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Arbok @ Black Sludge
Ability: Shed Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Earthquake
- Crunch
Lures missy, sucker is weak as shit anyway
 
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Arbok @ Payapa Berry
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Coil
- Gunk Shot
- Sucker Punch
- Earthquake

Standard Arbok here with a surprise. The same way Arbok ran Shuca Berry for Piloswine, Payapa Berry is here to surprise Psychic-types thinking they can easily come in and take Arbok out with Psychic. After a Coil, Arbok can easily OHKO Grumpig, Mr. Mime, and Kadabra after its Focus Sash has been broken.

252+ SpA Grumpig Psychic vs. 0 HP / 4 SpD Payapa Berry Arbok: 153-180 (58.6 - 68.9%) -- guaranteed 2HKO

+1 252+ Atk Arbok Gunk Shot vs. 248 HP / 0 Def Grumpig: 343-405 (94.4 - 111.5%) -- 68.8% chance to OHKO (OHKOes after rocks)

252 SpA Mr. Mime Psychic vs. 0 HP / 4 SpD Payapa Berry Arbok: 148-175 (56.7 - 67%) -- guaranteed 2HKO

252 SpA Kadabra Psychic vs. 0 HP / 4 SpD Payapa Berry Arbok: 169-199 (64.7 - 76.2%) -- guaranteed 2HKO
 
-grim

while i don't think lum is that great, particularly because all it offers over shed skin + black sludge is intimidate as the ability and a tad more consistency, i think it is better the other options presented. scarf is a gimmick that can situationally lure things but is disappointingly weak and frail, crunch is decent enough but without sucker punch arbok has next to nil use against offense due to its frailty, and payapa is average because you take a lot of damage anyway (limiting its effectiveness after prior damage) and most of the pokemon it is useful against are targeted by sucker punch (while you can point out sets like colbur grumpig and sash kadabra, as the sweeper arbok is without plentiful setup chances against offense, it prefers to have these sorts of 'iffy factors' out of the way before it starts to set up.
 
Floatzel @ Life Orb/ Mystic Water
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Aqua Jet
The slot is basically filler anyway, but the priority is really nice if you don't particularly need taunt or whatnot. I liked this back in PUPL meta but now with things like SD monferno or sub salac tales or RP relicanth being more common, the extra chip damage is often extremely useful. Only run this on a team with a ghost because vigoroth is broken
 
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Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
- Ice Punch
The classic ice punch ice beam floatzel. After switching their rose into an ice punch, they will never expect a hydro pump as they switch out into their relicanth! If played well it can convince the opp you are physical and bait a physical wall in, and floatzel doesnt lose much by running ice punch as the last slot is mostly useless. Return can also be used as a bait for grumpig and toed, but it doesnt do enough imo. Maybe a mixed set with special EVs will be better

4 Atk Life Orb Floatzel Ice Punch vs. 252 HP / 120 Def Eviolite Roselia: 148-177 (48.6 - 58.2%) -- 96.9% chance to 2HKO
This may be a bit of a joke but it is more innovative than the focus blast/special aqua jet/etc bound to come.
 
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Floatzel @ Flame Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Ice Beam
- Hidden Power [Electric] / Taunt / Baton Pass
- Switcheroo

Hot Floatzel set burns shit by tricking Flame Orb on Grumpigs and Tangelas. Cant get burned itself courtesy of Water Veil obviously.
 
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Floatzel @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Rain Dance
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]

gotta go fast? i guess it's an inferior golduck and all but faster outside rd sounds nice :D
 
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Floatzel @ Mystic Water / Leftovers
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Frustration
- Substitute
- Baton Pass

Pretty simple to understand, Floatzel threatens something out since thats its thing and then Subs-Up to pass it along to a better match-up or wreck havoc. the set works fine either Special Or Physical even mixed could probs put in some work but this is what ive been running for the moment. I personally prefer Mystic Water since it allows floatzel to pack a punch with waterfall but lefties is also fine for passive recovery.
 
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Floatzel @ Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Waterfall
- Ice Punch
- Aqua Jet

So yeah they have weakened Zebstrika or Ninetales about to switch out fearing Aqua Jet? Need some damage on Raichu/Jumpluff/Rapidash to clean with your Zebstrika/Scarf-Rotom/idk?

PURSUIT is the move for you ez
 
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Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bulk Up
- Baton Pass
- Waterfall
- Ice Punch

Offensive Bulk Up pass. Set up a Bulk Up on something you force out, like Rapidash, and then Baton Pass the boost as they go to a counter, or stay in and hit hard. Difference from the standard BP set is that it isn't super weak and can actually function as a threatening attacker by itself.

+1 252 Atk Life Orb Floatzel Ice Punch vs. 252 HP / 128 Def Eviolite Roselia: 276-325 (90.7 - 106.9%) -- guaranteed OHKO after Stealth Rock
 
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Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Waterfall
- Ice Beam
- Low Kick
- Aqua Jet

Mixed Floatzel with emphasis on its physical attacking set lets it beat standard switch-ins to its special set. Regice is a great example of something that's beaten by LO Low Kick, while Ice Beam gives physical Floatzel the tools it needs to break past standard switch-ins to that set, like Tangela / Gourgeist-Super / Quilladin. 4 SpA LO Ice Beam still OHKOes Jumpluff, so it doesn't need more investment than that.

252 Atk Life Orb Floatzel Low Kick (100 BP) vs. 0 HP / 4 Def Regice: 244-289 (81.6 - 96.6%) -- guaranteed OHKO after Stealth Rock

4 SpA Life Orb Floatzel Ice Beam vs. 252 HP / 0 SpD Eviolite Tangela: 200-237 (59.8 - 70.9%) -- guaranteed 2HKO
4 SpA Life Orb Floatzel Ice Beam vs. 248 HP / 8 SpD Gourgeist-Super: 187-221 (50.1 - 59.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
4 SpA Life Orb Floatzel Ice Beam vs. 248 HP / 8 SpD Eviolite Quilladin: 151-179 (46.4 - 55%) -- guaranteed 2HKO after Stealth Rock
4 SpA Life Orb Floatzel Ice Beam vs. 0 HP / 0 SpD Jumpluff: 312-369 (107.2 - 126.8%) -- guaranteed OHKO
 
Power-Up Punch Floatzel

Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power-Up Punch
- Waterfall
- Ice Punch
- Aqua Jet

Just use Power-Up Punch to gain an attack boost (you have just to be sure to dish out a first hit) and, alongside with the power granted from the Life Orb, try to muscle through the opponent's monsters with the three coverage moves including a priority.
Jolly nature to have the possibility to hit first most of the time because you can't tank almost anything and even less with a Life Orb.
 
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