Resource USUM Creative & Underrated Sets

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bludz

a waffle is like a pancake with a syrup trap
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Approved by me



Rules:
- Provide quality replay(s) or your post is getting deleted
- Do not critique someone just to end up advertising your own set
- Your set should be either creative or underrated, not standard, and shouldn't be outclassed by something else
- There should be a good reason to run a unique set, so please explain why
- Your set must accomplish something relevant (example post)
- I will add more rules if I need to
 

Century Express

melodies of life
is a Tiering Contributor Alumnusis the defending GSC Circuit Champion

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Stealth Rock
- Sing
- Soft-Boiled

At the first glance this set looks like a stupid meme, especially because of Sing's shaky accuracy, so I need to explain its purpose in-depth. I wanted to use Clefable as my check | resist against Zygarde, Greninja (locked in Dark Pulse) and Hawlucha, and a Stealth Rock setter in a single slot, but I wanted something more proactive against defensive teams as well.

Although SR Clef discourages Mega Sableye switch-ins, there is almost a Zapdos or Skarmory to Defog away your hazards. With Sing you can break this cycle and keep the Stealth Rock vs. Defog / Spin matchup in your favour (TWave can fish for the 25% vs. Skarmory or Defog Scizor, but it's awful against Zapdos or Excadrill). It's a pretty risky move against offensive threats, but there's a plenty of opportunities to fish for the sleep (think of luring / preventing free Spikes or Toxic Spikes from Ferrothorn or Toxapex).

Replay: https://replay.pokemonshowdown.com/gen7ou-678534977
 

Assault Vest Araquanid

Araquanid @ Assault Vest
Ability: Water Bubble
EVs: 24 HP / 252 Atk / 4 Def / 228 Spe
Adamant Nature
- Liquidation
- Leech Life
- Mirror Coat
- Scald

228 Spe IVs to outspeed Skarmory and Chansey, but you can run a more defensive spread if you want. Basically it checks a lot of special special attackers, for example Ash-Greninja, Blacephalon, Heatran, Keldeo, Magearna and more. The reason to use it over other special walls is its extremely strong Liquidation that OHKOs or 2HKOs most offensive Pokemon and Mirror Coat, which can get you some surprise kills.

In this replay AV Araquanid removes Magnezone so it isn't able to trap my Mega Scizor. Here it kills Ferrothorn, which would otherwise wall 2/3 of my team. This isn't really a great replay, but Araquanid killed 3 Pokemon.



Minior

Minior-Green @ Rockium Z
Ability: Shields Down
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Stone Edge
- Earthquake
- Hidden Power [Ice]

I've used Minior in a lot of games and it is actually a decent sweeper. +2 Continental Crush is really strong and with HP Ice it can easily beat Lando-T and Zygarde which are often sent out to check Minior. Sadly it is countered by Ash-Greninja's and Mega Scizor's priority, so it can only sweep when both of these threats are gone.

In this replay it sweeps, in this one it sets up a second Shell Smash on a SpD Heatran, sweeps again and once more.
 

Dragonite @ Darkinium Z
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Hone Claws
- Extreme Speed
- Dragon Rush
- Fire Punch
Dragonite @ Darkinium Z
Ability: Multiscale
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Hone Claws
- Extreme Speed
- Dragon Rush
- Earthquake

Earthquake is ran over Fire Punch to always guarantee the Ohko on Pex, stopping the Haze, but also it 2hkoes Clef, Ohkos all Heatran variants and a few others, while missing out on Bulky Grasses such as Ferrothorn and Bulu and missing out on certain Steels, such as M.Scizor and Celesteela. Earthquake can also allow you to run Jolly, as Adamant is needed mainly to pick off Toxapex with Dragon Rush but is also appreciated for the small boost to Extreme Speed. Jolly is optional with Eq
With Jord-e's Ou Next Best Thing current slate being Dragonite, its got me looking through its move set to see what its can hide up its sleeve. I didnt find much at first so decided to go with an old Rain set that looked fun. But with more submissions being entered, I noticed a lack of Extreme Speed, a rarely disributed move. This got me interested to see if I could build a set around it, and ended up using Z-HoneClaws for the +2 Atk and with Accuracy as an added bonus, allowing it to run Dragon Rush and brute force through Heatran, LandoT and others. This turns Dragonite into almost a mini Extreme Killer, allowing it to ohko frail threats such as Koko and Greninja with minor chip and chunk bulkier targets with Dragon Rush, allowing to to put in work Vs most match ups. Making it a threatening Wallbreaker Vs fat or a scary cleaner Vs more offensive builds. With Multiscale, there is also plenty opportunity to set up, but also doubles as a soft way to check set up sweepers.

This set does come with plenty of problems Obv. With the zmove only being one time use, timing is important, and if wrong can quickly fall flat, crumbling any game plan then and there. Also after boosted once, Dragonite struggles to get off a second Hone Claws, so reliance on +2 can be limiting, this also links in with the immense support Dragonite now needs, as a lot of the Damage Calcs require chip beyond Stealth Rock damage alone. Lastly Lele can be a huge pain as it can be hard to wear down for Dragonite, but with the lack of Extreme Speed on 90% of Dragonite, they shouldnt have a reason to preserve Terrain.

