Metagame Effective Creative & Underrated Sets [REPLAYS REQUIRED]

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Approved by galbia
Taken over from Anty
Original OP by ginganinja

Effective Creative & Underrated Sets
(DO NOT POST BAD GIMMICKS!!!)
Standard and common sets are generally effective. After all, that's why they're common and standard. But sometimes a less-common set can be effective. In fact, brand-new sets can be quite effective as well. This thread is for new and creative movesets that can be quite effective, as well as old movesets that have fallen out of favor but have become quite effective in the UU metagame.


What is a new and creative, good moveset?
  • It successfully pulls off a role, and is not strictly outclassed by others.
  • It takes advantage of metagame trends.
  • It has had some success. Post replays / logs to strengthen your case.

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Overheat / Fire Blast
- Superpower / Low Kick
- Knock Off
- Rock Slide

  • Given threats like Carracosta and Piloswine have left the tier, Grass Knot has dwindled in effectiveness. It really only hits Golem (Focus Blast already OHKOes Golem though), and it has pretty disappointing BP on targets like Relicanth (40 BP) and Politoed (60 BP, or the same as a Hidden Power). So, I thought Knock Off would be much more useful here.
  • This set plays a lot like Simisage, in that it uses Knock Off + Superpower combined with a powerful special STAB attack, but it differentiates itself from Simisage in terms of its luring capabilities.
  • For example, Grumpig is a pretty common switch-in to Simisear's Sub/NP/Focus Blast/Fire Blast set, but if Grumpig switches into Simisear in this case, it's OHKOed by Knock Off after SR damage. Even if Grumpig is holding a Colbur Berry as it sometimes does, you're free to Knock Off again on the turn after Grumpig comes in and score the KO:
Leftovers:
252 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 248 HP / 8 Def Grumpig: 320-377 (88.1 - 103.8%) -- guaranteed OHKO after Stealth Rock
Colbur Berry:
252 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 248 HP / 8 Def Colbur Berry Grumpig: 160-188 (44 - 51.7%) -- guaranteed 2HKO after Stealth Rock
No item:
252 Atk Life Orb Simisear Knock Off vs. 248 HP / 8 Def Grumpig: 213-252 (58.6 - 69.4%) -- guaranteed 2HKO after Stealth Rock

  • Even if you're using Fire Blast / Focus Blast / Knock Off / Rock Slide with a more specially oriented set, Knock Off still 2HKOes:

Leftovers:
4 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 248 HP / 8 Def Grumpig: 252-299 (69.4 - 82.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Colbur Berry:
4 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 248 HP / 8 Def Colbur Berry Grumpig: 126-149 (34.7 - 41%) -- guaranteed 3HKO after Stealth Rock
No item:
4 Atk Life Orb Simisear Knock Off vs. 248 HP / 8 Def Grumpig: 169-200 (46.5 - 55%) -- guaranteed 2HKO after Stealth Rock

  • Simisear also removes other special walls such as Lickilicky and Regice that are often problematic to Pokemon like Floatzel and Zebstrika for your team:

252 Atk Life Orb Simisear Superpower vs. 0 HP / 4 Def Regice: 278-330 (92.9 - 110.3%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Simisear Superpower vs. 248 HP / 8 Def Lickilicky: 291-343 (68.7 - 81%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Simisear Superpower / Low Kick vs. 172 HP / 0 Def Probopass: 411-484 (135.1 - 159.2%) -- guaranteed OHKO

  • Other common switch-ins to Simisear are Pelipper, Swanna, and Pokemon with access to Flash Fire, such as Ninetales and Rapidash. They all get hit by LO Rock Slide as they're switching in, which makes switching into Simisear successfully pretty hard:

Swanna:
4 Atk Life Orb Simisear Rock Slide vs. 0 HP / 0 Def Swanna: 203-239 (69.7 - 82.1%) -- 50% chance to OHKO after Stealth Rock
252 Atk Life Orb Simisear Rock Slide vs. 0 HP / 0 Def Swanna: 255-302 (87.6 - 103.7%) -- guaranteed OHKO after Stealth Rock
Physically defensive Pelipper:
4 Atk Life Orb Simisear Rock Slide vs. 248 HP / 252+ Def Pelipper: 101-120 (31.2 - 37.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Simisear Rock Slide vs. 248 HP / 252+ Def Pelipper: 127-151 (39.3 - 46.7%) -- 90.2% chance to 2HKO after Stealth Rock and Leftovers recovery
--> Fire Blast, if running 252 SpA EVs, hits physical Pelipper harder than 4 Atk Rock Slide and can therefore use HP Electric as an option:
252 SpA Life Orb Simisear Fire Blast vs. 248 HP / 8 SpD Pelipper: 127-151 (39.3 - 46.7%) -- 92.6% chance to 2HKO after Stealth Rock and Leftovers recovery
Specially Defensive Pelipper:
4 Atk Life Orb Simisear Rock Slide vs. 248 HP / 8 Def Pelipper: 138-164 (42.7 - 50.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Simisear Rock Slide vs. 248 HP / 8 Def Pelipper: 177-208 (54.7 - 64.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Rapidash:
4 Atk Life Orb Simisear Rock Slide vs. 0 HP / 4 Def Rapidash: 185-218 (68.2 - 80.4%) -- 37.5% chance to OHKO after Stealth Rock
252 Atk Life Orb Simisear Rock Slide vs. 0 HP / 4 Def Rapidash: 234-278 (86.3 - 102.5%) -- guaranteed OHKO after Stealth Rock
Ninetales:
4 Atk Life Orb Simisear Rock Slide vs. 0 HP / 0 Def Ninetales: 177-208 (61.6 - 72.4%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Simisear Rock Slide vs. 0 HP / 0 Def Ninetales: 221-263 (77 - 91.6%) -- guaranteed OHKO after Stealth Rock
  • From a teambuilding standpoint, building this Simisear with special threats that enjoy Grumpig's absence is what makes this specific set so effective. Similarly, Flash Fire Pokemon are effectively lured by Rock Slide, which lets you build with Pokemon such as Regice that appreciate Rapidash and Ninetales being KOed. Additionally (although this may be fairly obvious), Simisear has a really easy time checking fat Grass-types via either Overheat or Fire Blast, which can help make offensive Water Spam even more potent than it already is.

What is an underrated, good moveset?
  • It is an existing set that for whatever reason isn't common.
  • Its use is meant to prey on specific facets of the metagame.
  • It might be able to surprise and demolish Pokemon that normally counter the usual sets, but does not become a gimmick in order to do so.

Mr. Mime @ Choice Specs
Ability: Filter
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Dazzling Gleam
- Focus Blast
- Healing Wish

The innovator of scarf mime brings you.... Specs mime! Scarf mime is a bit weak and slow for a scarfer, and lo mime can be quite underwhelming in power which is why I like specs mime. Its STABs are really spammable, as there is only one common mon that resists them both which gets OHKOd by focus blast, so recently when using it I havent really had to predict, rather just spam its STAB. Mr Mime is also really strong (even stronger than lo kadabara!), which adds to the mindless spamming:
252+ SpA Choice Specs Mr. Mime Dazzling Gleam vs. 252 HP / 0 SpD Grumpig: 166-196 (45.6 - 53.8%) -- 94.1% chance to 2HKO after Stealth Rock and Leftovers recovery
It doesnt really need timid as things below it (articuno/golduck) will run modest as well. Shadow ball could be an alright option to hit the rare metang along with doing much more to other psychics, but its current moves hit everything neutrally (other than shedinja i guess). Megazards replay in the replay thread shows its strength, it can even KO linoone after a memento + belly drum.


