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

(Anti-) Lead Zeraora

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Zeraora @ Air Balloon
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Endure
- Endeavour
- Knock Off
- Taunt

Not often thought of as a lead, but Zeraora has a few tools at is disposal to put you on the front foot. Taunt, from the fastest mon in the tier, counters any ambitions that hazards setters have, forcing them to attack. Of course with the Air Balloon you can click Taunt without the fear of being KOd (preferred over Shuca as a Scarf-locked mon will just outspeed and click EQ again). Knock claims an item. Endure + Endeavour simply brings something down to low health to allow you to threaten or force a KO on the following turn.
 
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SubLiechi
:ss/zeraora:
Zeraora @ Liechi Berry
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute
- Plasma Fists
- Acrobatics
- Close Combat / Drain Punch

This Zeraora set takes advantage of Zera’s ability to force switches in order to set up substitutes. It also blocks status, allowing you to surprise Amoonguss by subbing on a predicted Spore. Acrobatics is there to OHKO the stupid mushroom and Kommo-o after a Liechi boost and some chip, and CC destroys Rhyperior and Krookodile, but Drain Punch can be used if you want to recover your HP while not being total priority bait.
 
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Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Plasma Fists
- Blaze Kick
- Play Rough

Do you hate missing your play roughs or blaze kicks that otherwise would've ended the game on the spot, well now you no longer have to worry because hone claws makes play rough and blaze kick because 90*1.33=119.7. Now those games will not end up to be 90/10 win/lose but it will be 100/0 because of the ability to never miss.
 
alright fine

:ss/zeraora:
Zeraora @ Electric Seed
Ability: Volt Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Work Up
- Rising Voltage
- Grass Knot
- Acrobatics

ok l know this looks like crack and it is but i promise you this shit is insane levels of strong. after a work up in terrain you dump on a lot of mons that would otherwise be decent zeraora checks, for example:
+1 252+ SpA Zeraora Rising Voltage (140 BP) vs. 252 HP / 36 SpD Amoonguss in Electric Terrain: 237-280 (54.8 - 64.8%) -- guaranteed 2HKO (it can't sleep you in terrain)
+1 252+ SpA Zeraora Rising Voltage (140 BP) vs. 252 HP / 4 SpD Tangrowth in Electric Terrain: 355-418 (87.8 - 103.4%) -- guaranteed OHKO after Stealth Rock
+1 4 Atk Zeraora Acrobatics (110 BP) vs. 0 HP / 0 Def Zarude: 250-296 (71.2 - 84.3%) -- guaranteed 2HKO after Stealth Rock
+1 252+ SpA Zeraora Grass Knot (80 BP) vs. 0 HP / 0 SpD Krookodile: 326-384 (98.4 - 116%) -- guaranteed OHKO after Stealth Rock (you live eq - 252 Atk Krookodile Earthquake vs. +1 0 HP / 0 Def Zeraora: 258-306 (81.3 - 96.5%) -- guaranteed 2HKO)

it mandates support from the urchin :pincurchin: and might seem outclassed by alolan raichu but in fact it actually works quite well alongside it. worth giving a try if you love cheesing like me.

edit: Eve will get mad at me if i don't specify that it is a PINCUSHION URCHIN not an urchin

as a bonus, here's a team with the guys. click on the sprites to get it!
 
CM Zeraora

View attachment 326252

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Calm Mind
- Aura Sphere / Focus Blast
- Grass Knot
- Thunderbolt

Whilst Zeraora has Bulk Up to sweep physically, it also has access to Calm Mind and, despite the relatively limited movepool (in terms of coverage) to choose from, this thing packs a punch. Leftovers has been chosen to give this set some longevity to be able to set up enough to deal with the threats. The 3 attacks listed really are the 3 attacks it gets, but they have good coverage between them. Aura Sphere or Focus Blast depends on how brave you are, Grass Knot smacks Ground-types that will inevitably trouble Zeraora, and Tbolt is the STAB move of choice. Tapu Bulu springs to mind as a good team-mate; giving this more healing with the terrain, and strengthening Grass Knot for a few turns, and catching out those people that run EQ over High Horsepower.
Please check the banned sets before posting. CM is banned. Either change your submission OR delete the post if you wish to not participate anymore this week. Thank you and if u have any questions my discord is below
 
