Resource SWSH OU Spread Compendium

:ss/(Kyurem):
Kyurem @ Heavy-Duty Boots
Ability: Pressure
EVs: 56 HP / 92 Atk / 232 SpD / 128 Spe
Jolly Nature
- Dragon Dance
- Icicle Spear
- Substitute
- Roost

Here's my favorite spread for SubDD Kyurem. 56 HP is for the 101HP Substitute, and in conjunction with 232 SpD, it brings uninvested Clef's Moonblast down to a 3HKO which makes Pressure stalling it much easier (56/232 is something from an old spread Jordy made). 128 Spe w/ Jolly gives you the jump on Zera after one DD, and the remainder is put into Atk to improve rolls with Icicle Spear.

SubDD Kyu is still very niche and you'd only want to use this set on semi-stall or some other team with a way to weaken/remove Steel-types, but on those teams it can PP stall a certain check then sweep.
 

Clone

Free Gliscor
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:ss/tapu bulu:


Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 220 HP / 8 Atk / 112 Def / 32 SpD / 136 Spe
Impish Nature
- Swords Dance
- Horn Leech
- Close Combat
- Synthesis
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 220 HP / 88 Atk / 112 Def / 32 SpD / 56 Spe
Impish Nature
- Swords Dance
- Horn Leech
- Close Combat
- Synthesis

Are you tired of passive Toxapex being the only "viable" hard stop to Urshifu? Bored of using Rillaboom? Then ladies and gentlemen, let me present to you Bulky Bulu! I have two spreads listed here. Let me explain the EVs. The HP number is divisible by 16, meaning that Grassy Terrain and Leftovers recovery percentage is maximized, giving you the most bang for your buck. The Defense EVs and Impish nature make CB Urshifu's CC do 37.5% max, meaning it will never 3HKO Bulu outside of terrain. The SpDef EVs make it so that Boots Koko never 3HKOes with Dazzling Gleam outside of Grassy Terrain (another 37.5% max roll). Now, the speed EVs is where these two sets differ. 136 Spe always outspeeds Modest Magnezone, and you're doing 68.3% min with unboosted CC, so if Magnezone is chipped or you are at +2, that's a dead Magnezone. The spread on the right outspeeds 0 Speed Heatran, which is becoming increasingly common over speedy variants. That being said, I would creep at least a few points over to be safe (taking out of Attack), but I made this spread discussing Bulky Bulu for an analysis set with QC and speed creep isn't allowed on the Dex. Magma Storm does 96.4% max. Because of this, you can 1v1 Heatran without Crits, as Grassy Terrain and leftovers go before Magma Storm damage. Obviously, I wouldn't recommend throwing away your Bulu for that trade, but the option is there if you need it. It's also a tanky mon in general, as it even lives a Jolly unboosted triple Axel from Weavile at full HP.

This set is a good choice for Bulky Offense or Balance teams that do not want to rely on Toxapex as a Urshifu answer. Pair it with mons that appreciate terrain support and a hard stop to Urshifu/Koko/non FF Chomp/etc.

252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 220 HP / 112+ Def Tapu Bulu: 107-126 (31.8 - 37.5%) -- 0% chance to 3HKO after Leftovers recovery
252 SpA Tapu Koko Dazzling Gleam vs. 220 HP / 32 SpD Tapu Bulu: 106-126 (31.5 - 37.5%) -- 0% chance to 3HKO after Leftovers recovery
0 SpA Heatran Magma Storm vs. 220 HP / 32 SpD Tapu Bulu: 272-324 (80.9 - 96.4%) -- guaranteed 2HKO after Leftovers recovery and trapping damage
252 Atk Weavile Triple Axel (40 BP) (3 hits) vs. 220 HP / 112+ Def Tapu Bulu: 276-330 (82.1 - 98.2%) -- approx. 2HKO after Leftovers recovery
 
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Tapu Bulu @ Life Orb
Ability: Grassy Surge
EVs: 252 HP / 36 Atk / 84 SpD / 136 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Close Combat
- Stone Edge / Taunt

136 speed to outspeed 219 magnezone ( with 36+ you have the 100% ohko on the specs with close combat), the bulk repartition allows bulu to live to Tornadus-T's Hurricane ( not offensive ) after rocks, avoids the ohko of Heatran's Magma Storm and Volcarona's Flamethrower ( the offensive ), and he also avoids to specs Dragapult's flamethrower ( while the full offensive doesn't ) , to Zapdos's Hurricane and the Psychic of Specs Tapu Lele
Imo, I'd add 4 more EVs to Speed, as this allows you to also outrun and destroy most Sp Def Tran with +2 CC or pick off a weakened one mid-game unboosted (This is especially nice when your spread allows you to survive Magma Storm in a pinch)
 
:SM/landorus-therian:
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 224 HP / 56 Def / 200 SpD / 28 Spe
Careful Nature

- Earthquake
- Toxic
- Stealth Rock
- Smack Down / Knock Off

I didn't quite like the spread in the compendium for SpD Lando so I made my own. I didn't like it mainly because, with dedicated investment, Landorus-T can actually pull off some feats to ease matchups: with this spread, Landorus-T avoids 2HKO from Specs Pult's Shadow Ball, +1 Flamethrower from 16 SpA Volcarona, +1/Specs Dazzling Gleam from Tapu Koko after Rocks and Magma Storm from univested Heatran after Rocks, while having just better special bulk overall for random attacks from Hydreigon, Tapu Lele and stuff it doesn't normally check. 56 Defense give it better physical rolls and notably survive Wood Hammer from CB Rillaboom after rocks with Intimidate, while other notable interactions that occur is that Urshifu's banded CC never 3HKOs and Leaf Blade from LO Kartana just barely never 2HKOs, meaning you can still use it to emergency-pivot around big physical threats. Keep in mind, for most of these calcs Leftovers are very important (especially Kartana) so try not to get it Knocked Off. Finally, 224 HP is the highest HP number that minimizes SR damage: it reaches 375 HP, whereas 376 : 8 = 47 --> with this HP EVs, SR deal 46 damage to Landorus-T, slightly reducing its impact over the course of the game and allowing 2 round of Leftovers to fully heal the damage off (375 : 16 = 23 rounded down). 28 speed creeps up to 136 heatran, just to be safe. No point in outspeeding Bisharp because you'd get clapped by it