If you post a shitty gimmick, your post will be deleted and infracted, NO EXCEPTIONS.


What are some things that constitute a bad gimmick?
  • Using a Pokemon that has no business being used in PU, for the sake of using it in PU.
  • Movesets that are inferior and ineffective compared to existing movesets, or use an obscure move for the sake of hitting an even more obscure check or counter.
  • Movesets that are utterly impractacle or are horribly outclassed by another Pokemon. Pokemon such as Beautifly may seem cool, but there is no reason to use it over Butterfree.
 
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Offensive Sets
. . .
gasquakee's Explosion Drifblim

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 40 SpD / 212 Spe
Adamant Nature
- Substitute
- Acrobatics
- Knock Off / Will-O-Wisp / Destiny Bond
- Explosion

ManOfMany's Substitute + Petaya Berry Drifblim

Drifblim @ Petaya Berry
Ability: Unburden
EVs: 12 HP / 252 SpA / 244 Spe
Modest Nature
- Substitute
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]

RawMelon's SubRoost Swanna

Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Scald
- Substitute
- Roost

Raiza's Rock Polish Armaldo

Armaldo @ Life Orb / Passho Berry
Ability: Battle Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Polish
- Earthquake
- Stone Edge
- X-Scissor

Teddeh's Yache Berry Gourgeist-XL

Gourgeist-Super @ Yache Berry
Ability: Frisk
EVs: 200 HP / 252 Atk / 56 SpD
Adamant Nature
- Seed Bomb
- Synthesis
- Rock Slide
- Shadow Sneak

2xTheTap's Hidden Power Fighting Roselia

Roselia @ Eviolite
Ability: Natural Cure
EVs: 16 HP / 20 Def / 232 SpA / 20 SpD / 220 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Giga Drain / Leaf Storm
- Sludge Bomb
- Hidden Power [Fighting]
- Spikes / Sleep Powder

2xTheTap's Status + Nasty Plot Ninetales

Ninetales @ Passho Berry / Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Will-O-Wisp / Hypnosis
- Fire Blast
- Energy Ball

2xTheTap's Air Balloon Raichu

Flychu (Raichu) @ Air Balloon
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

2xTheTap's All-Out Attacker Raichu

Raichu @ Life Orb
Ability: Lightning Rod
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP / 30 Atk / 30 Def
- Knock Off
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]

TONE114's Dual Status Misdreavus

Misdreavus @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Will-O-Wisp
- Thunder Wave
- Hex

Megazard's Choice Band Bouffalant

What's a Stoutland (Bouffalant) @ Choice Band
Ability: Reckless
Happiness: 0
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Frustration
- Earthquake
- Head Charge
- Stone Edge / Pursuit / Megahorn

2xTheTap's Encore Chatot

Chatot @ Silk Scarf
Ability: Tangled Feet
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Boomburst
- Encore
- Hidden Power [Fighting]
- Heat Wave

Skankovich's Nasty Plot + Knock Off Simisear

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Fire Blast
- Focus Blast
- Knock Off

Sir Kay's Flame Charge Monferno

Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- Flame Charge

ManOfMany's Fake Out Monferno

FUCK GOLEM (Monferno) @ Life Orb
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Fake Out
- Close Combat
- Flare Blitz
- Mach Punch

ShuckleDeath's Offensive Glalie

Glalie @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Freeze-Dry
- Ice Shard
- Earthquake
- Spikes

2xTheTap's Knock Off Cryogonal

Cryogonal @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature / Timid Nature
IVs: 29 HP
- Knock Off
- Freeze-Dry
- Rapid Spin
- Recover

RawMelon's Choice Scarf Lopunny

Lopunny @ Choice Scarf
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- High Jump Kick
- Healing Wish
- Switcheroo / Baton Pass

2xTheTap's Focus Punch Floatzels

Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Aqua Jet
- Focus Punch
- Ice Beam
- Hydro Pump

or

Floatzel @ Life Orb / Choice Band
Ability: Water Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Aqua Jet
- Focus Punch
- Ice Punch
- Waterfall

ManOfMany's Special Simisear

Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty/Naive Nature
- Fire Blast
- Focus Blast
- Hidden Power [Ice]
- Knock Off

Akir's Nasty Plot Mr. Mime

Mr. Mime @ TwistedSpoon
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psyshock
- Dazzling Gleam
- Focus Blast

Dundies' Sub Charge Beam Rotom-F

Rotom-Frost @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Blizzard
- Thunderbolt
- Charge Beam

Anty's Swords Dance Fraxure

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Outrage
- Superpower
- Aqua Tail

or

Fraxure @ Eviolite
Ability: Mold Breaker
EVs: 80 HP / 176 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Outrage
- Superpower
- Aqua Tail

GeneralAnnoyance's Toxic Leafeon

Leafeon @ Life Orb
Ability: Leaf Guard
EVs: 224 Atk / 32 Def / 252 Spe
Jolly Nature
- Toxic
- Bullet Seed
- Knock Off
- Synthesis

Megazard's HP Grass Zebstrika

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Grass]

Dundies' Taunt Simisear

Simisear @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Overheat
- Superpower
- Knock Off
- Taunt
 
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Defensive Sets
. . .
2xTheTap's ChestoRest Stunfisk

Stunfisk @ Chesto Berry
Ability: Static
EVs: 248 HP / 252 Def / 4 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Discharge
- Earth Power
- Rest

2xTheTap's Specially Defensive Marowak

Marowak @ Thick Club
Ability: Battle Armor
EVs: 248 HP / 36 Atk / 220 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Bonemerang
- Knock Off
- Stone Edge

Tect's Specially Defensive Tangela

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Hidden Power [Fire]
- Knock Off / Sludge Bomb
- Synthesis / Sleep Powder / Stun Spore

2xTheTap's Specially Defensive Quilladin

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 224 SpD / 36 Spe
Careful Nature
- Wood Hammer / Seed Bomb
- Synthesis
- Taunt
- Spikes

2xTheTap's Counter Lickilicky

Lickilicky @ Chople Berry
Ability: Own Tempo
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Counter
- Wish
- Protect
- Body Slam

ShuckleDeath's Stealth Rock Carbink

Carbink @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Earth Power
- Stealth Rock
- Protect

Ranbu No Melody's Mixed Defensive Grumpig

Grumpig @ Leftovers
Ability: Thick Fat
EVs: 248 HP / 228 Def / 32 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave/Toxic
- Heal Bell/Taunt
- Psychic
- Whirlwind/Protect

ManofMany's RestTalk Swalot

(Assault Vest) Swalot @ Rocky Helmet
Ability: Sticky Hold
EVs: 252 HP / 252 Def / 4 SpD
Relaxed/Impish Nature
- Earthquake
- Sludge Wave/Gunk Shot
- Rest
- Sleep Talk

ManOfMany's Toxic Gogoat

Gogoat @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Substitute
- Toxic
- Milk Drink
- Horn Leech

Dundies' Defensive Swanna

Swanna @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 232 Def / 28 Spe
Timid Nature
- Scald
- Hurricane / Air Slash
- Roost
- Defog
 
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Well, contradictory of any idiom, our swine was indeed a pearl that we may have taken for granted. For the last few days I've observed a meta scrambling to find some way to fill the void that Piloswine's departure has created. Stunfisk is a direct replacement that many have seemed to gravitate towards and while I think that Stunfisk is a great Pokémon and certainly has gotten better with Piloswine leaving, it lacks a few things that make it as splashable as others are making it out to be.

