Project The Next Best Thing - ORAS OU Edition V3 - FINISHED

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Support Scarf Gardevoir

(because the other set of Mega-Gardevoir are pretty much the same with the only difference of a status move -sometimes even unreliable- and this set i vote for makes good use of the support moves Gardevoir has with a Choice Scarf to rectify its poor Spe alongside the useful ability Trace)
 

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The Winner for Week 5 is Clair's Pain Split M-Gardevoir, you and your Pokemon will enter the Hall of Fame!

The Pokemon for Week 6 is Landorus-Therian!

Landorus-Therian is one of the most common ground types besides Garchomp, the reasons are because of its Typing, Stats, Movepool, and its ability Intimidate lower attack stat by -1. Also Lando-T is well known for the common nickname "Doge"; but in all seriousness this Pokemon needs more creative sets besides always being standard. I would have added Lando-I but too bad its banned :[
 
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Double dance smack down Yache berry Lando-T

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Smack Down
- Rock Polish
- Swords Dance

Double dance Lando-T is really effective - click rock polish vs offensive teams, SD vs balance, and watch things die. With smack down, Lando retains his excellent EdgeQuake coverage, trading the power of stone edge for accuracy (still OHKOs Talon & CharY), and allows him to easily beat otherwise-counters such as phys def Skarm & Rotom-W. Yache berry and HP EVs further increase sweeping potential, avoiding OHKOs from Weavile's ice shard, choice band Azu's aqua jet, LO Thundurus HP ice etc., while still outspeeding adamant excadrill in sand.
 
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Gravity Lando-t

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Gravity
- Stone Edge/Knock Off/Stealth Rocks/whatever
- Hidden Power [Ice]
- Earthquake

This is a set that I used to toy around with in some of my old ho teams. Essentially gravity negates the majority of eq switch ins, while hp ice helps eliminates opposing landos, chomps, and the occasional gliscor. Obviously hippo is annoying, but it can potentially be 2hko'ed after one layer of spikes. Life orb is used over earth plate for the extra damage with hp ice.
 
Toxic Landorus-Therian

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Toxic
- Smack Down
- U-turn

General idea: This is a defensive set with the useful addition of Toxic, a quite accurate status move which enables us to get past opponent's Landorus-T, bulky waters and bulky grounds (bar most notably Gliscor) which otherwise will switch-in with relative ease, not to mention the other not Steel and not Poison-type pokemons which otherwise check Landorus-Therian. SmackQuake is for coverage (mainly towards Rotom-W and Skarmory which otherwise will wall Landorus-T and Smack Down optimizes STAB Earthquake); the last moveslot is used for a slow U-turn -for further team support- and to deal chip damage to the slow bulky waters/grounds before switching-out.
Stealth Rock (very nice with Toxic to pressure the opponent) and Substitute (to prevent Landorus-T from being burned even though Toxic already "avoids" it) are nice moves but I don't find room for them.
Tried with Bulk Up but Landorus-T is forced out by the same counters even with this boost.

According to this http://www.smogon.com/forums/threads/ou-checks-compendium.3545711/, Toxic can help to wear down Slowbro, Rotom-W, Chesnaught, Cresselia, Tangrowth, Gourgeist and Quagsire which would be guaranteed switch-ins even though Mega Sableye would be a nightmare if it has already mega evolved due to Magic Bounce. The addition of Toxic + Smack Down changes most of the list of GSI, SSI and NSI.

Evs spread: It is the same of the defensive set.

Team support: Heal Bell and Safeguard support is really appreciated to get rid of Toxic and Burn.
 
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Punishment Landorus-T

Landorus @ Leftovers / Earth Plate
Ability: Intimidate
EVs: 8 HP / 248 Atk / 252 Spe
Adamant Nature
- Punishment
- Earthquake
- Stone Edge / Rock Slide
- Substitute

Punishment is actually a pretty cool option. It gives it a viable option to combat setup sweepers that it can't normally touch. It still can't touch stuff like Suicune unless it has GK (or if just goes to +6)

248+ Atk Landorus-T Punishment (160 BP) vs. 244 HP / 0 Def Gliscor: 171-202 (48.5 - 57.3%) -- 94.1% chance to 2HKO after Stealth Rock and Poison Heal (after 3 SD)

248+ Atk Landorus-T Punishment (100 BP) vs. 252 HP / 232+ Def Slowbro: 178-210 (45.1 - 53.2%) -- 89.1% chance to 2HKO after Stealth Rock and Leftovers recovery (after 1 CM)
248+ Atk Landorus-T Punishment (100 BP) vs. 248 HP / 84+ Def Mega Latias: 188-222 (51.7 - 61.1%) -- guaranteed 2HKO after Stealth Rock (after 1 CM)
 
