Project Anything Goes Next Best Thing! (Closed)

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Skarpherim

is a Former Smogon Metagame Tournament Circuit Championis a Former Other Tournament Circuit Champion
UPL Champion
maybe stakataka will finally be viable once tr mgar takes off

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Trick Room
- Shadow Ball
- Sludge Bomb

dbond + trick room is the innovation, tr always goes 2nd so you can get off the bond pretty much every time since they'll for sure hit. it's a pretty big fail if the opponent doesn't go for the kill though

https://replay.pokemonshowdown.com/gen7anythinggoes-939937342
 
thanks for pointing it out, I'll change it to Sludge Bomb.


have you even used this set? it looks like a weird mix of different moves. Unless you provide replays where you show that this set actually works, ill be forced to not include this in the voting bcz this really does not make much sense to me.
Go ahead then probably u should just delete my original post your post and then this post and just foget all about this then. The idea is kind of doing a bit of everything but ig no one got that. It traps mono arcs kills stuff with bond that it normally cant and veno kills everything else ig was the thinking and veno over hex as i somewhat said being the idea of tricking the opp into thinking oh u have hex and veno shock or even other attacks such as fmiss or something leading them on that possiblity but if u still feel its 100% just random moves thrown together then go ahead and delete all these post and well whatever then ig. Also had no idea the mechanics of dbond or forgot it last for 2 turns sort of until garbos/skarphs replay showing it in action. pretty nifty
 
Not going to win this week because ice is an absolute snake posting the best set first just because he wrote the analysis after posting while me and agl were trying to do the analysis as well before posting, s m h

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Hex
- Destiny Bond

I think this set is kind of cool, toxic allows you to pressure Pdon/Ho-Oh/Darkceus/Groundceus/Pogre a lot more which are usually all switch ins to M gar so you'll be able to surprise them with toxic relatively easily. Hex then obviously takes advantage of Toxic and does a ton of damage, sub allows you to maximise Toxic output as they can't switch out so they're forced to take the Toxic damage. Destiny Bond also is pretty much guaranteed to catch them out due to the fact that Toxic puts the opposing Pokémon on a timer so they'll keep attacking to break your subs. Or they'll just think you must be running wave as last move if you've revealed the other 3 moves so that works too.
 
toxic allows you to pressure Pdon/Ho-Oh/Darkceus/Groundceus/Pogre
Hex then obviously takes advantage of Toxic and does a ton of damage
I agree with the rest of your post but the problem here is that darkceus carries refresh often and gar can do little damage back
252 SpA Gengar-Mega Hex (130 BP) vs. 252 HP / 0 SpD Arceus-Dark: 111-131 (25 - 29.5%) -- 52.5% chance to 3HKO after toxic damage
which can just be recovered off. meanwhile darkceus can OHKO back with judgment.
While yes it can use destiny bond it has to predict right
 
I agree with the rest of your post but the problem here is that darkceus carries refresh often and gar can do little damage back
252 SpA Gengar-Mega Hex (130 BP) vs. 252 HP / 0 SpD Arceus-Dark: 111-131 (25 - 29.5%) -- 52.5% chance to 3HKO after toxic damage
which can just be recovered off. meanwhile darkceus can OHKO back with judgment.
While yes it can use destiny bond it has to predict right
He wasn't saying that you would hex the darkceus, he was saying that toxic allows you to pressure it to try and prevent it from coming in safely and you would most likely switch in to a darkceus check after gengar has done that, also defensive arceus dark (which doesn't carry refresh) is more common than cm refresh
 
He wasn't saying that you would hex the darkceus, he was saying that toxic allows you to pressure it to try and prevent it from coming in safely and you would most likely switch in to a darkceus check after gengar has done that, also defensive arceus dark (which doesn't carry refresh) is more common than cm refresh
Ah, I understand
 