Stunfisk is a great stop to Volt Switch and deters physical attackers with access to momentum in the form of U-Turn (looking at you Ninjask) from just whittling your team and gaining switch initiative. Unfortunately it has no real way of dealing with Roselia, which is a huge factor when considering builds in this meta and one that Piloswine was much less concerened with. Spamming Volt Switch is easy with Roselia on your opponents roster, as it really takes no effort in throwing it at Stunfisk and getting:

A)- Free-ish Spikes or T-spikes, whittling your team and Stunfisk for Zebstrika to come in later and clean up

B)- Damage on Stunfisk or any other likely switch-in to Roselia, whittling your team and Stunfisk even further for Zebstrika to come in later and clean

C)- Free recovery


D)- A Sleep Powder off, creating setup oppurtunity for a sweeper on your opponents side


When these factors are considered, is Stunfisk really a direct replacement to Piloswine that requires no additional support and can just be thrown on? I think not. I've been running some calcs on other Ground types that atleast have a means of stopping Rose from just being thrown in at any time they are present on the field and many of those I've looked at were previosuly engulfed in our dear pig's shadow. But no longer!


Hippopotas @ Eviolite
Ability: Sand Force
EVs: 248 HP / 156 Def / 104 SpD
Impish Nature
- Earthquake
- Whirlwind / Toxic
- Stealth Rock
- Slack Off

Edit: After further testing, a spread of 248 HP/ 128 Def / 132 SpD Impish Nature seems more optimal and allows Hippopotas to avoid 2HKO's from any super effective HP on any Non-Choice Specs Electric in the tier, that's not Rotom-F. (Specs Zebra and Raichu are BAD people). It also allows Hippopotas to avoid the 2HKO from Focus Sash Kadabra's Psychic and still avoid 2HKO's from CB Dodrio's Frustration and LO Rapidash's Flare Blitz. Minor changes, but seems to be the better spread for this meta.

So, now that we've gotten past the fact that this isn't paired with a certain canine and isn't kicking up a sandstorm whenever it sneezes, let's take a look at this set.

With the given SpD investment, this Hippo is a Zebstrika/Raichu switch-in. Avoiding the 2HKO from Zebstrika's Hidden Power Ice and bringing Raichu's Hidden Power Ice 2HKO chances to a mere 1.2%, this little thing can now be thrown at Volt Switchers without much fear. But what does this have over Stunfisk?, you may ask. Well, for one, its physical bulk is still very considerable even with the given spread and can switch in on and check many of PU's physical threats, which Stunfisk still struggles to do even when max defense invested. Secondly, Recovery, in the form of Slack Off, is very big for Hippopatas, as Stunfisk gets whittled throughout games and relys on leftovers and very situational Pain Splits to regain valuable health. Thirdly, Whirlwind and its ability to prevent Roselia from just coming in and doing what it wants is HUGE in this meta and is something Stunfisk could ony day-dream of doing. Sure, Stunfisk can yawn and force Roselia to sleep the following turn, but Natural Cure makes this almost a non-issue as switching something in to force it out is really the only way Roselia is leaving when faced with Stunfisk anyway. With the switch out goes the status and you are essentially back to square one with only chip damage on Rose that is easily healed off.

Lil' Hippo also has other benefits on teams. When paired with Roselia and its infamous Spikes, its Whirlwind becomes a potent form of racking up damage on opposing teams and detering sweepers from setting up. As I stated earlier, its physical bulk is in no way compromised when putting a bit of the 252 towards SpD. Stoutland's Frustration is a low roll to 2HKO (28%) and Dodrio's is a guarenteed 3HKO on this set, demonstrating that it can tank huge hits when needed to do so. And, with the given SpD investent, it can switch into Scarf Mr. Mime's and Modest Grumpig's Psychic without much issue. Even Focus Sash Kadabra struggles to 2HKO this set if it isn't running Energy Ball, with Psychic's chances of 2HKOing Hippopotas being around 20%.

Notable Calcs Below

252 SpA Life Orb Zebstrika Hidden Power Ice vs. 248 HP / 104 SpD Eviolite Hippopotas: 133-159 (39.2 - 46.9%) -- 0.4% chance to 2HKO after Stealth Rock


+2 252 SpA Life Orb Raichu Hidden Power Ice vs. 248 HP / 104 SpD Eviolite Hippopotas: 286-338 (84.3 - 99.7%) -- guaranteed 2HKO


252 SpA Kadabra Psychic vs. 248 HP / 104 SpD Eviolite Hippopotas: 151-178 (44.5 - 52.5%) -- 19.9% chance to 2HKO


252 SpA Mr. Mime Psychic vs. 248 HP / 104 SpD Eviolite Hippopotas: 133-157 (39.2 - 46.3%) -- guaranteed 3HKO after Stealth Rock


252+ SpA Grumpig Psychic vs. 248 HP / 104 SpD Eviolite Hippopotas: 135-160 (39.8 - 47.1%) -- guaranteed 3HKO


252+ SpA Probopass Flash Cannon vs. 248 HP / 104 SpD Eviolite Hippopotas: 108-127 (31.8 - 37.4%) -- guaranteed 3HKO after Stealth Rock



+2 252+ Atk Klang Gear Grind (2 hits) vs. 248 HP / 156+ Def Eviolite Hippopotas: 162-192 (47.7 - 56.6%) -- approx. 89.1% chance to 2HKO


+1 252 Atk Mold Breaker Fraxure Outrage vs. 248 HP / 156+ Def Eviolite Hippopotas: 169-201 (49.8 - 59.2%) -- 99.6% chance to 2HKO


+1 252+ Atk Arbok Aqua Tail vs. 248 HP / 156+ Def Eviolite Hippopotas: 150-178 (44.2 - 52.5%) -- 17.6% chance to 2HKO


+2 252+ Atk Life Orb Monferno Close Combat vs. 248 HP / 156+ Def Eviolite Hippopotas: 247-292 (72.8 - 86.1%) -- guaranteed 2HKO


252+ Atk Choice Band Machoke Close Combat vs. 248 HP / 156+ Def Eviolite Hippopotas: 168-198 (49.5 - 58.4%) -- 98.4% chance to 2HKO


252 Atk Life Orb Rapidash Flare Blitz vs. 248 HP / 156+ Def Eviolite Hippopotas: 133-157 (39.2 - 46.3%) -- guaranteed 3HKO after Stealth Rock


252 Atk Choice Band Dodrio Return vs. 248 HP / 156+ Def Eviolite Hippopotas: 138-163 (40.7 - 48%) -- guaranteed 3HKO

252+ Atk Choice Band Stoutland Return vs. 248 HP / 156+ Def Eviolite Hippopotas: 153-180 (45.1 - 53%) -- 28.9% chance to 2HKO


+2 252 Atk Jumpluff Seed Bomb vs. 248 HP / 156+ Def Eviolite Hippopotas: 188-224 (55.4 - 66%) -- guaranteed 2HKO


252+ Atk Golem Earthquake vs. 248 HP / 156+ Def Eviolite Hippopotas: 106-126 (31.2 - 37.1%) -- 77.7% chance to 3HKO


