Metagame Effective Creative & Underrated Sets [REPLAYS REQUIRED]

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This is definitely my favorite set because of the nice utility.

Servine @ Eviolite
Ability: Contrary
EVs: 248 HP / 252 Def / 4 Speed
Bold Nature
- Leaf Storm
- Glare
- Taunt
- Mirror Coat / Giga Drain / Hidden Power Rock / Synthesis
I see this as a very potential pick with many utilities. Not only can it nicely wall and cripple many common physical offensive mons in the tier such as Stoutland, Golem, Machoke but also it can break walls like Gourgeist-XL, Audino. Can't kill em? No problem, cripple them with Glare or you can even kill special attackers resist your Leaf Storm such as Roselia, Exeggutor

Stoutland:
252+ Atk Choice Band Stoutland Return vs. 248 HP / 252+ Def Eviolite Servine: 141-166 (43.6 - 51.3%) -- 6.6% chance to 2HKO
Ursaring:
252+ Atk Guts Ursaring Facade (140 BP) vs. 248 HP / 252+ Def Eviolite Servine: 217-256 (67.1 - 79.2%) -- guaranteed 2HKO
Machoke:
252+ Atk Machoke Dynamic Punch vs. 248 HP / 252+ Def Eviolite Servine: 87-103 (26.9 - 31.8%) -- guaranteed 4HKO
 
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ShuckleDeath

They call me the kign of typos
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Ok this set is by no means metagame changing but it something I came up with, so I will post.


Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 28 Atk / 232 Def
Relaxed Nature
- Discharge
- Stealth Rock
- Earth Power
- Rock Tomb

This set is meant to lure in Rotom and help make it easier to play around. Rock Tomb is meant to be used on the predicted Rotom switch. If it is the Scarfed Variant this will force it to ether go for Blizzard or the switch as going for the trick will bring it down to ~50% than at which point you out speed and pretty much ruin it for the rest of the match. It has 28 Attack EVs, to guarantee Rock Tomb will break the Substitutes of the SubWisp/SupSplit variants. A relaxed nature is used to still allow Stunfisk to check Mons such as Ninjask, Dodrio, Zebstrika, ect. Rock Tomb also forces switches making setting Rocks a bit easier to set. Enjoy guys.

28 Atk Stunfisk Rock Tomb vs. 0 HP / 4 Def Rotom-F: 62-74 (25.7 - 30.7%) -- guaranteed 4HKO

252 Atk Choice Band Ninjask X-Scissor vs. 248 HP / 232+ Def Stunfisk: 126-148 (29.9 - 35.1%) -- guaranteed 4HKO after Leftovers recovery

252 Atk Choice Band Dodrio Return vs. 248 HP / 232+ Def Stunfisk: 183-216 (43.4 - 51.3%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Life Orb Zebstrika Hidden Power Ice vs. 248 HP / 0 SpD Stunfisk: 125-148 (29.6 - 35.1%) -- guaranteed 4HKO after Leftovers recovery

Edit: Asked to post additional Rock Tomb Calcs

28 Atk Stunfisk Rock Tomb vs. 0 HP / 4 Def Dodrio: 86-102 (32.9 - 39%) -- 99.2% chance to 3HKO

28 Atk Stunfisk Rock Tomb vs. 0 HP / 4 Def Ninjask: 240-284 (91.2 - 107.9%) -- 50% chance to OHKO
 
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Simisear @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Fire Blast
- Focus Blast
- Knock Off

This was my go-to set in FU, but I've since realised that it's also a really good set here. Nasty Plot Simisear already has very few defensive answers with fire blast/focus blast alone, and a life orb knock off cripples almost all of them. SpDef Grumpig is easily 2hko'd, answers that rely on eviolite such as Vibrava are later 1hko'd once you have set up, politoed's recovery is cut off and is damaged enough to be again 1hko'd when set up, 2hkos flash fire mons like Rapidash and Flareon after rocks without having to rely on shaky focus blast accuracy, Fraxure and Ninetails are ko'd by a combo of knock off and focus blast... Literally the only things that can stand up to this set defensively are Altaria, spdef Politoed or Pelipper (And that's shaky because it only takes like 10% damage before it's ded after rocks), which is a very small list.

You'll notice a lot of these involve Simisear coming in multiple times, which isn't too difficult vs defensively oriented teams, but with rocks and LO recoil you're going to be worn down very quickly. To help alleviate this somewhat I'd recommend support in terms of hazard removal or healing wish.

For partners, it's a great grumpig lure, so anything that likes that out the way is good.
 
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Take Azelfie

More flags more fun

Coffee Table (Avalugg) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rapid Spin
- Recover
- Avalanche
- Mirror Coat

Kind of does the same thing as Kadabra as if it has to it can take a special hit it can always survive at full thanks to Sturdy and just nuke it with a Mirror Coat. The reason I say it is similar to Kadabra is because it relies on Focus Sash to take a hit them it hits a pokemon super hard. Of course Avalugg has to worry about any hazard damage and it cannot come in on something it has to stay in. Kind of a cool a cool set because of its surprise factor.