Lana

formerly pichus
is a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Battle Simulator Staff Alumnus
OMPL Champion
vote
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect Type
- Sludge Wave
- Taunt
- Shadow Ball
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Disable
- Substitute
- Shadow Ball
- Perish Song
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 236 SpA / 252 SpD / 20 Spe
Timid Nature
IVs: 0 Atk
- Psych Up
- Sludge Wave
- Shadow Ball
- Taunt
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Wonder Room
- Shadow Ball
- Sludge Wave
- Curse / Focus Blast / idc
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Trick Room
- Shadow Ball
- Sludge Bomb
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Hex
- Destiny Bond
pick only one set
hf
 

pulsar512b

ss ou fangirl
is a Pre-Contributor
vote
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect Type
- Sludge Wave
- Taunt
- Shadow Ball
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Disable
- Substitute
- Shadow Ball
- Perish Song
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 236 SpA / 252 SpD / 20 Spe
Timid Nature
IVs: 0 Atk
- Psych Up
- Sludge Wave
- Shadow Ball
- Taunt
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Wonder Room
- Shadow Ball
- Sludge Wave
- Curse / Focus Blast / idc
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Trick Room
- Shadow Ball
- Sludge Bomb
Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Hex
- Destiny Bond
pick only one set
hf
Skarpherim, im gonna use that tomorrow in tr lol :)
 

Lana

formerly pichus
is a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Battle Simulator Staff Alumnus
OMPL Champion
congrats to ice-master-523 !



SD + Rock Polish Z move or SD + Rock Polish Weakness Policy
Specially Defensive Rocks
Defensive SD Morning Sun
SD Trick Room

my set:
Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stored Power
- Rock Polish
- Heat Wave / Signal Beam
- Calm Mind

i dont wanna explain so just watch these ig
https://replay.pokemonshowdown.com/gen7anythinggoes-944471091
https://replay.pokemonshowdown.com/gen7anythinggoes-948273112


this one should be interesting, have fun!
 
Last edited:

LBDC

From Eu to the Mont-Saint-Michel
is a Tiering Contributoris a Contributor to Smogonis a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Swords Dance
- Gravity
- Sunsteel Strike
- Earthquake

I submit SD+Gravity NDM. although SD, EQ and Sunsteel Strike is all classic, Gravity allows at this set to beat Skarmory and Celesteela, and can be tool to break Ho-Oh if you play well. an advantage is that this set can break through stall-teams and some balance pretty well.
This spread outspeed defensive Zyg-C after Power Construct, max atk for increase dammage. the rest is put intro HP, to take more easily hit.

Calcs :

+2 252+ Atk Necrozma-Dusk-Mane Earthquake vs. 248 HP / 252+ Def Celesteela: 388-458 (97.7 - 115.3%) -- 87.5% chance to OHKO after Leftovers recovery
+2 252+ Atk Necrozma-Dusk-Mane Earthquake vs. 252 HP / 252+ Def Skarmory: 314-370 (94 - 110.7%) -- 62.5% chance to OHKO
+2 252+ Atk Necrozma-Dusk-Mane Earthquake vs. 252 HP / 204+ Def Ho-Oh: 444-524 (106.7 - 125.9%) -- guaranteed OHKO
 

Unicorns

Banned deucer.
Reserving SpDef Sleep Talk

So my least favorite aspect of SpDef DM is how it invites in Smeargle. Smeargle is going to Spore, get evasion turn one, and then it's all down hill from there. Not anymore, thanks to Sleep Talk!

Necrozma-Dusk Mane @ Solgalium Z
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Sleep Talk
- Stealth Rock
- Sunsteel Strike
- Morning Sun

Vivillon issues? Send that butterfly back to hell with a non-protected Sunsteel to the face. This set comes with the added bonus of beating those ladder weirdos that use Darkrai/HypnoGar and decide to risk Hypnosis missing so they can get those sweet three-turn sleeps (aka always).
 
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The Visionary

Banned deucer.
Presenting SR Ultra Necrozma!

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Dragon Pulse

This set abuses the spectacular duality of forms that Necrozma was blessed with. The move set gives it the coverage to set up SR and eliminate many relevant threats in AG such as Ferrothorn and Mega Rayquaza to name a few. Aside from having a great stall match up, many players will switch into a threat that can beat SpDef Dusk Mane only to be in for a rude awakening once an Ultra Burst happens and Ultra picks up a KO. Some caveats about this set are Stealth Rock Ultra Necrozma backs up its entry hazard utility with high damage potential while also being able to fit coverage to surprise typical Necrozma-DM and Ultra Necrozma checks. Heat Wave targets enemy Necrozma-DM and has better coverage against the various defensive Steel-types present in AG, such as the aforementioned Ferrothorn, when compared to Swords Dance Ultra Necrozma sets. Dragon Pulse gets quick 1-2HKOes against Zygarde-C, Mega Rayquaza, and Giratina preventing setup opportunities, Defog, or other forms of retaliation. It also 2HKOes physically defensive Mega Sableye. Photon Geyser is mandatory for obvious reasons and Ultra's Z-Move is still powerful even without a boost.
 