252+ Atk Life Orb Mightyena Crunch vs. 248 HP / 156+ Def Eviolite Hippopotas: 90-107 (26.5 - 31.5%) -- guaranteed 4HKO
 
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Whiscash @ Choice Specs
Ability: Hydration
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Hydro Pump
- Earth Power
- Ice Beam
- Hidden Power [Electric]

Poor Whiscash often gets a bad rep for low-ladder players using it ineffectively as a D-Dancer and trying to set-up turn one. However, Whiscash can find a niche as a special lure mon, with a surprising amount of power. I remember hyping this mon up a bit in chat a while back, and after using it a bit in the NU Dark Horse Project, I tried it in PU, and was a bit surprised. With Choice Specs equipped, Hydro Pump or Earth Power can 2HKO a lot of defensive walls switching in expecting the usual physical set, and even some special walls fall to whatever Whiscash is suppose to be(is it some sort of whale?). An example I will use is Tangela. Tangela completely poops all over the usual DD Whiscash, taking pretty much nothing from any of Whiscash's attacks(+1 Bounce doesn't even 2HKO lol), however, Tangela may think twice about switching in vs. a Whiscash again as it gets hit with a Hydro Pump or an Ice Beam.

252+ SpA Choice Specs Whiscash Hydro Pump vs. 252 HP / 0 SpD Eviolite Tangela: 140-165 (41.9 - 49.4%) -- 85.9% chance to 2HKO after Stealth Rock
252+ SpA Choice Specs Whiscash Ice Beam vs. 252 HP / 0 SpD Eviolite Tangela: 306-362 (91.6 - 108.3%) -- guaranteed OHKO after Stealth Rock

Same goes for other usual switch-ins, like Gourgeist, Pelipper, Leafeon, Gogoat, etc, all of which are usually comfortable switch ins into the DD set, only to be OHKO'd or 2HKO'd by a strong Hydro or Ice Beam. Whiscash benefits most when it is paired with those who like mons like these lured out and killed, like NP Raichu and BU Floatzel. As for reasons to use this over say Specs Floatzel or Golduck, well for one Whiscash has better defensive typing and bulk, letting it take on Electric types like Zebstrika better, as well as being a solid switch-in to things like Rapidash, Stunfisk, and Probopass, things the previously mentioned Water types can't say with as much confidence. Secondly STAB Ground type is neat as it allows it to 2HKO more offensive Politoed on the switch in while being generally safe to click vs. grounded mons, where as Floatzel has to rely on predicts with HP Electric, which can result in death for it.

Not trying to say Whiscash is a god or anything, but still a pretty fun lure that is surprisingly effective outside of that role.
 

Whiscash @ Choice Specs
Ability: Hydration
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Hydro Pump
- Earth Power
- Ice Beam
- Hidden Power [Electric]

Poor Whiscash often gets a bad rep for low-ladder players using it ineffectively as a D-Dancer and trying to set-up turn one. However, Whiscash can find a niche as a special lure mon, with a surprising amount of power. I remember hyping this mon up a bit in chat a while back, and after using it a bit in the NU Dark Horse Project, I tried it in PU, and was a bit surprised. With Choice Specs equipped, Hydro Pump or Earth Power can 2HKO a lot of defensive walls switching in expecting the usual physical set, and even some special walls fall to whatever Whiscash is suppose to be(is it some sort of whale?). An example I will use is Tangela. Tangela completely poops all over the usual DD Whiscash, taking pretty much nothing from any of Whiscash's attacks(+1 Bounce doesn't even 2HKO lol), however, Tangela may think twice about switching in vs. a Whiscash again as it gets hit with a Hydro Pump or an Ice Beam.

252+ SpA Choice Specs Whiscash Hydro Pump vs. 252 HP / 0 SpD Eviolite Tangela: 140-165 (41.9 - 49.4%) -- 85.9% chance to 2HKO after Stealth Rock
252+ SpA Choice Specs Whiscash Ice Beam vs. 252 HP / 0 SpD Eviolite Tangela: 306-362 (91.6 - 108.3%) -- guaranteed OHKO after Stealth Rock

Same goes for other usual switch-ins, like Gourgeist, Pelipper, Leafeon, Gogoat, etc, all of which are usually comfortable switch ins into the DD set, only to be OHKO'd or 2HKO'd by a strong Hydro or Ice Beam. Whiscash benefits most when it is paired with those who like mons like these lured out and killed, like NP Raichu and BU Floatzel. As for reasons to use this over say Specs Floatzel or Golduck, well for one Whiscash has better defensive typing and bulk, letting it take on Electric types like Zebstrika better, as well as being a solid switch-in to things like Rapidash, Stunfisk, and Probopass, things the previously mentioned Water types can't say with as much confidence. Secondly STAB Ground type is neat as it allows it to 2HKO more offensive Politoed on the switch in while being generally safe to click vs. grounded mons, where as Floatzel has to rely on predicts with HP Electric, which can result in death for it.

Not trying to say Whiscash is a god or anything, but still a pretty fun lure that is surprisingly effective outside of that role.
Why would you ever use this over Floatzel? Sure it's a "lure" but Floatzel itself can lure basically every counter it has if the opponent guesses its set wrong.
 

ManOfMany

I can make anything real
is a Tiering Contributor
Why would you ever use this over Floatzel? Sure it's a "lure" but Floatzel itself can lure basically every counter it has if the opponent guesses its set wrong.
FreddieMercury already said in his post:

"As for reasons to use this over say Specs Floatzel or Golduck, well for one Whiscash has better defensive typing and bulk, letting it take on Electric types like Zebstrika better, as well as being a solid switch-in to things like Rapidash, Stunfisk, and Probopass, things the previously mentioned Water types can't say with as much confidence. Secondly STAB Ground type is neat as it allows it to 2HKO more offensive Politoed on the switch in while being generally safe to click vs. grounded mons, where as Floatzel has to rely on predicts with HP Electric, which can result in death for it."

Sure, there isn't much of reasons to use it over them, but the reasons are still there. I have used it a lot and the ability to switch into pokemon like Raichu, Zebstrika, and Rapidash does come in handy.
 

Whiscash @ Choice Specs
Ability: Hydration
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Hydro Pump
- Earth Power
- Ice Beam
- Hidden Power [Electric]

Poor Whiscash often gets a bad rep for low-ladder players using it ineffectively as a D-Dancer and trying to set-up turn one. However, Whiscash can find a niche as a special lure mon, with a surprising amount of power. I remember hyping this mon up a bit in chat a while back, and after using it a bit in the NU Dark Horse Project, I tried it in PU, and was a bit surprised. With Choice Specs equipped, Hydro Pump or Earth Power can 2HKO a lot of defensive walls switching in expecting the usual physical set, and even some special walls fall to whatever Whiscash is suppose to be(is it some sort of whale?). An example I will use is Tangela. Tangela completely poops all over the usual DD Whiscash, taking pretty much nothing from any of Whiscash's attacks(+1 Bounce doesn't even 2HKO lol), however, Tangela may think twice about switching in vs. a Whiscash again as it gets hit with a Hydro Pump or an Ice Beam.