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Bandorus-Therian

Landorus-Therian @ Choice Band
Ability: Intimidate
Evs: 72 HP / 252 Atk / 184 Spe OR 56 HP / 220 Atk / 232 Spe
Adamant Nature / Jolly nature
- Earthquake
- Stone Edge / Rock Slide
- U-Turn
- Knock Off / Explosion / Superpower / Hidden Power Ice / Grass Knot
Let's look at the list of landorus-T counters
Rotom-W: 252+ Atk Choice Band Landorus-T Stone Edge vs. 252 HP / 212+ Def Rotom-W: 138-163 (45.3 - 53.6%) -- 92.6% chance to 2HKO after Stealth Rock and Leftovers recovery
Ferrothorn: 252+ Atk Choice Band Landorus-T Superpower vs. 252 HP / 88+ Def Ferrothorn: 314-370 (89.2 - 105.1%) -- 68.8% chance to OHKO after Stealth Rock
Venusaur-mega: 252+ Atk Choice Band Landorus-T Earthquake vs. 248 HP / 96+ Def Mega Venusaur: 153-181 (42.1 - 49.8%) -- 91% chance to 2HKO after Stealth Rock
Chesnaught: 252+ Atk Choice Band Landorus-T Explosion vs. 252 HP / 252+ Def Chesnaught: 227-268 (59.7 - 70.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (first use superpower, then later use Explosion to kill it)
Quagsire: 252+ Atk Choice Band Landorus-T Earthquake vs. 252 HP / 252+ Def Quagsire: 175-207 (44.4 - 52.5%) -- 19.9% chance to 2HKO after Stealth Rock and Leftovers recovery
Landorus-T: -1 252+ Atk Choice Band Landorus-T Stone Edge vs. 4 HP / 0 Def Landorus-T: 141-167 (44 - 52.1%) -- guaranteed 2HKO after Stealth Rock
Hippowdon: 0- SpA Landorus-T Grass Knot (120 BP) vs. 252 HP / 0 SpD Hippowdon: 212-250 (50.4 - 59.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Gliscor: 0- SpA Landorus-T Hidden Power Ice vs. 248 HP / 0 SpD Gliscor: 204-244 (57.7 - 69.1%) -- guaranteed 2HKO after Stealth Rock and Poison Heal
Garchomp: 252+ Atk Choice Band Landorus-T Earthquake vs. 0 HP / 164+ Def Garchomp: 177-208 (49.5 - 58.2%) -- guaranteed 2HKO after Stealth Rock
God, that thing is strong as hell.
The set is quite standard
Earthquake is neccecary
Stone Edge completes EdgeQuake. You can also run Rock Slide if you're unlucky like me
U-Turn grabs momentum
The last slot can be anything really
Knock off helps to cripple some defensive mons
Explosion does a shit ton to everything and demolishes chesnaught after it has already taken a superpower
Superpower deals with Ferrothorn
HP Ice 2KOs Gliscor
Grass Knot 2KOs Hippowdon
The Evs are simple
If you're running adamant, run 72 HP / 252 Atk / 184 Spe. It has enough speed to outrun jolly Bisharp
If you're running jolly, run 56 HP / 220 Atk / 232 Spe. It has enough Spe to outspeed jolly exca, 56 HP lets it take 2 iron heads from lo exca and the rest is in attack
 
ChestoRest Landorus-T

Landorus-Therian @ Chesto Berry
Ability: Intimidate
EVs: 252 HP/ 240 Def/ 8 SpD/ 8 Spe
Impish Nature
-Earthquake
-Stone Edge
-U-Turn
-Rest

This spin on Defensive Lando-T gives it longevity and can therefore be played more aggressively, as it's able to heal itself when it gets low. The way it functions is self-explanatory, and works best if it holds off on Resting until it comes in against something slow, like Clef, Tankchomp, or SpD Heatran. It outspeeds, gets the Rest off, and continues doing its thing. As a bonus, it can bluff a scarf set for a little while by switching in and not showing lefties recovery.
 
ChestoRest Landorus-T[...]
It seems an upgrade of the defensive set which is able to stay on the table longer than usual as a part of a VoltTurn core that also spreads Intimidate's effect along the way. It is a shame that can't help breaking through some traditional counters but if you need a bulky Uturner with some physical offensive presence (even uninvested) this Landorus-T is consistent. Not sure if it is enough "innovative" but I really like it and think this can be a possibile staple set for this pokemon -in my humble opinion-.
 