252 SpA Choice Specs Dragapult Shadow Ball vs. 224 HP / 200+ SpD Landorus-Therian: 144-169 (38.4 - 45%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 224 HP / 200+ SpD Landorus-Therian: 138-163 (36.8 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
+1 16 SpA Volcarona Flamethrower vs. 224 HP / 200+ SpD Landorus-Therian: 168-198 (44.8 - 52.8%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Heatran Magma Storm vs. 224 HP / 200+ SpD Landorus-Therian: 118-141 (31.4 - 37.6%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and trapping damage

-1 252+ Atk Choice Band Rillaboom Wood Hammer vs. 224 HP / 56 Def Landorus-Therian in Grassy Terrain: 279-328 (74.4 - 87.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
-1 252 Atk Life Orb Kartana Leaf Blade vs. 224 HP / 56 Def Landorus-Therian: 168-199 (44.8 - 53%) -- 0.4% chance to 2HKO after Leftovers recovery (it's basically 0 and it requires too much investment to get it to actual 0%
 
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Straight up copy-pasting from another thread, this is my Choice Scarf Tapu Fini spread:
:sm/tapu fini:
Tapu Fini @ Choice Scarf
Ability: Misty Surge
EVs: 184 HP / 112 SpA / 212 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Hydro Pump / Surf / Scald
- Trick
- Taunt / Calm Mind / Defog / Knock Off / Ice Beam

I wanted Scarf Tapu Fini to outrun and OHKO Dragapult, Weavile and Urshifu after Stealth Rock/Rocky Helmet with Moonblast, while still having enough bulk to avoid the 2HKO on the switch-in, in case it's needed. This in my eyes makes Scarf Fini basically a perfect check these three main threats, while providing speed control with Choice Scarf and great dirsupting potential with Trick. 112 SpAtk achieves the offensive calcs I was looking for, being the bare minimum to OHKO Pult after rocks - Weavile's and Urshifu's calcs are already achieved with much less investment . 216 Spe reaches 284, which outruns not only Pult and Zera, but also +1 Bulkarona which commonly hits 283 Speed to outspeed the former two. The remaining 184 beautifully reach a magical Stealth Rock number of 327 (328 : 8 = 41), which means it has the highest HP available with minimal impact from Rocks over the course of the game.

The move choice is yours, I just listed all the moves I would consider viable/useful, so pick your favourite, this is not the thread to evaluate movesets as they don't benefit particularly from this spread (Ice Beam does OHKO 252/0 Landorus-T after rocks, doing 87.9% minimum, but that's incredibly minor)

:dragapult:
112 SpA Tapu Fini Moonblast vs. 0 HP / 4 SpD Dragapult: 278-330 (87.6 - 104.1%) -- guaranteed OHKO after Stealth Rock
252 SpA Choice Specs Dragapult Shadow Ball vs. 184 HP / 0 SpD Tapu Fini: 130-154 (39.7 - 47%) -- 36.3% chance to 2HKO after Stealth Rock
252 SpA Choice Specs Dragapult Thunder vs. 184 HP / 0 SpD Tapu Fini: 238-282 (72.7 - 86.2%) -- guaranteed 2HKO after Stealth Rock
(Thunder is ultra rare stuff but its nice to know you can actually live such a suprise attack if it comes at you; mind you, Scarf Fini shouldn't be your primary Dragapult switch-in unless you're using it in a borderline HO team)

:urshifu-rapid strike:
112 SpA Tapu Fini Moonblast vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 332-392 (97.3 - 114.9%) -- guaranteed OHKO after Stealth Rock
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 184 HP / 0 Def Tapu Fini: 130-153 (39.7 - 46.7%) -- 35.5% chance to 2HKO after Stealth Rock
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 184 HP / 0 Def Tapu Fini on a critical hit: 126-147 (38.5 - 44.9%) -- approx. 2% chance to 2HKO after Stealth Rock

:weavile:
112 SpA Tapu Fini Moonblast vs. 0 HP / 4 SpD Weavile: 252-296 (89.6 - 105.3%) -- 37.5% chance to OHKO
252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 184 HP / 0 Def Tapu Fini: 126-147 (38.5 - 44.9%) -- approx. 2% chance to 2HKO after Stealth Rock
+2 252 Atk Weavile Triple Axel (40 BP) (3 hits) vs. 184 HP / 0 Def Tapu Fini: 162-195 (49.5 - 59.6%) -- approx. 2HKO after Stealth Rock
 
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Katy

Banned deucer.
:ss/Tapu Bulu:
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Horn Leech
- Close Combat
- Synthesis
- Swords Dance

Just came up with this Tapu Bulu spread in Magnum's Break This Core thread, this is to avoid the 3HKO without Stealth Rocks up from Choice Band Urshifu-Rs Close Combat STAB and it also avoids the 2HKO by Choice Specs Dragapults STAB in Shadow Ball. This spread can be used for other scenarios as well. Its also able to setup alongside Clefable with Swords Dance and rather comfortably tanks a +1 Moonblast by Clefable and retaliates back with a guaranteed 2HKO due to Horn Leech. After a +2 it has a slight chance to 2HKO Corviknight with Close Combat and force it to Roost. It can also OHKO SpDef Heatran and survive a Magma Storm rather comfortably, so it is able to get rid of it imemdiately, when it finds itself at +2 due to Swords Dance. Its also able to survive a Fire Blast by Dracozolt relatively easily. All in all this spread accomplishes alot of situations in a pinch and is worth to use it. Have fun trying it out.
 

ViZar

your toast is burned
is a Social Media Contributor Alumnus
Excadrill
:bw/excadrill:
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 92 HP / 248 SpD / 168 Spe
Careful Nature
- Earthquake
- Rapid Spin
- Toxic / Stealth Rock
- Protect / Stealth Rock

I subbed this Excadrill set as a check to Galarian Slowking for Victim of the Week. Excadrill lives 2 hits from any attack that Galarian Slowking offers, except Hydro Pump. It also hard counters Tapu Koko, since none of its can even 4HKO it and can be an emergency check to Heatran, being able to switch into a Magma Storm and OHKO it. It also survives 2 Earth Powers if you managed to stall out the Magma Storms. It avoids a 2HKO from Tapu Fini's Scald, Utility Zapdos' Heat Wave (and Hurricane from Specs Sets), Defog Hydreigon's Earth Power and Choice Specs Dragapult's Shadow Ball (and Flamethrower from Scarf Sets).