You maybe wondering why use this over the standard DD FlyZ Dragonite, as it can also ko faster frail threats by outpacing due to DD and spare a Z-Move to break something fat. However 99% of Scarfers outpace +1 Dragonite and even M.Zam can outpace, while Espeed can pick off Scarfers after chip. Also at +2, Dragon Rush + Coverage can also break through fat stuff for solid 2hkoes on the sturdiest of resists, making it not a one time nuke to blow past a single check, but a consistent breaker and dedicated sweeper, while FlyZ works as a stepping stone for something else. Despite this, FlyZ DD has a lot more viability in the end, due to its ability to brute force a Flying Resists for a more consistent sweeper.
Sorry for the wall of Calcs. I just want you to get a good picture of how much damage Dragonite does at +2 and not cherry pick Calcs to make it look better than it is.

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Tapu Koko: 224-264 (79.7 - 93.9%) -- 43.8% chance to OHKO after Stealth Rock

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Greninja: 270-318 (94.7 - 111.5%) -- 68.8% chance to OHKO

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Greninja: 270-318 (94.7 - 111.5%) -- guaranteed OHKO after Stealth Rock

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Latios: 236-278 (78.4 - 92.3%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Latios: 236-278 (78.4 - 92.3%) -- 37.5% chance to OHKO after Stealth Rock

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Medicham-Mega: 223-263 (85.4 - 100.7%) -- 6.3% chance to OHKO

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Medicham-Mega: 223-263 (85.4 - 100.7%) -- 43.8% chance to OHKO after Stealth Rock

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Lopunny-Mega: 206-243 (76 - 89.6%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Keldeo: 214-252 (66.2 - 78%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Alakazam-Mega: 277-326 (110.3 - 129.8%) -- guaranteed OHKO

+2 252+ Atk Dragonite Extreme Speed vs. 4 HP / 0 Def Kingdra: 204-241 (69.8 - 82.5%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Kyurem-Black: 196-231 (50.1 - 59%) -- guaranteed 2HKO

+1 252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Landorus-Therian: 160-189 (50.1 - 59.2%) -- guaranteed 2HKO


+1 252+ Atk Dragonite Dragon Rush vs. 0 HP / 4 Def Landorus-Therian: 298-352 (93.4 - 110.3%) -- 62.5% chance to OHKO

+1 252+ Atk Dragonite Dragon Rush vs. 252 HP / 216+ Def Landorus-Therian: 219-258 (57.3 - 67.5%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Dragon Rush vs. 252 HP / 4 Def Toxapex: 255-300 (83.8 - 98.6%) -- 75% chance to OHKO after Stealth Rock

+2 252+ Atk Dragonite Dragon Rush vs. 212 HP / 44 Def Heatran: 167-197 (44.4 - 52.3%) -- 81.6% chance to 2HKO after Stealth Rock

+2 252+ Atk Dragonite Dragon Rush vs. 0 HP / 0 Def Heatran: 174-206 (53.8 - 63.7%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Dragon Rush vs. 248 HP / 252+ Def Eviolite Chansey: 486-573 (69.1 - 81.5%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Dragon Rush vs. 0 HP / 0 Def Tyranitar: 339-399 (99.4 - 117%) -- 93.8% chance to OHKO

+2 252+ Atk Dragonite Dragon Rush vs. 248 HP / 88 Def Venusaur-Mega: 285-336 (78.5 - 92.5%) -- 37.5% chance to OHKO after Stealth Rock

+2 252+ Atk Dragonite Dragon Rush vs. +1 104 HP / 0 Def Hawlucha: 310-366 (95.9 - 113.3%) -- 75% chance to OHKO

+2 252+ Atk Dragonite Dragon Rush vs. 248 HP / 240+ Def Zapdos: 297-349 (77.5 - 91.1%) -- guaranteed OHKO after Stealth Rock

+2 252+ Atk Dragonite Dragon Rush vs. 252 HP / 28 Def Tangrowth: 297-349 (73.5 - 86.3%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Dragon Rush vs. 248 HP / 8 Def Sableye-Mega: 301-355 (99.3 - 117.1%) -- 93.8% chance to OHKO

+2 252+ Atk Dragonite Fire Punch vs. 252 HP / 132+ Def Celesteela: 288-340 (72.3 - 85.4%) -- guaranteed 2HKO

+2 252+ Atk Dragonite Fire Punch vs. 200 HP / 0 Def Magearna: 326-384 (92.8 - 109.4%) -- 56.3% chance to OHKO

+2 252+ Atk Dragonite Fire Punch vs. 200 HP / 0 Def Magearna: 326-384 (92.8 - 109.4%) -- 93.8% chance to OHKO after Stealth Rock

+2 252+ Atk Dragonite Fire Punch vs. 252 HP / 88+ Def Ferrothorn: 496-584 (140.9 - 165.9%) -- guaranteed OHKO

+2 252+ Atk Dragonite Fire Punch vs. 252 HP / 0 Def Tapu Bulu: 326-384 (94.7 - 111.6%) -- 68.8% chance to OHKO

+2 252+ Atk Dragonite Fire Punch vs. 40 HP / 0 Def Mawile-Mega: 304-358 (121.1 - 142.6%) -- guaranteed OHKO

