Resource USM Creative & Underrated Sets v2

HCJB

Banned deucer.
Paper Machete
I've recently been trying out z tailwind kartana,

View attachment 133434

Kartana @ Flyinium Z
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tailwind
- Leaf Blade
- Sacred Sword
- Swords Dance/ night slash/ smart strike

I know initially people thought it was a gimmicky set but after using it for a few days I can say it definitely puts in a lot of work against most architypes but really shines against balance and stall. Before I talk about the positives I want to address its weakness. The biggest issue with the set is its poor coverage if running swords dance and the time it takes to snowball if it's not.
You want swords dance because leaf blades damage output is ridiculous after a crit and at plus 2. Here are some calcs:

+2 252 Atk Kartana Leaf Blade vs. 252 HP / 0 Def Tornadus-Therian on a critical hit: 340-401 (93.9 - 110.7%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Kartana Sacred Sword vs. 248 HP / 0 Def Magearna on a critical hit: 336-396 (92.5 - 109%) -- 87.5% chance to OHKO after Stealth Rock
+2 252 Atk Kartana Leaf Blade vs. 248 HP / 0 Def Magearna on a critical hit: 252-297 (69.4 - 81.8%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Kartana Leaf Blade vs. 248 HP / 8 Def Zapdos on a critical hit: 321-378 (83.8 - 98.6%) -- guaranteed OHKO after Stealth Rock and Leftovers recovery
+2 252 Atk Kartana Leaf Blade vs. 152 HP / 0 Def Hawlucha on a critical hit: 359-423 (107.1 - 126.2%) -- guaranteed OHKO
+2 252 Atk Kartana Leaf Blade vs. 0 HP / 0 Def Latios-Mega on a critical hit: 283-333 (94 - 110.6%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Kartana Sacred Sword vs. 248 HP / 252+ Def Scizor-Mega on a critical hit: 215-253 (62.6 - 73.7%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Kartana Sacred Sword vs. 248 HP / 104+ Def Celesteela on a critical hit: 304-358 (76.5 - 90.1%) -- 18.8% chance to OHKO after Stealth Rock and Leftovers recovery

The downside to running swords dance alongside tailwind is the fact that it requires two turns to set up and has relatively poor coverage, but again to reiterate the poor coverage is offset by the damage output leaf blade puts out once it is set up.

On the other hand if you opt to run night slash or smart strike kartana operates similar to its choice scarf set with double the speed -enough to outrun hawlucha- and the ability to switch attacks, the crit multiplier provides an attack boost since leaf blade and night slash (if you opt to run it over smart strike) will always crit. When compared to its choice scarf set, the pros and cons of z tailwind kartana become more apparent, it functions akin to a sweeper with higher damage output allowing it to snowball easier, has more speed but it comes at the cost of loosing the ability to switch out for fear of relinquishing the crit multiplier. Further unlike choice scarf it does have less coverage as it cannot run both smart strike and night slash.

Here are some calcs for kartana without the sword dance boost but with the crit multiplier
-1 252 Atk Kartana Leaf Blade vs. 252 HP / 240+ Def Landorus-Therian on a critical hit: 222-262 (58.1 - 68.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Kartana Smart Strike vs. 0 HP / 0 Def Tornadus-Therian on a critical hit: 267-315 (89.2 - 105.3%) -- guaranteed OHKO after Stealth Rock
252 Atk Kartana Smart Strike vs. 252 HP / 0 Def Tornadus-Therian on a critical hit: 267-315 (73.7 - 87%) -- 87.5% chance to OHKO after Stealth Rock
252 Atk Kartana Night Slash vs. 252 HP / 4 Def Tornadus-Therian on a critical hit: 178-210 (49.1 - 58%) -- guaranteed 2HKO after Stealth Rock
252 Atk Kartana Night Slash vs. 0 HP / 4 Def Tornadus-Therian on a critical hit: 176-208 (58.8 - 69.5%) -- guaranteed 2HKO after Stealth Rock
252 Atk Kartana Leaf Blade vs. 252 HP / 252+ Def Clefable on a critical hit: 249-294 (63.1 - 74.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Kartana Leaf Blade vs. 4 HP / 0 Def Zygarde on a critical hit: 241-285 (67.3 - 79.6%) -- guaranteed 2HKO after Stealth Rock

One thing I have not touched on, is the utility of z tailwind kartana. Tailwind has been a gimmicky move due to its short duration but when used late game Kartana is able to punch some final holes in a team and if it happens to faint it, you still have the speed boast for another teammate or if tailwind runs out you can just set it up again. One Pokémon who appreciates the utility of tailwind is mega alakazam. Mega alakazam is the flavour of the month at the moment and currently its most common set opts to use a modest nature over timid. This provides a notable increase in power but allows it to fall prey to being outsped and speed tying with ash-gren, other alakazams and is also outsped by mega lop. Z tailwind kartana supports alakazam by allowing it use a modest nature and allowing it to then outspeed choice scarfers and set up sweepers. Another mon that pair well with kartana is magnezone, as its ability to trap steels like celesteela, scizor and ferrothorn makes kartana time of sweeping that much easier. Compounding z tailwinds kartana’s utility, is its sheer unpredictability, already it is quite difficult to judge what set kartana’s running from team preview sure it’s not like Landorus-Therian where you just have no idea what its running but there is always that risk that you could misjudge it's set. This is favourable as I mentioned earlier running swords dance means it has to set up twice, but in practice this is not difficult as it easy lure and feint opponent with its set. for example if you can set up on mega alakazam by sacrificing a mon sending out kartana, opponent switches fearing choice scarf, set up tailwind for the speed and crit and proceed to ko or set up swords dance on their check.

All in all I would rank z Kartana in either A or A- as its sheer versatility in its ability to support its teammates or just steam role by setting up cannot be understated. It functions as an amalgamation of its swords dance and choice scarf sets, and as such can be played how you want depending on the opposition. Against offence you have a mon that can set up tailwind for another mon to sweep and against balance and stall it can just straight out overpower most mons through the power of crit leaf blade and sword dance plus it does not have to worry about being outsped against balance or stall as it more often than not will be fast enough to hit the opposing mon first, meaning you only have to set up once.

Some replays

http://replay.pokemonshowdown.com/gen7ou-794558655
In this replay Kartana is able to sweep using tailwind. The key thing here is that had it been the normal swords dance set it would have lost to zygarde and if it was the choice scarf set it would have lost to heatran because it wouldn’t have been able to switch attacks.

http://replay.pokemonshowdown.com/gen7ou-794620555
In this replay kartana was able to break most of the opponents team and then later sweep

http://replay.pokemonshowdown.com/gen7ou-794738561
In this battle the utility of z tailwind kartana is shown. It put the opponent in a check mate postion, as it eventhough it didnt crit against magearna the tailwind provided alakazam the ability to outspeed choice scarf kartana

http://replay.pokemonshowdown.com/gen7ou-794745389
In this battle kartana again provided utility to the team by allowing mega zam to outspeed choice scarf keldeo
I already covered Z-Tailwind earlier in the thread (here), sorry dude.
 
Where is your item bro?



Weavile @ Sitrus Berry or no Item
Ability: Pickpocket
EVs: 248 HP / 100 Def / 160 Spe
Jolly Nature
- Fake Out
- Foul Play
- Ice Shard
- Taunt

Caution: This Set is hella fun to use.