Sub + Bulk Up Landorus-T

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Substitute
- Bulk Up
- Earthquake
- Stone Edge

Bulk Up is used to increase Landorus-T's attack and slightly below average defense, Earthquake and Stone Edge provide strong neutral coverage. Substitute blocks status and makes Landorus harder to revenge kill.

180 Speed EVs allow Landorus-T to outspeed positive-natured base 70s.
 


Landorus-Therian (M) @ Lum Berry
Ability: Intimidate
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Smack Down

Lum SD Chomp is the only other Stealth Rock lead that can force Mega Sableye to switch out with the threat of a +2 Earthquake, allowing it to set up Stealth Rock for the rest of its team. The problem with this is that Skarmory can easily Defog on Garchomp, given that it doesn't have Fire Blast to threaten it out.

Landorus-T is used in this case due to its access to Smack Down, which allows it to threaten Skarmory out, as it initially tries to Defog your hazards. Against BoF Stall, or any other sort of team with Mega Sableye, Landorus-T not only ensures hazards, but also forces a switch into Unaware Clefable or Quagsire, which can be exploited with the correct teammates. Keep in mind that like SD Lum Chomp, this only works one time. It's also important to note that you must use Stealth Rock on the turn Mega Sableye switches out, otherwise Skarmory can Whirlwind you out.

152 HP EVs allow you to avoid an OHKO from Defensive Rotom-W (0 SpA Rotom-W Hydro Pump vs. 152 HP / 0 SpD Landorus-T: 296-350 (82.9 - 98%) -- guaranteed 2HKO), meaning that if your opponent relies solely on Rotom-W for their Landorus-T counter, it has a good chance (you deal an absolute minimum of 98% to Rotom-W assuming a min roll on both Smack Down and Earthquake) to be taken out. Depending on how you opt to use this set, teammates that appreciate Rotom-W weakened or out of the way (Mega Gyarados and Mega Pinsir come to mind) are welcome, as are Pokemon that can punish Defog (Grass Knot Bisharp can be used to severely dent BoF Stall, if not outright beat it, provided that it switches into Skarmory on the turn it uses Defog). This EV spread can also stomach both Fake Out and Ice Punch from a Mega-Lopunny, factoring Intimidate.
 
Fly Landorus-T

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Fly

While laughable, Fly makes a second STAB move for Landorus-T to use and allows it to get decent damage on Pokemon which rely on Levitate or Flying-typing without relying on Stone Edge or wasting a turn with Smack Down / Gravity (such as against a Lati@s or Zard-Y where you can't afford a turn) . With this second STAB move, it can now get past Grass-types (Tangrowth, Celebi) , Fighting-types (Mega Lop, Mega Heracross, Hawlucha) , Cresselia and opposing Lando-T reliably. Sadly, Fly can be blocked by Spiky Shield and Lando still can't defeat Skarmory and Rotom-W.
Note: Bounce is adjusted to 90 BP

+2 252+ Atk Life Orb Landorus-T Bounce vs. 252 HP / 252+ Def Tangrowth: 564-665 (139.6 - 164.6%) -- guaranteed OHKO
+2 252+ Atk Life Orb Landorus-T Bounce vs. 252 HP / 56+ Def Gliscor: 325-383 (91.8 - 108.1%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Life Orb Landorus-T Bounce vs. 252 HP / 240+ Def Landorus-T: 265-313 (69.3 - 81.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Life Orb Landorus-T Bounce vs. 252 HP / 252+ Def Cresselia: 289-341 (65 - 76.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Life Orb Landorus-T Bounce vs. 248 HP / 252+ Def Weezing: 289-341 (86.7 - 102.4%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Life Orb Landorus-T Bounce vs. 0 HP / 4 Def Thundurus: 152-179 (50.8 - 59.8%) -- guaranteed 2HKO
252+ Atk Life Orb Landorus-T Bounce vs. 0 HP / 4 Def Mega Heracross: 801-951 (266.1 - 315.9%) -- guaranteed OHKO
252+ Atk Life Orb Landorus-T Bounce vs. 0 HP / 0 Def Latios: 274-324 (91 - 107.6%) -- guaranteed OHKO after Stealth Rock
252+ Atk Life Orb Landorus-T Bounce vs. 0 HP / 4 Def Mega Charizard Y: 278-329 (93.6 - 110.7%) -- 62.5% chance to OHKO
 
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Landorus-Therian (M) @ Salac Berry
Ability: Intimidate
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Smack Down
- Block
- Earthquake
- Swords Dance


The main idea for this set is to use block on fat mons like Skarm and Hippo, and sd on them for practically free, while they activate your Salac Berry. Evs allow it to outspeed neutral base 100's before the salac boost, and the rest in HP to make setting up on things like Tyranitar, Excadrill, and Jirachi a little easier. This set is best used along side mons like Mega Lopunny who appreciate Hippo and Skarm being gone, although it can be used by itself to break bulky balanced teams.
 