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176 SpA Slowking-Galar Flamethrower vs. 92 HP / 248+ SpD Excadrill: 156-184 (40.6 - 47.9%) -- guaranteed 3HKO after Leftovers recovery
176 SpA Slowking-Galar Scald vs. 92 HP / 248+ SpD Excadrill: 138-164 (35.9 - 42.7%) -- 94.1% chance to 3HKO after Leftovers recovery
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252 SpA Choice Specs Tapu Koko Grass Knot (60 BP) vs. 92 HP / 248+ SpD Excadrill: 75-89 (19.5 - 23.1%) -- possible 6HKO after Leftovers recovery
252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 92 HP / 248+ SpD Excadrill: 75-88 (19.5 - 22.9%) -- possible 6HKO after Leftovers recovery
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0 SpA Heatran Earth Power vs. 92 HP / 248+ SpD Excadrill: 154-182 (40.1 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Heatran Magma Storm vs. 92 HP / 248+ SpD Excadrill: 254-302 (66.1 - 78.6%) -- guaranteed 2HKO after Leftovers recovery and trapping damage
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0 SpA Tapu Fini Scald vs. 92 HP / 248+ SpD Excadrill: 156-186 (40.6 - 48.4%) -- guaranteed 3HKO after Leftovers recovery
+2 0 SpA Tapu Fini Scald vs. 92 HP / 248+ SpD Excadrill: 312-368 (81.2 - 95.8%) -- guaranteed 2HKO after Leftovers recovery
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0 SpA Zapdos Heat Wave vs. 92 HP / 248+ SpD Excadrill: 158-186 (41.1 - 48.4%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Zapdos Hurricane vs. 92 HP / 248+ SpD Excadrill: 123-146 (32 - 38%) -- 0.6% chance to 3HKO after Leftovers recovery
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92 SpA Hydreigon Earth Power vs. 92 HP / 248+ SpD Excadrill: 160-190 (41.6 - 49.4%) -- guaranteed 3HKO after Leftovers recovery
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252 SpA Choice Specs Dragapult Shadow Ball vs. 92 HP / 248+ SpD Excadrill: 154-183 (40.1 - 47.6%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Dragapult Flamethrower vs. 92 HP / 248+ SpD Excadrill: 156-184 (40.6 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

Edit: s/o to SLDR for an improved spread.​
 
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Excadrill
:bw/excadrill:
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 80 HP / 8 Def / 252 SpD / 168 Spe
Careful Nature
- Earthquake
- Rapid Spin
- Toxic / Stealth Rock
- Protect / Stealth Rock

I subbed this Excadrill set as a check to Galarian Slowking for Victim of the Week. Excadrill lives 2 hits from any attack that Galarian Slowking offers, except Hydro Pump. It also hard counters Tapu Koko, since none of its can even 4HKO it and can be an emergency check to Heatran, being able to switch into a Magma Storm and OHKO it. It also survives 2 Earth Powers if you managed to stall out the Magma Storms. It avoids a 2HKO from Tapu Fini's Scald, Utility Zapdos' Heat Wave (and Hurricane from Specs Sets), Defog Hydreigon's Earth Power and Choice Specs Dragapult's Shadow Ball (and Flamethrower from Scarf Sets).

The 8 EVs in Def are filler.


176 SpA Slowking-Galar Flamethrower vs. 80 HP / 252+ SpD Excadrill: 156-184 (40.9 - 48.2%) -- guaranteed 3HKO after Leftovers recovery
176 SpA Slowking-Galar Scald vs. 80 HP / 252+ SpD Excadrill: 138-164 (36.2 - 43%) -- 97.1% chance to 3HKO after Leftovers recovery

252 SpA Choice Specs Tapu Koko Grass Knot (60 BP) vs. 80 HP / 252+ SpD Excadrill: 74-88 (19.4 - 23%) -- possible 6HKO after Leftovers recovery
252 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 80 HP / 252+ SpD Excadrill: 74-87 (19.4 - 22.8%) -- possible 6HKO after Leftovers recovery

0 SpA Heatran Earth Power vs. 80 HP / 252+ SpD Excadrill: 154-182 (40.4 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Heatran Magma Storm vs. 80 HP / 252+ SpD Excadrill: 254-302 (66.6 - 79.2%) -- guaranteed 2HKO after Leftovers recovery and trapping damage

0 SpA Tapu Fini Scald vs. 80 HP / 252+ SpD Excadrill: 156-186 (40.9 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
+2 0 SpA Tapu Fini Scald vs. 80 HP / 252+ SpD Excadrill: 312-368 (81.8 - 96.5%) -- guaranteed 2HKO after Leftovers recovery

0 SpA Zapdos Heat Wave vs. 80 HP / 252+ SpD Excadrill: 156-184 (40.9 - 48.2%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Zapdos Hurricane vs. 80 HP / 252+ SpD Excadrill: 123-145 (32.2 - 38%) -- 1.8% chance to 3HKO after Leftovers recovery

92 SpA Hydreigon Earth Power vs. 80 HP / 252+ SpD Excadrill: 160-190 (41.9 - 49.8%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Choice Specs Dragapult Shadow Ball vs. 80 HP / 252+ SpD Excadrill: 153-181 (40.1 - 47.5%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Dragapult Flamethrower vs. 80 HP / 252+ SpD Excadrill: 156-184 (40.9 - 48.2%) -- guaranteed 3HKO after Leftovers recovery
Absolutely love this spread! However I have a suggestion that can improve it. Since those 8 Def EVs are Leftovers, why not using this?
92 HP / 248 SpD / 168 Spe - Careful Nature
Your calcs are slightly improved for weaker attacks and slighly worse for shadowball and stuff (I'm talking about 0.1%/0.2% changes either for better or worse - completely negligible), but you reach 384 HP which is divisible by 16, thus maximizing Leftovers recovery. This is especially useful if you're running Protect to rack up recovery.
 

