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ADV OU (OverUsed) Creative Sets!

Discussion in 'Analysis and Research' started by Disaster Area, Mar 6, 2016.

  1. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    Welcome to the thread on creative sets! Post your creative ADV 1U sets here, with a description, and we'll add it to the opening post. I'll start:

    [​IMG]

    Raikou @ Salac Berry
    Ability: Pressure
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 2 Atk / 30 Def
    - Thunderbolt
    - Hidden Power [Ice]
    - Endure
    - Calm Mind

    Whilst I'm no expert of the game (or anywhere close) I happened to have this nice idea. My idea was initially that Endure+Salac would let you beat Dugtrio if sand's out of the picture, but it has some other uses, such as being a better check to dd ggyara, dd mence, and also checking aero out of sand. Obviously Rain/Sun support is mandatory (so Ludi, Oma, Tops, Kingdra, Molt, Exegg, ...) as well as maybe a Dugtrio to remove the opposing TTar and let you clear weather.

    I had a few friends help me pull together a team with it, and here's a replay of it in action in RoAPL, where danilo wouldn't play so bughouse had to fill, and he used this team to almost clutch us the 5-5 tie that week versus Finchinator's team.

    ----

    Creative Sets:

    [​IMG]
    Disaster Area's EndSalac Raikou
    Raikou @ Salac Berry
    Ability: Pressure
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 2 Atk / 30 Def
    - Thunderbolt
    - Hidden Power [Ice]
    - Endure
    - Calm Mind
    Whilst I'm no expert of the game (or anywhere close) I happened to have this nice idea. My idea was initially that Endure+Salac would let you beat Dugtrio if sand's out of the picture, but it has some other uses, such as being a better check to dd ggyara, dd mence, and also checking aero out of sand. Obviously Rain/Sun support is mandatory (so Ludi, Oma, Tops, Kingdra, Molt, Exegg, ...) as well as maybe a Dugtrio to remove the opposing TTar and let you clear weather.

    I had a few friends help me pull together a team with it, and here's a replay of it in action in RoAPL, where danilo wouldn't play so bughouse had to fill, and he used this team to almost clutch us the 5-5 tie that week versus Finchinator's team.

    [​IMG]
    Cowboy Dan's Alakazam
    Alakazam @ Leftovers
    Ability: Synchronize
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    - Calm Mind
    - Psychic
    - Hidden Power [Grass]
    - Fire Punch
    I needed a fast gengar answer for an offensive TSS team i built, and this fit in pretty nicely. It doesn't provide a ton of defensive synergy other than countering gengar and checking a few special attackers but it's really fast, has good coverage and hits like a truck, making it a pretty good late game cleaner. Synchronize is also pretty nice for tossing status moves back onto the opponent. Calm Mind allows you to set up on a select few things like Starmie and weakened zapdos, as well as anything scared of your attacks, and after one boost its power is insane. Psychic for Stab, Fire Punch hits steels, and HP grass hits ttar and swampert.

    [​IMG]
    Disaster Area's Rest-Less Articuno
    Articuno @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 184 Def / 72 SpA
    Bold Nature
    IVs: 3 Atk / 30 SpA
    - Ice Beam
    - Hidden Power [Electric]
    - Heal Bell
    - Roar
    I've been trying out this bird a little bit. With the RestTalk changes it doesn't really do such a good job at that and I think that this is an interesting take. It does a few neat things and it can be changes to suit a team's needs. I really like HP Electric alongside Ice Beam; beyond the perfect neutral coverage, it smacks skarm that bit harder and more importantly hits gyarados. The main reason to run this over Zapdos is the better Celebi matchup and Heal Bell I think; it can hit Celebi hard with a STAB without splitting EVs. Roar is kinda neat for some variants of Celebi. Wish support is nice since it doesn't have rest. I think the EVs did something with Celebi. It's not mind-blowing but I think that people should consider it as well as the sorta classic resttalk variants.

    [​IMG]
    Disaster Area's Lanturn
    Lanturn @ Leftovers
    Ability: Volt Absorb
    EVs: 252 SpA / 224 SpD / 32 Spe
    Modest Nature
    IVs: 0 Atk
    - Toxic
    - Thunderbolt
    - Ice Beam
    - Surf
    One of my favourite Pokémon. EVs: Outspeed unboosted skarm, max SpA since 76 SpA really appreciates investment a lot, and the rest into SpDef to help take on Cune, Kou, etc. Volt Absorb and a unique typing and tanky stat spread makes it interesting. Amongst the Pokémon it functions well against: Suicune [Toxic + Tbolt takes down any offensive set easily, you probably want additional longer term answers to deal with CroCune and to a lesser extent other rest variants. Pressure does mean only 12 tbolt PP but that's still plenty], Regice [can boom and status and that's all, I guess], MixMence [NOT CB / DD tho], Electrics [Zap / Jolt + Dug support beats it; SubCM Raikou can be a little troublesome but Surf still breaks the sub at +1 SpD...], Gengar [Status can annoy it and it can be boomed / dbonded on but it takes hits well. Giga Drain is annoying but it's not dreadful due to only 2x weakness, great bulk, and hurting gengar back a lot]. Thunder is also an interesting option for the same reasons it can be neat on p2, and twave over toxic could be worthwhile for a team that likes that kind of support. Interesting mon but duggy weakness can be annoying and the potential to fail versus defensive cunes [it can beat them but not uber-reliably] are problematic. Does cover a lot tho.

    [​IMG]
    Disaster Area's Mud Slap AstaRachi
    CALLOUS (Jirachi) @ Leftovers
    Ability: Serene Grace
    EVs: 240 HP / 80 Atk / 68 Def / 64 SpD / 56 Spe
    Careful Nature
    - Wish
    - Protect
    - Body Slam
    - Mud-Slap
    I designed this set to annoy CALLOUS. He hates AstaRachi and I reckon that using Mud Slap at a 4th option is so cancerous and weird looking that it'd annoy him more... seriously though, other than the set's inability to hit gengar [which can be remedied by a partner that checks gar well but appreciates wish support, of which there's a plethora of possibilities. A pursuiter is possible too]. So what does Mud Slap do? Firstly it's a fun anti last-mon tool [not as reliable as perish song ofc]. It outspeeds Lax [ofc] and Cune [the defensive ones anyway] generally, so it can get off quite a few before they go down. Mud Slap is really nice vs any boosting sweeper, acting as a pseudo-hazer and gives you an opportunity to snatch back momentum. E.g., this rachi vs a cune, with a cacturne in the back: para it with bslam, mud slap it, get in cacturne to sub up / spike up / etc. Forces it out reasonably well and doesn't burn much PP in the process, as a hypothetical and i'm sure you could find more. It's also great at annoying anything with BP and no ground immunity [jolt without sub, some celebi] and most CMers can't really do much to rachi without boosting a bit so it can sorta phaze / take advantage of CMers like Cune, Kou, Rachi, Celery, and so on. It's probably mostly just me being a bit cancerous but I think it's fun enough to warrant a mention. I swear tho not all of this post is dong.

