Project UU Next Best Thing Crown Tundra Edition: Week 52: Slowking | Voting Phase

Katy

Banned deucer.
Swords dance

:ss/keldeo:
Keldeo @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Liquidation
- Close Combat
- Poison Jab

Swords Dance Keldeo acts like a sweeper on hyper offensive team variants such as dual screens, hazard stack or Aurora Veil with teampartners such as Grimmsnarl, Mew, or Alola-Ninetales. It can Set up on Pokemon such as Krookodile, Kyurem, and Crawdaunt. Liquidation is its Water-type STAB of choice and Close Combat is its Fighting-type STAB move. Poison Jab dents through bulky Fairy-types like Tapu Bulu and catches it by surprise.
 
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Calm Mind + Rest Keldeo

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Keldeo @ Leftovers
Ability: Justified
EVs: 244 HP / 148 Def / 116 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk / Icy Wind / Roar / Toxic

I suppose this set is CroKeld... Max physical bulk paired with Calm Mind, Rest eliminates you need to be concerned about status conditions, and Scald as the attack, with that nice burn chance. The 4th move is a choice of whether you want to be able to do something whilst Rest is ongoing, a second attack to hit things such as Tangrowth, Amoonguss & Bulu, Roar to phaze out certain mons, or Toxic to set a timer on something. 116 Speed EVs are there to outspeed Diggersby by 1 point, as well as Nidoqueen & Bulu. 244 HP makes a multiple of 16 for the Leftovers recovery.
 
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Reflet Keldeo

Keldeo @ Light Clay
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Reflect
- Flip Turn


General idea
Despite having access to only one screen, Keldeo is still a good offensive screener thanks to its Spe and offensive prowess (129/108).
Scald is picked over other Water-type special moves due to its burn chance while Secret Sword hits the physical side despite being a special move.
Flip Turn is here to keep the momentum while dealing chip damage.
Reflect is the last move chosen in order to give some team support or to face more a physical revenge killer more easily than the usual.
Light Clay is self-explanatory: the difference between 5 turns and 8 ones is huge and, sometimes, game-changing.
Just some examples:
  • 252 Atk Jirachi Thunder Punch vs. 0 HP / 0 Def Keldeo through Reflect: 75-89 (23.2 - 27.5%) -- 71.5% chance to 4HKO
  • 160 Atk Victini Bolt Strike vs. 0 HP / 0 Def Keldeo through Reflect: 119-141 (36.8 - 43.6%) -- guaranteed 3HKO
  • 252 Atk Life Orb Mimikyu Play Rough vs. 0 HP / 0 Def Keldeo through Reflect: 164-192 (50.7 - 59.4%) -- guaranteed 2HKO
This Keldeo has (mainly) a supportive role and loses a lot of firepower when compared to its offensive counterpart, so you have to use the other teammates if you want to dish out damage.
In return, this Keldeo offers Reflect support to your balanced or hyper offensive team, which is important to make switch-ins more easily.

It works!
 
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SubTox
:ss/keldeo:
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Secret Sword / Focus Blast / Aura Sphere
- Surf

Fun set I’ve been using. The premise is simple: sub when your opponent switches to their primarina/tangrowth/kommo-o/keldeo switchin and toxic them the turn afterwards. While you won’t be beating them in a 1v1, Toxic is still a hindrance to these mons and you’ll be able to chip at them for a few turns. Sub also makes Keldeo harder to revenge kill, which is always nice.
 
SD is the hottest. Also 1 of these is a semi-standard and the other is literally just one of the slashes on the CM set????
 

Band

scatters things often
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Now that the voting phase has ended, its time to announce our winner! Week 13's winner is Endeavor + Aqua Jet by BigFatMantis! Congratulations and thank you all for participating! Your submission will be added to the Hall of Fame shortly!
This week's Next Best Thing is...

Week 14: Victini

:xy/victini:

Victini's balanced 100 base stats all across the board allow it to use sets ranging from Choice Band to fully specially attacking ones. A STAB 180BP nuke of a move in V-create and good coverage in Energy Ball, Psychic, Bolt Strike, and Glaciate that allows Victini to pick and choose its checks make it extremely hard to deal with. Support moves like Trick and U-turn can also be useful. How will you explore Victini's potential?

Banned Sets
:choice-scarf::heavy-duty-boots::choice-band:
(click me)

You have until February 23rd to submit your set!​
 
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OTR attacker
:ss/Victini:
Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- Grass Knot

Saw this set being used on a Kitten Milk team so I gave it a go and it works pretty well. 0 speed Ivs and a brave nature lets it hit 184 speed, and under trick room it can spam absolutely nuclear V-create's safely due to it lowering its already slowish speed, making it even faster under trick room. Bolt strike is coverage against fire resists and grass knot is for stuff like rhyperior and seismitoed.
 
