in that team but that's something you can run. Thanks to its speed and the access to WoW, there are other Pokemons you can keep in check like Doublade. It's also easy to bluff offensive sets at preview with it and surprise your opponent this way.

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Thunder Wave
- Hidden Power [Fire]
- Defog / Healing Wish / etc

Something I've always liked on Offensive Latias in previous generations like BW is Thunder Wave. It can be used in a pinch or after using Draco Meteor to keep set-uppers in check. Thanks to its speed, Latias is great at delivering a clutch paralysis.

Latias @ Latiasite
Ability: Levitate
EVs: 136 HP / 120 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Draco Meteor
- Thunderbolt
- Healing Wish

I've seen some discussion about Offensive Mega-Latias in the VR thread, and I'm a big fan of it. If your Mega slot isn't taken in your team, Latias makes great use of it thanks to the added bulk and offensive prowess. It can also catch your opponent by surprise as they typically expect more support-oriented sets with Recover from Mega-Latias. Healing Wish is one of the most clutch move in the game and I felt like it was a great option to have at disposal in the teams I put this Latias in. The EVs are arbitrary, and so are the offensive options, just go with whatever you prefer.
 

Sun

Let's watch this city burn the world!
is an official Team Rateris a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
hi, i'll show you some interesting sets i really enjoyed to use this month :D


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Necrozma @ Weakness Policy
Ability: Prism Armor
EVs: 240 HP / 32 Atk / 132 SpA / 104 Spe
Rash Nature
- Photon Geyser
- Earthquake
- Heat Wave
- Autotomize

This is the set i've spammed in ladder with my aurora veil squad. basically my first idea was to take advantage of prism armor + weakness policy under aurora veil to get a free boost against some pokemons like alolan muk, azumarill, mega beedrill, Infernape, Krookodile, heracross etc etc. Evs spread's function is pretty simple, 240 Evs maximise overall bulk under aurora veil allowing Necrozma to take a lot of hits, also with that EV spread, it avoids 3HKO from mega Aero's stone edge w/o aurora veil if needed. Afterwards, 32 Evs into Atk allow Necrozma to OHKO 252 HP alolan Muk after weakness policy boost, that means i can easily set up and one shot it the next turn if Aurora veil is up. next one, Speed Evs, 104 speed allows me to hit 440 speed after an autotomize, that means it will always outspeed base mega Aerodactyl, mega beedrill and +1 jolly mega altaria to name a few. Rash nature because i wanted to maximise my special attack and i found rash more useful because i can live an u turn from mega beedrill w/o aurora veil w/o much issues unless crit. The rest of the Evs into SpA allows Necrozma to always 2hko offensive mega altaria and fast gliscor with +0 photon geyser, after WP Boost, Necrozma is able to OHKO many pokemons like Rotom w, Serperior, Azumarill, Gliscor. Heat wave is here cause Scizor, one of the most dangerous threats for aurora veil offense, and mega aggron, which is becoming really popular and earthquake doesn't hit it hard enough. unfortunately this sets sucks against bulky pokemons like blissey, latias, especially cm, hydreigon and reuniclus. http://replay.pokemonshowdown.com/gen7uu-673784171 necrozma set up, my oppo probably wasn't the strongest, but it clearly shows how some bulky offense teams can't handle this set.


The next one its a set i mainly created for UU championships finals for Tricking

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Haxorus @ Groundium Z
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords dance
- Poison Jab
- Outrage
- Earthquake

I found this set really really cool, being able to do a lot of damage is important in a metagame where stall is one of the top playstyles around, i choose groundium instead Dragonium/Steellium because i needed something to hit hard mega aggron, +2 tectonic rage always OHKO mega aggron which is really important if i have some wallbreakers that appreciate mega aggron gone like Azumarill, z-Earthquake also allows me to hit hard Sylveon / Perish trap Azumarill if i can't use Poison jab for some reasons like a choice banded scizor in the back that can potentially switch into my poison jab and kill me with bullet punch/pursuit the next turn if my haxorus is in range . Another reason i choose Swords dance instead of Dragon dance here is the immediate power SD gives me than Dragon dance in one turn of set up.

Tagging Spongebob aka Cynde. he's fire.
 