TailGlowVM

Now 100% more demonic
You might have seen this in my CM Glowking team in the teambuilding competition but:
:ss/tapu_bulu:
Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 96 HP / 192 Atk / 220 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Close Combat
- Stone Edge

As my defensive core was vulnerable to Urshifu, I cut Speed to 220 Adamant for Timid Magnezone (which conveniently also outspeeds Adamant Bisharp), and 96 HP means that Urshifu has just a 0.4% chance to 2HKO with Banded Close Combat after Stealth Rock, assuming Leftovers and Terrain are intact. 192 Attack EVs are just a dump, but they give a fortunate 93.8% chance to OHKO Urshifu with Horn Leech. Whilst this is not as consistent as bulkier spreads, with Rocky Helmet Corviknight to deter Surging Strikes and Dragapult for a softcheck it does the job and doesn't sacrifice too much power.
 
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Av Keldeo

Set:
Keldeo @ Assault Vest
Ability: Justified
EVs: 68 HP / 152 SpA / 40 SpD / 248 Spe
Timid Nature
- Surf
- Secret Sword
- Icy Wind
- Flip Turn

Description:
248+ Spe Allow Keldeo to outspeed 252+ Blacephalon and 252+ Garchomp

68 HP and 40 SpD Allow Keldeo to take two 252 Specs Dragapult’s Shadow Ball even if the first one dropped the SpD.

Live Power Whip from 0 Atk Ferrothorn after stealth rocks.
Live a 252 +2 Volcarona Psychic. 

Live two Sludge Wave from 252 LO Nidoking.

252 SpA Choice Specs Dragapult Shadow Ball vs. 68 HP / 40 SpD Assault Vest Keldeo: 114-135 (33.5 - 39.7%) -- guaranteed 3HKO
0 Atk Ferrothorn Power Whip vs. 68 HP / 0 Def Keldeo: 270-318 (79.4 - 93.5%) -- guaranteed 2HKO after Stealth Rock
+2 252 SpA Volcarona Psychic vs. 68 HP / 40 SpD Assault Vest Keldeo: 282-332 (82.9 - 97.6%) -- 25% chance to OHKO after Stealth Rock
252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. 68 HP / 40 SpD Assault Vest Keldeo: 138-164 (40.5 - 48.2%) -- guaranteed 3HKO
 

Slowking-Galar @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 12 Def / 200 SpA / 48 SpD
Modest Nature

IVs: 0 Atk
- Future Sight
- Sludge Bomb
- Flamethrower
- Ice Beam

This is a more offensive version of AV Glowking. With a Modest nature and hefty investment, the power increase from the regular AV is quite noticeable, making this particular version quite hard to switch into and more suited for more offensively oriented teams. It still retains layers of defensive utility, though. I slashed Ice Beam because this spread also achieves some interesting calcs like ohkoing spdef lando after rocks and def chomp from full. anyway, this spread takes two psychic from lele 98% of the time and ohkos it with sludge bomb after rocks and still takes on specs kyurem and koko quite well. also, 12 def alognside 248 hp makes sure glowking lives a cb surging strikes from full
200+ SpA Slowking-Galar Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 246-290 (87.5 - 103.2%) -- guaranteed OHKO after Stealth Rock
200+ SpA Slowking-Galar Ice Beam vs. 252 HP / 164+ SpD Landorus-Therian: 336-396 (87.9 - 103.6%) -- guaranteed OHKO after Stealth Rock
200+ SpA Slowking-Galar Ice Beam vs. 252 HP / 0 SpD Garchomp: 424-500 (100.9 - 119%) -- guaranteed OHKO

252+ SpA Choice Specs Kyurem Ice Beam vs. 248 HP / 48 SpD Assault Vest Slowking-Galar: 144-169 (36.6 - 43%) -- guaranteed 3HKO after Stealth Rock
252 SpA Choice Specs Tapu Lele Psychic vs. 248 HP / 48 SpD Assault Vest Slowking-Galar in Psychic Terrain: 169-199 (43 - 50.6%) -- 2% chance to 2HKO
252 SpA Choice Specs Tapu Koko Thunderbolt vs. 248 HP / 48 SpD Assault Vest Slowking-Galar in Electric Terrain: 135-160 (34.3 - 40.7%) -- guaranteed 3HKO after Stealth Rock



Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 236 HP / 48 Atk / 64 Def / 8 SpD / 152 Spe
Impish Nature

- Dragon Dance
- Dual Wingbeat
- Roost
- Heal Bell

Very fat dnite spread that takes advantage of its great bulk and typing to create boosting opportunities. I feel like heal bell is very key to make dragonite more reliable against balance teams. magnezone still helps it a ton and heatran can be removed in a different way. zeraora itself can be used as a setup fodder with this much bulk anyway so you'll beat it 1v1. speed is for surpassing kart and base 110s, atk is to ohko shifu at +1 (also ohkos bulkarona at +1), defense and hp is to take hits better from shifu and 8 spd are a dump. with this spread, dnite actually has a decent chance (around 60-70%) to live cc+fsight+cc from full from the combination of cb shifu and glowking, which is quite mindblowing. odds are even better for surging strikes ofc.
+1 48 Atk Dragonite Dual Wingbeat (2 hits) vs. 0 HP / 4 Def Urshifu-Rapid-Strike: 348-412 (102 - 120.8%) -- guaranteed OHKO
+1 44 Atk Dragonite Dual Wingbeat (2 hits) vs. 0 HP / 4 Def Urshifu-Rapid-Strike: 340-408 (99.7 - 119.6%) -- approx. 93.8% chance to OHKO
+1 48 Atk Dragonite Dual Wingbeat (2 hits) vs. 248 HP / 156 Def Volcarona: 400-472 (107.2 - 126.5%) -- guaranteed OHKO

these defensive calcs DO NOT take multiscale into account.
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 236 HP / 64+ Def Dragonite: 130-153 (34 - 40%) -- guaranteed 3HKO
252 Atk Zeraora Plasma Fists vs. 236 HP / 64+ Def Dragonite: 132-156 (34.5 - 40.8%) -- guaranteed 3HKO
252 Atk Zeraora Close Combat vs. 236 HP / 64+ Def Dragonite after Roost: 105-124 (27.4 - 32.4%) -- guaranteed 4HKO



Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 56 SpA / 64 SpD / 136 Spe
Calm Nature

IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Defog
- Pain Split / Thunder Wave / Will-o-Wisp / Toxic

rotom-w is a bit underrated in this meta, being a defogger that beats heatran and lando AND is neutral to rocks + immune to spikes/tspikes is nothing to scoff at, especially when it's by no means a passive pokemon thanks to a moderately powerful stab volt switch + stab hydro pump discouraging ground types switch-ins typically run to block volt switches. by virtue of its good typing and ability, it's a great heatran switchin and also takes on flying types like torn-t. You could run a 64 Def Bold rotom if you are concerned with your urshifu matchup but I think rotom makes more sense as a specially defensive pivot. anyway, max hp also maximizes leftovers recovery since 304 : 16 = 19. 56 spatk is to always 2hko even max spdef heatran after rocks with hydropump. speed is for the more common lando-t speed tier which is 241. rest in spdef to improve special bulk. it doesn't really need any investment to survive 2 surging strikes from full so in a very tight pinch it might help you, especially if you have pain split. pain split/twave/wisp are all notorious moves for rotom-w, but I also put toxic because it helps a lot vs volc since rotom has an usable type advantage against it; it also punishes storm drain gastrodon so that it doesn't just wall your rotom for free, in case you encounter one.
56 SpA Rotom-Wash Hydro Pump vs. 252 HP / 252+ SpD Heatran: 182-216 (47.1 - 55.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0 Def Rotom-Wash on a critical hit: 132-156 (43.4 - 51.3%) -- approx. 3HKO after Leftovers recovery


Corviknight @ Rocky Helmet
Ability: Pressure
EVs: 244 HP / 176 Def / 88 SpD
Relaxed Nature
IVs: 0 Spe

- Defog
- Roost
- Body Press
- U-turn

Adding this to the post since I think it's the most used Corviknight spread and it's missing. Usually you see 252/168/88 but that spread triggers me since just by moving 8 EVs from hp to defense you take 1 less HP of damage from rocks (400 : 16 = 25 --> 398 : 16 = 24.x = 24 rounded down), it still mantains the tapu lele interaction of surviving two psychics after rocks and even adds some damage to body press. the speed ivs are 0 to underspeed hippowdon. this means that, if hippo is toxiced, you can actually prevent it from self-koing to keep rocks up since your defog goes last. also prevent it from hitting you with eq on the roost. idk what speed tier blissey runs these days, but if it mantains enough speed to outspeed hippo, then you should probably adjust the IV on your corvi to outspeed that blissey (8 IVs) because letting a blissey recover from low hp when you could have a faster body press user is one of the worst feelings in the game when you're facing fat.
 
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BT89

go on, take everything
is a Pre-Contributor
:bw/amoonguss:

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 168 Def / 88 SpD
Bold Nature

- Foul Play / Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Toxic

The most common Amoonguss spread. It lives a Kartana Knock Off at +2 and lives 2 Pult Shadow Balls, and in return, can either put them to sleep or slaughter them with Foul Play. Max HP maximizes Leftovers recovery and makes it live Kartana Knock Off. The rest was put into Defense for more insurance against the likes of Zeraora, Urshifu-Rapid, Buzzwole, and Rillaboom.

However, you can go for a more offensive option as well, Stomping Tantrum. This requires some EV changes, so lets see them.

:bw/amoonguss:

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 36 Atk / 132 Def / 88 SpD
Bold Nature

- Stomping Tantrum
- Giga Drain
- Sludge Bomb
- Toxic

This set maintains all of the aforementioned defensive benchmarks while being able to threaten out the likes of Magnezone and Heatran with Stomping Tantrum. 36 Attack guarantees an OHKO with a max power Stomping Tantrum after Stealth Rock / Spikes damage on Heatran. It also lives a Magma Storm from Heatran and any given hit from Magnezone. This ensures that they are unable to switch in and immediately threaten it.

36- Atk Amoonguss Stomping Tantrum (150 BP) vs. 252 HP / 0 Def Heatran: 340-400 (88 - 103.6%) -- guaranteed OHKO after 1 layer of Spikes
0 SpA Heatran Magma Storm vs. 252 HP / 88 SpD Amoonguss: 294-348 (68 - 80.5%) -- guaranteed 2HKO after Black Sludge recovery and trapping damage
36- Atk Amoonguss Stomping Tantrum (150 BP) vs. 0 HP / 4 Def Magnezone: 316-372 (112.4 - 132.3%) -- guaranteed OHKO
36- Atk Amoonguss Stomping Tantrum (150 BP) vs. 0 HP / 4 Def Bisharp: 176-208 (64.9 - 76.7%) -- guaranteed 2HKO after 1 layer of Spikes
252+ Atk Black Glasses Bisharp Knock Off (97.5 BP) vs. 252 HP / 140+ Def Amoonguss: 208-246 (48.1 - 56.9%) -- 89.5% chance to 2HKO
36- Atk Amoonguss Stomping Tantrum (150 BP) vs. 0 HP / 0 Def Aegislash-Blade: 306-360 (117.2 - 137.9%) -- guaranteed OHKO
 
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Ninetales-Alola @ Icy Rock
Ability: Snow Warning
EVs: 52 Def / 180 SpA / 24 SpD / 252 Spe
Timid Nature
IVs: 0 Atk

- Aurora Veil
- Moonblast
- Freeze-Dry
- Disable / Roar / Encore / Hypnosis / Whatever

alolan ninetales has suddenly sprung up in usage because people realised how good arctozolt was against the entire metagame basically, so I asked myself what the most efficient spread for it was and I came up with this one. 252 hp / 4 spatk / 252 spe was just too lazy for me to ignore it.
I began looking at the ss ou speed tiers thread to see if there was relevant threats that required tales to go max speed and... there isn't anything relevant tales checks that's faster than garchomp so I started out with 200 speed timid but as you can clearly see I ended up going max speed anyway because the calcs I needed allowed me to. then I looked at what tales could help against and I mainly looked at weavile, kyurem and hydreigon, plus seeing how tales uses aurora veil I looked at shifu and pult, both of which have ways to circumvent screens and also happen to be weak to tales' moonblast. with ALL of this in mind, here I explain the present spread.