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Sub Power-Up Punch

Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Power-Up Punch
- V-create
- Bolt Strike

This set allows victini to sub on common walls such as rotom heat, bulu, celesteela, etc. Power-Up Punch to get +1 boost while they attempt to break ur sub, or V create on their attempt to break it, Most pokemon do not want to take a combination of +1 V-create or bolt strike right on the spot, and V create behind a sub allows you to "ignore" the speed drawback and still fire another attack. Max attack max speed is to guarantee it hits as hard as possible, and moves after common threats such as kyurem, krookidile, and speed tying jirachi
 

avarice

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RoAPL Champion
:bw/victini:

Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Trick Room
- V-create
- Bolt Strike
- Power-Up Punch

Victini has quality natural bulk and a powerful V-Create, however Blue Flare has been on the rise lately because of all the drawbacks physical has ie the drops that come with using Victini's strongest STAB V-Create. With Trick Room the speed drop can become a benefit, and it can become even scarier with a Power-Up Punch boost on a sack. Bolt Strike lets Victini nail Water-types like Slowking. Adamant allows for as much power as possible while keeping Heavy-Duty Boots. Speed is ran to be able to use Victini effectively throughout the match and not just in a good position for Trick Room shenanigans. U-turn can work over Power-Up Punch but the boosted V-Create Bolt Strike coverage can get a good amount done late game with no Latias really.
 
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Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Blue Flare / V-Create
- Charge Beam
- Stored Power
- Work Up

2 weeks of work up mons woooooooo

Anyways, Work Up is the only setup Victini gets, so here we are. Stored Power is nuts so I chose to abuse that with Work Up+Charge Beam, and then a Fire STAB. Blue Flare is the most spammable, but incase you really just wanna delete a special wall or somethin, +1 V-Create is gonna absolutely smash something.
 

Mixtini (Victini) @ Life Orb
Ability: Victory Star
EVs: 156 Atk / 100 SpA / 252 Spe
Naive Nature
- V-create
- Bolt Strike
- Zen Headbutt
- Glaciate

The goal of this Victini is to maintain dangerous physical offense while hitting Salamence very hard with Glaciate. I've EV'd this Victini to ensure Bolt Strike OHKOs Azumarill.
156 Atk Life Orb Victini Bolt Strike vs. 0 HP / 0 Def Azumarill: 341-403 (100 - 118.1%) -- guaranteed OHKO
156 Atk Life Orb Victini V-create vs. 252 HP / 252+ Def Eviolite Chansey: 387-458 (54.9 - 65%) -- guaranteed 2HKO
156 Atk Life Orb Victini Zen Headbutt vs. 252 HP / 160+ Def Kommo-o: 174-205 (49.1 - 57.9%) -- 56.3% chance to 2HKO after Leftovers recovery
156 Atk Life Orb Victini V-create vs. 0 HP / 4 Def Krookodile: 352-415 (106.3 - 125.3%) -- guaranteed OHKO
156 Atk Life Orb Victini V-create vs. 0 HP / 0 Def Moltres-Galar: 320-378 (99.6 - 117.7%) -- 93.8% chance to OHKO
156 Atk Life Orb Victini V-create vs. 0 HP / 0 Def Nidoqueen: 331-390 (103.1 - 121.4%) -- guaranteed OHKO
100 SpA Life Orb Victini Glaciate vs. 248 HP / 8 SpD Salamence: 322-380 (81.9 - 96.6%) -- guaranteed 2HKO
100 SpA Life Orb Victini Glaciate vs. 0 HP / 0 SpD Salamence: 322-385 (97.2 - 116.3%) -- 87.5% chance to OHKO
0 Atk Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Victini: 114-134 (33.4 - 39.2%) -- approx. 3HKO
156 Atk Life Orb Victini Bolt Strike vs. 252 HP / 252+ Def Slowking: 234-278 (59.3 - 70.5%) -- guaranteed 2HKO
 
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Toxic Sub Victini

:ss/Victini:
Victini @ Leftovers
Ability: Victory Star
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Substitute
- Blue Flare
- Protect

Here's the dealio - Victini can try to just be super annoying with it's above average speed and bulk with a toxic/sub set. All you need to do is Toxic things on a switch in, then just proceed to subbing/protecting. And you have Blue Flare to use on Steel-types that can't be toxic'd.
 

Katy

Banned deucer.
Lansat Berry + Flame Charge

:bw/victini:
Victini @ Lansat Berry
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Flame Charge
- Bolt Strike
- V-create
- Energy Ball
This set aims to be an annoying set with critting through your opponents with the speed boost gained due to Flame Charge and when Victini as at low health it has the assets to crit through the opposing team with Bolt Strike, V-create or Energy Ball. Energy Ball is for Quagsire and other strong Pokemon such as Rotom-Wash. Bolt Strike dents through Slowking on its weaker physicall defense, whereas V-create just hits really hard in general.
Bolt Strike also hits Keldeo and Gyarados for super effective damage.
 
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