Zeraora has such a good Spe tier that can run an Adamant nature most of the time while still outspeeding the majority of the metagame, but a Choice Band gives it the final boost needed to achieve some 2HKOs/OHKOs.
Plasma Fists is the STAB move with a secondary effect that many forgets; Knock Off is here for both utility and coverage. If you look at the calcs below, a Choice Banded Plasma Fists is enough to 2HKO/OHKO with SR support most of the time.
The 3rd slot is customizable: you have to choose between CC and Blaze Kick for coverage.
Volt Switch is not boosted by CB, but is too good to simply drop it.
Try this set: is good.

gonna need better arguments than that;

Calcs:
-1 252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Aegislash-Blade: 280-330 (107.2 - 126.4%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 252+ Def Slowking: 404-476 (102.5 - 120.8%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 4 Def Celesteela: 470-554 (118 - 139.1%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 252+ Def Primarina: 422-498 (115.9 - 136.8%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Chandelure: 264-312 (101.1 - 119.5%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 160+ Def Skarmory: 294-348 (88 - 104.1%) -- 25% chance to OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 252+ Def Eviolite Chansey: 322-379 (45.7 - 53.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Bisharp: 243-286 (89.6 - 105.5%) -- 37.5% chance to OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 0 Def Jirachi: 243-286 (60.1 - 70.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 160+ Def Suicune: 342-404 (84.6 - 100%) -- 6.3% chance to OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 248 HP / 252+ Def Torkoal: 138-163 (40.2 - 47.5%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Necrozma: 240-283 (71.6 - 84.4%) -- guaranteed 2HKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 0 Def Mew: 243-286 (60.1 - 70.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 252+ Def Slowbro-Galar: 180-213 (45.6 - 54%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 40 Def Rotom-Wash: 220-259 (72.3 - 85.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Mimikyu: 292-345 (116.3 - 137.4%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 248 HP / 252+ Def Milotic: 408-480 (103.8 - 122.1%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Noivern: 292-345 (93.8 - 110.9%) -- 62.5% chance to OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Azelf: 324-382 (111.3 - 131.2%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 252+ Def Pyukumuku: 290-344 (92.3 - 109.5%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 0 Def Glastrier: 193-228 (47.7 - 56.4%) -- 84.4% chance to 2HKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Durant: 220-259 (85.6 - 100.7%) -- 87.5% chance to OHKO after Stealth Rock
252+ Atk Choice Band Zeraora Plasma Fists vs. 252 HP / 252+ Def Politoed: 420-494 (109.3 - 128.6%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Plasma Fists vs. 0 HP / 0 Def Porygon-Z: 324-382 (104.1 - 122.8%) -- guaranteed OHKO


252+ Atk Choice Band Zeraora Close Combat vs. 252 HP / 0 Def Solid Rock Rhyperior: 232-274 (53.4 - 63.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Zeraora Close Combat vs. 56 HP / 0 Def Kyurem: 424-500 (104.6 - 123.4%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Close Combat vs. 252 HP / 252+ Def Eviolite Chansey: 514-606 (73 - 86%) -- guaranteed 2HKO after Stealth Rock
-1 252+ Atk Choice Band Zeraora Close Combat vs. 0 HP / 0 Def Chople Berry Krookodile: 156-184 (47.1 - 55.5%) -- 75% chance to 2HKO
252+ Atk Choice Band Zeraora Close Combat vs. 252 HP / 40 Def Rotom-Wash: 176-208 (57.8 - 68.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Zeraora Close Combat vs. 248 HP / 0 Def Rotom-Heat: 183-216 (60.3 - 71.2%) -- guaranteed 2HKO
252+ Atk Choice Band Zeraora Close Combat vs. 0 HP / 0 Def Zarude: 372-438 (105.9 - 124.7%) -- guaranteed OHKO
-1 252+ Atk Choice Band Zeraora Close Combat vs. 248 HP / 0 Def Incineroar: 282-334 (71.7 - 84.9%) -- guaranteed 2HKO
252+ Atk Choice Band Zeraora Close Combat vs. 0 HP / 0 Def Haxorus: 212-250 (72.3 - 85.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Zeraora Close Combat vs. 0 HP / 0 Def Omastar: 320-378 (113.8 - 134.5%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Close Combat vs. 252 HP / 4 Def Stakataka: 400-472 (122.6 - 144.7%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Close Combat vs. 0 HP / 0 Def Tyrantrum: 334-394 (109.5 - 129.1%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Close Combat vs. 252 HP / 4+ Def Umbreon: 326-384 (82.7 - 97.4%) -- 62.5% chance to OHKO after Stealth Rock
252+ Atk Choice Band Zeraora Close Combat vs. 0 HP / 0 Def Cloyster: 232-274 (96.2 - 113.6%) -- guaranteed OHKO after Stealth Rock