After playing around with Magician a bit, I talked and tested with sedertz how it works. He mentioned Pickpocket Weavile and then I instantly thought about Pickpocket Weavile+Mega Zam.

If Weavile has no item and gets hit by a contact move and does not die, it will steal the opposing item. Example:
1) You kill something with Mega Zam.
2) Your opponent goes to his Scarfer (Greninja, Landorus-T, Kartana) or his pivot (AV Tangrowth, Magearna).
3) They will click a contact move that will kill or weaken Mega Zam heavily (U-Turn, Leaf Blade, Knock Off, Iron Head)
4) Weavile tanks all of those hits and steals the item.
5) Mega Zam is now even harder to check.

EVs outspeed Kartana after stealing its Scarf and it is bulky enough totank Protean U-Turn from Gren but not to bulky to take min. 50% from defensive Scarf Landorus-T for Sitrus to activate. If you wanna remove Chanseys Eviolite, make sure to have no Item for 100% steal if it Seismic Tosses you. If you opt to go for for no Item, maximize your physical bulk to tank Heavy Slam from Celesteela, to remove its Item.

You only really need Foul Play and maybe Taunt to not let Magearna setup. Other moves like SD or Fling to get rid of the stolen Item area also options.


 
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Manual terrain-terrain setting Tapus


Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic Terrain
- Psyshock/Psychic
- Moonblast
- Focus Blast (HP-whatever)


Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Electric Terrain
- Hidden Power [Ice]
- U-turn
- Thunderbolt
set doesn't matter. I like electrium Z

Description
I think this is self-explanatory and more of a tech choice than a "set", but basically if you've ever used terrain support, you know stupid bulky Bulu switches in and ruins your plans by changing terrain. Now instead of those late-game mindgames and switch wars, you just send in Koko, click Electric terrain as bulu comes in or on the sac, and then Hawlucha sets up for free on bulu. Gg.

Lele also gets terrain extender. I think psychic spam is very strong on ladder at the moment, and having 7 turns of terrain is kind broken when you have teammates like mega-zam and hoopa U. Extender+ manual set means it's almost always up. Also if you Terrain as AV or Bulky bulu comes in you can beat it 1v1 with psyshock.

This time w/ replays
https://replay.pokemonshowdown.com/gen7ou-806628490
https://replay.pokemonshowdown.com/gen7ou-806688186 lemme see if I can get a better one for koko
 
Sabtini

Victini @ Firium Z
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- V-create
- Bolt Strike
- Toxic

Description: Z-V Create is the strongest z move in the game so it acts as a nuke while allowing you to use V-create again the next turn. Bolt Strike is to hit waters and heatran neturally paired with tapu koko bolt strike nearly ohkos toxapex and after stealth rock 2 hit kos heatran. U-turn is to keep up momentum and bluff other sets like scarf and band. Toxic to hit slowbro, gastrodon, charizard-x, hippowdon, latios & latias, zygarde, rotom and mega swampert. Ive been testing this set for about a week now and it is fantastic. Victini requires some building help for this to be effective though. I suggest pairing it with double removal and if possible one of them being a spinner as this victini does appreciate hazards on the opponents side of the field.

Replays
https://replay.pokemonshowdown.com/gen7ou-812784578
https://replay.pokemonshowdown.com/gen7ou-812349956
http://replay.pokemonshowdown.com/gen7ou-813268015
Will add more in he coming days
 
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.......... Somebody say heeeeeeeeeeeeeyyyyy we want some...... Whats good. I'm dropping a treasure trove of heat. One by one so here it is.


Thunder P. (Mew) @ Assault Vest
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Ice Beam
- Fire Blast
- Earth Power



Genie (Hoopa-Unbound)
Ability: Magician
EVs: 232 Atk / 44 SpA / 232 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Drain Punch



Pelipper @ Waterium Z
Ability: Drizzle
EVs: 220 HP / 8 Atk / 252 SpA / 28 Spe
Modest Nature
- Hydro Pump
- Hurricane
- Knock Off
- Defog


1540170070256.png
1540170088407.png

Victini @ Assault Vest
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Focus Blast
- Psyshock
- Glaciate

1540170070256.png
1540170088407.png

Victini @ Assault Vest
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Focus Blast
- Psyshock
- Glaciate



1540170148153.png

Lopunny-Mega @ Lopunnite
Ability: Scrappy
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Retaliate
- Power-Up Punch


Celebi @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Hidden Power [Fire]
- Psychic
- Earth Power



Beartic @ Life Orb
Ability: Slush Rush
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Icicle Crash
- Superpower
- Facade


1540170192167.png

Sauce Gawd (Crustle) @ Rockium Z
Ability: Weak Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Rock Wrecker
- Earthquake
- X-Scissor


Mew @ Mewnium Z
Ability: Synchronize
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Soft-Boiled
- Aura Sphere



I mean if you want descriptions just let me know. Shit is flames. AV mew is an anti lead or late game sweeper. Z mew def sweeper. AV victini is so fucking good and no item hoopa unbound is the WAVEEEE. Don't use fake out on your lopunny its a wasted moveset and u are you better than that unless you're false then i mean at least you can read thats a noble accomplishment.
 
been messing around with some unorthodox leads, they're probably not better than drill and lando but still fun and fairly effective

Crustle @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Rock Tomb
- Toxic

Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Toxic Spikes
- Scald

Skarmory @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Brave Bird

Garbodor @ Focus Sash
Ability: Weak Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Explosion
- Toxic

Scolipede @ Mental Herb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spikes
- Toxic Spikes
- Endeavor
- Pin Missile

Accelgor @ Focus Sash
Ability: Hydration
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Spikes
- Toxic Spikes
- Final Gambit
- Knock Off


I also built this team featuring Omastar, serp (ban this abomination), dual dance mage, subCM hoopa, and z celebrate tini

helix (Omastar) @ Focus Sash
Ability: Weak Armor
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Toxic Spikes
- Scald

L E F A (Serperior) @ Leftovers
Ability: Contrary
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leech Seed
- Glare
- Leaf Storm

OwO (Magearna) @ Leftovers
Ability: Soul-Heart
EVs: 76 HP / 252 SpA / 180 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Shift Gear
- Thunderbolt
- Ice Beam

boylips jr (Gyarados-Mega) @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Taunt

omari (Hoopa) @ Iapapa Berry
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Shadow Ball
- Focus Blast

Spicy boy (Victini) @ Normalium Z
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Celebrate
- Searing Shot
- Stored Power
- Focus Blast


here's a game that probably made insult want to quit playing mons. can't say I blame him

http://replay.pokemonshowdown.com/gen7ou-824309863
 

Givrix

Custom title
is a Tiering Contributor
Hey all ! few months ago, for some reasons, I used to read many articles on Bulbapedia, to learn about many missknown mechanics. After several hours of reading, I fell upon the Foul Play article, and something caught my attention:

"Foul Play inflicts damage. It uses the target's Attack stat to calculate damage, as opposed to the user's Attack stat. The damage calculation references the target for stat stage changes to the Attack stat but references the user for all other modifiers to Attack (including held item, Ability, and burn). "

held item > Choice Band
Ability > Huge Power

I'm quite sure that the following set is already known by many users, but I have to share it here:

Diggersby tough

Diggersby @ Choice Band
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Foul Play
- Earthquake / Spikes
- Frustration / Spikes
- Quick Attack / Spikes

Diggersby is known to be a good example of what is the "4-Moveslot Syndrome". Fire Punch, Ice Punch, U-turn and many moves can be great on him, but there is always something that can switch on him because of that "syndrome". Given that almost all the OU mons have a decent raw atk stat (most of the part, a better atk stat than adamant full atk diggersby), Foul Play, boosted with choice band and huge power, has almost no safe switchs, a very big part of the metagame is at least 2hko by this. The few passive mons that can take foul play (Toxapex and Chansey) are obviously pressured by Earthquake/Frustration. The main drawback is the lack of defensive pressure, unlike the commun OU wallbreakers (Mawile-m, Hoopa-U), but the absence of any decent switch-in grant him a decent niche.

