Project heat

The issue I have with this is the same as I have with running defensive Buzzwole as a dedicated check / counter to Urshifu, it being that toxicroak gets absolutely demolished by Future Sight. It being a dedicated shifu switch-in that can... not... switch into one of its moves because of the impending threat of a 120 BP stab psychic move means that you have a dead slot on your team in many of your urshifu match ups until you've managed to get rid of slowking, at which point your team will probably be in terrible shape anyways. It also means you need another mon on your team that can reliably eat a hit from (banded) Urshifu + Future Sight while being able to reliably recover at some other time (provided you can even gain / keep the momentum to do so). And that need begs the question: why use toxicroak in the first place when finding a mon that can just soak up hits from Urshifu + future sight is mandatory as a partner and would act as a better check by itself?
walls toxapex
 
I gave it (just a bit) more thought and maybe finding some room for substitute on the set could be a thing? I don't know
I personally used it for urshifu-s when it was in the tier, the set I had was Super Fang/ Taunt/ Drain Punch/ Knock Off

It was on a rain team too so it got massive recovery from Dry Skin + Black Sludge
 

Ehmcee

A Spoopy Ghost
is a Pre-Contributor
Posted this in the metagame discussion, but figured it should also go in here.


:swsh/dhelmise:

Dhelmise @ Choice Band
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Poltergeist
- Power Whip
- Anchor Shot
- Toxic

Dhelmise is a surprisingly strong breaker that is pretty much unwallable by most teams.
We've seen recently that the meta had an incredibly hard time with ghost resists and immunities with Dragapult, and Dhelmise comes and fills a similar niche, but on the physical side.
Teams that don't have a normal type get devastated by Poltergeist, there are pretty much no switchins apart from Tangrowth (Which gets 2hkod with a small amount of prior chip) , Buzzwole and Mandibuzz. (Which is unfortunately faster). Power Whip is pretty much the same deal, although grass stab is much more resisted in the current meta, while anchor shot assures an ohko on the dangerous clefable, as well as trapping in a switchin. Toxic aims to cripple the 3 main resists to this pokemon.

252+ Atk Choice Band Dhelmise Poltergeist (110 BP) vs. 252 HP / 252+ Def Toxapex: 160-189 (52.6 - 62.1%) -- guaranteed 2HKO
252+ Atk Choice Band Dhelmise Poltergeist (110 BP) vs. 252 HP / 252+ Def Corviknight: 208-246 (52 - 61.5%) -- 96.1% chance to 2HKO after Leftovers recovery
252+ Atk Choice Band Dhelmise Poltergeist (110 BP) vs. 252 HP / 252+ Def Skarmory: 169-201 (50.5 - 60.1%) -- guaranteed 2HKO
252+ Atk Choice Band Dhelmise Poltergeist (110 BP) vs. 252 HP / 252+ Def Ferrothorn: 178-210 (50.5 - 59.6%) -- 81.6% chance to 2HKO after Leftovers recovery

The pure satisfaction of seeing an opponent think these physdef tanks can safely come in and watch in horror as they get demolished is at least worth trying banded dhelmise.

My main use for it at the moment has been on balance and bulky offense since it greatly appreciates teleport allowing it to come for free on pokemon it has super effective stabs on, to scare them away and threaten massive damage.

 
I want to talk about a set I've been using lately that works SURPRISINGLY well.

:Volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature / Calm Nature
- Fiery Dance / Flamethrower
- Roost
- Defog / Will-o-Wisp / Toxic
- U-turn / Bug Buzz​

No Quiver Dance, No Coverage, but a TON of bulk. I see this thing as reverse Tangrowth, a ton of special bulk, almost no physical bulk. With 6 resistances, ( Bug, Fairy, Fighting, Ice, Steel, and 4x Grass ) This Volcarona takes advantage of the fact that those 6 types are all fairly common in the OU meta to eat hits. It's definitely not optimal, but its funny as hell to whip out, and can be very useful in games.