Chubbs (Audino) @ Life Orb
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Healing Wish
- Psychic / Thunderbolt
- Fire Blast
- Surf / Ice Beam

Some people are familiar with the LurdDino set but it is also quite effective down here as well. Healing Wish can help to bring a team mate back alive while the other moves are meant just to be coverage for pokemon such as Roselia, Stunfisk, Camerupt, Gabite, Vibrava, Fraxure etc. Audino's moveset is so expansive to that there are other things you can run as well. Not to mention Audino is regularilly Taunt bait so being able to hit a pokemon while they think they will shit you down is really cool. Cool and Creative.
 

ManOfMany

I can make anything real
is a Tiering Contributor


(Grumpig) @ Ring Target
Ability: Thick Fat
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Psychic
- Focus Blast
- Taunt
- Trick

This set is hilarious. Vullaby is the best switch in to Grumpig, so you Trick a Ring Target to it, remove its Eviolite, AND get rid of both its psychic and ground immunities. You can pair this with Psychic spam or Ground spam for great results.

http://replay.pokemonshowdown.com/pu-317178523. Here's a test replay vs Tsundere.

Not only does it turn its best counter into a liability, it can also do other notable things. Ring Targeting a Camerupt or Stunfisk, for example, will get rid of its ability to block Volt Switch. Ring Target a Missy and suddenly it can't switch into fighting moves anymore. Ring Targeting a Metang will make it no longer able to switch into Rose's Sludge Bomb.

EDIT: Also you can do cool stuff with this item in other tiers too. Switcheroo Arbok in NU to get rid of Steelix's ground-type and pair it with some strong Volt Switch. Switcheroo Manectric with Ring Target in RU can deal with the large influx of grounds. In UU, Zoroark with Ring Target can lure all sorts of things, and Sableye can Ring Target fairies if paired with some Dragon spam. In OU, Jirachi can remove the electric immunity from Hippowdon.
 
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Noctowl @ Life Orb
Ability: Tinted Lens
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Roost
- Hyper Voice
- Defog
- Heat Wave/Hidden Power Fighting

Thanks for Megazard for doing this set and everything. Well, Noctowl is the most underrated defogger we have (incredible how people forgot this thing exists at all when somebody asks about defoggers), but the defensive set is pretty much horrible, as it's really passive and is basically a switch in to every physical attack. It's typing doesn't help either, considering all it's weaknesses are rather common and it's resistances aren't. Also, flying type makes it take 25% every time it switch in, forcing it to roost more often and getting 2hko'ed by things it should check. This offensive set,(again, 100% megazard-made) however, isn't really good because people might think "why use it over swanna?" but Noctowl has it's pros:
  • No one expects an offensive noctowl at all, so ton of things try to switch in and take decent damage.
252+ SpA Life Orb Noctowl Hyper Voice vs. 0 HP / 4 SpD Stoutland: 161-191 (51.7 - 61.4%)
252+ SpA Life Orb Noctowl Heat Wave vs. 0 HP / 0 SpD Rotom-F: 198-234 (82.1 - 97%)

  • It's coverage let it hit common soundproof users that think they can switch in (once you've revealed you're offensive)
252+ SpA Life Orb Noctowl Heat Wave vs. 0 HP / 0 SpD Mr. Mime: 88-105 (39.8 - 47.5%) -- 50% chance to 2HKO after Stealth Rock
252+ SpA Life Orb Noctowl Heat Wave vs. 0 HP / 0 SpD Electrode: 125-148 (47.8 - 56.7%)
252+ SpA Life Orb Noctowl Heat Wave vs. 172 HP / 0 SpD Bouffalant: 109-129 (29.1 - 34.4%) (I know this ain't impressive by.no means but bouffalant is bulky and noctowl isn't that powerful)

  • It's really great ability, tinted lens, let it hit mons that could switch in on noctowl's stab and retaliate it back
252+ SpA Life Orb Tinted Lens Noctowl Hyper Voice vs. 0 HP / 0 SpD Eviolite Pawniard: 198-234 (85.7 - 101.2%) -- 50% chance to OHKO after Stealth Rock
252+ SpA Life Orb Tinted Lens Noctowl Hyper Voice vs. 252 HP / 0 SpD Eviolite Metang: 117-140 (36.1 - 43.2%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Life Orb Tinted Lens Noctowl Hyper Voice vs. 0 HP / 0 SpD Golem: 208-247 (69.1 - 82%)

In general, offensive noctowl isn't that bad but not extremely good, but certainly usable and decent.

Edit: 192 HP EVs let it be as bulky as possible and gets a LO number. 64 speed let it outspeed standard offensive Roselia (not the speedy variant) and 2hko it with heat wave. You also outspeeds and max speed neutral natured base 45, luring things like Golem and 2hkoing it or ohkoing with prior damage as shown in the calcs.
 
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Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- Flame Charge

So this is a cool set I've been running on Monferno, I drop U-turn for Flame Charge which shifts the sets focus from a mid game momentum grabber to a late game sweeper. With Flame Charge you can abuse death fodder by getting +1/+2 speed from what they sack, leaving you to out speed most of the unboosted metagame. If your opponent isn't running a scarfer or that scarf is dead/ you net +2 speed, then this thing can just win. It's kinda funny to see this thing sweep past things like Zeb, Flaotzel, Dodrio, and Raichu.
 