252+ SpA Choice Specs Whiscash Hydro Pump vs. 252 HP / 0 SpD Eviolite Tangela: 140-165 (41.9 - 49.4%) -- 85.9% chance to 2HKO after Stealth Rock
252+ SpA Choice Specs Whiscash Ice Beam vs. 252 HP / 0 SpD Eviolite Tangela: 306-362 (91.6 - 108.3%) -- guaranteed OHKO after Stealth Rock

Same goes for other usual switch-ins, like Gourgeist, Pelipper, Leafeon, Gogoat, etc, all of which are usually comfortable switch ins into the DD set, only to be OHKO'd or 2HKO'd by a strong Hydro or Ice Beam. Whiscash benefits most when it is paired with those who like mons like these lured out and killed, like NP Raichu and BU Floatzel. As for reasons to use this over say Specs Floatzel or Golduck, well for one Whiscash has better defensive typing and bulk, letting it take on Electric types like Zebstrika better, as well as being a solid switch-in to things like Rapidash, Stunfisk, and Probopass, things the previously mentioned Water types can't say with as much confidence. Secondly STAB Ground type is neat as it allows it to 2HKO more offensive Politoed on the switch in while being generally safe to click vs. grounded mons, where as Floatzel has to rely on predicts with HP Electric, which can result in death for it.

Not trying to say Whiscash is a god or anything, but still a pretty fun lure that is surprisingly effective outside of that role.
Yeh, like I really don't see the appeal of this set. Specs Floatzel or even Specs Politoed (which is already considered a sub-par set) are better than this imo. It's typing does have its benefits, but it also has its drawbacks. Roselia being everywhere and forcing you to beam on predicted switchins and then having to additionally risk a roll to kill with beam isnt very impressive. Although Specs Floatzel's Ice Beam is still a lower roll to 2HKO, Floatzel also supplies team with needed speed and means of revenge killing a significant portion of the meta. So yeh, this set isnt creative as much as it is outclassed.
 
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Yeah, an A+ threat is better than something still in E rank, I'm pretty sure everyone knows that. I never said Whiscash was better, I am simply posting a set that I found effective and has niches over Floatzel and Politoed(which I say would be a fairer comparison since both are bulky waters, while Floatzel is a fast one). And yeah, Whiscash can't 2HKO Roselia on the switch in without rocks, neither can Floatzel, and Whiscash supplies a team with bulk coupled with resistances needed to check the plentiful threats in the tier like Rapidash, Zebstrika, and Arbok.
 
i don't see why that's a reason you'd use whiscash when it can only switch into those things once each. unlike floatzel it can't even run switcheroo so it's a free switch in for clefairy and lickilicky (floatzel can also run cb in order to just 2hko these). this is kinda like the whole scraggy situation, sure it can do things that floatzel can't but it's still not really worth using.
 

Gabite @ Life Orb
Ability: Rough Skin
EVs: 8 HP/ 248 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Outrage
- Earthquake
- Stone Edge / Iron Tail

Continuing with the theme of previously under-appreciated Ground types, this Gabite set is something I've been enjoying lately. Noticing trends of Life Orb on faster offensive NFE's, such as Monferno, I surmised this would work in a similar fashion. While Eviolite is preferable on a Pokémon that posseses such an amazing defensive typing, Life Orb allows Gabite to compete for the Stealth Rock slot on offensive teams, holding its own alongside suicide leads like Golem and Rampardos while threatening a significant portion of the meta that fail to outpace its appreciable speed tier.

Gabite's speed is its saving grace, as without an Eviolite its generally frail and, if outsped, isnt very difficult to revenge. With that said, it's typing does give it some notable resistances and can let it tank a resisted hit or two while punching holes in your opponents team. With an Adamant nature, Gabite can outspeed and check some relevant threats, namely Stoutland, Modest Grumpig, Arbok, Monferno, Mightyena and most Misdreavus spreads. All previously mentioned are KO'd after SR, bar Stoutland and Misdreavus, who require previous damage to secure kills on. It also doesn't have to fear the dreaded Ice Shard of Doom™ from our dearly departed pig any longer, which is huge for our little dragon here.

(Stoutland v Gabite 1 v 1 with SR present allows Gabite to take Stout down with it due to Rough Skin damage. One of the finer points of Gabite that I enjoy.)


It can also function outside of setting SR with an all out attacker set while luring common stops to other wall breakers.


Gabite @ Life Orb
Ability: Rough Skin
EVs: 216 Atk / 40 SpA / 252 Spe
Naughty Nature
- Outrage
- Earthquake
- Iron Tail
- Fire Blast

With the given EV Spread and a Naughty nature, this Gabite attepts to lure Tangela, Gourgeist XL, and Defensive CM Clefairy with Fire Blast and Iron Tail, respectively. Packing Fire Blast and 40 SpA evs guarantees a 2HKO on Tangela with a 61% chance to 2HKO Gourgeist XL after Stealth Rocks. Fire Blast also gives Gabite a means of removing a weakened Avalugg and even has a 40% chance of 2HKOing SpD Ava with SR present on the field. Defensive Clefairy is always 2HKO'd by Iron Tail, that is if you hit both :^]. Stoutland, Fraxure and Machoke are likely partners for this set, as they appreciate these defensive powerhouses either softened or eliminated.

This new meta is really very exciting, in my opinion. Even though the NU tier is slowly removing some key components of our roster, fear not! New niches are opening up and waiting to be filled!

Nice replays showing LO Gabite doing what it wants:
http://replay.pokemonshowdown.com/pu-278547409
http://replay.pokemonshowdown.com/pu-278918830
 
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Hi, friends! I don't know how new this is but I'm going to post it anyways: Explosion Drifblim.

Drifblim @ Liechi Berry
Ability: Unburden
EVs: 12 HP / 244 Atk / 40 SpD / 212 Spe
Adamant Nature
- Substitute
- Acrobatics
- Knock Off / Will-O-Wisp / Destiny Bond
- Explosion
This set is mainly meant to lure Stunfisk with Explosion to weaken it for say Dodrio or Zebstrika. You can sub on common things like Roselia and get your Liechi Berry whilst crippling things with Knock Off or Will-O-Wisp, using your strong stab for a potential late game sweep with +1 attack and +2 speed, or going kamikaze against things like Stunfisk for your teammates benefit.

drifblim vs stunfisk:
252+ Atk Drifblim Explosion vs. 252 HP / 252+ Def Stunfisk: 174-205 (41.2 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ Atk Drifblim Explosion vs. 252 HP / 252+ Def Stunfisk: 260-307 (61.6 - 72.7%) -- guaranteed 2HKO after Leftovers recovery

Dodrio or Zebstrika after this:
band dodrio:
252 Atk Choice Band Dodrio Return vs. 252 HP / 252+ Def Stunfisk: 178-211 (42.1 - 50%) -- guaranteed 3HKO after Leftovers recovery
scarf dodrio: 252 Atk Dodrio Return vs. 252 HP / 252+ Def Stunfisk: 120-142 (28.4 - 33.6%) -- 96.3% chance to 4HKO after Leftovers recovery
standard zebstrika: 252 SpA Life Orb Zebstrika Overheat vs. 252 HP / 4 SpD Stunfisk: 134-159 (31.7 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Zebstrika Hidden Power Grass vs. 252 HP / 4 SpD Stunfisk: 125-148 (29.6 - 35%) -- guaranteed 4HKO after Leftovers recovery
 
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ManOfMany

I can make anything real
is a Tiering Contributor
MORE DRIFBLIM HYPE!


Drifblim @ Petaya Berry
Ability: Unburden
EVs: 12 HP / 252 SpA / 244 Spe
Modest Nature
- Substitute
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]

The same principal applies here as with Dodmen's godly Liechi berry set except this attacks from the special side. It isn't actually hard to sneak a Calm Mind in there either, because when you sub down the final time before the Unburden activates, you essentially get a free turn.

http://replay.pokemonshowdown.com/pu-280163689. Definitely got lucky here and MaroGodd made some strange plays, but it does show the potential this has to sweep teams after they are worn down just a bit.
 