    [​IMG]
    Disaster Area's Roar Venusaur
    Venusaur @ Leftovers
    Ability: Overgrow
    EVs: 252 HP / 48 Def / 208 SpD
    Calm Nature
    IVs: 0 Atk
    - Leech Seed
    - Giga Drain
    - Roar
    - Sleep Powder
    Venusaur is a big favourite of Ugly Duckling too and I created this interesting variant. Roar is really nice to check various things, in particular with wish support or if sand isn't up (leech / giga / lefties all help keep it healthy too) which is the main stranger move on this set. Mainly helps with cune / raikou but that makes it pair pretty well with my next set. Anyway the EVs specifically: Lives +2 Rock Slide from 180+ DDTar in Sand, rest into SpDef. UD can prolly talk of the merits of saur moar.

    [​IMG]
    Disaster Area's Mud Slap Blissey
    Blissey @ Leftovers
    Ability: Natural Cure
    EVs: 4 HP / 252 Def / 252 SpA
    Modest Nature
    - Mud-Slap
    - Soft-Boiled
    - Wish
    - Ice Beam / Flamethrower / Seismic Toss
    All variants I've run of this bliss (remember to go Impish max HP if using Stoss) but the main idea here is muuuud slap woo. Unlike most bliss this one gives roar cune a lot of trouble (especially if hydro) since it will have a lot of trouble hitting its attacks after it's roared out. Also helps with other CMers. Stoss can be used alongside just to beat every single CMer. Mud Slap is also a nice move vs the snorlax that love to come in and ttar too. 0.75x accuracy after 1 slap :D Ice Beam is nice for duggy and flamethrower for forre / skarm, and both ib / flamethrower hit gar. If you drop wish (tho its nice for a lot of teams) then u can run a couple of attacks so that's neat. Flexible mon and im mostly posting about the slap. Alll in all a fun and cool option. 16 PP isn't that great tho.

    [​IMG]
    Disaster Area's Refresh Milotic
    Milotic @ Leftovers
    Ability: Marvel Scale
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Refresh
    - Recover
    - Surf
    - Toxic
    So again this is me trying to be cancer. With refresh this thing becomes even harder to kill and it's already really good. Requires quite a bit of support: hazard removal, spikes of its own to punish switching, and then the usual (including greater mence support since no IB...) but I've got a couple of neat teams with it and I think it's worth a try. This thing was always a huge bitch on cart (<3) so I figure it should try and be the same in the 1U metagame.

    [​IMG]
    Disaster Area's DisasterNite
    Dragonite @ Leftovers
    Ability: Inner Focus
    EVs: 88 HP / 152 Atk / 252 SpA / 16 Spe
    Quiet Nature
    - Substitute
    - Focus Punch
    - Fire Blast
    - Dragon Claw
    Like mixmence but slower and less powerful on the special end, but that strong focus punch means p2, lax, regice, and bliss, aren't ruining your day. Akin to 2U's disasternite but not as strong as it is in 2U. Use on a team where you'd use mixmence but want some heavier offensive pressure and have hera relatively well covered (dnite is frankly appalling vs hera l0l)

    Disaster Area's Vaporeon
    [​IMG]
    Vaporeon @ Leftovers
    Ability: Water Absorb
    EVs: 152 HP / 244 Def / 64 SpA / 48 Spe
    Bold
    Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Surf
    - Roar
    This is a pretty custom spread that works best with the given moveset. The Spe EVs, lets it outspeed 4 Spe Skarm, the SpA EVs let it OHKO Aerodactyl, the HP lefts it avoid the OHKO from Modest Zapdos in Sand, and then the remaining EVs are put into defense.

    Disaster Area's Donphan
    [​IMG]
    Donphan @ Leftovers
    Ability: Sturdy
    EVs: 116 HP / 136 Atk / 204 SpD / 52 Spe
    Adamant
    Nature
    - Earthquake
    - Rock Slide
    - Rapid Spin
    - Toxic
    Offensive Donphan can actually be kind of cool but it only suits certain teams. It's EV'd to outspeed Regice / Swampert / Blissey (unless they creep), 2HKO 252/0 Zapdos in Sand with Rock Slide, avoid the 2HKO from 252 SpA Jolteon, with the rest in physical bulk.

    Disaster Area's Wrap Milotic
    [​IMG]
    Milotic (F) @ Leftovers
    Ability: Marvel Scale
    EVs: 252 HP / 240 Def / 16 Spe
    Bold Nature
    - Recover
    - Surf
    - Toxic
    - Wrap
    This was a much quirkier idea that I had, I guess my inner RBYer coming out with this set :p it does a few things but nothing major notable, but at the same time since it's a movelsot that's less valuable (you can forego ice beam / hypnosis and still have a functinoal milotic). Lets you abuse Toxic in conjunction with it to rack up damage for example vs blissey, and makes it easier to switch (since you can't get double switched on when you hit wrap).

    Disaster Area's Pursuit Wish Umbreon
    [​IMG]
    Umbreon @ Leftovers
    Ability: Synchronize
    EVs: 252 HP / 220 SpA / 36 SpD
    Calm Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Pursuit
    - Toxic
    One of my favourite toys and I guess says a lot about me as a player. Umbreon is a common sight in GSC with charm, trap-passing, and so on, with a much slower paced metagame. In ADV the pace is faster and when you see it, more often than not it's trap-passing or maybe curse-passing. One new toy it did get in ADV though was Wish. This is essentially a super generic Wish + Protect cleric with Pursuit + Toxic to let it bother Gengar, Starmie, and Claydol. CALLOUS gave me the EVs, which 3HKO Gengar with Pursuit without it switching, or 2HKO it if it does switch. Anyway, the main question is, besides surprise value, why would you use it over Pursuit TTar? There are 2 main reasons: one is Wish, the other is how much better it matches up versus Starmie. Its main advantage over Blissey of course is that Pursuit, letting it remove certain Pokemon. Wish is fun to pair with stuff like CB Tar or CB Meta which are really dangerous with Wish support, or CB Gon which also loves the type of pursuit support it provides. The Pursuit support is particularly beneficial for things which like Gengar gone, obviously, such as Snorlax and Flygon. The fact that it targets 2 spinners and the most common spinblocker also makes it automatically a great partner to forretress (in a similar capacity to TTar).

    Unfortunately maybe the time for Umbreon is a little past: with how fast-paced the metagame is now, it's maybe not the best of metagame picks. Still, if you pilot it well it can definitely be effective.