252 SpA Choice Specs Dragapult Draco Meteor over 2 turns vs. 252 HP / 252+ SpD Volcarona: 279-330 (74.5 - 88.2%) -- not a KO
252 SpA Choice Specs Kyurem Draco Meteor over 2 turns vs. 252 HP / 252+ SpD Volcarona: 333-394 (89 - 105.3%) -- 31.3% chance to 2HKO
252 SpA Choice Specs Kyurem Earth Power vs. 252 HP / 252+ SpD Volcarona: 102-121 (27.2 - 32.3%) -- guaranteed 4HKO
252 SpA Life Orb Hydreigon Draco Meteor over 2 turns vs. 252 HP / 252+ SpD Volcarona: 282-335 (75.4 - 89.5%) -- not a KO
252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. 252 HP / 252+ SpD Volcarona: 138-164 (36.8 - 43.8%) -- guaranteed 3HKO
252 SpA Blacephalon Shadow Ball vs. 252 HP / 252+ SpD Volcarona: 102-121 (27.2 - 32.3%) -- guaranteed 4HKO
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Volcarona: 93-109 (24.8 - 29.1%) -- 99.9% chance to 4HKO
252 SpA Choice Specs Latios Psychic vs. 252 HP / 252+ SpD Volcarona: 153-181 (40.9 - 48.3%) -- guaranteed 3HKO
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Volcarona in Grassy Terrain: 144-169 (38.5 - 45.1%) -- guaranteed 3HKO after Grassy Terrain recovery
252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 252 HP / 4 Def Volcarona: 198-234 (52.9 - 62.5%) -- approx. 2HKO (Good luck not getting burned Weavile)

REPLAYS:
https://replay.pokemonshowdown.com/gen8ou-1355365591
https://replay.pokemonshowdown.com/gen8ou-1355378519 (Hydreigon is nothing to Bulcarona)
https://replay.pokemonshowdown.com/gen8ou-1355407769 (Eating Kyurems hits and burning Kart)
https://replay.pokemonshowdown.com/gen8ou-1355411275 (No Venusaur sweep for you)
https://replay.pokemonshowdown.com/gen8ou-1355963039-e9pvvbsgfbsx66dl9lq7mqkl1n8pyavpw (Status Spreading Bulcarona dismantles Trick Room)
 
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I want to talk about a set I've been using lately that works SURPRISINGLY well.

:Volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature / Calm Nature
- Fiery Dance / Flamethrower
- Roost
- Defog / Will-o-Wisp / Toxic
- U-turn / Bug Buzz​

No Quiver Dance, No Coverage, but a TON of bulk. I see this thing as reverse Tangrowth, a ton of special bulk, almost no physical bulk. With 6 resistances, ( Bug, Fairy, Fighting, Ice, Steel, and 4x Grass ) This Volcarona takes advantage of the fact that those 6 types are all fairly common in the OU meta to eat hits. It's definitely not optimal, but its funny as hell to whip out, and can be very useful in games.

252 SpA Choice Specs Dragapult Draco Meteor over 2 turns vs. 252 HP / 252+ SpD Volcarona: 279-330 (74.5 - 88.2%) -- not a KO
252 SpA Choice Specs Kyurem Draco Meteor over 2 turns vs. 252 HP / 252+ SpD Volcarona: 333-394 (89 - 105.3%) -- 31.3% chance to 2HKO
252 SpA Choice Specs Kyurem Earth Power vs. 252 HP / 252+ SpD Volcarona: 102-121 (27.2 - 32.3%) -- guaranteed 4HKO
252 SpA Life Orb Hydreigon Draco Meteor over 2 turns vs. 252 HP / 252+ SpD Volcarona: 282-335 (75.4 - 89.5%) -- not a KO
252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. 252 HP / 252+ SpD Volcarona: 138-164 (36.8 - 43.8%) -- guaranteed 3HKO
252 SpA Blacephalon Shadow Ball vs. 252 HP / 252+ SpD Volcarona: 102-121 (27.2 - 32.3%) -- guaranteed 4HKO
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Volcarona: 93-109 (24.8 - 29.1%) -- 99.9% chance to 4HKO
252 SpA Choice Specs Latios Psychic vs. 252 HP / 252+ SpD Volcarona: 153-181 (40.9 - 48.3%) -- guaranteed 3HKO
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Volcarona in Grassy Terrain: 144-169 (38.5 - 45.1%) -- guaranteed 3HKO after Grassy Terrain recovery
252 Atk Choice Band Weavile Triple Axel (40 BP) (3 hits) vs. 252 HP / 4 Def Volcarona: 198-234 (52.9 - 62.5%) -- approx. 2HKO (Good luck not getting burned Weavile)