Munchlax @ Eviolite
Ability: Thick Fat
EVs: 252 Atk / 136 Def / 120 SpD
Adamant Nature
- Return
- Rest
- Sleep Talk
- Whirlwind

So Munchlax is a very interesting option over Vigoroth as with this EV set you're able to completely wall out both Rapidash and NP Ninetails, both are something Vigoroth can struggle with. It also reaches similar bulk without needing to invest into HP, leaving it room to fully invest into Atk with an Adamant nature to not only take hits but dish them out as well.

Munchlax Calcs:

252 Atk Life Orb Rapidash Flare Blitz vs. 0 HP / 136 Def Eviolite Thick Fat Munchlax: 110-133 (26.7 - 32.3%) -- guaranteed 4HKO
252+ Atk Munchlax Return vs. 0 HP / 4 Def Rapidash: 183-216 (67.5 - 79.7%) -- guaranteed 2HKO

+2 252 SpA Life Orb Ninetales Fire Blast vs. 0 HP / 120 SpD Eviolite Thick Fat Munchlax: 114-136 (27.7 - 33%) -- guaranteed 4HKO
252+ Atk Munchlax Return vs. 0 HP / 0 Def Ninetales: 174-205 (60.6 - 71.4%) -- guaranteed 2HKO

252 SpA Life Orb Floatzel Hydro Pump vs. 0 HP / 120 SpD Eviolite Munchlax: 118-140 (28.7 - 34%) -- 1.2% chance to 3HKO
252+ Atk Munchlax Return vs. 0 HP / 0 Def Floatzel: 222-262 (71.3 - 84.2%) -- guaranteed 2HKO

252 SpA Life Orb Zebstrika Thunderbolt vs. 0 HP / 120 SpD Eviolite Munchlax: 94-110 (22.8 - 26.7%) -- 34.4% chance to 4HKO
252+ Atk Munchlax Return vs. 0 HP / 0 Def Zebstrika: 201-237 (69 - 81.4%) -- guaranteed 2HKO

252+ Atk Choice Band Stoutland Return vs. +1 0 HP / 136 Def Eviolite Munchlax: 171-202 (41.6 - 49.1%) -- guaranteed 3HKO
+1 252+ Atk Munchlax Return vs. 0 HP / 0 Def Stoutland: 225-265 (72.3 - 85.2%) -- guaranteed 2HKO



Vigoroth Calcs:

252 Atk Life Orb Rapidash Flare Blitz vs. 252 HP / 0 Def Eviolite Vigoroth: 172-203 (47.2 - 55.7%) -- 73.4% chance to 2HKO
0 Atk Vigoroth Return vs. 0 HP / 4 Def Rapidash: 121-144 (44.6 - 53.1%) -- 30.5% chance to 2HKO

+2 252 SpA Life Orb Ninetales Fire Blast vs. 252 HP / 244 SpD Eviolite Vigoroth: 259-305 (71.1 - 83.7%) -- guaranteed 2HKO
0 Atk Vigoroth Return vs. 0 HP / 0 Def Ninetales: 117-138 (40.7 - 48%) -- guaranteed 3HKO

252 SpA Life Orb Floatzel Hydro Pump vs. 252 HP / 244 SpD Eviolite Vigoroth: 134-160 (36.8 - 43.9%) -- guaranteed 3HKO
0 Atk Vigoroth Return vs. 0 HP / 4 Def Floatzel: 147-174 (47.2 - 55.9%) -- 77.7% chance to 2HKO

252 SpA Life Orb Zebstrika Thunderbolt vs. 252 HP / 244 SpD Eviolite Vigoroth: 107-126 (29.3 - 34.6%) -- 7.2% chance to 3HKO
0 Atk Vigoroth Return vs. 0 HP / 0 Def Zebstrika: 133-157 (45.7 - 53.9%) -- 44.1% chance to 2HKO

252+ Atk Choice Band Stoutland Return vs. +1 252 HP / 0 Def Eviolite Vigoroth: 132-156 (36.2 - 42.8%) -- guaranteed 3HKO
+1 0 Atk Vigoroth Return vs. 0 HP / 0 Def Stoutland: 150-177 (48.2 - 56.9%) -- 89.1% chance to 2HKO



So from the calcs you can see that that main draws to the set are to beat fire types like Ninetails and Rapidash, more power, more special bulk, and because you run Rest Talk you aren't afraid of status from faster pokemon.
The downsides is that you're slower, your recovery isn't as reliable, and you're more susceptible to taunt.

Over all this is a very cool option over Vigoroth if your team is weak to Fire types or if you're running spike stack and want the whirlwind support it can offer. I recommend you guys give this cool set a shot, it's honestly a lot of fun.
 

Zebstrika @ Life Orb
Ability: Sap Sipper
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ground]

Shoutout to my bud CyndaquilElooo for this innovation. Running hp ground over hp ice on zebstrika allows it to 2HKO Probopass and do a solid 60-70% to zebstrika/raichu without lowering its SpAtk stat. The main selling point of this set though is to trick your opponent into going Probo to take one of your other moves and then 2HKOing it with hp ground.
252 SpA Life Orb Zebstrika Hidden Power Ground vs. 172 HP / 0 SpD Probopass: 177-208 (58.2 - 68.4%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Zebstrika Hidden Power Ground vs. 0 HP / 4 SpD Zebstrika: 179-213 (61.5 - 73.1%) -- guaranteed 2HKO
252 SpA Life Orb Zebstrika Hidden Power Ground vs. 0 HP / 4 SpD Raichu: 148-177 (56.7 - 67.8%) -- guaranteed 2HKO


I suppose the main downsides to running hp ground would be that you can no longer hit Gabite, Vibrava, and jumpluff with hp ice, but probo is far more commonly seen on ladder anyway and you'd still have overheat for jumpluff. So, yeah, the set is situational, but I found it pretty cool and it might be something to consider running if you find yourself needing to take out Steel/Rock Mario.
 
Hmm. The problem I see with HP ground is that air balloon is still very common on Probopass, so if you go for HP ground on their probo switch in you actually cost yourself more then jsut clicking Volt Switch would.

The reason people run HP coverage to hit ground types is that they can block the the momentum that Volt Switch would give you, being able to hit probopass like that isn't exactly needed as you can just click Volt Switch on its switch in and gain momentum. Being able to hit electric types is cool but leaving yourself walled by ground types is hardly worth the trade off.
 
Also, there is already something similar to this that works well against probopass AND stunfisk. Me First Zebstrika actually does this job better if the team you built is particularly weak to probo/fisk and need a lure for both to let, say, Dodrio run rampant on your opponents team. Ultimately, you need the HP dedicated to Ice, so its hard to justify HP Ground.

Edit: Twix's Me First Zeb*
 
Jumpluff
Ability: Infiltrator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Seed Bomb
- Sleep Powder
- Toxic

if you don't want another move, this is pretty good, this is not used nearly enough and infiltrator + toxic is a good vigoroth countermeasure
 

Dusknoir @ Choice Band
Ability: Pressure
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Shadow Sneak
- Earthquake
- Ice Punch / Thunder Punch
- Focus Punch

"OMG Guise, Vigoroth is broken, pls ban D:" Is all I keep hearing from many regular community members and I, for one, am kind of sick of explaining that its just very good at the moment and should be considered and prepared for when building in this meta. The normal response is that its over-centralizing when building and forces you to impair an otherwise viable team with a niche check. So, I have something for all that find it difficult to build for without sacrificing much. Even on an offensively minded team, which is where a check is harder to fit then on other styles of play, this set fits.