+2 252+ Atk Dragonite Fire Punch vs. 248 HP / 252+ Def Skarmory: 210-248 (63 - 74.4%) -- guaranteed 2HKO

+2 252 Atk Dragonite Earthquake vs. 252 HP / 4 Def Toxapex: 308-364 (101.3 - 119.7%) -- guaranteed OHKO

+2 252 Atk Dragonite Earthquake vs. 252 HP / 252+ Def Clefable: 196-231 (49.7 - 58.6%) -- 69.5% chance to 2HKO

+2 252 Atk Dragonite Earthquake vs. 200 HP / 0 Def Magearna: 396-466 (112.8 - 132.7%) -- guaranteed OHKO

+2 252 Atk Dragonite Earthquake vs. 248 HP / 0 Def Shuca Berry Heatran: 424-500 (110.1 - 129.8%) -- guaranteed OHKO

+2 252 Atk Dragonite Earthquake vs. 252 HP / 88+ Def Ferrothorn: 150-177 (42.6 - 50.2%) -- guaranteed 3HKO
This Sample Team was quickly thrown together, so there are a few glaring flaws. But with more time spent in the teambuilder, I believe something reliable can come of use. https://pokepast.es/ccb75a8a78e65891
https://replay.pokemonshowdown.com/gen7ou-683127953
Despite losing, I believe this replay show best its potential, picking off almost 3 (wouldve koed Koko I think) at the end game after being weakened.

https://replay.pokemonshowdown.com/gen7ou-683134704
This replay shows its potential to scare out these fast frail mons into bulkier ones for it to remove for the rest of the team
(Sorry Denis, I just don't wanna touch ladder D': Pls forgive me)
 
Physdef SD Bulu



Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 29 Spe
- Swords Dance
- Leech Seed
- Horn Leech
- Superpower


I saw a similiar Set that was used against me on ladder and I got inspired so much I tried it on my own and it gave me solid results. Credits to whoever used this against me.

The EVs maximize Bulus Bulk and the Speed IVs make sure, you outslow most Mega Scizor so you can get U-Turned on and damage the switchin heavily. Leech Seed with Leftovers and Grassy Terrain will offer you ~25% health every turn against targets with similiar HP values.
Swords Dance and Superpower are necesarry to damage Steeltypes and to pose an offensive threat despite the EVs suggesting a supportive role.

One of the few reliable counters to SD Bulu is Mega Scizor. This variant of Bulu however can set up on Mega Scizor that lacks Swords Dance. While Mega Scizor without SD is not a threat to most teams, it is still an annoying Defogger and can wall other teammates like SD Mimikyu or Choiced Kartana.
It is also one of the few reliable counters to Mega Swampert and it can setup on Ferrothorns commonly found on Rain Teams (or even in general) because Gyro Ball is hard to fit these days.
AV Magearna with Iron Head is also setup Bait for this Set. Iron Head on AV Magearna is commonly used to check CM Clefable and CM Magearnas.
It is also possible to beat Celesteela with this Set because of this Sets raw physical Bulk and the insane recovery. You will need some favourable rolls though.
Leech Seed+Grassy Terrain can keep your other teammates healthy, similiar to Wish.

Note: The calcs do not consider Leech Seed recovery and Horn Leech so you should watch the replays
0 Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 252+ Def Tapu Bulu: 120-144 (34.9 - 41.9%) -- guaranteed 4HKO
0 Atk Celesteela Heavy Slam (120 BP) vs. 248 HP / 252+ Def Tapu Bulu: 170-204 (49.5 - 59.4%)
252+ Atk Swampert-Mega Ice Punch vs. 248 HP / 252+ Def Tapu Bulu: 132-156 (38.4 - 45.4%) -- guaranteed 4HKO

 
SDef Manaphy


Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Scald
- U-turn
- Rest
- Rain Dance

Manaphy is usually seen as a sweeper, but this sets takes a twist on the idea and makes it into a bulky pivot. While Tpex gives every Water type severe competition, Manaphy sets itself apart by having similar bulk, better offensive presence, and lack of weakness to Earthquake/Psychic which everyone and their mother is carrying to deal with Tpex. U-turn is also super helpful is maintaining momentum. 20 Spe to speed creep the standard 240 speed stuff like Zone, Bisharp, neutral 252 Magearna and stuff, rest into bulk. Or it's also possible to run 32 Spe to creep Jolly Ttar
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 236+ SpD Manaphy: 125-148 (30.9 - 36.6%) -- guaranteed 4HKO after Leftovers recovery
2252 SpA Life Orb Gengar Shadow Ball vs. 248 HP / 252+ SpD Toxapex: 97-114 (32 - 37.6%) -- 92% chance to 3HKO

252 Atk Lopunny-Mega Return vs. 252 HP / 0 Def Manaphy: 172-204 (42.5 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Lopunny-Mega Return vs. 248 HP / 8 Def Toxapex: 118-141 (38.9 - 46.5%) -- guaranteed 3HKO
I can show more calcs but I think we all know what Tpex walls, basically Manaphy does the same, minus some like Volca, some fairies. Plus some grounds, psychics.