Lana

formerly pichus
is a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Battle Simulator Staff Alumnus
OMPL Champion
Presenting SR Ultra Necrozma!

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Dragon Pulse

This set abuses the spectacular duality of forms that Necrozma was blessed with. The move set gives it the coverage to set up SR and eliminate many relevant threats in AG such as Ferrothorn and Mega Rayquaza to name a few. Aside from having a great stall match up, many players will switch into a threat that can beat SpDef Dusk Mane only to be in for a rude awakening once an Ultra Burst happens and Ultra picks up a KO. Some caveats about this set are Stealth Rock Ultra Necrozma backs up its entry hazard utility with high damage potential while also being able to fit coverage to surprise typical Necrozma-DM and Ultra Necrozma checks. Heat Wave targets enemy Necrozma-DM and has better coverage against the various defensive Steel-types present in AG, such as the aforementioned Ferrothorn, when compared to Swords Dance Ultra Necrozma sets. Dragon Pulse gets quick 1-2HKOes against Zygarde-C, Mega Rayquaza, and Giratina preventing setup opportunities, Defog, or other forms of retaliation. It also 2HKOes physically defensive Mega Sableye. Photon Geyser is mandatory for obvious reasons and Ultra's Z-Move is still powerful even without a boost.
we already had a round for Ultra Necrozma, please submit only regular Necrozma Dusk Mane sets for this one :(
 
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Swords Dance
- Sunsteel Strike
- Facade
- Morning Sun

Tired of your Dusk Mane getting burned by waterceus and Darkceus? Sacred Fire burns from Ho-Oh getting on your nerves? Sick of Wisp fairyceus just shutting down your Dusk Mane completely? Worry no more, Facade Dusk Mane is here. This 100% beats Wisp Darkceus, you SD, Z, and then keep facading and it is unable to recover it off as facade is simply doing too much. Similar with Ho-oh, it can't just Sacred fire you and then get the burn and spam recover, facade does a ton to that and nothing really switching into a façade on most balances. 148 Speed is to outspeed Zygarde 50% with no speed invest and nuke that, 252+ attack is to do as much damage as possible and rest in HP for some extra bulk to compliment morning sun. This set obviously relies on surprise, it really only works if they rely on a burn to shut down Dusk Mane, if not then this set is pretty bad. It's gimmicky but fuck me Dusk's movepool is non existent

calcs:
+2 252+ Atk Necrozma-Dusk-Mane Facade (140 BP) vs. 252 HP / 244+ Def Arceus-Dark: 246-290 (55.4 - 65.3%) -- guaranteed 2HKO
+2 252+ Atk Necrozma-Dusk-Mane Facade (140 BP) vs. 252 HP / 160 Def Arceus-Dark: 288-339 (64.8 - 76.3%) -- guaranteed 2HKO
+2 252+ Atk Necrozma-Dusk-Mane Facade (140 BP) vs. 252 HP / 0 Def Arceus-Dark: 329-388 (74 - 87.3%) -- guaranteed 2HKO (all 3 speed tiers of supportceus)
+2 252+ Atk Necrozma-Dusk-Mane Facade (140 BP) vs. 252 HP / 204+ Def Ho-Oh: 311-366 (74.7 - 87.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Necrozma-Dusk-Mane Searing Sunraze Smash vs. 248 HP / 252+ Def Zygarde: 519-612 (123.8 - 146%) -- guaranteed OHKO
+2 252+ Atk Necrozma-Dusk-Mane Facade (140 BP) vs. 248 HP / 0 Def Groudon-Primal: 255-301 (63.2 - 74.6%) -- guaranteed 2HKO (if they burn you and think pdon is safe)
 

Lana

formerly pichus
is a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Battle Simulator Staff Alumnus
OMPL Champion
its time to vote, only 4 sets this week cz u guys are uncreative af :(

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stored Power
- Rock Polish
- Heat Wave / Signal Beam
- Calm Mind
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Swords Dance
- Gravity
- Sunsteel Strike
- Earthquake
Necrozma-Dusk Mane @ Solgalium Z
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Sleep Talk
- Stealth Rock
- Sunsteel Strike
- Morning Sun
Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Swords Dance
- Sunsteel Strike
- Facade
- Morning Sun

please vote for only one set. Have fun!
 
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