Enter CB Focus Punch Dusknoir, your "savior". Vig can do nothing to this, absolutely nothing. Taunt Vigoroth loses outright to this set, even if Dusknoir is switching INTO Vigoroth, which is the most likely case. Substitute variants have a slightly better draw, but only slightly and still lose to this 1 v 1. Even if, by some astronomically unlikely happening, you let Vigoroth get to +6 Def before bringing Dusknoir in, this Dusknoir still breaks +6 subs (unless absolute min roll) and forces the switch or a PP war. In either case Vig is severely impaired and is out of subs and has very diminshed Slack Off PP. This also has the benefit of punishing the forced switch with a huge hit, bar an opposing Ghost type.

This slot is normally filled by Trick on CB sets and Will-O-Wisp on Spell Tag/Lefties sets, and while those slots may or may not have better utility overall, this slot also has the added benefit of punishing switches into other notable Normal types (ie:Stoutland, Dodrio, etc) when your opponent aims to punish a CB Shadow Sneak, making it useful outside of just checking Vigoroth.

(Double Triple Dog Dare someone to say PuP Noir, Its bad and you should feel bad. This set doesn't force you to run a gimmick and doesn't compromise an otherwise perfectly viable mon that has its place on teams, which PuP or Sub Punch sets would, in my opinion.)

Replay Against Tone114's esteemed tutee Ssunbae:
http://replay.pokemonshowdown.com/pu-284202294
Co-Crediting Mistress Remilia!!

252+ Atk Choice Band Dusknoir Focus Punch vs. 252 HP / 0 Def Eviolite Vigoroth: 360-424 (98.9 - 116.4%) -- 93.8% chance to OHKO

252+ Atk Choice Band Dusknoir Focus Punch vs. +1 252 HP / 0 Def Eviolite Vigoroth: 240-284 (65.9 - 78%) -- guaranteed 2HKO

252+ Atk Choice Band Dusknoir Focus Punch vs. +6 252 HP / 0 Def Eviolite Vigoroth: 90-108 (24.7 - 29.6%) -- 100% chance to 4HKO
 
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Linoone @ Sitrus Berry
Ability: Gluttony
EVs: 252 Atk / 120 SpD / 136 Spe
Adamant Nature
- Dig
- Belly Drum
- Extreme Speed
- Shadow Claw

Dig Linoone is the new thing here are some reasons why I believe this: Seed bomb isn't as useful since the leaving of Piloswine, don't get me wrong it is still a great move for Stunfisk and Wartortle but dig can also one shot Stunfisk. However Dig also allows Golem and Carbink to get leftover recovery back if they are running it. On the contrary dig allows you to get Probopass and Klang which used to be able to wall Linoone. Most teams lead Golem or Carbink, those pokemon are usually early game set-up pokemon. Dig doesn't hurt Linoone either for example: If you use dig against Probopass and then your opponent switches out to a ground resistant you are now able to freely fire off an extreme speed. Few reasons why I think Dig will become more of a popular set on Linoone.
*Dig=Drill run
+6 252+ Atk Linoone Drill run vs. 0 HP / 0 Def Golem: 406-478 (134.8 - 158.8%) -- guaranteed OHKO
+6 252+ Atk Linoone Drill run vs. 252 HP / 156+ Def Eviolite Klang: 276-326 (85.1 - 100.6%) -- 6.3% chance to OHKO
 
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Linoone @ Sitrus Berry
Ability: Gluttony
EVs: 252 Atk / 120 SpD / 136 Spe
Adamant Nature
- Dig
- Belly Drum
- Extreme Speed
- Shadow Claw

Dig Linoone is the new thing here are some reasons why I believe this: Seed bomb isn't as useful since the leaving of Piloswine, don't get me wrong it is still a great move for Stunfisk and Wartortle but dig can also one shot Stunfisk. However Dig also allows Golem and Carbink to get leftover recovery back if they are running it. On the contrary dig allows you to get Probopass and Klang which used to be able to wall Linoone. Most teams lead Golem or Carbink, those pokemon are usually early game set-up pokemon. Dig doesn't hurt Linoone either for example: If you use dig against Probopass and then your opponent switches out to a ground resistant you are now able to freely fire off an extreme speed. Few reasons why I think Dig will become more of a popular set on Linoone.
*Ground type seed bomb=Dig
+6 252+ Atk Linoone Seed Bomb vs. 0 HP / 0 Def Golem: 406-478 (134.8 - 158.8%) -- guaranteed OHKO
+6 252+ Atk Linoone Seed Bomb vs. 252 HP / 156+ Def Eviolite Klang: 276-326 (85.1 - 100.6%) -- 6.3% chance to OHKO
Seed Bomb OHKO's Klang now hmm?...I must have missed the board meeting where they nerfed steel. Anyway, I know thats supposed to be Dig, just letting you know it needs correction is all. :D

Also, since when was Wartortle a relevant target? I missed that board meeting too. Sigh, where are all my memos going D:?!!?!?
 
Seed Bomb OHKO's Klang now hmm?...I must have missed the board meeting where they nerfed steel. Anyway, I know thats supposed to be Dig, just letting you know it needs correction is all. :D

Also, since when was Wartortle a relevant target? I missed that board meeting too. Sigh, where are all my memos going D:?!!?!?
the calc doesn't accept dig for some reason, so he put see bomb and changed it to ground type
 
Two Ninjask sets the first being underrated.
upload_2015-10-22_18-27-17.jpeg

Ninjask @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- U-turn
- X-Scissor
- Aerial Ace
- Toxic

Toxic on Ninjask has become increasingly useful especially with Stunfisk being known as one of the most common sr setters in the tier resulting in U-Turn spam becoming risky around it in fear of Static. Toxic isnt just for Stunfisk though, While U-turn is in most cases a better option, it allows you to cripple walls such as Relicanth, Pelipper
and check both Vigoroth sets. Toxic also allows you to cripple the bulky ghost types in the tier not resulting in a massive loss.

And the second getting some more attention


Ninjask @ Insect Plate
Ability: Speed Boost
EVs: 252 Atk / 216 Def / 40 Spe
Adamant Nature
- U-turn
- X-Scissor / Protect
- Aerial Ace
- Baton Pass

This next set is something myself and others have been using a bit more as of late. PassJask makes a return with this effective lure set using the Insect Plate to boost its U-turn (And the optional X-Scissor) while aerial ace is to hit common Machoke+Monferno. Bp passes the amount of Speed Boosts you have gained to effective set-up/Wallbreakers allowing them to either sweep or do some serious damage to the opposing team. The EVs allow Ninjask to outspeed Zebstrika and the rest is put into Defense to take common physical priority moves better.