Martin

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Punishment Landorus-T

Landorus @ Leftovers
Ability: Intimidate
EVs: 8 HP / 248 Atk / 252 Spe
Adamant Nature
- Punishment
- Earthquake
- Stone Edge / Rock Slide
- Substitute

Punishment is actually a pretty cool option. It gives it a viable option to combat setup sweepers that it can't normally touch. It still can't touch stuff like Suicune unless it has GK (or if just goes to +6)

248+ Atk Landorus-T Punishment (160 BP) vs. 244 HP / 0 Def Gliscor: 171-202 (48.5 - 57.3%) -- 94.1% chance to 2HKO after Stealth Rock and Poison Heal (after 3 SD)

248+ Atk Landorus-T Punishment (100 BP) vs. 252 HP / 232+ Def Slowbro: 178-210 (45.1 - 53.2%) -- 89.1% chance to 2HKO after Stealth Rock and Leftovers recovery (after 1 CM)
248+ Atk Landorus-T Punishment (100 BP) vs. 248 HP / 84+ Def Mega Latias: 188-222 (51.7 - 61.1%) -- guaranteed 2HKO after Stealth Rock (after 1 CM)
Can confirm this is a good set. I used it in early ORAS to stop Lando being complete bait CM Mega Slowbro. I suggest Earth Plate>Lefties tho as it allows you to bluff choice, which can be to your advantage v.s. a number of slower setup sweepers.
 
Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 HP / 232 Def / 8 SpD / 16 Spe
Impish Nature
- Earthquake
- Imprison
- U-Turn
- Stealth Rock

This prevents defensive Lando-T from setting up Rocks, as well as some slower Pokemon like Heatran / Ferrothorn. Spread is customizable. I went with more speed than defensive Lando-T because with Imprison they can't get momentum off you with U-Turn, and you need to be faster to stop Rocks.
 

Martin

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Landorus-Therian (M) @ Salac Berry
Ability: Intimidate
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature
- Smack Down
- Block
- Earthquake
- Swords Dance


The main idea for this set is to use block on fat mons like Skarm and Hippo, and sd on them for practically free, while they activate your Salac Berry. Evs allow it to outspeed neutral base 100's before the salac boost, and the rest in HP to make setting up on things like Tyranitar, Excadrill, and Jirachi a little easier. This set is best used along side mons like Mega Lopunny who appreciate Hippo and Skarm being gone, although it can be used by itself to break bulky balanced teams.
Don't both of these examples just Whirlwind you out? I could see it to reliably eliminate Skarm w/ SmaQuake, but I don't think using it as a setup sweeper is the best way to use the move tbh as I think it benefits much more from luring skarm and running a move w/ utility, such as turn or rocks, over SD and using Soft Sand to power up Quake as anything which it can successfully trap (most walls either get forced out by it or force it out themselves) and set up on cripples its ability to sweep w/ leech seed or something.
 
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Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 HP / 232 Def / 8 SpD / 16 Spe
Impish Nature
- Earthquake
- Imprison
- U-Turn
- Stealth Rock
This prevents defensive Lando-T from setting up Rocks, as well as some slower Pokemon like Heatran / Ferrothorn. Spread is customizable. I went with more speed than defensive Lando-T because with Imprison they can't get momentum off you with U-Turn, and you need to be faster to stop Rocks.
Nice set I saw in action not in singles but in double battles because in singles when you use Imprison you can blank only one move -maybe two if you are lucky- barring the mirror of Landorus-T and this leads me to say: in what situations is really worth using a moveslot to blank Stealth Rock when you have other teammates which can run (a faster) Taunt?
 

AM

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Nice set I saw in action not in singles but in double battles because in singles when you use Imprison you can blank only one move -maybe two if you are lucky- barring the mirror of Landorus-T and this leads me to say: in what situations is really worth using a moveslot to blank Stealth Rock when you have other teammates which can run (a faster) Taunt?
idk where yuruu got the idea but I used this set in a different manner. The imprison thing is run better, better by standards of a really niche set, when utilized with sash and explosion as generic suicide lead of sorts max attack and speed. For what its worth the set i ran was a bit better in a time when about every chomp was tankchomp and there were more effective hippo builds unlike now where its presence, hippos that is, isnt as high as before. Just a thought.
 
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