ShuckleDeath

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

So this is a set I've been testing. It is similar to Solrock but it does have a propose to some team. Solrock has a harder time in checking in SD Monferno some times because you have to chose between Zen Headbutt or Stone Egde to chose what you wall. No Carbink here not running Will-o-Wisp or recover opens up room for coverage and different supporting options. Earth Power hits fire types that resist Moon Blast while also hitting Monferno it's main walling target for more damage than Power Gem. This allows Carbink to pair well with the likes of Rotom-Frost, Regice and Leafeon really well. It also has a good match-up against Defoggers such as Vullaby and Vibrava(they are doing the same damage to each other with there STABs this forces Vibrava to Defog than Roost/U-turn). It Also is a great Normal/Flying Check.

0 SpA Carbink Moonblast vs. 248 HP / 252+ SpD Eviolite Vibrava: 86-104 (28.3 - 34.3%) -- 2% chance to 3HKO

0 Atk Vibrava Earthquake vs. 248 HP / 252+ Def Carbink: 86-104 (28.3 - 34.3%) -- 99.4% chance to 4HKO after Leftovers recovery

0 SpA Carbink Moonblast vs. 248 HP / 252+ SpD Eviolite Vullaby: 74-90 (21.5 - 26.2%) -- 2.3% chance to 4HKO

0 Atk Vullaby Foul Play vs. 248 HP / 252+ Def Carbink: 12-14 (3.9 - 4.6%) -- possibly the worst move ever(You PP Stall Roost)

0 SpA Carbink Earth Power vs. 0 HP / 4 SpD Monferno: 124-148 (46 - 55%) -- 61.3% chance to 2HKO

252 Atk Life Orb Monferno Close Combat vs. 248 HP / 252+ Def Carbink: 99-117 (32.6 - 38.6%) -- 3.4% chance to 3HKO after Leftovers recovery


A Replay here where I won a Room Tour Finals game against a very worthy opponent: http://replay.pokemonshowdown.com/pu-318211565

So All in All Carbink I feel has a niche on some teams, although in most cases you better off with Golem or Solrock, so keep that in mind. Enjoy Guys.
 

ManOfMany

I can make anything real
is a Tiering Contributor

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

Not as amazing a set as Sir Kay's Flame Charge set, but it's still pretty good, what with Golem being on >50% of all teams. Sacrificing an unneeded 4th move for the ability to stop Golem leads without sacking one of your mons is great for hyper offense. It also can clean up late-game with the combination of Fake Out + Mach Punch.

252+ Atk Life Orb Monferno Close Combat vs. 0 HP / 0 Def Golem: 320-377 (106.3 - 125.2%) -- guaranteed OHKO
 
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Twix

jicama
is a Contributor Alumnus
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

Not as amazing a set as Sir Kay's Flame Charge set, but it's still pretty good, what with Golem being on >50% of all teams.

252+ Atk Life Orb Monferno Close Combat vs. 0 HP / 0 Def Golem: 320-377 (106.3 - 125.2%) -- guaranteed OHKO
If you're going to run a Monferno set to take on Golem, a lead set could be an option too, as it can also be used to prevent Probopass from using Stealth Rock as well. This is a pretty cool set that grim or tap or someone used against me in I think Carracosta meta, but it's actually pretty solid as a lead:


Monferno @ Focus Sash
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Grass Knot
- Stealth Rock
- Close Combat
- Fake Out

Grass Knot OHKOs Golem after a fake out, while Close Combat does the same for Probopass. This set can also help out for Pokemon such as Venipede / Dwebble / other focus sash / sturdy users by making them have less time to spread hazards. Taunt or Endeavor can be slid in somewhere I guess. Yay Monkey
 

Noctowl @ Life Orb
Ability: Tinted Lens
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk
- Roost
- Hyper Voice
- Defog
- Heat Wave/Hidden Power Fighting

Thanks for Megazard for doing this set and everything. Well, Noctowl is the most underrated defogger we have (incredible how people forgot this thing exists at all when somebody asks about defoggers), but the defensive set is pretty much horrible, as it's really passive and is basically a switch in to every physical attack. It's typing doesn't help either, considering all it's weaknesses are rather common and it's resistances aren't. Also, flying type makes it take 25% every time it switch in, forcing it to roost more often and getting 2hko'ed by things it should check. This offensive set,(again, 100% megazard-made) however, isn't really good because people might think "why use it over swanna?" but Noctowl has it's pros:
  • No one expects an offensive noctowl at all, so ton of things try to switch in and take decent damage.
252+ SpA Life Orb Noctowl Hyper Voice vs. 0 HP / 4 SpD Stoutland: 161-191 (51.7 - 61.4%)
252+ SpA Life Orb Noctowl Heat Wave vs. 0 HP / 0 SpD Rotom-F: 198-234 (82.1 - 97%)

  • It's coverage let it hit common soundproof users that think they can switch in (once you've revealed you're offensive)
252+ SpA Life Orb Noctowl Heat Wave vs. 0 HP / 0 SpD Mr. Mime: 88-105 (39.8 - 47.5%) -- 50% chance to 2HKO after Stealth Rock
252+ SpA Life Orb Noctowl Heat Wave vs. 0 HP / 0 SpD Electrode: 125-148 (47.8 - 56.7%)
252+ SpA Life Orb Noctowl Heat Wave vs. 172 HP / 0 SpD Bouffalant: 109-129 (29.1 - 34.4%) (I know this ain't impressive by.no means but bouffalant is bulky and noctowl isn't that powerful)