REPLAYS:
https://replay.pokemonshowdown.com/gen8ou-1355365591
https://replay.pokemonshowdown.com/gen8ou-1355378519 (Hydreigon is nothing to Bulcarona)
https://replay.pokemonshowdown.com/gen8ou-1355407769 (Eating Kyurems hits and burning Kart)
https://replay.pokemonshowdown.com/gen8ou-1355411275 (No Venusaur sweep for you)
genius idea
 
:ss/toxicroak:
Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Bulk Up
- Drain Punch
- Knock Off
- Taunt

You might have seen me talk about defensive Croak on the Discord, because I believe it actually has a small niche in this meta being one of the very few reliable Urshifu counters. While statistically Toxicroak's bulk is terrible, investment goes a long way. It also is an ok pivot into Weavile and Bisharp's Knock Off that isn't totally item-reliant thanks to STAB Drain Punch. Unlike the previous person to post about this in DLC1, I believe Knock Off is necessary so you can actually make incremental progress, and also you don't want to let Dragapult in for free. Taunt is great because it means you can come into Slowking and deny its Teleport, and it also makes Toxapex setup fodder.

(Don't run an offensive set on it though, Urshifu totally outclasses that.)
For what it's worth, I independently came up with this set (down to the moves, item, and EV spread except I put the extra 4 EVs in Atk ) on my own about a month ago and have been spamming it on a rain team in the upper-ish ladder recently, which is probably how it ended up catching on in discord, I assume.

The logic initially was that it checks/counters many annoying pokemon to Rain such as Rillaboom, Kartana, Urshifu-R, Toxapex, and Ferrothorn, but I also came to realize it does a good job with other mons such as Weavile, Bisharp, Banded Tyranitar, non-Earthquake Buzzwole, Blissey/Chansey, and opposing rain (e.g., Barraskewda, Crawdaunt). Additionally, it is a good Knock Off absorber and with Taunt + Bulk Up it's also a pretty decent stall breaker and beats stuff like setup Corviknight even if it has Brave Bird.

Note I said "check" and not "counter" for a lot of this stuff because with good prediction Toxicroak can struggle and it also kinda depends on Rain for recovery (I have not tried it outside of Rain). Like TailGlowVM said, Toxicroak has pretty bad defensive stats and definitely needs all the bulk it can get so I wouldn't change the EV spread. I've also been experimenting with Rocky Helmet > Black Sludge to better punish U-turn (Urshifu-R + Rillaboom) and since it often gets hit with a Knock Off early game anyway.

Overall, recent meta trends have been very favorable to Toxicroak. It usually puts in a very solid amount of work and careful doubles to Rain breakers on the obvious Lando-T switch can go a long way.

https://replay.pokemonshowdown.com/gen8ou-1354490259-4qbdz373j2vetz66y4qyxe2t71vcqhxpw
https://replay.pokemonshowdown.com/gen8ou-1353680382-u6ttf5mqm3bzvl15wm1k6g2ymdv140jpw
https://replay.pokemonshowdown.com/gen8ou-1352784003-exk5ca2jzjsz03wdtvk35gbs4dvhfsfpw
https://replay.pokemonshowdown.com/gen8ou-1352506498-ylid6o9r1eazqtbc7vhoc2kdpi2w3e3pw (fuck stall)
https://replay.pokemonshowdown.com/gen8ou-1352502334-cpqhjzrvpxe272z6xv2nwz07wsmfnhkpw
https://replay.pokemonshowdown.com/gen8ou-1336147221-f79fram447rpj33qah8j2tw09d423vypw

The issue I have with this is the same as I have with running defensive Buzzwole as a dedicated check / counter to Urshifu, it being that toxicroak gets absolutely demolished by Future Sight. It being a dedicated shifu switch-in that can... not... switch into one of its moves because of the impending threat of a 120 BP stab psychic move means that you have a dead slot on your team in many of your urshifu match ups until you've managed to get rid of slowking, at which point your team will probably be in terrible shape anyways. It also means you need another mon on your team that can reliably eat a hit from (banded) Urshifu + Future Sight while being able to reliably recover at some other time (provided you can even gain / keep the momentum to do so). And that need begs the question: why use toxicroak in the first place when finding a mon that can just soak up hits from Urshifu + future sight is mandatory as a partner and would act as a better check by itself?