252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Roserade: 223-263 (85.4 - 100.7%) -- 81.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Prism Armor Necrozma: 234-276 (69.8 - 82.3%) -- guaranteed 2HKO
252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 252 HP / 0 Def Eviolite Doublade: 148-176 (45.9 - 54.6%) -- 97.7% chance to 2HKO after Stealth Rock
-1 252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Aegislash-Blade: 362-428 (138.6 - 163.9%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 252 HP / 0 Def Jirachi: 314-370 (77.7 - 91.5%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 252 HP / 0 Def Mew: 314-370 (77.7 - 91.5%) -- 31.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Golurk: 378-446 (118.4 - 139.8%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Knock Off (97.5 BP) vs. 252 HP / 252+ Def Xatu: 282-334 (84.4 - 100%) -- 6.3% chance to OHKO


252+ Atk Choice Band Zeraora Blaze Kick vs. 252 HP / 252+ Def Vileplume: 220-260 (62.1 - 73.4%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
252+ Atk Choice Band Zeraora Blaze Kick vs. 252 HP / 220+ Def Amoonguss: 256-302 (59.2 - 69.9%) -- guaranteed 2HKO
252+ Atk Choice Band Zeraora Blaze Kick vs. 252 HP / 8 Def Tangrowth: 226-266 (55.9 - 65.8%) -- guaranteed 2HKO
252+ Atk Choice Band Zeraora Blaze Kick vs. 0 HP / 0 Def Magnezone: 244-288 (86.8 - 102.4%) -- 56.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Zeraora Blaze Kick vs. 252 HP / 0 Def Tapu Bulu: 244-288 (70.9 - 83.7%) -- guaranteed 2HKO after Leftovers recovery and Grassy Terrain recovery
252+ Atk Choice Band Zeraora Blaze Kick vs. 0 HP / 0 Def Bisharp: 274-324 (101.1 - 119.5%) -- guaranteed OHKO
252+ Atk Choice Band Zeraora Blaze Kick vs. 252 HP / 0 Def Jirachi: 274-324 (67.8 - 80.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
i'm not reading through 50 or so calcs, especially obvious ones like skarmory and slowking. you don't need all of this

choice item submissions are held to higher standards. either justify it more with replays, stronger arguments ( why being choice-locked with zeraora isn't so detrimental, why run it over boots, etc) or change your set. as always, my discord is down below or you can smogon pm me if you have any questions.
 
Mixed Itemless Power-up Punch
:ss/zeraora:
Zeraora
Ability: Volt Absorb
EVs: 252 Atk / 52 SpA / 204 Spe
Lonely Nature
- Power-Up Punch
- Acrobatics
- Grass Knot
- Plasma Fists