:weavile:
+2 252+ Atk Weavile Triple Axel (40 BP) (3 hits) vs. 0 HP / 52 Def Ninetales-Alola: 240-285 (83.6 - 99.3%) -- approx. 2HKO
180 SpA Ninetales-Alola Moonblast vs. 0 HP / 4 SpD Weavile: 240-284 (85.4 - 101%) -- 12.5% chance to OHKO
:dragapult:
252 SpA Choice Specs Dragapult Flamethrower vs. 0 HP / 12 SpD Ninetales-Alola: 242-286 (84.3 - 99.6%) -- guaranteed 2HKO
180 SpA Ninetales-Alola Moonblast vs. 0 HP / 4 SpD Dragapult: 266-314 (83.9 - 99%) -- guaranteed OHKO after Stealth Rock and Hail damage
:urshifu-rapid strike:
180 SpA Ninetales-Alola Moonblast vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 320-378 (93.8 - 110.8%) -- guaranteed OHKO after Stealth Rock

in this situation I had every major interaction accomplished and I had the chance to go max speed and have 12 more evs to dump, then I looked at
:kyurem:
252+ SpA Choice Specs Kyurem Freeze-Dry vs. 0 HP / 24 SpD Ninetales-Alola: 92-108 (32 - 37.6%) -- 93.2% chance to 3HKO / 0.4% chance to 2HKO after Stealth Rock
180 SpA Ninetales-Alola Moonblast vs. 0 HP / 4 SpD Kyurem: 230-272 (58.8 - 69.5%) -- guaranteed 2HKO (small note: 36 SpA EVs are the bare minimum needed to achieve the 2HKO)
you actually need 36 evs to completely nullify the chance of freeze dry 2hkoing with rocks, but that's already super thin and speed tying with kartana and opposing ninetales-a is a 50% potential winning scenarios so I kept max speed and dumped the 12 evs in spdef to minimize this tiny tiny freeze dry 2hko chance.

...oh yeah, I don't think I need to provide the calc for moonblast damage vs :hydreigon: anyway

as you've probably noticed, freeze dry doesn't participate in any calcs, but amazingly those 180 spa evs guarantee that chomp dies raw to freeze dry, 252/0 lando takes 97% min and 252/160+ lando SHOCKINGLY takes 75% min from an Ice type attack. A STAB Ice type attack. Let that sink in. Yeah ninetales-a is unexcusably weak.

180 SpA Ninetales-Alola Freeze-Dry vs. 0 HP / 4 SpD Garchomp: 360-424 (100.8 - 118.7%) -- guaranteed OHKO
180 SpA Ninetales-Alola Freeze-Dry vs. 252 HP / 0 SpD Landorus-Therian: 372-444 (97.3 - 116.2%) -- guaranteed OHKO after Stealth Rock
180 SpA Ninetales-Alola Freeze-Dry vs. 252 HP / 160+ SpD Landorus-Therian: 288-340 (75.3 - 89%) -- 50% chance to OHKO after Stealth Rock

I only show these calcs because freeze dry isn't actually necessary; I would recommend it also for ground types, dnite and rain matchups but it's perfectly fine to just have moonblast as an attacking option and go full support in the last two slots. I'm not here to discuss sets really, but I really want to stress disable as a tool to f up slower choice-locked threats like blacephalon, specs tran and even cb kart if you happen to win the speed tie. roar is decent to force out whatever wants to switch into tales and force hail+potentially hazard chip damage on a mon that can also be forced out by ninetales if you're lucky. encore+disable is also quite evil and allows tales to mess with cm clef for example and in general to force switches and prevent stuff from taking advantage of it. hypnosis is whack 40% of the time and amazing 60% of the time so if you feel lucky go for it. I personally avoid focus blast like the plague so I won't even approach this move.
 

Kartana @ Leftovers

Ability: Beast Boost
EVs: 36 HP / 20 Atk / 252 SpD / 200 Spe

Jolly Nature
- Swords Dance

- Leaf Blade
- Knock Off

- Synthesis

This sexy kartana spread utilizes its amazing defensive typing (hi ferrothorn) to create setup opportunities for itself alongside synthesis and leftovers. with the given spread it outspeeds chomp, maximises leftovers recovery and avoids a bunch of 2hkos, like defensive lando's earthquake, tapu koko's and fini's stabs. also, the new arctozolt spread that's popping around evd to ko kartana and buzzwole no longer ohkos kartana, it actually lives one blizzard comfortably.

synthesis can be unreliable in this hail meta, so consider using torkoal alongside kart for better recovery and matchup vs water types as well. in sun you also have access to steroid leaf blade aka solar blade for even more disrespect towards your opponent's defenses. if ran without sun support, consider using protect: it still racks up some recovery, scouts faster threats and wastes weather turns, giving you some way to control it.

:Arctozolt:
76 SpA Arctozolt Blizzard vs. 36 HP / 252 SpD Kartana: 172-204 (64.1 - 76.1%) -- guaranteed 2HKO after Stealth Rock, hail damage, and Leftovers recovery

76 SpA Arctozolt Freeze-Dry vs. 36 HP / 252 SpD Kartana: 109-130 (40.6 - 48.5%) -- 9.4% chance to 2HKO after Stealth Rock, hail damage and Leftovers recovery / guaranteed 3HKO after hail damage and Leftovers recovery

252 Atk Arctozolt Bolt Beak (170 BP) vs. 36 HP / 0 Def Kartana: 92-108 (34.3 - 40.2%) -- guaranteed 3HKO after Stealth Rock, hail damage and Leftovers recovery

:Tapu Koko:
252 SpA Tapu Koko Thunderbolt vs. 36 HP / 252 SpD Kartana in Electric Terrain: 113-133 (42.1 - 49.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

:Tapu fini:
252 SpA Tapu Fini Hydro Pump vs. 36 HP / 252 SpD Kartana: 105-125 (39.1 - 46.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

+1 0 SpA Tapu Fini Scald vs. 36 HP / 252 SpD Kartana: 90-107 (33.5 - 39.9%) -- 90.7% chance to 3HKO after Stealth Rock and Leftovers recovery

:Landorus-therian:
0 Atk Landorus-Therian Earthquake vs. 36 HP / 0 Def Kartana: 118-139 (44 - 51.8%) -- 14.1% chance to 2HKO after Stealth Rock and Leftovers recovery / guaranteed 3HKO after Leftovers recovery
 