  • It's really great ability, tinted lens, let it hit mons that could switch in on noctowl's stab and retaliate it back
252+ SpA Life Orb Tinted Lens Noctowl Hyper Voice vs. 0 HP / 0 SpD Eviolite Pawniard: 198-234 (85.7 - 101.2%) -- 50% chance to OHKO after Stealth Rock
252+ SpA Life Orb Tinted Lens Noctowl Hyper Voice vs. 252 HP / 0 SpD Eviolite Metang: 117-140 (36.1 - 43.2%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Life Orb Tinted Lens Noctowl Hyper Voice vs. 0 HP / 0 SpD Golem: 208-247 (69.1 - 82%)

In general, offensive noctowl isn't that bad but not extremely good, but certainly usable and decent.

Edit: 192 HP EVs let it be as bulky as possible and gets a LO number. 64 speed let it outspeed standard offensive Roselia (not the speedy variant) and 2hko it with heat wave. You also outspeeds and max speed neutral natured base 45, luring things like Golem and 2hkoing it or ohkoing with prior damage as shown in the calcs.
This was posted in the old thread by WakaFlukeaflame. Not new and p bad considering Chatot exist and suprise factor in "no one expects offensive Noctowl" is pretty much the definition of a gimmick. Also, no, this set isnt something Zard made. Its something waka w/e his name is and I made earlier last year. Like way early last year. see this link.
#167
 
Mixed Defenses 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

On a meta where Fire, Ice and Psychic are fairly common and wallbreakers like Simipour use Knock Off to win against some walls, Grumpig is a better check to them running more defense.OBS: This SpD allows Grumpig to live a +2 LO Ninetales Dark Pulse after rocks. Example on calcs.

4 Atk Life Orb Simipour Knock Off (97.5 BP) vs. 248 HP / 0 Def Grumpig: 255-302 (70.2 - 83.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Machoke Knock Off (97.5 BP) vs. 248 HP / 0 Def Grumpig: 274-324 (75.4 - 89.2%) -- 12.5% chance to OHKO after Stealth Rock
252 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 248 HP / 0 Def Grumpig: 322-380 (88.7 - 104.6%) -- guaranteed OHKO after Stealth Rock
+2 252+ Atk Monferno Flare Blitz vs. 248 HP / 0 Def Thick Fat Grumpig: 219-258 (60.3 - 71%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 Atk Audino Knock Off (97.5 BP) vs. 248 HP / 0 Def Grumpig: 132-156 (36.3 - 42.9%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Murkrow Pursuit vs. 248 HP / 0 Def Grumpig: 361-429 (99.4 - 118.1%) -- guaranteed OHKO after Stealth Rock
0 Atk Solrock Rock Slide vs. 248 HP / 0 Def Grumpig: 109-130 (30 - 35.8%) -- 42.1% chance to 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Stoutland Return vs. 248 HP / 0 Def Grumpig: 346-408 (95.3 - 112.3%) -- guaranteed OHKO after Stealth Rock


0 Atk Solrock Rock Slide vs. 248 HP / 228 Def Grumpig: 82-97 (22.5 - 26.7%) -- 0.1% chance to 4HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Murkrow Pursuit vs. 248 HP / 228 Def Grumpig: 273-322 (75.2 - 88.7%) -- 12.5% chance to OHKO after Stealth Rock
252+ SpA Life Orb Altaria Draco Meteor vs. 248 HP / 32+ SpD Grumpig: 165-195 (45.4 - 53.7%) -- 94.9% chance to 2HKO after Stealth Rock and Leftovers recovery(don't forget that the calc don't use drops in consideration)
+2 252 SpA Life Orb Ninetales Dark Pulse vs. 248 HP / 32+ SpD Grumpig: 268-317 (73.8 - 87.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252+ Atk Monferno Flare Blitz vs. 248 HP / 228 Def Thick Fat Grumpig: 162-192 (44.6 - 52.8%) -- 85.5% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Machoke Knock Off (97.5 BP) vs. 248 HP / 228 Def Grumpig: 204-242 (56.1 - 66.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Stoutland Return vs. 248 HP / 228 Def Grumpig: 258-304 (71 - 83.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Simisear Knock Off (97.5 BP) vs. 248 HP / 228 Def Grumpig: 239-283 (65.8 - 77.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
4 Atk Life Orb Simipour Knock Off (97.5 BP) vs. 248 HP / 228 Def Grumpig: 190-226 (52.3 - 62.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Simisage Knock Off (97.5 BP) vs. 248 HP / 228 Def Grumpig: 239-283 (65.8 - 77.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

 

ShuckleDeath

They call me the kign of typos
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Pivot Minun


Minun @ Air Balloon
Ability: Volt Absorb
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
- Baton Pass