    Disaster Area's Registeel
    [​IMG]
    Registeel @ Leftovers
    Ability: Clear Body
    EVs: 252 HP / 32 Def / 168 SpD / 56 Spe
    Calm Nature
    - Counter
    - Rest
    - Seismic Toss
    - Thunder Wave
    Our lord and saviour Registeel. :registeel: Okay so this is a fun one. I didn't come up with this one in fact; Cowboy Dan lost to this set on the ladder, so we decided to make a team out of it. It ended up using the infamous Cacturne and I gave the team to @CZ who laddered to the top with that team (or maybe a variation of it). Basically it's number one job is: don't die. It's REALLY hard to knock out, with massive defensive investment, a great defensive typing, and rest. Thunder Wave lets it spread status, Stoss lets it damage just about anything, and Counter lets it beat Dugtrio if it's moderately healthy. It's a super tweakable Pokemon and I've thought about a bunch of other options on it and you can experiment with it too. Earthquake lets it do decent damage to Jirachi and pairs nicely with Hidden Power Steel. HP Steel lets it actually touch Gengar, and Steel / Ground coverage hits just about everything not named Zapdos / Ludicolo / Moltres / Charizard (okay quite a few things but still...). It also has Curse and Explosion which certainly open up some possibilities (booming on skarm for example). It competes a lot with Jirachi, but its main advantage is a very different movepool, with Counter, Stoss, Explosion, and Curse all novel tools of its own. It's sort of similar to AstaRachi in that it's an unkillable bastard, but this one has a different trick to get around Duggy (Counter, or possibly Curse). The EVs let it outspeed uninvested pert (letting it beat it 1v1 with Countered EQ + Stoss), with enough SpDef to avoid the 2HKO from standard MixMence's Fire Blast, and the rest into defense. It handily takes on weaker special attackers like Zapdos and Gengar, doesn't care about Magneton, and bones Aerodactyl.

    Disaster Area's Icy Wind / Reflect Defensive Suicune
    [​IMG]
    Suicune @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Surf
    - Icy Wind
    - Rest
    - Roar / Reflect
    A pure defensive suicune is honestly pretty nice. Whilst it doesn't and shouldn't serve as a team's win condition, nothing does the job of a pure bulky water with Roar better. Icy Wind is a really cool tech, letting you still beat Mence, but it does a number of other miscellanious cool things too. For example, you can Icy Wind Jolteon switching in, go Dugtrio on a Tbolt, and trap the Jolteon. Or you can prevent Gyarados from speed boosting too high against you, making sure you can take it out with Gengar afterwards if you're forced to. Or if you're vs a last-mon (so you can't phaze), and your opponent has put hazards up, Icy Wind can lower your opponent's speed so you can get off a boom against your opponent with a slow boomer like Forretress or Steelix. Helps vs Crocune for example. Reflect is also a super swanky move you can try to make you really sturdy versus stuff like Metagross and give you some more counterplay vs Heracross, and it can obviously provide some nice supportive bonuses for its teammates too if you use it right. It is a fairly passive mon if you aren't running CM on it of course, so it only suits certain teams / styles / players but it does have real upsides. Reflect / Toxic / Surf / Rest also sounds fun.

    Disaster Area's RD Lapras
    [​IMG]
    Lapras @ Leftovers
    Ability: Water Absorb
    EVs: 184 SpA / 136 SpD / 188 Spe
    Timid Nature
    IVs: 0 Atk
    - Hydro Pump
    - Thunder
    - Ice Beam
    - Rain Dance
    this is pretty cool. Lapras is a mon that trades hits in general really well, but it needs help to some extent with special walls, in particular blissey. You do quite a bit to blissey but you're not blowing through it without support. Versus Snorlax / Regice you can at least do lasting damage against. It clears weather and it handles some threats fairly well. Water Absorb makes it a great check to Suicune, Starmie, and Swampert, with good bulk on both sides. It's not 2HKOd by Starmie's Tbolt (I think Timid, not sure about modest), that may be after a layer of spikes. The EVs let it outspeed 252 Spe TTar, fast Skarm, Milotic, and if you creep it a bit more you could outspeed lead Venusaur and other stuff too. It isn't OHKOd by Modest Zapdos Tbolt. It checks Salamence obviously. It 2HKOs pert in Rain even considering protect. Tbolt>Thunder is an option on Gyara-weak teams. It hits hard and takes hits well and has surprisingly good speed. Really, give it a try, it's like a rain-suited Starmie that beats Starmie. Try it on offenses with Pokemon that like weather cleared (EndRev users for example), partner with stuff like EndPert (loves rain boost for hydros too!) and can work on TSS even too (I have 2 Rain TSS lol...)

    Disaster Area's bulky Salac Jirachi
    [​IMG]
    Jirachi @ Salac Berry
    Ability: Serene Grace
    EVs: 252 HP / 88 Def / 56 SpA / 112 Spe
    Bold Nature
    IVs: 0 Atk
    - Calm Mind
    - Psychic
    - Thunder
    - Ice Punch
    this is a funny one. Survives CB Gon (and hence also dug aero cbtar and +1 ddtar) EQ, outspeeds aero at +1... Salac Berry Jirachi with CM 3 Atks is a funny idea. Probably could tweak the moves a bit and I don't have a great team for it.

    Disaster Area's EndSalac RD Zapdos
    [​IMG]
    Zapdos @ Salac Berry
    Ability: Pressure
    EVs: 116 HP / 252 SpA / 140 Spe
    Modest Nature
    IVs: 2 Atk / 30 Def
    - Rain Dance
    - Thunder
    - Endure
    - Hidden Power [Ice]
    emergency check to DDMence and AERO, self weather-setting/clearing, hits like a truck, and supports mons that want weather cleared. Pairs quite nicely with Lapras too... HP Grass also works.

    Disaster Area's SubPetaya Alakazam
    [​IMG]
    Alakazam @ Petaya Berry
    Ability: Synchronize
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 2 Atk / 30 SpA
    - Psychic
    - Hidden Power [Grass]
    - Fire Punch
    - Substitute
    Likes weather clearing but it can almost beat TTar 1v1 with HP Grass + SubPetaya... it obviously lacks too much staying power but it's a cool cleaner just don't single-handedly rely on it. Cool alternative to CM+3 Atks.

    Disaster Area's Encore Recover Alakazam
    [​IMG]
    Alakazam @ Leftovers
    Ability: Synchronize
    EVs: 16 HP / 252 SpA / 240 Spe
    Timid Nature
    IVs: 0 Atk
    - Recover
    - Psychic
    - Fire Punch
    - Encore
    An alternative take on Alakazam. Encore is a really cool move to abuse CM Spam, lock Bliss into softboiled, etc. Recover makes it a more reliable gengar answer. This set is obviously big tar bait so Gengar Dugtrio is a really nice way to support it. Focus Punch Lax and other tar lures are good tools too. EndPert is a nice tool to open up the opponent's team alongside too.

    Disaster Area's HypnoDrum Poliwrath
    [​IMG]
    Poliwrath @ Leftovers
    Ability: Water Absorb
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Hypnosis
    - Belly Drum
    - Brick Break
    - Hidden Power [Ghost]
    Needs agilipass support. Water Absorb + Rock Resist makes it a neat answer to Cune and TTar. Hypnosis provides a set-up opportunity / helps it get past stuff that it can't OHKO at +6. Maybe gimmicky but I've had some success with it.
     
    Last edited: Nov 14, 2017
  2. GGFan

    GGFan Member

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    Maybe HP Grass is better for additional coverage, mainly against Swampert.
     
  3. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    Well on its usual sets (e.g. SubCM) HP Grass is pretty common, but it's meant to function as a sort of late-game sweeper too that fast revenge-killing stuff can't actually stop, so it's better to just have the perfect neutral coverage. You can pair it with lures (e.g. HP Grass Jirachi) to wear down/beat swampert for you so that HP Ice is enough to sweep with.
     