Edit: I do like the idea of using toxapex as a set-up fodder with Toxicroak though.
You're right, that can be annoying. However, the takeaway from my post is that Toxicroak does so much more than simply deal with Urshifu-R so that's why it's worth using.
 
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For what it's worth, I independently came up with this set (down to the moves, item, and EV spread except I put the extra 4 EVs in Atk ) on my own about a month ago and have been spamming it on a rain team in the upper ladder recently, which is probably how it ended up catching on in discord, I assume.

The logic initially was that it checks/counters many annoying pokemon to Rain such as Rillaboom, Kartana, Urshifu-R, Toxapex, and Ferrothorn, but I also came to realize it does a good job with other mons such as Weavile, Bisharp, Banded Tyranitar, non-Earthquake Buzzwole, Blissey/Chansey, and opposing rain (e.g., Barraskewda, Crawdaunt). Additionally, it is a good Knock Off absorber and with Taunt + Bulk Up it's also a pretty decent stall breaker and beats stuff like setup Corviknight even if it has Brave Bird.

Note I said "check" and not "counter" for a lot of this stuff because with good prediction Toxicroak can struggle and it also kinda depends on Rain for recovery (I have not tried it outside of Rain). Like TailGlowVM said, Toxicroak has pretty bad defensive stats and definitely needs all the bulk it can get so I wouldn't change the EV spread. I've also been experimenting with Rocky Helmet > Black Sludge to better punish U-turn (Urshifu-R + Rillaboom) and since it often gets hit with a Knock Off early game anyway.

Overall, recent meta trends have been very favorable to Toxicroak. It usually puts in a very solid amount of work and careful doubles to Rain breakers on the obvious Lando-T switch can go a long way.

https://replay.pokemonshowdown.com/gen8ou-1354490259-4qbdz373j2vetz66y4qyxe2t71vcqhxpw
https://replay.pokemonshowdown.com/gen8ou-1353680382-u6ttf5mqm3bzvl15wm1k6g2ymdv140jpw
https://replay.pokemonshowdown.com/gen8ou-1352784003-exk5ca2jzjsz03wdtvk35gbs4dvhfsfpw
https://replay.pokemonshowdown.com/gen8ou-1352506498-ylid6o9r1eazqtbc7vhoc2kdpi2w3e3pw (fuck stall)
https://replay.pokemonshowdown.com/gen8ou-1352502334-cpqhjzrvpxe272z6xv2nwz07wsmfnhkpw
https://replay.pokemonshowdown.com/gen8ou-1336147221-f79fram447rpj33qah8j2tw09d423vypw
we all will singlehandedly bring defensive toxicroak to ou
 
Hey guys! I have a fun team here that I thought I should showcase here

Huge credits to Galarian Birds OU for helping me out with this team

C9B2C4D1-AB80-4D36-A8BD-BAC424A751BB.pngA865C7D5-31E9-4A86-B237-11428C69A9F0.png5150DBFA-84DE-4472-B538-68386175067D.png41EDA289-D581-4D0C-B7AF-43D01D01A50F.png46421D32-741A-4274-ADB4-46728116B99F.pngD65A6A1F-BC66-4CDA-9147-82ABC3C3BE34.png

You can find the full paste here

Team description
this team is built around specs galvantula which was my idea of a set when I thought about building around it due to it’s monstrous breaking power and great matchup against most of the walls in the meta being able to demolish slowking and corv with it’s thunder while 2 grabbing a 2hit ko on tank garchomp with a bug buzz are all great traits to have and being able to support it’s team with webs simultaneously is great while threatening most common defoggers such as corv and torn makes it a great breaker who can support it’s slow team teammates which can sweep with some openings galvantual can provide them with like my cm clef and bulu. Tapu bulu is a good mon here imo because it can abuse the fact that gal can easily get rid of corvikinght and or pressure them very well while also being able to help it with it’s sweep using webs as it greatly appreciates it and it can easily wall urshifu r and it can easily turn around games if your opponent doesn’t prepare for it well enough. The rest of the team is quite self explanatory having a pult swap in heatran switch in defogger to support gal while also being able to dispose of weavile and a physical breaker to support my team’s breaking power even further.