So this is a set my over-thinking brain put together. While we have other Pivots, Such as Probopass and Vullaby, Minun brings something that they can Not in NastyPass. Raichu is your first though when it comes to Nasty Ploting electric types and for good reason as it is faster, hits harder and has better coverage . Minun unlike Raichu will rarely ever be trying to break or clean up on it's lonesome. This set I feel brings out it's full potential as it switches in on just enough and forces things out believe it or not, allowing for a clean Pass. Thunderbolt is the stab of choice being 100% accurate and with Baton Pass there is no reason for Volt Switch. Hidden Power Ice allows you to hit Roselia, Stunfisk, Lightning Rod Mons ect. Nasty Plot and baton Pass are obviously the only reason you should use Minun. TONE114 suggested Substitute as it can also pass those fairly well but if you oped for that I would suggest Mono HP Fire as it still hits Roselia and lets you hit Pawnaird so your not getting set up on. With Air Balloon you can Switch into Ground moves once aiding in your Pivot, but better than that it allows you to Set up on Stunfisk much easier. While Making this Minun offensive looks like a decent option I would suggest against it as it is meant to Pivot and you will be taking far to much from things like Zebstrika's Overheat to be effective at all. 16 Speed EV's alows you to out speed max speed Base 65's as i found going for more makes you far less reliable as you are pivoting off a shaky Special Defense, and besides i find it best to Move after your opponent any ways as you want to Pass into a counter or to Pass you +2 Special attack Boost.

Replays:
Before I post I will say I had a great game against Sir Kay where Minun Walled a Stunfisk but I stupidly forgot to save.

http://replay.pokemonshowdown.com/pu-323790328 Against Ranbu No Melody (spoiler turn 3: best play ever 10/10)

http://replay.pokemonshowdown.com/pu-323811171 A game on ladder not sure who it sure who it was but they had a good team and played very well

http://replay.pokemonshowdown.com/pu-323846190 against Bert C this game by far shows off how well a nicely played Minun can pivot

252 SpA Life Orb Zebstrika Overheat vs. 240 HP / 252+ SpD Minun: 107-126 (33.3 - 39.2%) -- guaranteed 3HKO after Stealth Rock

252+ SpA Roselia Sludge Bomb vs. 240 HP / 252+ SpD Minun: 109-129 (33.9 - 40.1%) -- guaranteed 3HKO after Stealth Rock

252 SpA Rotom-F Blizzard vs. 240 HP / 252+ SpD Minun: 124-147 (38.6 - 45.7%) -- 17.6% chance to 2HKO after Stealth Rock

252 SpA Choice Specs Floatzel Hydro Pump vs. 240 HP / 252+ SpD Minun: 162-192 (50.4 - 59.8%) -- guaranteed 2HKO after Stealth Rock
 
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TONE

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Special Lure Klang

Klang @ Eviolite / Life Orb
Ability: Clear Body
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Ground]
- Substitute / Thunder Wave / Toxic

So I was looking to use Klang for a while as I've never used it much in the past and while the RestTalk set did do some good for me, I wanted more of a surprise factor and what I came up with is Special Lure Klang. While this set is by no means threatening by itself, given the right support can work very well. Now while reading this, most people are thinking as why should I use this over standard Klang let alone Probopass. Well for starters, there's no 4x weakness to Fighting and Ground and also this as the name implies is supposed to function and a lure to common switchins to the RestTalk set such as Vullaby as well as bulky Water-types such as Politoed as well as other Water- and Steel- types such as Floatzel and Probopass that can take a Gear Grind. Moveset is pretty straightforward. Flash Cannon for STAB, Thundebolt hits Vullaby and Water-types super effectively, HP Ground for Electric types such as Raichu and Zebstrika (still does nothing to Stunfisk). Last move is mainly preference. Substitute protects Klang from status while still baiting in stops to the physical variant, Thunder Wave cripples faster threats for its teammates, and Toxic wears down bulkier Pokemon such as Audino that can withstand Klang's attacks. Life Orb lets it deal more damage at the cost of bulk. It also guarantees it 2HKOes Vullaby with Thunderbolt without having to have Vullaby's Eviolite removed. Speed outspeeds uninvested base 60s such as Vullaby, but can be increased to 92 Speed for 8 Speed Vullaby. As for Pokemon that can work with this set, Machoke works well as it can force in Vullaby and Knock Off its Eviolite, making it easier for Klang to do more damage with Thunderbolt while also dealing with Pawniard which also explains why HP Fighting isn't slashed with HP Ground. Grass types such as Roselia and Simisage that deal with Stunfisk also help in this regard. Also some calcs:

252+ SpA Klang Thunderbolt vs. 248 HP / 8 SpD Eviolite Vullaby: 136-160 (39.6 - 46.6%) -- guaranteed 3HKO (2HKOes after Stealth Rock)
252+ SpA Klang Flash Cannon vs. 0 HP / 0 SpD Cryogonal: 150-176 (53.3 - 62.6%) -- guaranteed 2HKO
252+ SpA Klang Hidden Power Ground vs. 172 HP / 0 SpD Probopass: 136-164 (44.7 - 53.9%) -- 2% chance to 2HKO after Leftovers recovery
252+ SpA Klang Thunderbolt vs. 248 HP / 0 SpD Politoed: 144-170 (37.5 - 44.3%) -- guaranteed 3HKO
252+ SpA Klang Flash Cannon vs. 248 HP / 252+ SpD Avalugg: 216-254 (54.9 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Klang Hidden Power Ground vs. 0 HP / 4 SpD Zebstrika: 140-166 (48.1 - 57%) -- 89.5% chance to 2HKO


Replay vs Megazard of Klang in action: http://replay.pokemonshowdown.com/pu-328917399
Had more replays, but forgot to save.
 