In this replay, Manaphy managed to tank everything Blace/Latios/Magearna threw at it but just refused to die, allowing me to not lose momentum against an offensive lineup. If I had Tpex in this case, Latios would have been a bigger problem just by spamming Psychic/EQ. Also, on turn 9, Manaphy managed to deal 67% to a Kartana, as a testament to its still-present offensive presence (granted it's Kartana but it's still a resist).

In this one Manaphy tanked a crit Draco Meteor on turn 9, and managed to almost give me an Greninja sweep if not for that Hydro Miss on Clefable. And even after Greninja died, Manaphy still just pivoted around like nobody's business. With Tpex, I could be facing much more problem with Csteela/Zone, but thanks to Manaphy's superior speed and access to U-turn, I mostly kept the momentum on my side.

I could try to get more replays, but I think currently I have highlighted the relevant strengths with the current replays.

The main drawback of SDef Manaphy is obviously the first turn it's out, since it has no reliable heal without RD. This can be fixed by giving Manaphy Damp Rock for longer RD, or having a Heal Bell user on the team so you can afford to use Rest without RD. I personally just ran lefties without Heal Bell because I just need it to be a pivot rather than a wall, and I have Bulu for terrain support which allows me to heal past certain benchmarks so I can survive the turns. Basically feels like a more offensive Tpex, with a different typing.
 
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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Atk / 144 SpD / 112 Spe
Jolly Nature
- Knock Off
- Taunt
- Sand Tomb
- Roost

Pretty cool idea I had when I was looking through Gliscor's movepool. Gliscor is traditionally known as a stallbreaker and while this set retains that stallbreaking ability, it does so in a different way. Much like Heatran, Gliscor uses a trapping move (albeit at 35 BP instead of 100) to chip down bulkier mons such as Toxapex, Alomomola, Chansey, Mega Venusaur with no Giga Drain, and Zygarde. This can force the opponent to have to play around Gliscor much differently than they would a normal set. For instance, Toxapex can no longer pivot in on Gliscor to take an Earthquake and absorb Toxic Spikes because it will vanish if it switches in on a Sand Tomb. Sand Tomb also has more PP than Earthquake but thats only a smaller benefit compared to the trapping. 244 HP hits the Toxic Orb number, 8 attack allows Gliscor to have a high chance to 2HKO offensive Heatran with Sand Tomb (8 Atk Gliscor Sand Tomb vs. 0 HP / 0 Def Heatran: 144-172 (44.5 - 53.2%) -- 84% chance to 2HKO after Leftovers recovery and trapping damage), the speed outpaces Timid Tran while the rest of the EVS are thrown into Sp.Def.

https://replay.pokemonshowdown.com/gen7ou-691244535 After Tornadus beats down Skarmory, Gliscor can come in freely and chip down key parts of my opponent's team such as Chansey and Hippowdon.

https://replay.pokemonshowdown.com/gen7ou-691352951 Gliscor harasses a mega Venusaur so Toxic Spikes can stay on the field and chip down other members of my opponent's bulkier team.

https://replay.pokemonshowdown.com/gen7ou-691233358 Sand Tomb damage forces my opponent to Healing Wish their Heracross much earlier than they wanted to which allowed Tornadus and Chansey to easily take this game.

Edit: Typed the replays in wrong, should be working now.
 
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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Atk / 144 SpD / 112 Spe
Jolly Nature
- Knock Off
- Taunt
- Sand Tomb
- Roost

Pretty cool idea I had when I was looking through Gliscor's movepool. Gliscor is traditionally known as a stallbreaker and while this set retains that stallbreaking ability, it does so in a different way. Much like Heatran, Gliscor uses a trapping move (albeit at 35 BP instead of 100) to chip down bulkier mons such as Toxapex, Alomomola, Chansey, Mega Venusaur with no Giga Drain, and Zygarde. This can force the opponent to have to play around Gliscor much differently than they would a normal set. For instance, Toxapex can no longer pivot in on Gliscor to take an Earthquake and absorb Toxic Spikes because it will vanish if it switches in on a Sand Tomb. Sand Tomb also has more PP than Earthquake but thats only a smaller benefit compared to the trapping. 244 HP hits the Toxic Orb number, 8 attack allows Gliscor to have a high chance to 2HKO offensive Heatran with Sand Tomb (8 Atk Gliscor Sand Tomb vs. 0 HP / 0 Def Heatran: 144-172 (44.5 - 53.2%) -- 84% chance to 2HKO after Leftovers recovery and trapping damage), the speed outpaces Timid Tran while the rest of the EVS are thrown into Sp.Def.

https://replay.pokemonshowdown.com/gen7ou-691244535- After Tornadus beats down Skarmory, Gliscor can come in freely and chip down key parts of my opponent's team such as Chansey and Hippowdon.

https://replay.pokemonshowdown.com/gen7ou-691352951- Gliscor harasses a mega Venusaur so Toxic Spikes can stay on the field and chip down other members of my opponent's bulkier team.

https://replay.pokemonshowdown.com/gen7ou-691233358- Sand Tomb damage forces my opponent to Healing Wish their Heracross much earlier than they wanted to which allowed Tornadus and Chansey to be able to easily take this game.
Interesting set, but this set is a horrendous stallbreaker as it is hard walled by Mega Sabeleye. IMO, this set doesn’t have enough of a niche to make it worth using over the regular stallbreaker set, which reliably breaks stall and also has decent utility outside of bulkier teams. I apologize if this sounds rude or abrasive, but I don’t see what makes this worth using over regular stallbreaker gliscor.
 