252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Alakazam-Mega: 298-352 (118.7 - 140.2%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Blacephalon: 750-884 (303.6 - 357.8%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 104+ Def Celesteela: 165-195 (41.5 - 49.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Earthquake vs. 244 HP / 252+ Def Eviolite Chansey: 382-450 (54.4 - 64.1%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Charizard-Mega-X: 284-335 (95.6 - 112.7%) -- 75% chance to OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Charizard-Mega-Y: 232-273 (78.1 - 91.9%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Earthquake vs. 252 HP / 252+ Def Clefable: 253-298 (64.2 - 75.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 4 HP / 0 Def Excadrill: 482-568 (133.1 - 156.9%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 252 HP / 48 Def Ferrothorn: 147-174 (41.7 - 49.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Earthquake vs. 252 HP / 48 Def Ferrothorn: 220-259 (62.5 - 73.5%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Choice Band Huge Power Diggersby Foul Play vs. 4 HP / 0 Def Garchomp: 324-382 (90.5 - 106.7%) -- 43.8% chance to OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 8 Def Gastrodon: 237-279 (55.7 - 65.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 244 HP / 44 Def Gliscor: 156-184 (44.3 - 52.2%) -- guaranteed 3HKO after Poison Heal
252 Atk Choice Band Huge Power Diggersby Frustration vs. 244 HP / 44 Def Gliscor: 234-276 (66.4 - 78.4%) -- guaranteed 2HKO after Poison Heal

252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Greninja: 162-191 (56.8 - 67%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Greninja-Ash: 175-206 (61.4 - 72.2%) -- guaranteed 2HKO

-1 252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Gyarados: 367-432 (110.8 - 130.5%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 152 HP / 0 Def Hawlucha: 170-201 (50.7 - 60%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 252 HP / 0 Def Heatran: 160-189 (41.4 - 48.9%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Hoopa-Unbound: 544-640 (180.7 - 212.6%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 0 Def Jirachi: 408-482 (101.2 - 119.6%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 4 HP / 0 Def Kartana: 316-372 (121.5 - 143%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Frustration vs. 0 HP / 0 Def Keldeo: 322-379 (99.6 - 117.3%) -- 93.8% chance to OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Kyurem-Black: 326-384 (83.3 - 98.2%) -- guaranteed 2HKO
-1 252 Atk Choice Band Huge Power Diggersby Foul Play vs. 152 HP / 136 Def Landorus-Therian: 270-318 (75.6 - 89%) -- guaranteed 2HKO
-1 252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Landorus-Therian: 368-433 (115.3 - 135.7%) -- guaranteed OHKO

252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Lopunny-Mega: 169-199 (62.3 - 73.4%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Earthquake vs. 248 HP / 0 Def Magearna: 510-602 (140.4 - 165.8%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 4 HP / 0 Def Magnezone: 122-144 (43.2 - 51%) -- 5.1% chance to 2HKO

252 Atk Choice Band Huge Power Diggersby Foul Play vs. 40 HP / 0 Def Mawile-Mega: 121-142 (48.2 - 56.5%) -- 89.1% chance to 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Medicham-Mega: 294-347 (112.6 - 132.9%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 240 HP / 156 Def Mew: 316-372 (78.8 - 92.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Mimikyu: 318-375 (126.6 - 149.4%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Frustration vs. 248 HP / 32+ Def Pelipper: 259-306 (80.1 - 94.7%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Pinsir-Mega: 301-355 (111 - 130.9%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Frustration vs. 252 HP / 252+ Def Rotom-Wash: 202-238 (66.4 - 78.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 8 Def Sableye-Mega: 147-173 (48.5 - 57%) -- 91.8% chance to 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 252+ Def Scizor-Mega: 165-195 (48.1 - 56.8%) -- 89.1% chance to 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 56 HP / 0 Def Serperior: 151-178 (49.5 - 58.3%) -- 64.5% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 0 Def Skarmory: 127-150 (38.1 - 45%) -- guaranteed 3HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Swampert-Mega: 348-410 (102 - 120.2%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 252 HP / 28 Def Tangrowth: 164-194 (40.5 - 48%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Tapu Bulu: 150-177 (53.3 - 62.9%) -- guaranteed 2HKO after Grassy Terrain recovery
252 Atk Choice Band Huge Power Diggersby Frustration vs. 248 HP / 8 Def Tapu Fini: 259-306 (75.5 - 89.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 20 HP / 0 Def Tapu Koko: 118-139 (41.2 - 48.6%) -- guaranteed 3HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Tapu Lele: 204-240 (72.5 - 85.4%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 0 HP / 0 Def Tornadus-Therian: 221-260 (73.9 - 86.9%) -- guaranteed 2HKO
252 Atk Choice Band Huge Power Diggersby Earthquake vs. 248 HP / 12+ Def Toxapex: 362-428 (119.4 - 141.2%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 80 HP / 0 Def Tyranitar: 160-189 (44.3 - 52.3%) -- 17.6% chance to 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. +1 0 HP / 0 Def Victini: 368-434 (107.9 - 127.2%) -- guaranteed OHKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 0 Def Volcarona: 172-203 (46.1 - 54.4%) -- 53.1% chance to 2HKO
252 Atk Choice Band Huge Power Diggersby Foul Play vs. 248 HP / 8 Def Zapdos: 191-225 (49.8 - 58.7%) -- 74.2% chance to 2HKO after Leftovers recovery

252 Atk Choice Band Huge Power Diggersby Foul Play vs. 4 HP / 0 Def Zygarde: 241-284 (67.3 - 79.3%) -- guaranteed 2HKO

 
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I made this for a really shitty Hyper Stall team that involved giving all the Stall staples bad offensive sets like SD+WA Skarmory and Curse Quagsire, but turns out it has a great deal of merit based on some of my ladder experience (nearing the 1700s at this point in part because of this bad boy on a semi-stall team paired with Fat Volc. Ladies and Gentlemen, here it is: TRAPPER MEGA SABLEYE!


Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Mean Look
- Calm Mind
- Dark Pulse/Shadow Ball
- Recover

NU and UU players may know about Block Slowbro, and for good reason: it is painfully difficult to deal with due to its respectable bulk and its ability to bait and punish bad switches like nothing else by trapping something it walls that would be able to beat another set, setting up on it with Calm Mind, and then proceeding to steamroll through a team that doesn't have a considerable amount of firepower to penetrate its unboosted yet high physical bulk. Although I originally wanted to make a Mega Sableye set that relied on the surprise factor of being an offensive set because I made an offensive Stall team as a joke, it turned out that this set was a genuine threat that very much follows in BlockBro's footsteps.