  4. autumn leaves

    autumn leaves Member

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    I think hp ice is definitely better on that kou because emergency checking ddmence is amazing, especially because this will be on an offensive team that doesn't stomach that guy's hits too well. pert, who is the only reason for grass, is the easiest pokemon in the metagame to lure.

    consider modest, having good odds to kill bulky trio is super nice
     
  5. Cowboy Dan

    Cowboy Dan Moderator

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    Wouldn't exactly call this set creative, but definitely an uncommon one I've been using recently.

    Alakazam @ Leftovers
    Ability: Synchronize
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    - Calm Mind
    - Psychic
    - Hidden Power [Grass]
    - Fire Punch

    I needed a fast gengar answer for an offensive TSS team i built, and this fit in pretty nicely. It doesn't provide a ton of defensive synergy other than countering gengar and checking a few special attackers but it's really fast, has good coverage and hits like a truck, making it a pretty good late game cleaner. Synchronize is also pretty nice for tossing status moves back onto the opponent. Calm Mind allows you to set up on a select few things like Starmie and weakened zapdos, as well as anything scared of your attacks, and after one boost its power is insane. Psychic for Stab, Fire Punch hits steels, and HP grass hits ttar and swampert.
     
    Disaster Area likes this.
  6. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    Time to post some stuff since I've been building a lot lately

    [​IMG]

    Articuno @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 184 Def / 72 SpA
    Bold Nature
    IVs: 3 Atk / 30 SpA
    - Ice Beam
    - Hidden Power [Electric]
    - Heal Bell
    - Roar

    I've been trying out this bird a little bit. With the RestTalk changes it doesn't really do such a good job at that and I think that this is an interesting take. It does a few neat things and it can be changes to suit a team's needs. I really like HP Electric alongside Ice Beam; beyond the perfect neutral coverage, it smacks skarm that bit harder and more importantly hits gyarados. The main reason to run this over Zapdos is the better Celebi matchup and Heal Bell I think; it can hit Celebi hard with a STAB without splitting EVs. Roar is kinda neat for some variants of Celebi. Wish support is nice since it doesn't have rest. I think the EVs did something with Celebi. It's not mind-blowing but I think that people should consider it as well as the sorta classic resttalk variants.

    [​IMG]
    Lanturn @ Leftovers
    Ability: Volt Absorb
    EVs: 252 SpA / 224 SpD / 32 Spe
    Modest Nature
    IVs: 0 Atk
    - Toxic
    - Thunderbolt
    - Ice Beam
    - Surf

    One of my favourite Pokémon. EVs: Outspeed unboosted skarm, max SpA since 76 SpA really appreciates investment a lot, and the rest into SpDef to help take on Cune, Kou, etc. Volt Absorb and a unique typing and tanky stat spread makes it interesting. Amongst the Pokémon it functions well against: Suicune [Toxic + Tbolt takes down any offensive set easily, you probably want additional longer term answers to deal with CroCune and to a lesser extent other rest variants. Pressure does mean only 12 tbolt PP but that's still plenty], Regice [can boom and status and that's all, I guess], MixMence [NOT CB / DD tho], Electrics [Zap / Jolt + Dug support beats it; SubCM Raikou can be a little troublesome but Surf still breaks the sub at +1 SpD...], Gengar [Status can annoy it and it can be boomed / dbonded on but it takes hits well. Giga Drain is annoying but it's not dreadful due to only 2x weakness, great bulk, and hurting gengar back a lot]. Thunder is also an interesting option for the same reasons it can be neat on p2, and twave over toxic could be worthwhile for a team that likes that kind of support. Interesting mon but duggy weakness can be annoying and the potential to fail versus defensive cunes [it can beat them but not uber-reliably] are problematic. Does cover a lot tho.

    [​IMG]
    CALLOUS (Jirachi) @ Leftovers
    Ability: Serene Grace
    EVs: 240 HP / 80 Atk / 68 Def / 64 SpD / 56 Spe
    Careful Nature
    - Wish
    - Protect
    - Body Slam
    - Mud-Slap

    I designed this set to annoy CALLOUS. He hates AstaRachi and I reckon that using Mud Slap at a 4th option is so cancerous and weird looking that it'd annoy him more... seriously though, other than the set's inability to hit gengar [which can be remedied by a partner that checks gar well but appreciates wish support, of which there's a plethora of possibilities. A pursuiter is possible too]. So what does Mud Slap do? Firstly it's a fun anti last-mon tool [not as reliable as perish song ofc]. It outspeeds Lax [ofc] and Cune [the defensive ones anyway] generally, so it can get off quite a few before they go down. Mud Slap is really nice vs any boosting sweeper, acting as a pseudo-hazer and gives you an opportunity to snatch back momentum. E.g., this rachi vs a cune, with a cacturne in the back: para it with bslam, mud slap it, get in cacturne to sub up / spike up / etc. Forces it out reasonably well and doesn't burn much PP in the process, as a hypothetical and i'm sure you could find more. It's also great at annoying anything with BP and no ground immunity [jolt without sub, some celebi] and most CMers can't really do much to rachi without boosting a bit so it can sorta phaze / take advantage of CMers like Cune, Kou, Rachi, Celery, and so on. It's probably mostly just me being a bit cancerous but I think it's fun enough to warrant a mention. I swear tho not all of this post is dong.

    [​IMG]
    Venusaur @ Leftovers
    Ability: Overgrow
    EVs: 252 HP / 48 Def / 208 SpD
    Calm Nature
    IVs: 0 Atk
    - Leech Seed
    - Giga Drain
    - Roar
    - Sleep Powder
    Venusaur is a big favourite of Ugly Duckling too and I created this interesting variant. Roar is really nice to check various things, in particular with wish support or if sand isn't up (leech / giga / lefties all help keep it healthy too) which is the main stranger move on this set. Mainly helps with cune / raikou but that makes it pair pretty well with my next set. Anyway the EVs specifically: Lives +2 Rock Slide from 180+ DDTar in Sand, rest into SpDef. UD can prolly talk of the merits of saur moar.

    [​IMG]
    Blissey @ Leftovers
    Ability: Natural Cure
    EVs: 4 HP / 252 Def / 252 SpA
    Modest Nature
    - Mud-Slap
    - Soft-Boiled
    - Wish
    - Ice Beam / Flamethrower / Seismic Toss
    All variants I've run of this bliss (remember to go Impish max HP if using Stoss) but the main idea here is muuuud slap woo. Unlike most bliss this one gives roar cune a lot of trouble (especially if hydro) since it will have a lot of trouble hitting its attacks after it's roared out. Also helps with other CMers. Stoss can be used alongside just to beat every single CMer. Mud Slap is also a nice move vs the snorlax that love to come in and ttar too. 0.75x accuracy after 1 slap :D Ice Beam is nice for duggy and flamethrower for forre / skarm, and both ib / flamethrower hit gar. If you drop wish (tho its nice for a lot of teams) then u can run a couple of attacks so that's neat. Flexible mon and im mostly posting about the slap. Alll in all a fun and cool option. 16 PP isn't that great tho.