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SDef Manaphy


Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Scald
- U-turn
- Rest
- Rain Dance

Manaphy is usually seen as a sweeper, but this sets takes a twist on the idea and makes it into a bulky pivot. While Tpex gives every Water type severe competition, Manaphy sets itself apart by having similar bulk, better offensive presence, and lack of weakness to Earthquake/Psychic which everyone and their mother is carrying to deal with Tpex. U-turn is also super helpful is maintaining momentum. 20 Spe to speed creep the standard 240 speed stuff like Zone, Bisharp, neutral 252 Magearna and stuff, rest into bulk. Or it's also possible to run 32 Spe to creep Jolly Ttar
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 236+ SpD Manaphy: 125-148 (30.9 - 36.6%) -- guaranteed 4HKO after Leftovers recovery
2252 SpA Life Orb Gengar Shadow Ball vs. 248 HP / 252+ SpD Toxapex: 97-114 (32 - 37.6%) -- 92% chance to 3HKO

252 Atk Lopunny-Mega Return vs. 252 HP / 0 Def Manaphy: 172-204 (42.5 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Lopunny-Mega Return vs. 248 HP / 8 Def Toxapex: 118-141 (38.9 - 46.5%) -- guaranteed 3HKO
I can show more calcs but I think we all know what Tpex walls, basically Manaphy does the same, minus some like Volca, some fairies. Plus some grounds, psychics.

In this replay, Manaphy managed to tank everything Blace/Latios/Magearna threw at it but just refused to die, allowing me to not lose momentum against an offensive lineup. If I had Tpex in this case, Latios would have been a bigger problem just by spamming Psychic/EQ. Also, on turn 9, Manaphy managed to deal 67% to a Kartana, as a testament to its still-present offensive presence (granted it's Kartana but it's still a resist).

In this one Manaphy tanked a crit Draco Meteor on turn 9, and managed to almost give me an Greninja sweep if not for that Hydro Miss on Clefable. And even after Greninja died, Manaphy still just pivoted around like nobody's business. With Tpex, I could be facing much more problem with Csteela/Zone, but thanks to Manaphy's superior speed and access to U-turn, I mostly kept the momentum on my side.

I could try to get more replays, but I think currently I have highlighted the relevant strengths with the current replays.

The main drawback of SDef Manaphy is obviously the first turn it's out, since it has no reliable heal without RD. This can be fixed by giving Manaphy Damp Rock for longer RD, or having a Heal Bell user on the team so you can afford to use Rest without RD. I personally just ran lefties without Heal Bell because I just need it to be a pivot rather than a wall, and I have Bulu for terrain support which allows me to heal past certain benchmarks so I can survive the turns. Basically feels like a more offensive Tpex, with a different typing.
Hey, while I don't think this is a bad set at all I think there are a few issues that arise with using Manaphy as a pivot.

Firstly Toxapex's typing, though weak to ground and psychic is definitely superior to Manaphy, who is weak to Grass and doesn't have the resistance to Fairy, Fighting, Poison and Bug. This is particularly significant with how popular Kartana is. Also though Manaphy it does have better offensive presence it's still pretty lackluster. The main point however is that of recovery, with this you need to set up rain and take a turn to Rest, whereas Toxapex has instant heal with Recover and a fantastic ability in Regenerator. You also have Alomomola if the single Water typing is a must, who also has Regenerator and can Wishpass.
 
Hey, while I don't think this is a bad set at all I think there are a few issues that arise with using Manaphy as a pivot.

Firstly Toxapex's typing, though weak to ground and psychic is definitely superior to Manaphy, who is weak to Grass and doesn't have the resistance to Fairy, Fighting, Poison and Bug. This is particularly significant with how popular Kartana is. Also though Manaphy it does have better offensive presence it's still pretty lackluster. The main point however is that of recovery, with this you need to set up rain and take a turn to Rest, whereas Toxapex has instant heal with Recover and a fantastic ability in Regenerator. You also have Alomomola if the single Water typing is a must, who also has Regenerator and can Wishpass.
Of course TPex is still a better poke in general (I mean, it is S-rank for a reason), but I don't think they necessarily compete with each other for a slot on a team, since they fundamentally do different things, Tpex being a wall, Manaphy being a pivot, taking the odd hit, and then U-turning out, healing up if necessary. Certainly Tpex has significant resists against Mawile, Kartana, Volca etc., but Manaphy too does have it's edge over significant stuff that Tpex (and Mola) loses to, like Tran, LandoT, Latios etc., so I would say it's a pretty even tradeoff.

If I were to pick 1 word for using Manaphy over literally every other bulky water, the word would be "momentum", with its speed tier and access to U-turn. It happens to fall in a very favorable speed tier where everything it's faster than everything it wants to escape from, while still being slow enough to tank everything it wants to tank. Literally every bulky water has to manually switch, which means you can really only preserve momentum with a forced double switch.