Now for a breakdown of its moves:
  • Mean Look is the crux of this set, and its purpose is very simple yet incredibly dangerous: it prevents something that would want to come in on a standard Mega Sableye variant from switching out, allowing Mega Sableye to reliably boost to +6 and function as an extremely powerful wincon from the word go. Though some would argue that the surprise factor of the move is what makes it so dangerous, I would argue against this: though few if any can feasibly expect Mega Sableye to be running Mean Look, the amount of pressure this move's existence puts on someone after it is revealed is still incredible. Because your opponent's highest priority is likely to be trying to get out of any potential trapping situation, you can both get an incredible amount of momentum by making aggressive doubles into things that wall Mega Sableye checks and a lot of chip damage just by virtue of entry hazards.
  • Calm Mind is where the similarities to BlockBro truly begin: Mega Sableye can take advantage of Calm Mind surprisingly well due to the decent coverage provided by its STABs. Since this Mega Sableye is completely invested into its physical bulk (which is as a baseline superior to its special bulk by a non-negligible amount), it can utilize Calm Mind to instead function as a powerful mixed wall that can hit back very hard after a while. Fewer and fewer special attackers are able to break past Mega Sableye as it boosts up, which allows it to wall a surprising amount of things (I've even been able to wall Darkinium Hydreigon with this set!) on both ends of the spectrum.
  • The choice between Dark Pulse and Shadow Ball is a little bit tricky, due to this set's insane 4MSS; on one hand, you can actually dent Normal-types; on the other hand, Fairies and Hawlucha drop to Shadow Ball but frequently not to Dark Pulse. Although I personally run Dark Pulse, I'd recommend Shadow Ball far, far more. Chansey can't do shit to you anyway.
  • Recover needs no explanation.
This thing has traits that Slowbro would die for, although not having Mega Slowbro's Shell Armor can BLOW sometimes because there's just a chance that a crit can ruin all your careful planning and flawless execution: Magic Bounce makes it a downright terrifying trapper since you can't just Taunt to stop its setup or Toxic it; in fact, it quite appreciates getting burned most of the time since it isn't getting frozen or paralyzed instead. You can even force your opponent to get hazards up for you, although there's another Mega Sableye set (and not one I made) that does this waaaaay better.

However, this set obviously isn't without its flaws: it's significantly better against fatter teams since they generally lack the sheer firepower to break past Mega Sableye either before it picks up several Calm Minds or from its physical side. Offensive teams can eventually beat it in a boosting war although this isn't necessarily consistent since Mega Sableye can still find something it can trap and set up on, even on Hyper Offense teams. Moreover, not being able to muscle past Toxapex, Unaware users, and whatever walls it based on its single attack can suck sometimes.


However, there's a different Mega Sableye set that follows a similar premise to this one but takes another approach. I take no credit for creating this one; it's been around for a while, actually, and it was listed here if you want to see the full team:


Sableye-Mega (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Spite
- Will-O-Wisp
- Mean Look

This Mega Sableye trapper variant is, in theory, pretty similar to my set; however, instead of acting as a powerful wincon, this one serves to PP stall out its opponents after trapping them, which lets it bodybag Chansey, Toxapex, and others. As a stall-staple Stallbreaker it's pretty similar to Spike Pyukumuku in this regard: it hunkers down for the long haul and seeks to win a war of attrition instead of steamrolling through the opponent at a glacial speed.

You can probably ask z0mOG for some more details about his Mega Sableye and his team as a whole since he's the one that used the Spite set in SPL 9.

I'd like to provide a few replays of my Calm Mind Trapper Mega Sableye in action, since this thing has both won me games extremely quickly and brought be back from otherwise devastating losses and potential 6-0s:

https://replay.pokemonshowdown.com/gen7ou-826280807 (Yes, I'm well aware I got incredibly lucky by dodging that Rock Blast there)
https://replay.pokemonshowdown.com/gen7ou-826176571
https://replay.pokemonshowdown.com/gen7ou-823802014
https://replay.pokemonshowdown.com/gen7ou-823803442 (Managed to trap and set up on this guy's Hydreigon after like 70 turns; he was fucking LIVID!)

Make no mistake; I'm not a good player whatsoever. I'm only just nearing the 1700s for the first time in an extraordinarily long time. But I feel like both of these Mega Sableye trapper sets have a huge amount of unexplored potential and I feel like someone could probably take my Calm Mind trapper set extremely far in the future, either on the ladder or in a big tournament.
 

Gurpreet Patel (Sent you a Friend Request)

went from brawl to melee, still mediocre
is a Community Contributor
hey so i'm a bh main but it turns out that ou is actually pretty fun when you don't suck at it and when you're not getting haxed. so with that said, here are some unmons i've been using lately:

cb slaking

MELEE DK (Slaking) (M) @ Choice Band
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Fire Punch
- Play Rough / Sucker Punch / Toxic (?)

ou slaking got a bit of traction last gen so i decided to give it a go. double edge is an absolutely devastating move, 2hkoing offensive heatran and generally not having stable switchins. eq and fire punch are obviously for coverage, with play rough being there for msab and sucker punch offering powerful but predictable priority. toxic is for buzzwole or avalugg or something idk. it's adamant bc you know we be all about that

the cool thing about slaking is that unlike other wallbreakers like hoopa u, it actually has great bulk, so it can switch in on stuff like mega gyarados, live a +1 hit, and ohko in return.

overall this is a mon with downsides for sure, but you could do a lot worse.

https://replay.pokemonshowdown.com/gen7ou-826690045
https://replay.pokemonshowdown.com/gen7ou-826743749

sub wiki xurk

ues (Xurkitree) @ Wiki Berry
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Tail Glow
- Hidden Power [Ice]
- Thunderbolt

so for my next unmon i wanted to try out one of my old favorites xurk, but all his established sets seemed bad to me. z hypnosis had terrible longevity and never swept anything especially with scarf lando everywhere, and scarf/specs were a meme. originally i was gonna try this with leftovers but it also had bad longevity, then i remembered omari p and his hoopa c and decided to give wiki berry a try.

this is one of the most hit or miss mons in existence. it either dismantles the entire opposing team or does literally nothing. i could see it doing better with a more optimized ev spread to live some hits like sub vs steela heavy slam or something idk.

https://replay.pokemonshowdown.com/gen7ou-824561147
https://replay.pokemonshowdown.com/gen7ou-824807751
https://replay.pokemonshowdown.com/gen7ou-825138272
https://replay.pokemonshowdown.com/gen7ou-825141116

av max spa bro is actually a super heat mon btw but that's for another time, we got the dumbest set of the bunch coming up

av eelektross

:krabman: (Eelektross) @ Assault Vest
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Acid Spray / Knock Off / Flamethrower

bh is basically just slow pivoting into your wallbreaker until you win the game so i decided to see if there were any slow pivots in ou, and instead of running av gear like a rational human being, i came up with this. acid spray helps u win cm wars which is kinda cool, knock is for chans and leftovers, flamethrower gives extra coverage.

it's honestly a really nice lead, unless they have zyg or a huge power dude you can take a hit and hit back or uturn. av gear fleur for example does like 30 or something and you wall defensive lando. the problem is that if you let him get chipped too much you won't be able to switch him in later on, and switching in is really the only way you can use this mon because it gets momentum instead of using it.