Special Lure Klang

Klang @ Eviolite / Life Orb
Ability: Clear Body
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Ground]
- Substitute / Thunder Wave / Toxic

So I was looking to use Klang for a while as I've never used it much in the past and while the RestTalk set did do some good for me, I wanted more of a surprise factor and what I came up with is Special Lure Klang. While this set is by no means threatening by itself, given the right support can work very well. Now while reading this, most people are thinking as why should I use this over standard Klang let alone Probopass. Well for starters, there's no 4x weakness to Fighting and Ground and also this as the name implies is supposed to function and a lure to common switchins to the RestTalk set such as Vullaby as well as bulky Water-types such as Politoed as well as other Water- and Steel- types such as Floatzel and Probopass that can take a Gear Grind. Moveset is pretty straightforward. Flash Cannon for STAB, Thundebolt hits Vullaby and Water-types super effectively, HP Ground for Electric types such as Raichu and Zebstrika (still does nothing to Stunfisk). Last move is mainly preference. Substitute protects Klang from status while still baiting in stops to the physical variant, Thunder Wave cripples faster threats for its teammates, and Toxic wears down bulkier Pokemon such as Audino that can withstand Klang's attacks. Life Orb lets it deal more damage at the cost of bulk. It also guarantees it 2HKOes Vullaby with Thunderbolt without having to have Vullaby's Eviolite removed. Speed outspeeds uninvested base 60s such as Vullaby, but can be increased to 92 Speed for 8 Speed Vullaby. As for Pokemon that can work with this set, Machoke works well as it can force in Vullaby and Knock Off its Eviolite, making it easier for Klang to do more damage with Thunderbolt while also dealing with Pawniard which also explains why HP Fighting isn't slashed with HP Ground. Grass types such as Roselia and Simisage that deal with Stunfisk also help in this regard. Also some calcs:

252+ SpA Klang Thunderbolt vs. 248 HP / 8 SpD Eviolite Vullaby: 136-160 (39.6 - 46.6%) -- guaranteed 3HKO (2HKOes after Stealth Rock)
252+ SpA Klang Flash Cannon vs. 0 HP / 0 SpD Cryogonal: 150-176 (53.3 - 62.6%) -- guaranteed 2HKO
252+ SpA Klang Hidden Power Ground vs. 172 HP / 0 SpD Probopass: 136-164 (44.7 - 53.9%) -- 2% chance to 2HKO after Leftovers recovery
252+ SpA Klang Thunderbolt vs. 248 HP / 0 SpD Politoed: 144-170 (37.5 - 44.3%) -- guaranteed 3HKO
252+ SpA Klang Flash Cannon vs. 248 HP / 252+ SpD Avalugg: 216-254 (54.9 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Klang Hidden Power Ground vs. 0 HP / 4 SpD Zebstrika: 140-166 (48.1 - 57%) -- 89.5% chance to 2HKO


Replay vs Megazard of Klang in action: http://replay.pokemonshowdown.com/pu-328917399
Had more replays, but forgot to save.
Can you post more replays of this in action? Because on the one you did show, standard Klang could have swept the first time it entered the field while your set needed the Healing Wish to even have a chance to defeat a cryogonal...
 

ManOfMany

I can make anything real
is a Tiering Contributor

(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

Heh, I've been having a lot of fun using this thing. It's so fat and blanket checks so many physical pokemon.

Counters Leafeon, Machoke, Ninjask and checks so many others like Monferno, Band Floatzel, Jumpluff, Purugly, Pawniard, Mightyena, Sawsbuck, and more. I shouldn’t have to explain to you how godly un-removeable Rocky Helmet, and Rest-Talk complements that almost perfectly. As long as you are able to avoid the 2HKO, you are able to wear down the opponents’ pokemon down all the way without even having to attack. Most of the physical moves that are able to break through Swalot are recoil-inducing, which means your opponent’s pokemon basically has to kill itself to break through Swalot.

Here are some calcs to show you how fat this thing really is:
252+ Atk Monferno Flare Blitz vs. 252 HP / 252+ Def Swalot: 124-147 (30.6 - 36.3%) -- 59.3% chance to 3HKO
252 Atk Jumpluff Acrobatics (110 BP) vs. 252 HP / 252+ Def Swalot: 85-102 (21 - 25.2%) -- 0% chance to 4HKO
252 Atk Choice Band Floatzel Waterfall vs. 252 HP / 252+ Def Swalot: 136-162 (33.6 - 40%) -- guaranteed 3HKO
252 Atk Choice Band Leafeon Knock Off (97.5 BP) vs. 252 HP / 252+ Def Swalot: 114-135 (28.2 - 33.4%) -- 0% chance to 3HKO
252+ Atk Machoke Dynamic Punch vs. 252 HP / 252+ Def Swalot: 60-72 (14.8 - 17.8%) -- possible 6HKO

Obviously Swalot has some major flaws. It’s passive and is kind of niche and doesn’t fit on so many teams. It needs defensive pokemon to cover its weaknesses and support it. But being able to annoy the shit out of so many physical attackers actually makes it pretty valuable on defensive or balanced teams!