This set is aimed to bait and destroy some of zera's most common defensive counterplay using a full powered acrobatics after a 1+ including the ugly mushroom, Tapu-Bulu, Quagsire, Rhyperior and WoW Rotom-Wash while also having the added benefit of acting as a pseudo sweeper which can beat other mons that prevent the standard zera from taking KO's like Nidoqueen and Kommo-o if they have enough chip.
U might ask why would i use this instead of the standard Bulk up set, well the main difference is that not only can this zera come in many times to try to start the sweep but also power-up punch does damage and that little 5% can be the difference between grabbing the amoonguss KO or not.
The speed is just enough to creep Max speed Alakazam.
CALCS and SEQUENCE OF EVENTS
Mushroom comes in and takes SR and an average of 5%
252+ Atk Zeraora Power-Up Punch vs. 252 HP / 220+ Def Amoonguss: 20-24 (4.6 - 5.5%)
Mushroom is now at 83%
+1 252+ Atk Zeraora Acrobatics (110 BP) vs. 252 HP / 220+ Def Amoonguss: 330-390 (76.3 - 90.2%) -- 50% chance to OHKO
50% to kill, all of this assuming that it started at full just less than a 10% chip and the KO is guaranteed, best at the midgame.
252+ Atk Zeraora Power-Up Punch vs. 252 HP / 0 Def Tapu Bulu: 19-23 (5.5 - 6.6%)
Bulu takes an average of 6% and thanks to SR grassy terrain and leftovers recovery are negated, which means Bulu is now at 94%
+1 252+ Atk Zeraora Acrobatics (110 BP) vs. 252 HP / 0 Def Tapu Bulu: 316-372 (91.8 - 108.1%) -- 81.3% chance to OHKO
All of this assuming that Bulu started at 100%, and even if they protect to regain all their health the chance is still 50% to kill with a +1 acrobatics
252+ Atk Zeraora Power-Up Punch vs. 252 HP / 220+ Def Quagsire: 36-43 (9.1 - 10.9%)
Quag takes 10% and lefties are denied by SR
52 SpA Zeraora Grass Knot (80 BP) vs. 252 HP / 36 SpD Quagsire: 336-396 (85.2 - 100.5%) -- 68.8% chance to OHKO
68% to KO from that 90% that we established, all of this assuming that Quag started at 100% and has no prior chip
252+ Atk Zeraora Power-Up Punch vs. 0 HP / 0 Def Nidoqueen: 24-29 (7.4 - 9%)
Queen takes 8% from the attack and another 6% from SR, a total of 14%.
+1 252+ Atk Zeraora Acrobatics (110 BP) vs. 0 HP / 0 Def Nidoqueen: 200-236 (62.3 - 73.5%) -- guaranteed 2HKO after Stealth Rock
Just a 24% chip on nidoqueen and it is guaranteed that it will fall to the acrobatics.
 
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sub toxic
:ss/Zeraora:
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Volt Switch
- Toxic
- Knock Off
- Plasma Fists

A bit of a change from the standard pivot set, this time featuring toxic instead. Zera does have a bit of a 4MSS, picking and choosing its checks, and toxic can act as a great 4th coverage option. Pokemon like clanger, tang, and rhyp get crippled by toxic on the switch while zera still pivots around and can wear down its checks easier. It cant touch amoonguss but that's volt fodder anyway.
 
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magnet + electroweb

:ss/Zeraora:
Zeraora @ Magnet
Ability: Volt Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Aura Sphere
- Volt Switch
- Electroweb
- Knock Off

This set aims to punish faster foes, which, without a Choice Scarf, underspeed Zeraora by luring them in with Electroweb, Electroweb not only lowers the targets Speed by 1 stage but also deals damage at the same time. Its other moves are Aura Sphere for Dark-types such as Bisharp and Krookodile, while it can also hit Mamoswine and Kyurem. Volt Switch is its pivot move and STAB. Last but not least, Knock Off is its powerful utility move which removes items on opposing Pokemon.
 
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Charge Zeraora
:ss/zeraora:
Zeraora @ Heavy-Duty Boots
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Plasma Fists
- Knock Off / Close Combat
- Charge
- Volt Switch

Charge boosts both Zeraora's Special Defense and doubles the power of its Electric-type attack next turn, allowing you to do this:

-1 252+ Atk Zeraora Plasma Fists (200 BP) vs 0 HP / 0 Def Salamence: 78.2 - 92.4%
252+ Atk Zeraora Plasma Fists (200 BP) vs 252 HP / 220+ Def Amoonguss: 34.7 - 40.9% (This might not look much but you now do more than Regenerator heals)
252+ Atk Zeraora Plasma Fists (200 BP) vs 0 HP / 0 Def Kommo-o: 45.7 - 53.9% (94.9% chance to 2HKO after Stealth Rock)
252+ Atk Zeraora Plasma Fists (200 BP) vs 248 HP / 0 Def Rotom-H: 50.4 - 59.4%
 
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:zeraora:
Zeraora @ Liechi Berry / Weakness Policy
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Endure
- Reversal
- Acrobatics
- Plasma Fists

While Reversal on Zeraora isn't the kind of village-wrecking move it is on many of its potential Fighting-Type users, it's still a strong, 200BP option that allows it to get through many of the checks that could otherwise live a hit. This set is designed to be a late-game sweeper -- once you remove the three viable things in the tier that outspeed or get rid of their choice scarfs, you can set up an endure-reversal combo to finish things off. Item-wise, Liechi is the safe, consistent choice, allowing you to always get a +1 Atk Boost. If you want to live on the edge, feel free to try Weakness policy -- taking advantage of the several ground-type spammers throughout the tier to get a +2 boost and gain unparalleled sweeping potential.