252 Atk Choice Band Floatzel Aqua Jet vs. 0 HP / 216 Def Ninjask: 111-132 (42.2 - 50.1%)
252+ Atk Life Orb Mightyena Sucker Punch vs. 0 HP / 216 Def Ninjask: 191-226 (72.6 - 85.9%)
252 Atk Choice Band Adaptability Basculin Aqua Jet vs. 0 HP / 216 Def Ninjask: 136-162 (51.7 - 61.5%)
252+ Atk Linoone Extreme Speed vs. 0 HP / 216 Def Ninjask: 126-148 (47.9 - 56.2%)
252 Atk Choice Band Dodrio Quick Attack vs. 0 HP / 216 Def Ninjask: 115-136 (43.7 - 51.7%)
 
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2xTheTap

YuGiOh main
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You guys probably saw this in my match against Dodmen for PU seasonals (if not, here it is: http://replay.pokemonshowdown.com/pu-285258422), but I brought something new that I think has a place in our current meta, in which wallbreakers running from base ~80 to base ~100 Spe are exceptionally effective (for example, Stoutland and Dodrio). While its offensive coverage isn't nearly as good as these two, Leafeon is something that I find works well with a Choice Band given its nice physical bulk, access to Knock Off, and ability to grab momentum via Baton Pass:


Leafeon @ Choice Band
Ability: Leaf Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Leaf Blade
- Bullet Seed
- Knock Off
- Baton Pass / X-Scissor / Double-Edge / Iron Tail

You may be wondering why it's running Leaf Guard - that's because Bullet Seed is illegal with Chlorophyll. But, Bullet Seed is one of the primary draws of this set, as it lets you break past HO leads with Sturdy or Sash, while handling threats using Substitute that don't resist Leafeon's STAB Bullet Seed. Rampardos and Golem are very common HO leads (currently present in our sample teams), while Lead Relicanth is used on Rain to set up both Rain Dance / SR. These 3 are all OHKOed by CB STAB Bullet Seed through Sash / Sturdy, even if you get a paltry 2 hit out of the deal. Bullet Seed also ruins Substitute users and hits them hard (save for Substitute users that resist Bullet Seed, like Articuno).
Golem:
252+ Atk Choice Band Leafeon Bullet Seed (2 hits) vs. 0 HP / 0 Def Golem: 392-464 (130.2 - 154.1%) -- guaranteed OHKO

Lead Rampardos:
252+ Atk Choice Band Leafeon Bullet Seed (2 hits) vs. 0 HP / 0 Def Rampardos: 364-432 (108.6 - 128.9%) -- guaranteed OHKO

Rain Lead Relicanth:
252+ Atk Choice Band Leafeon Bullet Seed (2 hits) vs. 0 HP / 4 Def Relicanth: 392-464 (114.9 - 136%) -- guaranteed OHKO

Outside of breaking most HO leads, CB Leafeon finds a lot of utility against Balanced or Bulky Offense teams looking to find a solid switch-in for Leafeon. I used this in tandem with a core that is able to handle threats to Leafeon, most notably Sap Sipper Zebstrika and Jumpluff. Coupled with Defog and a Slow-Turn from Vullaby (which is a hard counter to Jumpluff), and paralysis / SR support from Stunfisk (which counters Zebstrika outside of Me First Zeb), I gave Leafeon the support it needed to be effective in the above replay.

Slow U-Turn / Volt Switch / Baton Pass all make it so Leafeon has a free switch-in, at which point it's able to threaten the other team with a powerful Knock Off that can 2HKO specially defensive Roselia / has a chance to OHKO Zebstrika after SR / cripples Tangela switch-ins for Water-types to take advantage of that later on in the battle. Or, if Tangela switches into Leafeon later, X-Scissor can 2HKO after its Eviolite is gone. If you forgo Baton Pass in favor for more coverage, Double-Edge can also OHKO Jumpluff after SR damage.
Zebstrika:
252+ Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 0 HP / 0 Def Zebstrika: 226-266 (77.6 - 91.4%) -- 31.3% chance to OHKO after Stealth Rock

252 HP / 128 Def / 128 SpD Roselia:
252+ Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 252 HP / 128 Def Eviolite Roselia: 154-182 (50.6 - 59.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Leafeon Knock Off vs. 252 HP / 128 Def Roselia: 155-183 (50.9 - 60.1%) -- guaranteed 2HKO after Stealth Rock

248 HP / 80 Def / 180 SpD Roselia:
252+ Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 248 HP / 80 Def Eviolite Roselia: 167-197 (55.1 - 65%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Leafeon Knock Off vs. 248 HP / 80 Def Roselia: 168-198 (55.4 - 65.3%) -- guaranteed 2HKO after Stealth Rock

Jumpluff:
252+ Atk Choice Band Leafeon Double-Edge vs. 0 HP / 4 Def Jumpluff: 255-300 (87.6 - 103%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Leafeon Iron Tail vs. 0 HP / 4 Def Jumpluff: 213-251 (73.1 - 86.2%) -- 81.3% chance to OHKO after Stealth Rock
252+ Atk Choice Band Leafeon X-Scissor vs. 0 HP / 4 Def Jumpluff: 170-201 (58.4 - 69%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Leafeon Knock Off vs. 0 HP / 4 Def Jumpluff: 138-163 (47.4 - 56%) -- guaranteed 2HKO after Stealth Rock

Defensive Tangela:
252+ Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Tangela: 68-81 (20.3 - 24.2%) -- 74.6% chance to 4HKO after Stealth Rock
252+ Atk Choice Band Leafeon X-Scissor vs. 252 HP / 252+ Def Tangela: 168-198 (50.2 - 59.2%) -- guaranteed 2HKO after Stealth Rock

Gourgeist-Super:
252+ Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 248 HP / 252+ Def Gourgeist-Super: 194-230 (52 - 61.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Leafeon Knock Off vs. 248 HP / 252+ Def Gourgeist-Super: 132-156 (35.3 - 41.8%) -- guaranteed 3HKO after Stealth Rock

And finally, Leaf Blade is here as a powerful STAB move (with a high crit ratio to boot), so that Leafeon can wallbreak for its teammates. Defensive Stunfisk is OHKOed after SR, which is an especially notable calc and lets partners such as Dodrio or Zebstrika ruin the other team once Stunfisk is gone.
Physically defensive Stunfisk:
252+ Atk Choice Band Leafeon Leaf Blade vs. 248 HP / 252+ Def Stunfisk: 348-410 (82.6 - 97.3%) -- 25% chance to OHKO after Stealth Rock

Physically defensive Misdreavus:
252+ Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 252 HP / 240 Def Eviolite Misdreavus: 226-268 (69.7 - 82.7%) -- guaranteed 2HKO

Physically defensive Relicanth:
252+ Atk Choice Band Leafeon Leaf Blade vs. 248 HP / 252+ Def Relicanth: 516-612 (128 - 151.8%) -- guaranteed OHKO
252+ Atk Choice Band Leafeon Bullet Seed (3 hits) vs. 248 HP / 252+ Def Relicanth: 432-516 (107.1 - 128%) -- guaranteed OHKO

Lickilicky:
252+ Atk Choice Band Leafeon Leaf Blade vs. 252 HP / 0 Def Lickilicky: 225-265 (53 - 62.5%) -- guaranteed 2HKO after Leftovers recovery

CM Clefairy:
252+ Atk Choice Band Leafeon Leaf Blade vs. 252 HP / 252+ Def Eviolite Clefairy: 159-187 (46.2 - 54.3%) -- 54.3% chance to 2HKO

etc.

In addition to Leafeon, there are other Pokemon sitting in this same general Speed tier (base 80 - base 100) that also do well with Choice items. Basculin is another example that I've found effective with Aqua Tail / CB / Adamant for that extra bit of power, and found the same level of success with it when paired with the necessary support.
 
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