dude eel is going to be highkey good if they give him regen lol

https://replay.pokemonshowdown.com/gen7ou-825323257
https://replay.pokemonshowdown.com/gen7ou-825337465

shoutouts to curiosity for being a cool guy whomst'd also partakes in the playing of the ou tier

thanks for reading everyone, see you later
 

zaaya

M I S H
is a Tiering Contributor
Sup y'all, I am here today to present a very simple yet shockingly underutilized tech given that it should already be well established given meta trends imo :facepalm:
ROCKIUM TAPU MF BULU


Tapu Bulu @ Rockium Z
-Swords Dance
-Horn Leech
-Superpower
-Stone Edge
After amassing a graveyard of poor unsuspecting Zards, Torns, Zaps, Shedninja's Volcs and Victini's (plus the occasional Moltres) this shit is my go to. Matchups where Grass + Fighting coverage bulu alone can massacre teams are far and few between nowadays meanwhile Rockium lures in and smashes through normal checks/counters and honestly just makes Bulu a helluva lot more scary without those go to answers c0ckblocking bulu. AINT NOBODY SAFE
I leave the EV spread ambiguous because it honestly depends entirely on what your team needs. You can roll with fast offensive or even still be fat as shit to be a better answer gren, zyg etc while still bodying normal counters. Bulu OHKO's Torn without even needing any attack investment w/ continental crush which gives it the e d g e over using just regular stone edge, plus you don't miss and potentially lose the game to one of those scurry ass mons above <3
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 252 HP / 4 Def Tornadus-Therian: 388-458 (107.1 - 126.5%) -- guaranteed OHKO)
BUT NOTE, you do need at least 4 attack investment to get the guarantee OHKO on Zard X, and 68 atk EV's for Victini. I usually roll with at least 68 given that
(4 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Charizard-Mega-X: 298-352 (100.3 - 118.5%) -- guaranteed OHKO after Grassy Terrain recovery)
(68 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Victini: 342-404 (100.2 - 118.4%) -- guaranteed OHKO after Grassy Terrain recovery)
It even has the potential to beat Celesteela when you SD on the switch
(+4 68 Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 104+ Def Celesteela: 411-484 (103.5 - 121.9%) -- guaranteed OHKO after Leftovers recovery
(+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 104+ Def Celesteela: 345-407 (86.9 - 102.5%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery)
+2 0 Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 240+ Def Zapdos: 522-616 (136.2 - 160.8%) -- guaranteed OHKO after Leftovers recovery
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Volcarona: 920-1084 (295.8 - 348.5%) -- guaranteed OHKO after Grassy Terrain recovery)
(252 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Kyurem-Black: 394-464 (100.7 - 118.6%) -- guaranteed OHKO after Grassy Terrain recovery)
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Kyurem-Black: 324-382 (82.8 - 97.6%) -- guaranteed OHKO after Stealth Rock and Grassy Terrain recovery)
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 4 Def Charizard-Mega-Y: 792-932 (266.6 - 313.8%) -- guaranteed OHKO)
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Shedinja: 606-714 (60600 - 71400%) -- guaranteed OHKO after Grassy Terrain recovery) lol


Long story short, this set really does change how threatening Bulu is as a pokemon imo making it not deadweight like the standard set is often guilty of being, making it so much easier to just run through teams with it, from shedninja/bird stall to balance everything get ROCKED by it :swole: peep below
https://replay.pokemonshowdown.com/gen7ou-832767270
https://replay.pokemonshowdown.com/gen7ou-831246316
https://replay.pokemonshowdown.com/gen7ou-820875680
https://replay.pokemonshowdown.com/gen7ou-824323152
https://replay.pokemonshowdown.com/gen7ou-824315204
https://replay.pokemonshowdown.com/gen7ou-831245055
https://replay.pokemonshowdown.com/gen7ou-821340908
 
1541947730171.gif

Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Focus Blast
- Volt Switch

This thing is super strong, pretty bulky like all the other gay sets this shit can run, and, unlike CM, can use volt for momentum, have more coverage in general, and just be a strong breaker right off the bat in general.
252+ SpA Choice Specs Magearna Focus Blast vs. 248 HP / 132+ SpD Heatran: 328-388 (85.1 - 100.7%) -- 81.3% chance to OHKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Magearna Focus Blast vs. 248 HP / 156 SpD Scizor-Mega: 185-218 (53.9 - 63.5%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Magearna Fleur Cannon vs. 224 HP / 216+ SpD Tapu Bulu: 268-316 (79.5 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery
252+ SpA Choice Specs Magearna Fleur Cannon vs. 244 HP / 152 SpD Gliscor: 369-435 (104.8 - 123.5%) -- guaranteed OHKO
252+ SpA Choice Specs Magearna Flash Cannon vs. 92 HP / 0 SpD Mawile-Mega: 225-265 (85.2 - 100.3%) -- 43.8% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Magearna Fleur Cannon vs. 248 HP / 0 SpD Tapu Fini: 280-330 (81.6 - 96.2%) -- 56.3% chance to OHKO after Stealth Rock and Leftovers recovery

Replay: http://replay.pokemonshowdown.com/gen7ou-833908879 (Saw Omari Goat using this and Gear cleaned up late game and helped Fini 1v1 Hawlucha)

Edit: I'm retarded and didn't put the set itself at first, lmao.
 
Last edited:
Sup y'all, I am here today to present a very simple yet shockingly underutilized tech given that it should already be well established given meta trends imo :facepalm:
ROCKIUM TAPU MF BULU


Tapu Bulu @ Rockium Z
-Swords Dance
-Horn Leech
-Superpower
-Stone Edge
After amassing a graveyard of poor unsuspecting Zards, Torns, Zaps, Shedninja's Volcs and Victini's (plus the occasional Moltres) this shit is my go to. Matchups where Grass + Fighting coverage bulu alone can massacre teams are far and few between nowadays meanwhile Rockium lures in and smashes through normal checks/counters and honestly just makes Bulu a helluva lot more scary without those go to answers c0ckblocking bulu. AINT NOBODY SAFE
I leave the EV spread ambiguous because it honestly depends entirely on what your team needs. You can roll with fast offensive or even still be fat as shit to be a better answer gren, zyg etc while still bodying normal counters. Bulu OHKO's Torn without even needing any attack investment w/ continental crush which gives it the e d g e over using just regular stone edge, plus you don't miss and potentially lose the game to one of those scurry ass mons above <3
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 252 HP / 4 Def Tornadus-Therian: 388-458 (107.1 - 126.5%) -- guaranteed OHKO)
BUT NOTE, you do need at least 4 attack investment to get the guarantee OHKO on Zard X, and 68 atk EV's for Victini. I usually roll with at least 68 given that
(4 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Charizard-Mega-X: 298-352 (100.3 - 118.5%) -- guaranteed OHKO after Grassy Terrain recovery)
(68 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Victini: 342-404 (100.2 - 118.4%) -- guaranteed OHKO after Grassy Terrain recovery)
It even has the potential to beat Celesteela when you SD on the switch
(+4 68 Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 104+ Def Celesteela: 411-484 (103.5 - 121.9%) -- guaranteed OHKO after Leftovers recovery
(+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 104+ Def Celesteela: 345-407 (86.9 - 102.5%) -- 93.8% chance to OHKO after Stealth Rock and Leftovers recovery)
+2 0 Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 240+ Def Zapdos: 522-616 (136.2 - 160.8%) -- guaranteed OHKO after Leftovers recovery
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Volcarona: 920-1084 (295.8 - 348.5%) -- guaranteed OHKO after Grassy Terrain recovery)
(252 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Kyurem-Black: 394-464 (100.7 - 118.6%) -- guaranteed OHKO after Grassy Terrain recovery)
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Kyurem-Black: 324-382 (82.8 - 97.6%) -- guaranteed OHKO after Stealth Rock and Grassy Terrain recovery)
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 4 Def Charizard-Mega-Y: 792-932 (266.6 - 313.8%) -- guaranteed OHKO)
(0 Atk Tapu Bulu Continental Crush (180 BP) vs. 0 HP / 0 Def Shedinja: 606-714 (60600 - 71400%) -- guaranteed OHKO after Grassy Terrain recovery) lol