This set works best with terrain support to minimize its weakness to priority -- but even without, endure allows you to scout on priority-locked choice mons like band Scizor and Azumarill and exploit your opponents by switching and retaining your 1HP Zeraora for another kill later in the game.

+1 252+ Atk Zeraora Reversal (200 BP) vs. 0 HP / 0 Def Kyurem: 704-830 (180 - 212.2%) -- guaranteed OHKO
+1 252+ Atk Zeraora Acrobatics (110 BP) vs. 252 HP / 220+ Def Amoonguss: 330-390 (76.3 - 90.2%) -- guaranteed 2HKO
+1 252+ Atk Zeraora Reversal (200 BP) vs. 252 HP / 252+ Def Eviolite Chansey: 856-1008 (121.5 - 143.1%) -- guaranteed OHKO
+1 252+ Atk Zeraora Acrobatics (110 BP) vs. 0 HP / 0 Def Kommo-o: 294-346 (101 - 118.9%) -- guaranteed OHKO
 
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Now that the voting phase has ended, its time to announce our winner! Week 15's winner is Work Up + Rising Voltage by Lilburr! 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...

632.png
Week 20: Scizor
632.png

:xy/durant:

Scizor's great Speed tier and Attack, strong ability Hustle, and great defensive and offensive typing make it an extremely menacing threat. Its damage output is amazing, hitting metagame staples like Amoonguss, Scizor, Slowking, and Krookodile extremely hard. Coverage in Superpower and Crunch allows Scizor to hit answers like Celesteela and Aegislash and dispose of them to continue sweeping. Extremely strong priority in First Impression also makes Scizor a potent revenge killer, capable of disposing of threats like Zeraora, Alakazam, and Galarian Moltres. How will you explore Scizor's potential?

Banned Sets
:life-orb::choice-band:
(click me)

You have until April 1st to submit your set!
 
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Endure + Flail
:ss/durant:
Durant @ Liechi Berry
Ability: Swarm
EVs: 252 Atk / 252 Spe
Adamant Nature
- Agility
- X-Scissor
- Flail
- Endure
U know what endure + flail sets do, however this set is a bit different as instead of a salac berry we are using a liechi berry and an adamant nature thanks to scizor's durant's great speed tier and acces to agility which lets it outspeed scarfers like keldeo and krookodile, things that other endure + reversal mons CANT do.
 
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:ss/Scizor:
Scizor @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head
- Superpower
- Stone Edge

I realize this is very similar to a sample set, but I think the Stone Edge v. Crunch difference is monumental here and this thus deserves its own special place here. With Stone Edge, you are able to single handedly take down enemy sun teams, while Crunch does not let you do that. Especially when you run into Mono-Fire Sun on the ladder while using mono-bug team yourself. See this replay for example:

https://replay.pokemonshowdown.com/gen8uu-1283407047
 
:bw/durant:

DEMON DURANT

Durant @ Leftovers
Ability: Truant
EVs: 248 HP / 8 Atk / 252 Def
Naive Nature
- Entrainment
- Infestation
- Toxic
- Iron Defense

This set is pure evil. You Toxic something, you trap them with Infestation and you set there. Entrainment can be used to cripple offensive threats like Krookodile and and Regenerator Pokemon like Tangrowth, Amoonguss and Slowking. All you gotta do is maximise your Defenses and sit there :)
 
Durant @ Bright Powder
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Entrainment
- Hone Claws
- Iron Head

It entrainments its ability to something, then set up on the physical pokemon such as bisharp, jirachi, and chansey. Sub allows it to dodge with bright powder + 0.8* of hustle so effectively 0.72 acc on physical moves which is focus blast territory on 100% acc moves which is very sketch, while lowers acc moves have even lower. Hone claws removes the acc nerf of hustle and iron head is the stab of choice since it has a seconday effect
 
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