Calcs
252 SpA Choice Specs Galvantula Thunder vs. 252 HP / 128+ SpD Heatran: 169-199 (43.7 - 51.5%) -- 66.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Choice Specs Galvantula Bug Buzz vs. 252 HP / 0 SpD Garchomp: 207-244 (49.2 - 58%) -- 98% chance to 2HKO
252 SpA Choice Specs Galvantula Thunder vs. 252 HP / 252+ SpD Slowking: 296-350 (75.1 - 88.8%) -- guaranteed 2HKO
252 SpA Choice Specs Galvantula Thunder vs. 252 HP / 88 SpD Corviknight: 456-536 (114 - 134%) -- guaranteed OHKO
252 SpA Choice Specs Galvantula Thunder vs. 248 HP / 0 SpD Volcarona: 211-249 (56.5 - 66.7%) -- guaranteed 2HKO

Here are some replays that show how the team works To get a better idea on how it works
https://replay.pokemonshowdown.com/gen8ou-1349485207-m7gh3cy1hzn74znhiwjxfb35x5rrt1upw
https://replay.pokemonshowdown.com/gen8ou-1349192531-y3qsi0d5wyguceg7xkgtdhqvmhbi6kwpw

That’s all I have for today, I hope u guys have fun with this team!
 
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Blunder Policy Set IDEAS
(NOTE: This is NOT a full team. It is just pokemon sets ideas, that you can make a team out of)

Pokepaste link: Blunder Policy Ideas (Click here!)

Description:
This is a really cool idea. I didn't make a team for each of the sets, because I'm not really good, and I don't have that much time (or friends :psycry:). But let me explain a bit. First up, I thought about this when I was eating lunch. I remembered a Blunder Policy, Mega kick Unburden :hawlucha: that I made a long time ago. It was heat. I was thinking of putting it here but it's not that good or interesting as the other ones since that thing is too fast. When the item "blunder policy" comes to mind, I think of the ability Hustle which lowers accuracy but increases your attacks. So I decided to use a HEAT mon that have the ability Hustle, :flapple:. I always like :flapple: and I'm happy to make a heat set out of it. Dragon rush for less accuracy, and also with dd to boost. Then, we have my FAVOURITE set and most likely the most broken one, blunder policy :melmetal:. When I search Dynamic punch I realized that :melmetaL: learns it. You can use Blunder policy to stuff like :nidoking: aswell. With max speed and adamant nature, this :melmetal: reached 334 speed. While if you are using Jolly it becomes 366 speed. I chose :melmetal: over other mons that learn dynamic punch bcs :melmetal:'s Double iron bash flinch chances can be put to use, especially against a weakened :corviknight: as shown in the replay down below. Also if Dynamic punch hits, it will benefit :melmetal: especially with iron fist boost, and the guaranteed confusion.
(EDIT: Pair it with something to deal with :landorus-therian:, because intimidate is gonna be annoying especially after you get Blunder policy boost. Since you're gonna switch to shake off the intimidate drop which also removes the speed boost.)

The rest doesn't really need an explanation as it is roughly the same as the above. Can't wait to see +2 speed :victini: on the sun. (Also I know tht blunder policy :kyurem: is a little much but it's HEAT.)

You can take a set and make a team out of it. Can't wait to see it:smogduck:

Team example:
Pokepaste: Here

I was too lazy to make a brand new team so I just slap the Blunder Policy :melmetal: set to one of my best team. Just the mon alone, it was so good with blunder policy, bcs it learns Dynamic punch.

Replay:
My alt vs low ladder player: https://replay.pokemonshowdown.com/gen8ou-1356890387

Alrighty, thanks for taking your time reading this
 
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:ss/lickilicky:
Lickilicky @ Choice Band
Level: 100
Adamant Nature
Ability: Oblivious
EVs: 248 HP / 252 Atk / 8 Def
- Explosion
- Focus Punch
- Knock Off
- Fire Punch(your scizor and aegi button)

thumb_122425712_425353635524744_2077652837283381819_n-3068622598.jpg


Lickilicky has the second strongest STAB explosion that I am aware of, only weaker than silvally normal. It also has other things going for it, namely that oblivious blocks intimidate which means lando can't mess your kaboom up.