Long story short, this set really does change how threatening Bulu is as a pokemon imo making it not deadweight like the standard set is often guilty of being, making it so much easier to just run through teams with it, from shedninja/bird stall to balance everything get ROCKED by it :swole: peep below
https://replay.pokemonshowdown.com/gen7ou-832767270
https://replay.pokemonshowdown.com/gen7ou-831246316
https://replay.pokemonshowdown.com/gen7ou-820875680
https://replay.pokemonshowdown.com/gen7ou-824323152
https://replay.pokemonshowdown.com/gen7ou-824315204
https://replay.pokemonshowdown.com/gen7ou-831245055
https://replay.pokemonshowdown.com/gen7ou-821340908
this isnt a new set tho this was being used right at the start of sm ou in spl 8, the reason its not used much anymore is because frankly its other sets are better and this one isnt that good in this meta right now
 

zaaya

M I S H
is a Tiering Contributor
this isnt a new set tho this was being used right at the start of sm ou in spl 8, the reason its not used much anymore is because frankly its other sets are better and this one isnt that good in this meta right now
And? Its underutilized, relatively unknown and has a defined good niche which is the point of this thread lol. The beginning of sm ou was an entirely different meta and was a decently long time ago and iirc its not even mentioned in other options so :blobshrug:
 
Last edited:
Yup I totally agree. This threads purpose is to show what is either creative or underrated. Rockium Bulu is def. underrated because 80% of current Bulus are Leftovers Spdef. Abusing this and going for the offensive route is an underrated strategy that can surprise common switchins in todays metagame as zaaya already explained in his post. Sorry for offtopic.
 
Trick Room Wee-Create
1544226281240.png

Victini @ Expert Belt / Leftovers / Firium Z
EVs: 252 HP / 252 Atk
IVs: 0 Spe
- Trick Room
- V-Create
- Bolt Strike
- Toxic

This is sort of a cheese set that I built around a while ago. It may look absurd, but it can work great in the late game. The idea is to set up TR and abuse the speed drops from V-Create and spam it. Bolt Strike is there for bulky waters that switch in on Victini (Toxapex, Fini, etc.) and to chunk at Heatran. Toxic is there to snipe those ground types (mainly Lando and Zygarde) that switch in on Victini.

As for the item, E-Belt can be used to smash those water types harder; Leftovers can be used for longevity; Firium Z can be used as a nuke and can be utilized in those situations where the defense drops are not favorable.

This set is great because it can act as a soft check and set up in the face of so many mons that are normally great offensive threats such as Magearna, Lele, Alakazam, Medicham, and choiced Kartana's. It can catch people off guard late game at which point they do not have the means to react well.

As Victini's biggest counters are water and ground types, I ended up pairing it with and using Bulk-Up SpDef. Bulu as another win condition. Here are some fun mid ladder replays I have in which Victini does some work. (Mind you, I understand the team is not the greatest and has its own problems)

https://replay.pokemonshowdown.com/gen7ou-830200921

https://replay.pokemonshowdown.com/gen7ou-830736194

https://replay.pokemonshowdown.com/gen7ou-830946050

https://replay.pokemonshowdown.com/gen7ou-831725465

https://replay.pokemonshowdown.com/gen7ou-832389804
 
View attachment 145475
Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Focus Blast
- Volt Switch

This thing is super strong, pretty bulky like all the other gay sets this shit can run, and, unlike CM, can use volt for momentum, have more coverage in general, and just be a strong breaker right off the bat in general.
252+ SpA Choice Specs Magearna Focus Blast vs. 248 HP / 132+ SpD Heatran: 328-388 (85.1 - 100.7%) -- 81.3% chance to OHKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Magearna Focus Blast vs. 248 HP / 156 SpD Scizor-Mega: 185-218 (53.9 - 63.5%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Magearna Fleur Cannon vs. 224 HP / 216+ SpD Tapu Bulu: 268-316 (79.5 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery
252+ SpA Choice Specs Magearna Fleur Cannon vs. 244 HP / 152 SpD Gliscor: 369-435 (104.8 - 123.5%) -- guaranteed OHKO
252+ SpA Choice Specs Magearna Flash Cannon vs. 92 HP / 0 SpD Mawile-Mega: 225-265 (85.2 - 100.3%) -- 43.8% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Magearna Fleur Cannon vs. 248 HP / 0 SpD Tapu Fini: 280-330 (81.6 - 96.2%) -- 56.3% chance to OHKO after Stealth Rock and Leftovers recovery

Replay: http://replay.pokemonshowdown.com/gen7ou-833908879 (Saw Omari Goat using this and Gear cleaned up late game and helped Fini 1v1 Hawlucha)
Edit: I'm retarded and didn't put the set itself at first, lmao.
I've always wanted to try Specs Magearna out and I found a lot of success with it on ladder. This set is incredible on volt-turn teams that want to check powerful psychics while still retaining insane power. Using this set reminded me of the golden Specs Latios days, where you could drop STAB and coverage left-and-right to lay waste to what's in front of you while retaining the ability to check stuff in a pinch. Honestly some of the most fun I've had in OU was with this set (and that's saying something cause I find this tier stale outside of some few innovations), I highly recommend trying it out!
Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Focus Blast

Maximized special attack, enough speed for Mega Mawile and most spdef Bulu, rest went into HP for bulk. You can opt for 224 speed EV's if you wanna creep adamant TTar but that's overkill imo.
The combination of Fleur Cannon + Focus Blast + Volt Switch is impossible to deal with if you make the right plays, and even if you guess wrong you still force recovery or chunk a "resist" for a ton of damage. Flash Cannon will typically be used mid-late game once you remove the fat resists, but it's still strong enough to 2hko offensive "resists" and even ohko on neutral hits. Chansey can take upwards of 49% from Fleur + rocks damage and can even get 2hko'd by Focus Blast after some chip (which you can generate yourself with Volt Switch), bulky scarf Lando can take up to 50% from Focus Blast or just die in one hit to STAB, spdef Heatran gets ohko'd by Focus Blast after rocks ~81% of the time, Spdef Mega Aggron can lose half its HP to Fleur Cannon or just die to Focus Blast from near full... I could go on, but I nabbed some ~1800 elo replays to do the talking for me.
vs ABR's FleurFocus Mage + Zam team. Obliterates Heatran, puts SG Mage into priority spam range, removes AV Tang to make prio spam free endgame.

vs Mega Steelix + Chansey stall. Lures Steelix, a counter to every other Magearna set, and cleans up the game. If it didn't spdef drop the Pex, the game would be a bit longer but Volt Switch + breaker spam would have been free.

vs a typical Zam + Heatran/Ferro composition. Blows up Heatran, and ohko's Lando with Flash Cannon to pave a path for Medicham.

vs CelePex + Scizor balance. Lost because my hazard control got lured well by modest LO Clef, but Magearna put a lot of pressure on the backbone and eventually broke it.
 