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 56 HP / 64 Def / 148 SpA / 80 SpD / 160 Spe
Calm Nature
- Hurricane
- Knock Off
- U-turn
- Defog

My favorite Tornadus spread to-date. It’s able to always avoid the 2HKO from choice band Grassy Glide from Rillaboom, safely pivoting on Dragapult since it can live a Draco Meteor, and OHKO offensive Volcarona. Also hp is optimized for perfect Regenerator recovery and minimal rocks dmg :)
 
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 56 HP / 64 Def / 148 SpA / 80 SpD / 160 Spe
Calm Nature
- Hurricane
- Knock Off
- U-turn
- Defog

My favorite Tornadus spread to-date. It’s able to always avoid the 2HKO from choice band Grassy Glide from Rillaboom, safely pivoting on Dragapult since it can live a Draco Meteor, and OHKO offensive Volcarona. Also hp is optimized for perfect Regenerator recovery and minimal rocks dmg :)
You save 20 EVs with a timid nature (172 spdef and 48 speed. 220 in total vs 240 used here. Oh, and 1 extra point of speed cause it hits the nature extra point.
 
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 188 HP / 100 Def / 52 SpD / 168 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

The same AV Torn set that's been popping up recently but with enough Def to tank +2 Rilla's Grassy Glide after Rocks, which can be useful for taking it out in a pinch. Rest goes in SpD to maximise the chances of tanking 2 Specs Shadow Balls from Dragapult and Magma Storm from Heatran (It's a 5.9/4.2% chance to be 2HKOed after rocks). It also keeps the same important Speed Tier of 352 that allows it to outspeed Adamant Weavile and Kartana.
 
:ss/buzzwole:
Buzzwole @ Heavy-Duty Boots / Rocky Helmet
Ability: Beast Boost
EVs: 100 HP / 24 Def / 196 SpD / 188 Spe
Impish Nature
- Drain Punch / Close Combat
- Ice Punch
- Roost
- Thunder Punch / Leech Life / other coverage move because it has a godlike movepool

Hail is a complete and utter pain to deal with right now, and it’s because Arctozolt is nuts. So I made this Buzzwole spread that murks the 180 Atk/76 SpA Zolts running around on ladder right now. Buzzwole in general is really helpful against hail but I really like this spread because it’s not like other niche hail counterplay options like Marowak-Alola or Rotom-Heat, that are not very useful outside of the specific purpose of holding hail back. I’d much rather use other mons than those two against anything but hail. This Buzzwole spread retains the crucial defensive utility that Buzzwole is known for at the cost of some of its offensive prowess. It’s safe from a 2HKO from any of Zolt’s moves (given that it avoids hazards which is why the first slashed option is Boots) and it still beats Weavile, Kartana, Rillaboom, etc. it also outspeeds and kills Zolt when hail is gone so that’s neat.

Calcs:

76 SpA Arctozolt Blizzard vs. 100 HP / 196 SpD Buzzwole: 145-172 (38.1 - 45.2%) -- guaranteed 3HKO after hail damage

180 Atk Arctozolt Bolt Beak (170 BP) vs. 100 HP / 24+ Def Buzzwole: 145-172 (38.1 - 45.2%) -- guaranteed 3HKO after hail damage

obviously it’s safe from the others if it can live the first two

0 Atk Buzzwole Drain Punch vs. 0 HP / 0 Def Arctozolt: 236-278 (73.5 - 86.6%) -- guaranteed 2HKO

0 Atk Buzzwole Close Combat vs. 0 HP / 0 Def Arctozolt: 374-444 (116.5 - 138.3%) -- guaranteed OHKO

(CC can be sketch if Zolt gets a sub though)

Note that this is a very conditional spread because if Zolt is running much more Attack or Special Attack or it has Electric Terrain support or something like that then obviously Buzzwole is in trouble. It’s only good to glue teams up that have an otherwise abysmal hail matchup and even then you should have some supplementary countermeasures. But yea there you go
 

Red Raven

I COULD BE BANNED!
:bw/Garchomp:
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 40 Atk / 252 SpA / 216 Spe
Naive Nature
- Draco Meteor
- Stealth Rock
- Earthquake
- Fire Blast

I've mentioned this in the metagame discussion so I thought I'd put it here as well. The speed is to outrun Urshifu while the remainder is to increase Garchomp's attack stat. Max spa is needed since this is still a mix set. Without Medicham or any threatening base 100s, there is no need to max out speed and nobody is ever gonna use Salamence in the tier anyway


While I made this for mix Chomp, I never realized that that the same could be done for setup Garchomp because I'm just that stupid. I should start using this myself on the sweeper set

:bw/Garchomp:
Garchomp @ Yache / Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 40 SpD / 216 Spe
Jolly Nature
- Fire Fang
- Scale Shot
- Earthquake
- Swords Dance

Still the same logic as the one above. I just dump it in spdef since Garchomp has high hp and good defense. Alternatively, if you are that concerned about Hydreigon, then you can reduce the 40 to 32 in attack or spdef and increase speed to 224 to outspeed the Hydra. You're still gonna outspeed everything below them and every faster scarfer in the tier will still outspeed you even after you boost your speed anyway

Edit: If base 100s are a concern, then an alternative spread of 16 Atk / 252 SpA / 240 Spe and 252 Atk / 16 SpD / 240 Spe can be used on the mix and scale shot sets respectively
 
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:bw/Garchomp:
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 40 Atk / 252 SpA / 216 Spe
Naive Nature
- Draco Meteor
- Stealth Rock
- Earthquake
- Fire Blast

I've mentioned this in the metagame discussion so I thought I'd put it here as well. The speed is to outrun Urshifu while the remainder is to increase Garchomp's attack stat. Max spa is needed since this is still a mix set. Without Medicham or any threatening base 100s, there is no need to max out speed and nobody is ever gonna use Salamence in the tier anyway


While I made this for mix Chomp, I never realized that that the same could be done for setup Garchomp because I'm just that stupid. I should start using this myself on the sweeper set

:bw/Garchomp:
Garchomp @ Yache / Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 40 SpD / 216 Spe
Jolly Nature
- Fire Fang
- Scale Shot
- Earthquake
- Swords Dance