Replay against Thisbemyalt
 
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So I saw how apparently tropius is e rank in pu which, in my opinion, not its optimal placement, but that's besides the point. Here is the god, Lansat berry tropius:

Tropius @ Lansat Berry
Ability: Harvest
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Dragon Dance / Swords Dance
- Natural Gift
- Earthquake


Credit to ryan for the original set in nu stage 1 I have used this set a ton and think it is worth a post here. I still have yet to figure out whether sd or dd is better since the meta seems fairly fast thus making sd quite clunky though dd is rather weak. So this set isn't extremely good by any means but it is definitely nothing to sleep on. There is not too much reason to run this thing over jumpluff but eq allows you to hit pawniard hard which is pretty cool. Lansat berry berry allows you to always ohko roselia after rocks, which is probably the number one switchin to the shitty subseed set, along with doing a hefty sum of damage to leafean and luring in cryogonal. Not too much to say about this set other than it is extremely underrated and most likely the best thing that tropius can do in the current meta. I can post replays if necessary, though id need a day or two to compile some. I personally don't save replays in the case that it ever bites me in the ass in a tour scenario.
 

MZ

And now for something completely different
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So I saw how apparently tropius is e rank in pu which, in my opinion, not its optimal placement, but that's besides the point. Here is the god, Lansat berry tropius:

Tropius @ Lansat Berry
Ability: Harvest
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Dragon Dance / Swords Dance
- Natural Gift
- Earthquake


Credit to ryan for the original set in nu stage 1 I have used this set a ton and think it is worth a post here. I still have yet to figure out whether sd or dd is better since the meta seems fairly fast thus making sd quite clunky though dd is rather weak. So this set isn't extremely good by any means but it is definitely nothing to sleep on. There is not too much reason to run this thing over jumpluff but eq allows you to hit pawniard hard which is pretty cool. Lansat berry berry allows you to always ohko roselia after rocks, which is probably the number one switchin to the shitty subseed set, along with doing a hefty sum of damage to leafean and luring in cryogonal. Not too much to say about this set other than it is extremely underrated and most likely the best thing that tropius can do in the current meta. I can post replays if necessary, though id need a day or two to compile some. I personally don't save replays in the case that it ever bites me in the ass in a tour scenario.
Can you just explain what this does that Leafeon can't? Leafeon can't OHKO pawniard, but other than that I don't see any reason to not use it over tropius, plus all of the other benefits like baton pass, sunny day, synthesis, yache berry, whatever. I won't argue about it being the best tropics can do because everything else sucks, but since you talk about it being underrated and not really E I'd just like to know why
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
au contraire, mon frere:
252+ Atk Choice Band Leafeon Rock Smash vs. 0 HP / 4 Def Eviolite Pawniard: 228-272 (98.7 - 117.7%) -- 93.8% chance to OHKO

Has a chance with LO, and definitely does if SD.
not with SD which is specifically what we're talking about here. I get CB rock smash, I'm the one who started slapping it on leaf (claim it early boys)
 

ManOfMany

I can make anything real
is a Tiering Contributor
So I saw how apparently tropius is e rank in pu which, in my opinion, not its optimal placement, but that's besides the point. Here is the god, Lansat berry tropius:

Tropius @ Lansat Berry
Ability: Harvest
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Leaf Blade
- Dragon Dance / Swords Dance
- Natural Gift
- Earthquake


Credit to ryan for the original set in nu stage 1 I have used this set a ton and think it is worth a post here. I still have yet to figure out whether sd or dd is better since the meta seems fairly fast thus making sd quite clunky though dd is rather weak. So this set isn't extremely good by any means but it is definitely nothing to sleep on. There is not too much reason to run this thing over jumpluff but eq allows you to hit pawniard hard which is pretty cool. Lansat berry berry allows you to always ohko roselia after rocks, which is probably the number one switchin to the shitty subseed set, along with doing a hefty sum of damage to leafean and luring in cryogonal. Not too much to say about this set other than it is extremely underrated and most likely the best thing that tropius can do in the current meta. I can post replays if necessary, though id need a day or two to compile some. I personally don't save replays in the case that it ever bites me in the ass in a tour scenario.
...I've actually run into this set on low ladder many times. It's really underwhelming. Tropius is super weak after 1 Dragon Dance, and still weak after 2, failing to gain many KOs. It makes pokemon like Whiscash look powerful. And you're never going to set up more than 2 DDs vs a competent team anyway. Not to mention that they are right, it is outclassed completely by Jumpluff. If the only advantage is hitting Pawniard "hard" with EQ when you might as well put it to sleep with a far better pokemon, then you know there is no reason to use this set.
 