Tested many sets on the ladder and I was 2000+ most of the time.
All sets I will post now worked for me in this environment and in tour games, so they should do for you as well as long as you can play Pokemon.
No huge words, I'll keep it simple.



Alakazam-Mega;

take on bulky builds that rely on scarfers like kart to kill you. You live more than you think. outspeed everything up to weavile and tapu kokos that dont run the 252 Spe evs.
breakfast tea (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 240 HP / 68 Def / 200 Spe
Bold
Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind

Zygarde-50;

excellent safety pick for HO or simple Offense. This is the one time switchin for everything that you always wished for.
Works wonders on Pinsir Offense.
Zygarde @ Assault Vest
Ability: Aura Break
EVs: 252 Atk / 20 SpD / 236 Spe
Adamant
Nature
- Thousand Arrows
- Extreme Speed
- Superpower
- Iron Tail

Gastrodon;

counter that mawile play rough turn 1. Or the lando/sciz uturn. Get a kill before the game even started.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 4 Atk / 252 Def / 4 SpD
Impish
Nature
- Counter
- Toxic
- Earthquake
- Recover

Tornadus-T;

the set has risen in popularity but it's still underappreciated. You won't be able to comprehend the mass of heatrans and ferros falling before you.
Tornadus-Therian @ Fightinium Z
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Defog

Volcarona;

Do you guys know the feeling when there is a volc standing before your toxic user and all you can do is bet that it's not lum? Turns out most run zmoves this gen which has made many people less wary of the hidden threat.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Quiver Dance
- Bug Buzz
- Hidden Power [Ground]


Your teamcomp is more important than ever in USUM. Don't cut on putting your braincells to work. They're needed to build teams that are actually able to constantly win games on a highly competitive level.
 
Tested many sets on the ladder and I was 2000+ most of the time.
All sets I will post now worked for me in this environment and in tour games, so they should do for you as well as long as you can play Pokemon.
No huge words, I'll keep it simple.



Alakazam-Mega;

take on bulky builds that rely on scarfers like kart to kill you. You live more than you think. outspeed everything up to weavile and tapu kokos that dont run the 252 Spe evs.
breakfast tea (Alakazam-Mega) @ Alakazite
Ability: Magic Guard
EVs: 240 HP / 68 Def / 200 Spe
Bold
Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind

Zygarde-50;

excellent safety pick for HO or simple Offense. This is the one time switchin for everything that you always wished for.
Works wonders on Pinsir Offense.
Zygarde @ Assault Vest
Ability: Aura Break
EVs: 252 Atk / 20 SpD / 236 Spe
Adamant
Nature
- Thousand Arrows
- Extreme Speed
- Superpower
- Iron Tail

Gastrodon;

counter that mawile play rough turn 1. Or the lando/sciz uturn. Get a kill before the game even started.
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 4 Atk / 252 Def / 4 SpD
Impish
Nature
- Counter
- Toxic
- Earthquake
- Recover

Tornadus-T;

the set has risen in popularity but it's still underappreciated. You won't be able to comprehend the mass of heatrans and ferros falling before you.
Tornadus-Therian @ Fightinium Z
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-turn
- Defog

Volcarona;

Do you guys know the feeling when there is a volc standing before your toxic user and all you can do is bet that it's not lum? Turns out most run zmoves this gen which has made many people less wary of the hidden threat.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Quiver Dance
- Bug Buzz
- Hidden Power [Ground]


Your teamcomp is more important than ever in USUM. Don't cut on putting your braincells to work. They're needed to build teams that are actually able to constantly win games on a highly competitive level.
Cool ideas. Do you have replays as well?
Btw this spread for Mega Zam has the same speed while being more bulky. A positive nature on a naturally high stat is usually a good predictor of the optimal typing unless you need 252/252+ bulk for some reason.

Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 240 HP / 208 Def / 60 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind
 
Icium Z Tapu Fini


Tapu Fini @ Icium Z
Ability: Misty Surge
EVs: 120 HP / 192 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Surf/Moonblast
- Nature's Madness
- Haze/Defog/Taunt

I've been toying around with this set lately and I feel it has a lot of potential on offensive or bulky offense teams. Subzero Slammer can catch several of Fini's most popular switch ins, specifically AV Tangrowth and Tapu Bulu, who both go down vs the combination of Nature's Madness and the Z-Move. You can also catch mons like Serperior, Tornadus (offensive dies even without Rocks), Zapdos or Mega Pinsir. Regular Ice Beam also has the benefit of hitting Landorus-T and Garchomp a lot harder, one-shotting most versions of the former and the latter most of the times unlike its STAB moves.
An other cool option is using this Z-Crystal in combination with Haze to recover Fini's HP back up to full instead of using Subzero Slammer, which is nice if you want to have more longevity to make up for the lack of Leftovers recovery and have something to deter your opponent's set up.

What kind of moves you want to use on this exactly depends on the team and what you want Fini to check. Ice Beam + Nature's Madness are the only ones who are mandatory, since you need those two to catch Bulu and Tang. Same goes for the spread, I went with enough speed for Timid Tran and enough SpAt to guarantee the KO on SpDef Bulu with Madness + Z-Ice, but you can easily go more offensive or more bulky if it fits the team.
A great partner for this set is obviously Ash Greninja and anything else that appreciates these bulky grasses gone.

Replays:
https://replay.pokemonshowdown.com/gen7ou-847494293 (Fini catching the Bulu)
https://replay.pokemonshowdown.com/gen7ou-847128353 (Fini catching the Tang)
https://replay.pokemonshowdown.com/gen7ou-847039895 (Fini kills Lando and Pinsir attempting to SD)
don't mind me using whack stuff like BandNite and it's 11/10 synergy with Misty Terrain lol, the Fini set is still legit
 
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false

fuck a hater bitch
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while scouting eo ut mortus' replays in preparation for my ost matches i started to notice that he was pretty much exclusively using stall, and so i spent a lot of my time trying to figure out how i could fit multiple stall-breakers onto a team without completely destroying the team's composition. these were two of the more interesting ones i came up with:

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Rain Dance
- Tail Glow
- Rest

this manaphy was one of the first ideas i had; it's a pretty cool set that i got from bloo back during oras, but it still functions very similarly in the current generation. tail glow + rain dance is already a dominating combination vs stall, enabling manaphy to bust through would-be answers such as chansey or unaware clefable; however, in combination with rest, manaphy's potency as a stallbreaker in certain matchups can be turned up to 11 (you could also opt to run modest if you're really feeling dangerous). while, obviously, dropping a coverage move means that manaphy misses out on being able to bust through the likes of toxapex as well as most grass-types, the additional longevity usually makes up for it. stall teams rarely carry the pokemon that are going to be walling this set (amoonguss, av tangrowth, mega venusaur) meaning that manaphy is essentially unbeatable outside of haze toxapex and water absorb/storm drain pokemon. unfortunately it didn't end up doing much in the game i brought it because he came with both a toxapex and a gastrodon :pirate:


Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Rest

this one is probably even less orthodox, but unlike manaphy it actually ended up putting in big work during the game in which i used it. rest swampert avoids the 3hko from basically every pokemon that is found on stall (beside hippowdon) and mitigates some of of mega swampert's biggest shortcomings vs defensive teams; lack of longevity and susceptibility to status.
 