Still the same logic as the one above. I just dump it in spdef since Garchomp has high hp and good defense. Alternatively, if you are that concerned about Hydreigon, then you can reduce the 40 to 32 in attack or spdef and increase speed to 224 to outspeed the Hydra. You're still gonna outspeed everything below them and every faster scarfer in the tier will still outspeed you even after you boost your speed anyway
I like optimized spread, but the only issue I have with this is that garchomp is very relevant and you want to have maximum odds in mirror matches, because it gives you more chances to ko the opposing garchomp before you get ko'd. I can get behind the mixed chomp spread if the attack EVs actually produce meaningful increase in damage output. on SD scale shot sets I would reach at least 329 speed because losing to an occasional scarf zapdos-g is really lame when you naturally outspeed it at +1. even so, it's probably safer to just go full speed on the sd sets. it's true that 3-hits scale shot doesn't KO opposing chomp and the slower one would win out if it got 3 or more hits due to defense drops, but I'll NEVER play around odds when I don't have to. SD chomp mirror matches can go equally wrong for the slower or faster garchomp (it actually slightly favours the slower chomp if both start at full hp), but many situations can occur during a game and I'd much rather take the chances with a speed tie against a weakened chomp for example, than guarantee an L to a 1% garchomp because I tried to be a bit more creative with the spreads.
I like the idea, but I don't know if it's worth on the sd set
 

Red Raven

I COULD BE BANNED!
I like optimized spread, but the only issue I have with this is that garchomp is very relevant and you want to have maximum odds in mirror matches, because it gives you more chances to ko the opposing garchomp before you get ko'd. I can get behind the mixed chomp spread if the attack EVs actually produce meaningful increase in damage output. on SD scale shot sets I would reach at least 329 speed because losing to an occasional scarf zapdos-g is really lame when you naturally outspeed it at +1. even so, it's probably safer to just go full speed on the sd sets. it's true that 3-hits scale shot doesn't KO opposing chomp and the slower one would win out if it got 3 or more hits due to defense drops, but I'll NEVER play around odds when I don't have to. SD chomp mirror matches can go equally wrong for the slower or faster garchomp (it actually slightly favours the slower chomp if both start at full hp), but many situations can occur during a game and I'd much rather take the chances with a speed tie against a weakened chomp for example, than guarantee an L to a 1% garchomp because I tried to be a bit more creative with the spreads.
I like the idea, but I don't know if it's worth on the sd set
That's a good point. I just did this because I am never gonna stay in with my own Garchomp against an opposing Garchomp unless I'm sure it is the tank one. I would rather lose a battle because I made a conscious decision to switch out than due to rng. If I lose to a random scarf Chomp then that's cool because that's exactly the point of scarf Chomp in the first place. I think Galarian Zapdos would only be an issue if its banded but scarf doesn't actually kill it

252 Atk Zapdos-Galar Brave Bird vs. -1 0 HP / 0 Def Garchomp: 300-354 (84 - 99.1%) -- guaranteed 2HKO after Leftovers recovery

It needs to go adamant if it wants to kill Chomp and if it does, then Garchomp still outspeeds it. And with the help of rocks, Zapdos just kills itself anyway. In the end, it's just personal preference since as I said earlier, I would rather switch out than risk a speed tie no matter what. No other game ever makes me as furious as I get when I lose thanks to the rng

But yeah I get your point. If you are the kind to risk speed ties since you do need to take risks sometimes. You know, Imma edit the post since even with base 100s, you don't need max speed to outspeed them and I don't think there are any relevant base 101 in ou. I guess you could count Thundurus but without hp ice, that thing just cannot touch Garchomp
 
.
That's a good point. I just did this because I am never gonna stay in with my own Garchomp against an opposing Garchomp unless I'm sure it is the tank one. I would rather lose a battle because I made a conscious decision to switch out than due to rng. If I lose to a random scarf Chomp then that's cool because that's exactly the point of scarf Chomp in the first place. I think Galarian Zapdos would only be an issue if its banded but scarf doesn't actually kill it

252 Atk Zapdos-Galar Brave Bird vs. -1 0 HP / 0 Def Garchomp: 300-354 (84 - 99.1%) -- guaranteed 2HKO after Leftovers recovery

It needs to go adamant if it wants to kill Chomp and if it does, then Garchomp still outspeeds it. And with the help of rocks, Zapdos just kills itself anyway. In the end, it's just personal preference since as I said earlier, I would rather switch out than risk a speed tie no matter what. No other game ever makes me as furious as I get when I lose thanks to the rng

But yeah I get your point. If you are the kind to risk speed ties since you do need to take risks sometimes. You know, Imma edit the post since even with base 100s, you don't need max speed to outspeed them and I don't think there are any relevant base 101 in ou. I guess you could count Thundurus but without hp ice, that thing just cannot touch Garchomp
Absolutely, mirror matches scenarios are very rare and you mostly want to avoid them, but with Garchomp you might need to take the 50/50 sometimes since - if it's SD - it usually lasts till the late game, where this type of decision is more likely. About scarf zap, from full it doesn't KO but the damage is quite high so it doesn't need much chip to have at least a chance to KO, so its important that you don't lose even on these more fringe scenarios because it's really sad to lose interactions that you could normally win, by your own choice. Keep in mind that gzap is used a lot with spikes support so the chip isn't hard to achieve. That being said, we got each other's points so it's fine ;)
 

Red Raven

I COULD BE BANNED!
:ss/dragapult:
Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- U turn
- Flamethrower
- Shadow Ball
- Draco Meteor

Again, because I hate speed ties, I wanna drop my mon's speed. This one is just to outspeed Koko, which is the fastest after Pult itself. The rest is just put into hp to improve survivability against, well, anything. Personally, I would replace flamethrower with sucker punch and use a 96 Atk / 252 SpA / 160 Spe with naive nature just so I can pick off any low hp heroes even with specs. This is only for those who don't wanna risk speed ties. Don't use this if you're a fan of taking those things
 

AM

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Red Raven We shouldnt be suggesting min speed benchmarks that makes you autolose in mirror matchups against the specific mon in question. Banking on a 50/50 is better than a 0/100 matchup against a majority that will be running max speed. You’re also allocating bulk without even specifying the purpose of additional bulk besides a generic “take hits more” which is already questionable in most cases if there’s any significance there.
 

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