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ShuckleDeath

They call me the kign of typos
is a Team Rater Alumnusis a Forum Moderator Alumnus
Offensive Spikes Glalie


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

Here is a cool set i have been playing with. Now i know it looks a lot like the lead Explosion set this is meant to but pressure on through out the match. a strong STAB ice Shard has been missing from PU for a while and this move alone helps in checking some Mons rising in popularity, such as Ninjask, Dodrio, Altaria, Simisage, Leafeon, and Gabite to name a few. With these Mons gaining in popularity I find Glaile forces just enough switches to reliably get off a Spike. Freeze Dry is nice for hitting wanna-be water switch ins and Earthquake hits Fire and Steel types such as Metang, Pawnaird, Ninetales, and Monferno.

Good partners include but are not limited to.
Pursuit Dusknoir- Helps trap Mons like grumpig, mainly used to block Rapid Spins from the likes of Cryogonal.

Jolly(can still use Ada) Monferno- I say Jolly as Jolly Monferno not only enjoys the extra damage from Spikes but actually cores very well with this Glalie. Glalie threatens a lot of Monferno's counters/checks and Glalie does great a bringing in Stuff like offensive grumpig (which can be 2HKO'd by Glalies Earthquake) putting in in range of Monfernos +2 STABs

Got 2 fun replays for you showing off this Glalie.

Replay #1 Vs. Optical Real : http://replay.pokemonshowdown.com/pu-333539840

Replay #2 Vs. Al'Akir : http://replay.pokemonshowdown.com/pu-332763967

252 Atk Life Orb Glalie Ice Shard vs. 0 HP / 4 Def Ninjask: 229-273 (87 - 103.8%) -- 18.8% chance to OHKO

252 Atk Life Orb Glalie Ice Shard vs. 0 HP / 4 Def Altaria: 270-328 (92.7 - 112.7%) -- 62.5% chance to OHKO

252 Atk Life Orb Glalie Earthquake vs. 0 HP / 4 Def Grumpig: 146-172 (48.5 - 57.1%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Glalie Earthquake vs. 0 HP / 4 Def Eviolite Monferno: 231-273 (85.8 - 101.4%) -- 87.5% chance to OHKO after Stealth Rock
 
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2xTheTap

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This isn't a new set, but it's an underrated one that I don't see other people using very often:


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

This works exactly like Armaldo does with its combination of Rapid Spin and Knock Off, except Cryogonal's Special Defense is higher and it's much faster to boot, letting it outspeed and therefore spin on more targets than Armaldo can. It also fits on teams that Armaldo may not be able to, such as when you're looking for something with recovery and an Ice resist to take on Rotom-F.

Using Knock Off over other, more standard options like Hidden Power Fighting lets Cryogonal hit its two primary switch-ins much harder, making your opponent think twice before bringing in a spinblocker like Dusknoir meant to Pursuit Cryogonal as it switches out after missing a Rapid Spin, or Grumpig, which walls Cryogonal when it's using its standard combination of Hidden Power Fighting + Freeze-Dry in order to beat Pawniard and Probopass.

Using Knock Off as you predict Colbur Grumpig to switch in means it'll lose its berry, making it much easier to beat later in the battle with various Sucker Punch users (Pawniard, Mightyena) or Pursuit users (Dodrio, Metang). Weakening Grumpig through this method allows Pokemon that are normally walled by Grumpig to break through, such as SubNP Ninetales, if you wanted to use Substitute over Dark Pulse fwr.

Weakening spinblockers like Misdreavus and Dusknoir to the point they're also Pursuit-trappable means Pokemon that are especially weak to SR are now much more usable by letting you spin away rocks more reliably, which eases teambuilding when you're trying to build offense around something like CB Ninjask.

A Hasty nature is used here, as Cryogonal's Defense stat is paper-thin already and this doesn't detract from Knock Off's power. But, if you wanted to keep your Defense as high as possible, using Timid even with a physical attack is still fine; the point is that you're crippling Grumpig, Dusknoir, and other Ghost-types with Knock Off on a predicted switch.

Cryogonal actually has a lot of untapped potential in moves like Toxic and Explosion, as well as different EV spreads it can use (e.g. enough Speed for Simis at 332 Speed, enough Defense and HP to avoid an OHKO after SR from Monferno's Mach Punch or Pawniard's Sucker Punch, etc.).
 
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I don't know if anyone has used this before me so I'm posting, and think its underrated anyways.



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

Ever since this has dropped it hasn't received much use with most people only fiddling with LO+Fake Out sets or Flame Orb shenanigans. I decided to dabble with Scarf Lop after seeing how good of a scarfer Mime is. While they are used for different purposes I think that Scarf Lopunny certainly has a niche in the meta for someone looking for an alternative healing wish scarfer that brings to the table a nice physical presence and great natural bulk. In addition to this, Lopunny outspeeds all other relevant scarfers, making it easier to clean up late game. Also it has a very spammable STAB in frustration and then HJK is great for cleaning or revenge killing as well. An immunity to paralysis is nice as well especially with Stunfisk roaming the tier.

Similar to how Scarf Dodrio (another highly underrated set) is used this set really shines when used in addition to another normal type that can soften mons like Golem, Stunfisk, Metang, Gourgeist and others so that Lopunny can clean up late game by just spamming Frustration. I also like to use this on hazard stack teams sometimes because with a few layers of hazards its easy sometimes to just spam Frustration or HJK and clean.

I've played a lot of games recently with this set but haven't saved any replays because they were hidden games but if I get any good ones I'll definitely share.
 
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