Recovery may have seem like a concern with HydraRest taking 2 turns, but as a pivot rather than a wall, you are playing like LandoT, RotomW, where you don't necessary need recovery to do your job. HydroRest is just a bonus, and without a weakness to Psychic/EQ, there is actually a lack of strong SE moves to hit Manaphy with, so it usually has no problems getting that 2 turns anyway, especially when you source of recovery is a full heal. I run Manaphy in bulky offense with Bulu, which with the terrain boost, allows Manaphy to have sufficient passive heal to barely have to use recovery more than once per game in the first place. Or if you are running a more defensive team, you can easily just fit a user of Heal Bell to wake Manaphy up in any case where it's forced to Rest without the chance to RD.

tldr: I think it has it's different enough from other bulky waters to not be outclassed. Also SDef Manaphy destroys Rain teams because nothing can break HydraRest.

@below
Sounds like a good idea actually. But I used to run it on Stall rather than BO, so I'm very used to tanking certain stuff and Resting up, so dropping those moves would take a bit of getting used to. Good idea tho, would try picking up KO and maybe something like what you suggested, or maybe even just Protect.
 
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I think you can try replacing Rest / Rain Dance with some other supporting moves. Knock Off for example could be incredibly useful. Get rid of Chansey’s eviolite and Tangrowth’s assault vest and a lot of Lefties. Manaphy also can’t do too much to a lot of the things it can counter, so maybe another coverage move too? Psychic could hit Keldeo and other Fighting types, Ice Beam could be used for Zygarde, or Energy Ball for Swampert depending on what your team struggles with.
 

WECAMEASROMANS

Banned deucer.
This is a creative and underrated set for Zygarde. Are you tired of defensive Landorus-t with hp ice putting a halt to your offensive Dragon Dance sets? Do you get frustrated not doing nearly enough damage to stall and then getting toxic'ed by the Chansey as you do around 45% with thousand arrows? Do you find yourself wishing you had a bulkier Zygarde with more survivability to last those longer games? If so, this set is for you!

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Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 140 Atk / 168 SpD
Careful Nature
- Dragon Dance
- Rest
- Sleep Talk
- Thousand Arrows

this zygarde set is a status absorber, defensive wall to several key threats, and is able to boost using its excellent bulk to sweep. what makes this zygarde unique is that it is able to use every single relatively passive thing as set up fodder and boost to absurd levels without fearing any sort of status or secondary health conditions. For example, you use standard Mega Sableye as set up fodder, gengar, chansey, skarmory, celesteela, non gyro ball ferrothorn, toxapex, mega venusaur, and yes, even defensive landorus-t, the pokemon the vast majority of teams use as their Zygarde 'counter'. In addition, leftovers in conjunction with Zygarde's huge invested bulk and the fact that it has rest to regenerate HP, means it can act as a hard check to some threats, including blacephon, magma storm heatran, charizard-Y, gengar, and volcarona. with this set, zygarde can single handedly outlast most stall teams once you get rid of the unaware clefable/quagsire, or if you're good enough, pp stall them and then use them as set up bait as well.

this ev spread is relatively straightforward. 200 HP makes seismic toss miss the 4hko on you if your leftovers has been knocked off. 168 spdef, combined with leftovers and a careful nature, allows you to avoid the 3hko from defensive landorus-t hp ice, thus making landorus-t set up bait for all intents and purposes. the rest of the EVs go into attack for you to somewhat pack a punch when you're spamming thousand arrows. This set takes advantage of zygarde's natural bulk and abuses the broken move thousand arrows as the only spammable attack.

0- SpA Landorus-Therian Hidden Power Ice vs. 200 HP / 168+ SpD Zygarde: 132-156 (32.4 - 38.3%) -- 0.7% chance to 3HKO after Leftovers recovery
252 Atk Garchomp Outrage vs. 200 HP / 0 Def Zygarde: 336-396 (82.5 - 97.2%)


replays:
https://replay.pokemonshowdown.com/gen7ou-695467597 Zygarde 1 v 1's a MG Clefable, Mega Scizor, and Landorus-T
https://replay.pokemonshowdown.com/gen7ou-695459699 Zygarde uses the defensive landorus-t as set up bait as mentioned before and then single handedly sweeps the entirety of their team
https://replay.pokemonshowdown.com/gen7ou-695477314
https://replay.pokemonshowdown.com/gen7ou-694951699 the guy was using hard stall with a whirlwind hippowdon so i sacced all of my mons purposely so he couldnt phaze any more and then swept him with last mon zygarde

this is imo prob the most successful zygarde set ive ran so far. it has swept late game countless times in games with similar scenarios like the replays shown above. it usually is a nightmare for more stalllish/balanced teams because they cannot rely on their passive mons to deal secondary damage to it and all their passive mons are used as set up fodder, while being able to outlast a majority of mons on offensive teams as well.
 
this ev spread is relatively straightforward. 200 HP makes seismic toss miss the 4hko on you if your leftovers has been knocked off. 168 spdef, combined with leftovers and a careful nature, allows you to avoid the 3hko from defensive landorus-t hp ice, thus making landorus-t set up bait for all intents and purposes. the rest of the EVs go into attack for you to somewhat pack a punch when you're spamming thousand arrows. This set takes advantage of zygarde's natural bulk and abuses the broken move thousand arrows as the only spammable attack.
First of all, really solid set. I've been running the same set for a while albeit with a slightly different EV spread, with 192HP / 108 Atk / 176 SpD / 32 Spd. 192 HP to dodge 4HKO from SToss (you don't need 200 HP as per your post), 32 Spd to allow you to creep beat Latios at +1, which +1 Thousand Arrows 2HKOs on the switch, 176 SpD for jump point, and rest into Atk. Maybe something you can consider and try.
 