    [​IMG]
    Milotic @ Leftovers
    Ability: Marvel Scale
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Refresh
    - Recover
    - Surf
    - Toxic
    So again this is me trying to be cancer. With refresh this thing becomes even harder to kill and it's already really good. Requires quite a bit of support: hazard removal, spikes of its own to punish switching, and then the usual (including greater mence support since no IB...) but I've got a couple of neat teams with it and I think it's worth a try. This thing was always a huge bitch on cart (<3) so I figure it should try and be the same in the 1U metagame.

    [​IMG]
    Dragonite @ Leftovers
    Ability: Inner Focus
    EVs: 88 HP / 152 Atk / 252 SpA / 16 Spe
    Quiet Nature
    - Substitute
    - Focus Punch
    - Fire Blast
    - Dragon Claw
    Like mixmence but slower and less powerful on the special end, but that strong focus punch means p2, lax, regice, and bliss, aren't ruining your day. Akin to 2U's disasternite but not as strong as it is in 2U. Use on a team where you'd use mixmence but want some heavier offensive pressure and have hera relatively well covered (dnite is frankly appalling vs hera l0l)
     
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  7. Ugly Duckling

    Ugly Duckling Member

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    I had weighed the option of Roar on Venusaur in the past, but it wasn't until you and I discussed it that I really noticed how good it can be.

    Hot take: Roar Venusaur is by far the best answer to BP Electrics in the game.

    Perish Song Celebi is 2nd but noticeably worse since Jolt/Zap can BP to Dugtrio and kill Celebi that way. All the other typical phazers are ruined by Electric/Grass coverage, save bulky Roar Tar (who still would take a decent chunk from Thunderbolt) - let me know if I'm forgetting an obvious one!

    I know that Baton Pass Jolteon/Zapdos aren't exactly A+ top tier threats, but those two Pokes have a habit of gaining enormous momentum in any game they show their face. I think I just might be building a Roar Venusaur team myself :)
     
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  8. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    I've got some stuff that I meant to post a long time ago and some new stuff too. Some teams with each set will be included too.

    [​IMG]
    Vaporeon @ Leftovers
    Ability: Water Absorb
    EVs: 152 HP / 244 Def / 64 SpA / 48 Spe
    Bold
    Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Surf
    - Roar

    This is a pretty custom spread that works best with the given moveset. The Spe EVs, lets it outspeed 4 Spe Skarm, the SpA EVs let it OHKO Aerodactyl, the HP lefts it avoid the OHKO from Modest Zapdos in Sand, and then the remaining EVs are put into defense.

    [​IMG]
    Donphan @ Leftovers
    Ability: Sturdy
    EVs: 116 HP / 136 Atk / 204 SpD / 52 Spe
    Adamant
    Nature
    - Earthquake
    - Rock Slide
    - Rapid Spin
    - Toxic

    Offensive Donphan can actually be kind of cool but it only suits certain teams. It's EV'd to outspeed Regice / Swampert / Blissey (unless they creep), 2HKO 252/0 Zapdos in Sand with Rock Slide, avoid the 2HKO from 252 SpA Jolteon, with the rest in physical bulk.

    [​IMG]
    Milotic (F) @ Leftovers
    Ability: Marvel Scale
    EVs: 252 HP / 240 Def / 16 Spe
    Bold Nature
    - Recover
    - Surf
    - Toxic
    - Wrap

    This was a much quirkier idea that I had, I guess my inner RBYer coming out with this set :p it does a few things but nothing major notable, but at the same time since it's a movelsot that's less valuable (you can forego ice beam / hypnosis and still have a functinoal milotic). Lets you abuse Toxic in conjunction with it to rack up damage for example vs blissey, and makes it easier to switch (since you can't get double switched on when you hit wrap).

    [​IMG]
    Umbreon @ Leftovers
    Ability: Synchronize
    EVs: 252 HP / 220 SpA / 36 SpD
    Calm Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Pursuit
    - Toxic

    One of my favourite toys and I guess says a lot about me as a player. Umbreon is a common sight in GSC with charm, trap-passing, and so on, with a much slower paced metagame. In ADV the pace is faster and when you see it, more often than not it's trap-passing or maybe curse-passing. One new toy it did get in ADV though was Wish. This is essentially a super generic Wish + Protect cleric with Pursuit + Toxic to let it bother Gengar, Starmie, and Claydol. CALLOUS gave me the EVs, which 3HKO Gengar with Pursuit without it switching, or 2HKO it if it does switch. Anyway, the main question is, besides surprise value, why would you use it over Pursuit TTar? There are 2 main reasons: one is Wish, the other is how much better it matches up versus Starmie. Its main advantage over Blissey of course is that Pursuit, letting it remove certain Pokemon. Wish is fun to pair with stuff like CB Tar or CB Meta which are really dangerous with Wish support, or CB Gon which also loves the type of pursuit support it provides. The Pursuit support is particularly beneficial for things which like Gengar gone, obviously, such as Snorlax and Flygon. The fact that it targets 2 spinners and the most common spinblocker also makes it automatically a great partner to forretress (in a similar capacity to TTar).

    Unfortunately maybe the time for Umbreon is a little past: with how fast-paced the metagame is now, it's maybe not the best of metagame picks. Still, if you pilot it well it can definitely be effective.

    [​IMG]
    Registeel @ Leftovers
    Ability: Clear Body
    EVs: 252 HP / 32 Def / 168 SpD / 56 Spe
    Calm Nature
    - Counter
    - Rest
    - Seismic Toss
    - Thunder Wave

    Our lord and saviour Registeel. :registeel: Okay so this is a fun one. I didn't come up with this one in fact; Cowboy Dan lost to this set on the ladder, so we decided to make a team out of it. It ended up using the infamous Cacturne and I gave the team to @CZ who laddered to the top with that team (or maybe a variation of it). Basically it's number one job is: don't die. It's REALLY hard to knock out, with massive defensive investment, a great defensive typing, and rest. Thunder Wave lets it spread status, Stoss lets it damage just about anything, and Counter lets it beat Dugtrio if it's moderately healthy. It's a super tweakable Pokemon and I've thought about a bunch of other options on it and you can experiment with it too. Earthquake lets it do decent damage to Jirachi and pairs nicely with Hidden Power Steel. HP Steel lets it actually touch Gengar, and Steel / Ground coverage hits just about everything not named Zapdos / Ludicolo / Moltres / Charizard (okay quite a few things but still...). It also has Curse and Explosion which certainly open up some possibilities (booming on skarm for example). It competes a lot with Jirachi, but its main advantage is a very different movepool, with Counter, Stoss, Explosion, and Curse all novel tools of its own. It's sort of similar to AstaRachi in that it's an unkillable bastard, but this one has a different trick to get around Duggy (Counter, or possibly Curse). The EVs let it outspeed uninvested pert (letting it beat it 1v1 with Countered EQ + Stoss), with enough SpDef to avoid the 2HKO from standard MixMence's Fire Blast, and the rest into defense. It handily takes on weaker special attackers like Zapdos and Gengar, doesn't care about Magneton, and bones Aerodactyl.