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Hilomilo

High-low My-low
is a Contributor to Smogon
I like this thread a lot and am glad to see it getting some activity lately. I have a few interesting sets I've been toying around with that I want to talk about myself, but no, I don't have replays cuz I'm a noob that only does stuff on ladder ;-;

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 208 SpD / 56 Spe
Jolly Nature
IVs: 0 Atk
- Roost
- Sand Tomb
- Taunt
- Toxic

Sand Tomb Gliscor has been known of for quite a while, though I definitely think it still stands as an underrated absolute stop to a plethora of established defensive Pokemon. The combination of Taunt and Toxic has already been known to shut down defensive behemoths like Blissey, Hippowdon, Alomomola, and Sylveon due to crippling them with status while simultaneously denying them or recovery and preventing the use of Heal Bell/Aromatherapy. Sand Tomb, however, is what really seals the deal, as while it takes away any offensive presence Gliscor could have with Earthquake, it prevents the Pokemon crippled by Taunt + Toxic from switching out in addition to further wearing them down. This guarantees their removal, and is what makes Sand Tomb Gliscor my absolute favorite stallbreaker to use. Its problems include a huge reliance on matchup in order to perform, alongside lacking any offensive presence whatsoever. Regardless, it's almost perfect how easily this set can shut down the majority of the tier's bulky Pokemon, and it's easily one of the better gimmicks that we have access to in the tier.

Krookodile @ Waterium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Aqua Tail

This is another one that I've seen some discussion on previously. I was initially skeptical to try it out due to Krookodile's poor responses to recent metagame trends, though I honestly think that Waterium Z + rocks could be its best set in a meta that it no longer has a clear identity in. Its STAB moves and Intimidate allow it to force plentiful switches in order to easily get rocks on the opponent's side of the field, though Hydro Vortex is an equally useful tool that Krookodile can utilize to take out some of its biggest annoyances, which include Mega Aerodactyl (which can use it as setup bait if running Hone Claws), Hippowdon, and Gliscor, which can be a particularly important threat to lure in and remove. Overall, I think that this set's usefulness stems from its ability to easily combat a lot of Pokemon that Krookodile could deal with through using its regular fourth slot in Taunt, like Hippowdon, while muscling past some of the set's most common traditional switch-ins.

Decidueye @ Flyinium Z
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Spirit Shackle
- Brave Bird

Decidueye hasn't ever been a particularly easy Pokemon to use, and part of that is due to the presence of some Pokemon that easily wall it, like Hydreigon, Mandibuzz, and Alolan Muk. Its inability to outrun Hydreigon normally prevents it from doing much in return, though it can adequately lure in and remove the other two aforementioned Pokemon with +2 Supersonic Skystrike and some chip. Alolan Muk is OHKOed right off the bat, while Mandibuzz only requires some prior damage in the forms of usually pivoting to be OHKOed as well after rocks. Another perk that comes with using Flyinium is that in addition to luring in what it looks to KO, it covers a lot of the same Pokemon that would normally be targeted with Sinister Arrow Raid, like Amoonguss, which is OHKOed by +2 Brave Bird, and Gliscor and bulky Scizor, which are both more OHKOed more often than not after Stealth Rock. Hydreigon is still fairly difficult to work around with this set, though you're pretty heavily damaging it on the switch with +2 Brave Bird, which even has a small chance to OHKO with Stealth Rock down. Overall, I think that this is a really solid set that Decidueye can use to break past conventional checks in addition to covering what would already drop to Sinister Arrow Raid, albeit a little less reliably.

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave / Adamant Nature
- Gyro Ball / Iron Head
- Shadow Sneak
- Swords Dance
- Toxic

I'm definitely going out on a limb in vouching for a Pokemon that runs a setup move and a status move, though I think that a big struggle of Doublade's is its inability to cover all of its bases due to 4mss. Shadow Claw still isn't enough to break past Alomomola and Suicune in two hits anyway, and I feel that Sacred Sword relies on hitting a lot of its targets on the switch so as not to cripple Doublade as it takes something like Krookodile or Mega Sharpedo out. With Toxic, Doublade can cripple some of its most prominent checks, like Swampert, Suicune, Alo, and Hippowdon on the switch. It's a great tool for it to use in the early game in that it puts its defensive countermeasures on a timer so that they're more easy to muscle past later on. It also burdens a lot of prominent offensive Pokemon that Doublade has a lot of trouble working around without trying to predict against, like Hydreigon, Krookodile, and the rare Bewear. Solid fourth moveslot that while not amazing, can still get the job done and cover more bases for Doublade through wearing down the majority of its common answers.