Double Dance Latios-Mega

B90F4A47-C13F-4E76-BA56-0AB72A9E094D.png


Latios-Mega @ Latiosite
Ability: Levitate
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Stored Power
- Calm Mind
- Dragon Dance
- Roost

The is an interesting alternative for mega latias that sacrifices a bit of bulk in return for dragon dance: which, in addition to boosting latios’ speed, also increases the power of its stored power. Because of that boost in power, it usually only needs 2-3 calm minds to sweep unless it needs to break through a bulky steel. The speed evs allow latios to outspeed Mega Loppuny at +1 and jolly mega swampert In rain at +2. The rest of the evs are put into HP and Def. to allow latios to take physical hits better. Why would you run this over mega latias? Latias struggles to get past fast wall breakers without taking substantial damage that makes it easy to revenge kill. Latios, on the other hand, can outspeed them after a dragon dance without taking any damage.

+4 0 SpA Latios-Mega Stored Power (240 BP) vs. 248 HP / 8 SpD Eviolite Chansey: 739-870 (105.1 - 123.7%) -- guaranteed OHKO (2DD 4 CM)

+3 0 SpA Latios-Mega Stored Power (220 BP) vs. 252 HP / 124 SpD Celesteela: 390-459 (97.9 - 115.3%) -- 87.5% chance to OHKO after Leftovers recovery (2DD 3 CM)

+3 0 SpA Latios-Mega Stored Power (220 BP) vs. 252 HP / 168 SpD Ferrothorn: 339-399 (96.3 - 113.3%) -- 75% chance to OHKO after Leftovers recovery (2DD 3 CM)

+5 0 SpA Latios-Mega Stored Power (300 BP) vs. 200 HP / 252+ SpD Assault Vest Magearna: 370-436 (105.4 - 124.2%) -- guaranteed OHKO (2DD 5CM)

+3 0 SpA Latios-Mega Stored Power (220 BP) vs. 248 HP / 220+ SpD Heatran: 315-371 (81.8 - 96.3%) -- guaranteed 2HKO after Leftovers recovery (2DD 3CM)(3DD 3CM or 2DD 3 CM OHKOES)

Some Replays (excuse my bad plays)

http://replay.pokemonshowdown.com/gen7ou-696753408

http://replay.pokemonshowdown.com/gen7ou-697245898
 
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First of all, really solid set. I've been running the same set for a while albeit with a slightly different EV spread, with 192HP / 108 Atk / 176 SpD / 32 Spd. 192 HP to dodge 4HKO from SToss (you don't need 200 HP as per your post), 32 Spd to allow you to creep beat Latios at +1, which +1 Thousand Arrows 2HKOs on the switch, 176 SpD for jump point, and rest into Atk. Maybe something you can consider and try.
You can also invest the 108 Attack into Defense, and it's pretty nice TBH. Even with 0 Attack, you 2HKO Latios at +1 (and still 2HKO SpDef Toxapex at +0) and you'll want to boost up more on stuff like Chansey and Celesteela anyways. The biggest thing you lose on is the ability to consistently 2HKO Kartana at +1 without Rocks, but with Rocks up that's a 80% chance at +1 so it's not really a common situation.

Banded Tyranitar maxes out at 49.8% with Crunch meaning you can set up (assuming no defense drops) in its face, and Mega Pinsir's Return doesn't 2HKO (meanwhile at +1 you have 50/50 odds to 2HKO with Thousand Arrows).
 
Metronome Araquanid



Araquanid @ Metronome
Ability: Water Bubble
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Liquidation
- Sticky Web / Poison Jab
- Toxic
- Substitute

My friend I like pink mons once mentioned Metronome as a possible item when I was talking about Araquanid being an offensive Heatran switchin. I built a team around it and damn this thing is really good. Metronome boosts the damage of consecutively used moves by 20% each turn up until 100% dmgboost.

The EVs allows you to outspeed Clefable, eat 3 Seismic Tosses and maximize offensive presence. Substitute is used to prevent Toxic from Toxapex and Gastrodon. You can also Sub on predicted sacks or on defensive Lando-T. Sticky Web is a cool move even on teams that do not need Sticky Webs when there is nothing better to click. You can also Poison Jab over Webs to lure Bulu if your team needs that. Toxic is there to hit Water immunities.

Basicly you can pair this Set with any mon that wants Pex gone. SD Scizor, Zard Y, Specs Gren.. the list goes on.

Note: A faster spread is possible if you fear Toxic from Mantine or Alomomola.

http://replay.pokemonshowdown.com/gen7ou-700490299 Stall without Waterresist lol. Easiest 5 kills turn 1 of my life
http://replay.pokemonshowdown.com/gen7ou-700727781 Toxapex gone. Starts at turn 12
 
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Zokuru

The Stall Lord
is a Tiering Contributor
Metronome Araquanid



Araquanid @ Metronome
Ability: Water Bubble
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Liquidation
- Sticky Web / Poison Jab
- Toxic
- Substitute

My friend I like pink mons once mentioned Metronome as a possible item when I was talking about Araquanid being an offensive Heatran switchin. I built a team around it and damn this thing is really good. Metronome boosts the damage of consecutively used moves by 20% each turn up until 100% dmgboost.