    [​IMG]
    Suicune @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Surf
    - Icy Wind
    - Rest
    - Roar / Reflect

    A pure defensive suicune is honestly pretty nice. Whilst it doesn't and shouldn't serve as a team's win condition, nothing does the job of a pure bulky water with Roar better. Icy Wind is a really cool tech, letting you still beat Mence, but it does a number of other miscellanious cool things too. For example, you can Icy Wind Jolteon switching in, go Dugtrio on a Tbolt, and trap the Jolteon. Or you can prevent Gyarados from speed boosting too high against you, making sure you can take it out with Gengar afterwards if you're forced to. Or if you're vs a last-mon (so you can't phaze), and your opponent has put hazards up, Icy Wind can lower your opponent's speed so you can get off a boom against your opponent with a slow boomer like Forretress or Steelix. Helps vs Crocune for example. Reflect is also a super swanky move you can try to make you really sturdy versus stuff like Metagross and give you some more counterplay vs Heracross, and it can obviously provide some nice supportive bonuses for its teammates too if you use it right. It is a fairly passive mon if you aren't running CM on it of course, so it only suits certain teams / styles / players but it does have real upsides. Reflect / Toxic / Surf / Rest also sounds fun.

    Also
    252+ Atk Choice Band Metagross Explosion vs. 252 HP / 252+ Def Suicune through Reflect: 302-356 (74.7 - 88.1%) -- guaranteed 2HKO after Leftovers recovery
    lol

    I also have some other bits and pieces (Hydro Pump Gyarados, Lanturn, and full on meme-y teams I somehow win games with, with DUMBO the HP Flying Donphan and RestTalk Heal Bell Perish Song Lapras...) but these I feel are my best creations. Here are some teams with some of my sets.

    First team is with Wrap Milotic. It's just a tweaked version of a fairly typical CMRachi Spikes balance.
    Skarmory (M) @ Leftovers
    Ability: Keen Eye
    EVs: 252 HP / 156 SpD / 100 Spe
    Careful Nature
    IVs: 0 Atk
    - Spikes
    - Whirlwind
    - Toxic
    - Taunt

    Jirachi @ Leftovers
    Ability: Serene Grace
    EVs: 252 HP / 112 Def / 144 SpA
    Bold Nature
    - Thunderbolt
    - Calm Mind
    - Wish
    - Psychic

    Dugtrio (M) @ Choice Band
    Ability: Arena Trap
    EVs: 24 HP / 252 Atk / 232 Spe
    Adamant Nature
    IVs: 30 SpD / 30 Spe
    - Earthquake
    - Aerial Ace
    - Rock Slide
    - Hidden Power [Bug]

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

    Gengar (M) @ Leftovers
    Ability: Levitate
    EVs: 252 HP / 44 Def / 24 SpA / 188 Spe
    Timid Nature
    IVs: 0 Atk
    - Ice Punch
    - Taunt
    - Will-O-Wisp
    - Thunderbolt

    Milotic (F) @ Leftovers
    Ability: Marvel Scale
    EVs: 252 HP / 240 Def / 16 Spe
    Bold Nature
    - Recover
    - Surf
    - Toxic
    - Wrap

    The legendary RegiCactus team is here:
    Tyranitar @ Leftovers
    Ability: Sand Stream
    EVs: 80 HP / 180 Atk / 76 Def / 172 Spe
    Adamant Nature
    IVs: 30 SpD / 30 Spe
    - Rock Slide
    - Earthquake
    - Dragon Dance
    - Hidden Power [Bug]

    Gengar @ Leftovers
    Ability: Levitate
    EVs: 252 HP / 44 Def / 24 SpA / 188 Spe
    Timid Nature
    IVs: 0 Atk
    - Thunderbolt
    - Ice Punch
    - Fire Punch
    - Hypnosis

    Cacturne @ Leftovers
    Ability: Sand Veil
    EVs: 252 HP / 28 SpD / 228 Spe
    Timid Nature
    IVs: 1 Atk
    - Hidden Power [Dark]
    - Substitute
    - Leech Seed
    - Spikes

    Flygon @ Leftovers
    Ability: Levitate
    EVs: 188 HP / 184 Atk / 136 Spe
    Adamant Nature
    - Substitute
    - Toxic
    - Earthquake
    - Fire Blast

    Registeel @ Leftovers
    Ability: Clear Body
    EVs: 252 HP / 32 Def / 168 SpD / 56 Spe
    Calm Nature
    IVs: 0 Atk
    - Counter
    - Rest
    - Seismic Toss
    - Thunder Wave

    Starmie @ Leftovers
    Ability: Natural Cure
    EVs: 252 HP / 40 SpA / 216 Spe
    Timid Nature
    IVs: 0 Atk
    - Surf
    - Rapid Spin
    - Recover
    - Thunder Wave

    My only team with that Vaporeon set lol
    Salamence @ Choice Band
    Ability: Intimidate
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Hidden Power [Flying]
    - Rock Slide
    - Earthquake
    - Brick Break

    Magneton @ Leftovers
    Ability: Magnet Pull
    EVs: 28 HP / 252 SpA / 228 Spe
    Modest Nature
    IVs: 2 Atk / 30 SpA / 30 Spe
    - Thunderbolt
    - Hidden Power [Fire]
    - Protect
    - Toxic

    Donphan @ Leftovers
    Ability: Sturdy
    EVs: 116 HP / 136 Atk / 204 SpD / 52 Spe
    Adamant Nature
    - Earthquake
    - Rock Slide
    - Rapid Spin
    - Toxic

    Tyranitar @ Leftovers
    Ability: Sand Stream
    EVs: 248 HP / 28 Def / 176 SpA / 56 SpD
    Modest Nature
    IVs: 0 Atk
    - Pursuit
    - Ice Beam
    - Roar
    - Crunch

    Skarmory @ Leftovers
    Ability: Keen Eye
    EVs: 252 HP / 252 SpD / 4 Spe
    Careful Nature
    IVs: 0 Atk
    - Spikes
    - Whirlwind
    - Protect
    - Toxic

    Vaporeon @ Leftovers
    Ability: Water Absorb
    EVs: 152 HP / 244 Def / 64 SpA / 48 Spe
    Bold Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Surf
    - Roar

    That same team as above but with Cune over Vap and a different Mence set. Works a bit better and has swanky offensive Dankphan
    Salamence @ Leftovers
    Ability: Intimidate
    EVs: 4 Atk / 252 SpA / 252 Spe
    Rash Nature
    - Fire Blast
    - Dragon Claw
    - Brick Break
    - Wish

    Magneton @ Leftovers
    Ability: Magnet Pull
    EVs: 28 HP / 252 SpA / 228 Spe
    Modest Nature
    IVs: 2 Atk / 30 SpA / 30 Spe
    - Thunderbolt
    - Hidden Power [Fire]
    - Substitute
    - Toxic

    Donphan @ Leftovers
    Ability: Sturdy
    EVs: 116 HP / 136 Atk / 204 SpD / 52 Spe
    Adamant Nature
    - Earthquake
    - Rock Slide
    - Rapid Spin
    - Toxic

    Tyranitar @ Leftovers
    Ability: Sand Stream
    EVs: 184 HP / 224 SpA / 100 SpD
    Quiet Nature
    IVs: 0 Atk
    - Pursuit
    - Flamethrower
    - Roar
    - Crunch