Eo Ut Mortus

Elodin Smells
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Congratulations on your win, false. I'm not content with your depiction of me, though :) It's certainly no concern of your own: it's your post and your own experience, and I won't forget you yourself gave me a platform to share my insights as a player around a year ago. Nonetheless, I'd like to be viewed as more than an objective to be overcome, a prop in a tournament run narrative, or a collection of stall teams waiting to be counterteamed. What better way than to accomplish this by sharing my own OST experience? I know I didn't make it far, but I believe you don't need an occasion to talk about the game. This post will most certainly contain its share of creative and underrated sets, but I hope you readers and OU forum moderators will forgive me for venturing outside the thread's immediate topic. And if not, I don't care because I have mods in this forum anyway.

Over the course of several team tournaments, I'd accumulated a ton of teams that I never actually ended up debuting because they didn't feel perfect enough to me. My goal this OST was to stop obsessing over building perfect teams and just have fun playing. This happily coincided with the optimal approach for building stall: Every time I use stall, I have to play a game of cat and mouse where I try and anticipate which anti-stall measure someone's going to bring against me and build deliberately against that. In doing this, it's necessary to scrape the bottom of the barrel because people are preparing for standard. It's not just for fun; it's actually strategic. Although eliminated, I'm happy with my performance because nobody managed to successfully counterstyle me; I accurately called out what measures people would bring against me and took precautions accordingly. My three game losses I attribute mainly to other factors.



The biggest factor about this team is probably not what's on it, but what's not on it: No Chansey. I fully believe that Chansey-less stall is viable and worthy of further investigation. Granted, this is the exception, not the rule: you need to have Greninja, Alakazam-Mega, Volcarona, Charizard-Y, and Magearna covered at a minimum, and you'd probably still want to consider whether or not you can cover more niche stuff like Z-Celebrate Victini as well. And that's just the Pokemon-centric counter view; can you handle status? Do you need Wish or Stealth Rock? Do you want something that
can facetank an SD Bulu and Toxic it? Not something I'd go out and try to deliberately build, but I find myself not auto-filling a slot with Chansey more and more often.



elodin's dog (Delphox) @ Leftovers
Ability: Magician
EVs: 248 HP / 76 Def / 184 Spe
Jolly Nature
- Wish
- Protect
- Mystical Fire
- Low Kick

Everyone likes to talk about Victini's cool typing, but it generally lacks the recovery and utility necessary to earn a place on a stall team. Enter Delphox, who, in comparison, has too much utility to fit in four moveslots. Its typing and Mystical Fire make it perfect for checking CM Lele, whom I anticipated because it gave me trouble in my last OST round, as well as Magearna, Clefable, and Reuniclus. Low Kick prevents it from being a sitting duck against Tyranitar and Heatran, and I 100% expected Tyranitar.



Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Clear Smog
- Toxic
- Recover

It was no accident that false's Manaphy was completely useless against my team. There are 8 Pokemon that I view as the canonical set of stallbreakers: Manaphy, Blacephalon, Mega Medicham, Gyarados, Mega Heracross, Mega Mawile, Charizard-X, and Hoopa-Unbound. Coming into this game, I was acutely aware of the fact that I consistently covered only the last 6, so it was no surprise to see the other two in the same series. Most people don't consider Gastrodon on stall because of its redundancy with Chansey and Quagsire; covering Manaphy might be its only exclusive niche. Having said that, I think it has a lot of potential, but you'll probably have to pull a Finchinator and *gasp* drop your Chansey.



Aggron @ Aggronite
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Head Smash

I've long considered Head Smash Aggron to cheese Mega Sableye, but unfortunately never got a chance to use it before Sjneider whipped it out in SPL. So once again, this is another thing I'm stealing from UU. Other cool things: Mega unSTAB Head Smash kills Hoopa, who takes no damage from Heavy Slam due to its weight, and Zapdos (needs SR if Mega).



So, after that spiel about not needing Chansey, let's go the opposite route and put two Chanseys on one team. This team is the first level removed from standard stall; it covers all of the aforementioned stallbreakers except for Manaphy, covers stat boosters that might take advantage of my tendency to drop Unaware, and better enables me to play Chansey in an aggressive way while still retaining long-term insurance against special sweepers. This team went 3-0, but I knew I was dropping it after Round 4, because it was weak to CBTar, which I anticipated people bringing vs. me.



barkanine (Arcanine) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Protect
- Flamethrower
- Morning Sun

There's not much to say about Arcanine because its value comes almost exclusively from its ability to counter Mawile, with Kartana and Bulu coming as a bonus. Don't let this be understated, though; Mawile is so common and its counters so sparse that any new avenue for stall checks to Mawile is one worth exploring.



Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Body Slam
- Earthquake
- Roost

This is what I want to talk about. Arcanine frees up a Mega slot that I usually use for Aggron. Its typing allows it to check three of the canonical stallbreakers in Heracross, Zard-X, and Gyarados. Secondary check to Bulu and Greninja. Has a ton of utility options, most importantly, Defog. Hoopa resist. I didn't end up Mega evolving it in any of my games, funnily enough, so it could just tank status.



hija de blis (Chansey) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Wish
- Seismic Toss
- Counter
- Soft-Boiled

Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 252 SpD / 4 Spe
Bold Nature
- Toxic
- Confide
- Seismic Toss
- Soft-Boiled

Having both of these dumbasses on one team allows me to actually use all of the utility options I want to use between them. Well, that's not even true because I had to drop Stealth Rock. Chansey usually wants Wish/Toxic/Stealth Rock/Heal Bell/Confide. I opted for Counter > Stealth Rock for the cheese factor; having Blissey in the back meant I didn't care about Chansey taking random 50+% to get a kill and relieve some pressure
from a Kart/Mawile/Tar. Now that the tech is known, I'd probably go Stealth Rock on this team.



I only used this team in Round 1. I think it has some glaring weaknesses, but it wins consistently in tests for whatever reason, so even though I really don't like it, it is what defined my run going forward.



pig breach (Piloswine) @ Eviolite
Ability: Thick Fat
EVs: 208 HP / 52 Atk / 248 Def
Impish Nature
- Stealth Rock
- Icicle Spear
- Ice Shard
- Earthquake

A cool Pokemon that sadly isn't very useful anymore; I built around it because it pretty much hard counters every Zygarde set, but also has additional utility against Tapu Koko and certain Magearna sets.



Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 136 Def / 52 SpD / 72 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Mirror Coat
- Rapid Spin

When I was building this team, Clefable was common enough that I wanted to have a spinner to ensure that I didn't have to trade rocks. Although this team was built around Piloswine, I think Tentacruel actually has the most potential; spinning, Toxic Spikes, and Toxic Spikes absorption are all very valuable commodities. Mirror Coat is a nice cheese option for Heatran, and it worked in my games, but it's too easy to play around once you know what's coming.

I hope these teams and reflections will inspire others to try and inundate the metagame with their own stupid stall teams, because I feel like the development of the stall metagame has stagnated as of recent when the pool for building has not run dry quite just yet. Thanks for reading, and see you all in Snake. :D
 

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