The EVs allows you to outspeed Clefable, eat 3 Seismic Tosses and maximize offensive presence. Substitute is used to prevent Toxic from Toxapex and Gastrodon. You can also Sub on predicted sacks or on defensive Lando-T. Sticky Web is a cool move even on teams that do not need Sticky Webs when there is nothing better to click. You can also Poison Jab over Webs to lure Bulu if your team needs that. Toxic is there to hit Water immunities.

Basicly you can pair this Set with any mon that wants Pex gone. SD Scizor, Zard Y, Specs Gren.. the list goes on.

Note: A faster spread is possible if you fear Toxic from Mantine or Alomomola.

http://replay.pokemonshowdown.com/gen7ou-700490299 Stall without Waterresist lol. Easiest 5 kills turn 1 of my life
http://replay.pokemonshowdown.com/gen7ou-700727781 Toxapex gone. Starts at turn 12

Interesting set, what about using this variation ?

Araquanid @ Metronome
Ability: Water Bubble
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Liquidation
- Spider Web
- Toxic
- Substitute

This way you can trap and kill the few switch-ins to this set ( Alomomola, Mantine ) if you put a sub on their switch. Considering team options, a Healing Wish user looks super great witht the Spider Web techmove as you can trade a lot of HP for a Toxic forced Toxic on something or even a K.O, then HW and just win the battle.

Really creative set from your part anyway, great job bro ;)
 


Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
IVs: 0 Atk
- Giga Drain
- Endeavor
- Hidden Power [Ice]
- Earthquake / Knock Off / Sludge Bomb

Ok I have no idea if this set has already been used but the combination of Regenerator + Endeavor makes it extremely powerfull in my opinion. As Tangrowth is a defensive pivot, it is meant to tank a lot of moves, then switch out, etc.
But thing is, it is very hard to kill Tangrowth, so often will it be low on health.

And because Tangrowth is quite passive, Endeavor is an amazing move that kinda breaks your opponent's momentum: Heatran, Megearna, Celesteela, Kyurem-B, Mega Pinsir, Charizard, ... are all pokemons that will try to pressure Tangrowth that you can catch off guard with Endeavor.

I use it on my Pyukumuku stall team (see my post on the OU Bazaar: http://www.smogon.com/forums/threads/ultra-sm-ou-bazaar.3587317/page-26#post-7663513). And combined with Innards Out Pyukumuku + Toxic / Burns + Stealth Rock, I can actually beat almost anything.

Lastly, this set can help to break stall in mirror match ups. Once you've burned / toxic'd (I use Sludge Bomb Tang, by the way) other defensive pokemons, a low on health Tangrowth can kill them with Endeavor.

EDIT: Will post replays if that's needed, I don't have them right now.
 
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Physical Fly-Z Celesteela
1518226786648.png

Celesteela @ Flyinium Z
Ability: Beast Boost
EVs: 72 HP / 252 Atk / 4 SpD / 180 Spe
Adamant Nature
- Fly
- Earthquake
- Heavy Slam
- Autotomize

People treat celesteela way too passively, and if they do give it any respect, it's only for the random special sweeper sets. This just kind of poops on teams once skarm/zapdos are weakened. usually lures in koko or heatran for freez-pz and then bops it after automizing. Yes, automize does work against your heavy slam, but celesteela is so heavy that it usually doesn't matter. Celesteela is bulky enough to setup in the face of lots of steels that it usually scares out anyway for threat of flamethrower. Speed invest lets you hit 406

252+ Atk Celesteela Supersonic Skystrike (175 BP) vs. 0 HP / 4 Def Landorus-Therian: 288-339 (90.2 - 106.2%) -- guaranteed OHKO after Stealth Rock -- nice offensive check

 
Physical Fly-Z Celesteela
View attachment 101088
Celesteela @ Flyinium Z
Ability: Beast Boost
EVs: 72 HP / 252 Atk / 4 SpD / 180 Spe
Adamant Nature
- Fly
- Earthquake
- Heavy Slam
- Autotomize

People treat celesteela way too passively, and if they do give it any respect, it's only for the random special sweeper sets. This just kind of poops on teams once skarm/zapdos are weakened. usually lures in koko or heatran for freez-pz and then bops it after automizing. Yes, automize does work against your heavy slam, but celesteela is so heavy that it usually doesn't matter. Celesteela is bulky enough to setup in the face of lots of steels that it usually scares out anyway for threat of flamethrower. Speed invest lets you hit 406

252+ Atk Celesteela Supersonic Skystrike (175 BP) vs. 0 HP / 4 Def Landorus-Therian: 288-339 (90.2 - 106.2%) -- guaranteed OHKO after Stealth Rock -- nice offensive check

An interesting move you can use over Automize is Flame Charge, which will boost your speed and also let you really hit Scizor and Ferrothorn without using Flynium yet.
 
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