ADV OU Creative Sets!

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:

raikou.png


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.

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Creative Sets:

raikou.png

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.

alakazam.png

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.

articuno.png

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.

lanturn.png

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.

jirachi.png

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.

venusaur.png

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.

blissey.png

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.

milotic.png

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.

dragonite.png

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
vaporeon.png

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
donphan.png

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
milotic.png

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
umbreon.png

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
registeel.png

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
suicune.png

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
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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
jirachi.png

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
zapdos.png

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
alakazam.png

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
alakazam.png

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
poliwrath.png

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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Maybe HP Grass is better for additional coverage, mainly against Swampert.
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.
 
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
 
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.
 
Time to post some stuff since I've been building a lot lately

articuno.png


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.

lanturn.png

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.

jirachi.png

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.

venusaur.png

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.

blissey.png

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.

milotic.png

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.

dragonite.png

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)
 
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 :)
 
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.

vaporeon.png

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.

donphan.png

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.

milotic.png

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).

umbreon.png

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.

registeel.png

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.

suicune.png

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

UGYiy1V.png
 
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CALLOUS

YouTube.com/CALLOUSnarrates
Emeritus
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.
 
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.
tyranitar.png

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.
 
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.
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?
 
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
 
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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 gengar 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
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.
 
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poliwrath.png

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
 
lapras.png

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...)

jirachi.png

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.

zapdos.png

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.

alakazam.png

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.

alakazam.png

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.

poliwrath.png

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.
 

wyc2333

Member
Hidden Power Rock is generally superior to Rock Slide because Donphan is too slow to take advantage of the flinch chance, and Hidden Power Rock does more damage on average. Additionally, Hidden Power Rock has more PP; this can be quite useful when facing a stall team, which is when Rapid Spin Donphan really shines. imo donphan should be used in bulky teams, such as tar/skarm/donphan/mag/bulky water + filler, which means the statement "2HKO 252/0 Zapdos in Sand with Rock Slide" is generally meaningless.
 
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