    Skarmory @ Leftovers
    Ability: Keen Eye
    EVs: 252 HP / 252 SpD / 4 Spe
    Careful Nature
    IVs: 0 Atk
    - Spikes
    - Whirlwind
    - Protect
    - Toxic

    Suicune @ Leftovers
    Ability: Pressure
    EVs: 120 HP / 252 SpA / 136 Spe
    Modest Nature
    IVs: 0 Atk
    - Calm Mind
    - Surf
    - Ice Beam
    - Roar

    Tyranitar @ Choice Band
    Ability: Sand Stream
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Rock Slide
    - Earthquake
    - Hidden Power [Bug]
    - Focus Punch

    Blissey @ Leftovers
    Ability: Natural Cure
    EVs: 252 Def / 252 SpA / 4 SpD
    Modest Nature
    IVs: 0 Atk
    - Ice Beam
    - Thunderbolt
    - Soft-Boiled
    - Wish

    Flygon @ Leftovers
    Ability: Levitate
    EVs: 180 HP / 188 Atk / 140 Spe
    Adamant Nature
    - Earthquake
    - Substitute
    - Fire Blast
    - Toxic

    Gengar @ Leftovers
    Ability: Levitate
    EVs: 248 HP / 44 Def / 28 SpA / 188 Spe
    Timid Nature
    IVs: 0 Atk
    - Ice Punch
    - Fire Punch
    - Thunderbolt
    - Hypnosis

    Skarmory (M) @ Leftovers
    Ability: Keen Eye
    EVs: 252 HP / 156 SpD / 100 Spe
    Careful Nature
    IVs: 0 Atk
    - Spikes
    - Whirlwind
    - Toxic
    - Taunt

    Registeel @ Leftovers
    Ability: Clear Body
    EVs: 252 HP / 32 Def / 168 SpD / 56 Spe
    Calm Nature
    - Counter
    - Rest
    - Seismic Toss
    - Thunder Wave

    Now for my Umby teams! :D

    Zapdos @ Leftovers
    Ability: Pressure
    EVs: 248 HP / 36 Def / 164 SpD / 60 Spe
    Calm Nature
    IVs: 2 Atk / 30 SpA
    - Thunderbolt
    - Rest
    - Thunder Wave
    - Hidden Power [Grass]

    Tyranitar @ Choice Band
    Ability: Sand Stream
    EVs: 4 HP / 252 Atk / 252 Spe
    Adamant Nature
    - Rock Slide
    - Earthquake
    - Hidden Power [Bug]
    - Focus Punch

    Donphan @ Leftovers
    Ability: Sturdy
    EVs: 252 HP / 32 Atk / 100 Def / 124 SpD
    Impish Nature
    - Earthquake
    - Protect
    - Rapid Spin
    - Toxic

    Umbreon @ Leftovers
    Ability: Synchronize
    EVs: 252 HP / 220 SpA / 36 SpD
    Calm Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Pursuit
    - Toxic

    Porygon2 @ Leftovers
    Ability: Trace
    EVs: 252 HP / 252 Def / 4 SpA
    Bold Nature
    IVs: 0 Atk
    - Recover
    - Thunderbolt
    - Ice Beam
    - Toxic

    Magneton @ Leftovers
    Ability: Magnet Pull
    EVs: 68 HP / 252 SpA / 188 Spe
    Modest Nature
    IVs: 2 Atk / 30 SpA / 30 Spe
    - Thunderbolt
    - Hidden Power [Fire]
    - Protect
    - Thunder Wave

    My favourite team right now, has Cune + Umby. Double Explosion, Duggy, and Gengar with Spikes support, and yet I thought it up as a hard stall... it's a stall where you can adjust your pace of stalling to your opponent's team. Steelix is also cool!
    Suicune @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Surf
    - Icy Wind
    - Roar
    - Rest

    Gengar @ Leftovers
    Ability: Levitate
    EVs: 140 HP / 116 SpA / 252 Spe
    Timid Nature
    IVs: 0 Atk
    - Thunderbolt
    - Ice Punch
    - Destiny Bond
    - Hypnosis

    Dugtrio @ Choice Band
    Ability: Arena Trap
    EVs: 8 HP / 204 Atk / 60 SpD / 236 Spe
    Adamant Nature
    - Earthquake
    - Rock Slide
    - Aerial Ace
    - Hidden Power [Bug]

    Umbreon @ Leftovers
    Ability: Synchronize
    EVs: 252 HP / 220 SpA / 36 SpD
    Calm Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Pursuit
    - Toxic

    Forretress @ Leftovers
    Ability: Sturdy
    EVs: 252 HP / 4 Atk / 252 SpD
    Careful Nature
    - Spikes
    - Rapid Spin
    - Hidden Power [Ghost]
    - Explosion

    Steelix @ Leftovers
    Ability: Rock Head
    EVs: 252 HP / 236 Atk / 20 SpD
    Adamant Nature
    - Roar
    - Earthquake
    - Rock Slide
    - Explosion

    Also Cune+Umby. The idea of this one was to support CBGon, and there ended up being this Snorlax too... CurseLax + Pursuit / Mag support is always nice though, but really you have to be careful around stuff like Gyarados / Heracross + Magneton since you need Skarmory to do some stuff defensively (though Cune / Flygon give you some room to do other things).
    Flygon @ Choice Band
    Ability: Levitate
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Earthquake
    - Rock Slide
    - Hidden Power [Bug]
    - Fire Blast

    Skarmory @ Leftovers
    Ability: Keen Eye
    EVs: 252 HP / 252 SpD / 4 Spe
    Careful Nature
    - Spikes
    - Toxic
    - Roar
    - Drill Peck

    Suicune @ Leftovers
    Ability: Pressure
    EVs: 252 HP / 252 Def / 4 SpD
    Bold Nature
    IVs: 0 Atk
    - Surf
    - Icy Wind
    - Reflect
    - Rest

    Umbreon @ Leftovers
    Ability: Synchronize
    EVs: 252 HP / 220 SpA / 36 SpD
    Calm Nature
    IVs: 0 Atk
    - Wish
    - Protect
    - Pursuit
    - Toxic

    Snorlax (M) @ Leftovers
    Ability: Immunity
    EVs: 72 HP / 72 Atk / 176 Def / 176 SpD / 12 Spe
    Careful Nature
    - Body Slam
    - Earthquake
    - Curse
    - Rest

    Magneton @ Leftovers
    Ability: Magnet Pull
    EVs: 4 HP / 252 SpA / 252 Spe
    Modest Nature
    IVs: 2 Atk / 30 SpA / 30 Spe
    - Thunderbolt
    - Hidden Power [Fire]
    - Protect
    - Toxic

    ---

    ... I like fat stuff

    [​IMG]
     
    Last edited: Apr 1, 2017
    musicaltide and Cowboy Dan like this.
  9. CALLOUS

    CALLOUS YouTube.com/CALLOUSnarrates Member

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    An added note, the Umbreon vs Gar calcs were assuming Sand and just about the bulkiest possible Gengar, which is 252 HP/48 Defense, which is EVing to live +1 HP Flying from Salamence (which of course makes it also live less powerful ones such as from Aerodactyl or Gyarados). Obviously if the Gar is less bulky than this, which many are, great.
     