Latias @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psychic / Thunderbolt
- Hidden Power Fire / Recover
- Reflect Type

I think that Life Orb Latias is something that's been in need of a little more love recently, especially considering that through the use of a super underrated move in Reflect Type, it can circumvent one of its biggest issues, which is its inability to combat Alolan Muk. Figuring out moveslots is tough given that you're dedicating one to overcoming Pursuit trappers, though I really think that Reflect Type can be worth it due to how easily Latias can be removed by Alolan Muk otherwise. It's not an amazing innovation and is only situationally useful, but I've found that due to Alolan Muk's dramatically increased usage it can be so worth squeezing onto a set. All in all, punching holes in teams is something Life Orb is able to consistently do, while the inclusion of Reflect Type is at times fantastic for preventing the most common means of offensively punishing this set. Thanks for reading! Hope you guys give these ideas a try and have fun in doing so :)
 
Well, after laddering and reach third place on the UU Ladder, I would like to share 2 sets that are pretty cool in Stall team.


Aggron-Mega (M) @ Aggronite
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Avalanche

Avalanche is not use that much on Aggron-Mega but it's one of its best filler right now, in this Metagame. It permit Aggron-Mega to OHKO after SR Gliscor, Serperior, Latias and Hydreigon which is really cool cuz' this Pokemon can be deadly for Stall (the last one is not as dangerous as the other for Stall but get ride off Volt-Turn is always a good thing tbh).

0 Atk Aggron-Mega Avalanche vs. 244 HP / 0 Def Gliscor: 384-452 (109 - 128.4%) -- guaranteed OHKO
0 Atk Aggron-Mega Avalanche vs. 0 HP / 0 Def Serperior: 240-284 (82.4 - 97.5%) -- 62.5% chance to OHKO after Stealth Rock
0 Atk Aggron-Mega Avalanche vs. 4 HP / 0 Def Latias: 252-298 (83.4 - 98.6%) -- 68.8% chance to OHKO after Stealth Rock
0 Atk Aggron-Mega Avalanche vs. 0 HP / 0 Def Hydreigon: 252-298 (77.5 - 91.6%) -- 31.3% chance to OHKO after Stealth Rock



Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 76 SpD / 188 Spe
Jolly Nature
- Defog
- Roost
- Earthquake
- Acrobatics

Defog Gliscor fits pretty well on Stall cuz' it beats almost every Spiker in the tier (Glalie-Mega isn't a thing tbh) and it can outspeed Heracross which is probably the top #1 threat for Stall now. Acrobatics can take advantage of Knock Off if Poison Heal is ON and it OHKO Heracross even with 55 BP.

0 Atk Gliscor Acrobatics (55 BP) vs. 0 HP / 4 Def Heracross: 288-340 (95.6 - 112.9%) -- 68.8% chance to OHKO
0 Atk Gliscor Acrobatics (55 BP) vs. 0 HP / 4 Def Heracross: 288-340 (95.6 - 112.9%) -- guaranteed OHKO after Stealth Rock
 
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Freeroamer

The greatest story of them all.
Chandelure (M) @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Calm Mind
- Substitute

I’m hesitant to call this particularly creative but everyone uses Ghostium or Lefties so it’s underrated at the very least. This is a set I started using on ladder because I really liked SubCM Chande’s matchup vs defensive teams, but since a decent defensive team with Alolan Muk was posted in the sample teams thread, it’s become harder to use in that matchup. +1 Inferno Overdrive does 76 minimum to the Alolan Muk spread on site, which is only 2 SR switchins, which can be achieved through subbing or doubling etc. There are definitely matchups where you’d prefer to have Ghostium but I’ve liked this a lot as it’s very effective at accomplishing exactly what I want it to do, lure and cripple or remove Alolan Muk so either itself or a team mate can get to work without fear of being pursuited. I’ve liked Scarf Latias with this a lot, Healing Wish plus the fact that assuming chande has done its job, Latias will be safe to revenge kill what you need it to without getting trapped. Nasty dark weakness to patch up though. Mega Sceptile might not be the greatest Pokemon right now, but it appreciates Muk being eliminated especially if it’s against balance or bulky offense, as Sceptile usually dominates if the Muk is removed in this matchup while Chande thrives in the Blissey and the goons matchup that Sceptile can struggle in. Serperior is obviously good too but if you’re using the Z on this, you’re most likely using SubSeed Serp which beats Muk anyway assuming it subs or leeches on the switch.
 
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