  10. Cowboy Dan

    Cowboy Dan Moderator

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    Was gonna get around to posting that registeel set eventually but you beat me to the punch :p
    Anyway so this is not a complete waste, gonna post a set I've been having a bit of fun with recently.
    [​IMG]
    Tyranitar @ Leftovers
    Ability: Sand Stream
    EVs: 252 HP / 216 SpA / 40 Spe
    Quiet Nature
    - Substitute
    - Focus Punch
    - Crunch
    - Flamethrower

    A new take on a super old set. Flamethrower I find to be a little bit more suitable in the current meta. It still hits skarm and with cune generally being offensive these days the coverage from tbolt is not really heavily missed. Flamethower also allows you to chunk metagross really hard if they come in on a substitute. Obviously you want 252 HP for the 101 HP subs, and the speed EVs creep on things like pert and bliss who you really want to out speed with this set. If you can get it going especially with spikes down it's a real monster that a lot of people don't really expect.
     
    autumn leaves likes this.
  11. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    Didn't realise it was in Sand. That's kind of pointles unlss you run it wth CBTar. Can you make EVs for using outside of Sand?
     
  12. Kerts

    Kerts Member

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    Well, it's not pointless because most of the time gengar will be on a team with sand. And sorry but umbreon can't always 3hko max hp gar without sand: 252+ SpA Umbreon Pursuit vs. 252 HP / 0 SpD Gengar: 113-134 (34.8 - 41.3%) -- 72.1% chance to 3HKO after Leftovers recovery
     
    Last edited: Apr 2, 2017
  13. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    lol. That was what I ran before CALLOUS was like 'that's not optimal let me make something better'

    -------

    later edit:

    [Gen 3] 1U replay: SamuelBesttt vs. Disaster Area - Pokémon Showdown

    Here's a tour game from ADV MT 10 which is a great example of how Icy Wind Roar Cune beats up other Roar Cune reliably.
     
    Last edited: May 31, 2017
  14. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    [​IMG]
    Poliwrath @ Leftovers
    Ability: Water Absorb
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Hypnosis
    - Belly Drum
    - Brick Break
    - Hidden Power [Ghost]

    Not much takes +6 brick break or hp ghost. Throw in Hypnosis to disable what does. Throw in Water Absorb for set-up opportunities. Throw in Agilipass Zapdos and Subpass Celebi for support, ensuring a safe switch-in. Throw in lures for mons that take it on better like salamence or zapdos. It requires a lot of support but it can definitely pay off. Also it's an okay soft ttar check and 90/95/90 bulk isn't too shabby for a mon filling this sort of role.

    Example team with it: hastebin

    Replay of it in action: [Gen 3] OU replay: DC4 Zeno vs. DC4 Disaster Area - Pokémon Showdown
     
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  15. Disaster Area

    Disaster Area Little Ball of Fur and Power Member

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    [​IMG]
    Lapras @ Leftovers
    Ability: Water Absorb
    EVs: 184 SpA / 136 SpD / 188 Spe
    Timid Nature
    IVs: 0 Atk
    - Hydro Pump
    - Thunder
    - Ice Beam
    - Rain Dance

    this is pretty cool. Lapras is a mon that trades hits in general really well, but it needs help to some extent with special walls, in particular blissey. You do quite a bit to blissey but you're not blowing through it without support. Versus Snorlax / Regice you can at least do lasting damage against. It clears weather and it handles some threats fairly well. Water Absorb makes it a great check to Suicune, Starmie, and Swampert, with good bulk on both sides. It's not 2HKOd by Starmie's Tbolt (I think Timid, not sure about modest), that may be after a layer of spikes. The EVs let it outspeed 252 Spe TTar, fast Skarm, Milotic, and if you creep it a bit more you could outspeed lead Venusaur and other stuff too. It isn't OHKOd by Modest Zapdos Tbolt. It checks Salamence obviously. It 2HKOs pert in Rain even considering protect. Tbolt>Thunder is an option on Gyara-weak teams. It hits hard and takes hits well and has surprisingly good speed. Really, give it a try, it's like a rain-suited Starmie that beats Starmie. Try it on offenses with Pokemon that like weather cleared (EndRev users for example), partner with stuff like EndPert (loves rain boost for hydros too!) and can work on TSS even too (I have 2 Rain TSS lol...)

    [​IMG]
    Jirachi @ Salac Berry
    Ability: Serene Grace
    EVs: 252 HP / 88 Def / 56 SpA / 112 Spe
    Bold Nature
    IVs: 0 Atk
    - Calm Mind
    - Psychic
    - Thunder
    - Ice Punch

    this is a funny one. Survives CB Gon (and hence also dug aero cbtar and +1 ddtar) EQ, outspeeds aero at +1... Salac Berry Jirachi with CM 3 Atks is a funny idea. Probably could tweak the moves a bit and I don't have a great team for it.

    [​IMG]
    Zapdos @ Salac Berry
    Ability: Pressure
    EVs: 116 HP / 252 SpA / 140 Spe
    Modest Nature
    IVs: 2 Atk / 30 Def
    - Rain Dance
    - Thunder
    - Endure
    - Hidden Power [Ice]

    emergency check to DDMence and AERO, self weather-setting/clearing, hits like a truck, and supports mons that want weather cleared. Pairs quite nicely with Lapras too... HP Grass also works.

    [​IMG]
    Alakazam @ Petaya Berry
    Ability: Synchronize
    EVs: 4 HP / 252 SpA / 252 Spe
    Timid Nature
    IVs: 2 Atk / 30 SpA
    - Psychic
    - Hidden Power [Grass]
    - Fire Punch
    - Substitute

    Likes weather clearing but it can almost beat TTar 1v1 with HP Grass + SubPetaya... it obviously lacks too much staying power but it's a cool cleaner just don't single-handedly rely on it. Cool alternative to CM+3 Atks.

    [​IMG]
    Alakazam @ Leftovers
    Ability: Synchronize
    EVs: 16 HP / 252 SpA / 240 Spe
    Timid Nature
    IVs: 0 Atk
    - Recover
    - Psychic
    - Fire Punch
    - Encore

    An alternative take on Alakazam. Encore is a really cool move to abuse CM Spam, lock Bliss into softboiled, etc. Recover makes it a more reliable gengar answer. This set is obviously big tar bait so Gengar Dugtrio is a really nice way to support it. Focus Punch Lax and other tar lures are good tools too. EndPert is a nice tool to open up the opponent's team alongside too.

    [​IMG]
    Poliwrath @ Leftovers
    Ability: Water Absorb
    EVs: 4 HP / 252 Atk / 252 Spe
    Jolly Nature
    - Hypnosis
    - Belly Drum
    - Brick Break
    - Hidden Power [Ghost]

    Needs agilipass support. Water Absorb + Rock Resist makes it a neat answer to Cune and TTar. Hypnosis provides a set-up opportunity / helps it get past stuff that it can't OHKO at +6. Maybe gimmicky but I've had some success with it.
     
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