You might be asking yourself, but what if they switch in their steel or rock type, or god forbid ghost type, making your kaboom ruined forever? that's where the other two moves come in. Knock off punishes ghost switch ins severely as well as being a pretty good utility move in general, and I can guarantee you that no one in their right mind will ever expect your lickilicky to start throwing around focus punches like bruce lee, thereby ruining christmas for all the steel types(except melmetal above like 70% HP, but it will still take a massive chunk). So if your prediction skills are on point strap in and prepare to deliver some fun.

Another fun thing about lickilicky is that it's just fat enough that it's kinda hard to OHKO so it's really hard to stop it from going off.

some relevant calcs:

explosion:
252+ Atk Choice Band Lickilicky Explosion vs. 252 HP / 252+ Def Landorus-Therian: 388-457 (101.5 - 119.6%) -- guaranteed OHKO
252+ Atk Choice Band Lickilicky Explosion vs. 0 HP / 4 Def Excadrill: 378-444 (104.7 - 122.9%) -- guaranteed OHKO (resisted mind you)
252+ Atk Choice Band Lickilicky Explosion vs. 252 HP / 252+ Def Toxapex: 268-316 (88.1 - 103.9%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Lickilicky Explosion vs. 252 HP / 200 Def Garchomp: 430-507 (102.3 - 120.7%) -- guaranteed OHKO
252+ Atk Choice Band Lickilicky Explosion vs. 252 HP / 252+ Def Slowbro: 339-400 (86 - 101.5%) -- 87.5% chance to OHKO after Stealth Rock

focus punch:
252+ Atk Choice Band Lickilicky Focus Punch vs. 252 HP / 0 Def Heatran: 384-452 (99.4 - 117%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Lickilicky Focus Punch vs. 0 HP / 0 Def Kartana: 318-376 (122.7 - 145.1%) -- guaranteed OHKO
252+ Atk Choice Band Lickilicky Focus Punch vs. 252 HP / 80 Def Ferrothorn: 300-354 (85.2 - 100.5%) -- 43.8% chance to OHKO after Stealth Rock

knock off:
252+ Atk Choice Band Lickilicky Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 330-390 (104.1 - 123%) -- guaranteed OHKO

so if you have a team that likes playing 5v5 and exploiting random holes in the enemy team lickilicky is your man.
 
:bw/volcarona:

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 164 HP / 252 Def / 16 SpA / 76 Spe
Bold Nature
- Will-o-Wisp
- Roost
- Flamethrower
- U-turn

so yeah, defensive pivot volcarona. the given spread does a few things:
I. OHKOs Rillaboom with Flamethrower
II. Outspeeds Modest Heatran, and Landorus-T creeping Modest Heatran, however an alternate spread of 104 HP / 252 Def / 16 SpA / 136 Spe outspeeds Adamant Rillaboom.
III. Maximizes defense, bolstering it further with a bold nature. The remaining EVs are placed in HP for general bulk.

pretty subpar to other sets like OQD, or BQD, but i think it puts in work against Bisharp iron head, Weavile and Zeraora, while it can punish u-turn with burn
 
:bw/volcarona:

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 164 HP / 252 Def / 16 SpA / 76 Spe
Bold Nature
- Will-o-Wisp
- Roost
- Flamethrower
- U-turn

so yeah, defensive pivot volcarona. the given spread does a few things:
I. OHKOs Rillaboom with Flamethrower
II. Outspeeds Modest Heatran, and Landorus-T creeping Modest Heatran, however an alternate spread of 104 HP / 252 Def / 16 SpA / 136 Spe outspeeds Adamant Rillaboom.
III. Maximizes defense, bolstering it further with a bold nature. The remaining EVs are placed in HP for general bulk.

pretty subpar to other sets like OQD, or BQD, but i think it puts in work against Bisharp iron head, Weavile and Zeraora, while it can punish u-turn with burn
If you're packing a Heal Bell user, don't even need to outrun Modest Heatran IMO since you don't want to risk a Stone Edge from Lando-T anyways (can still catch it on the switch with Wisp).
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Would like to see some decentish replays for some of this stuff cause most of this stuff isn't really heat, it's just garbage memes.

The Galv post above is a good example of showing niche stuff. Wisp Volcarona is something I've considered but I don't see the point with Heatran being omnipresent and you're not really luring in the things you want to burn besides Lando. It should probably be running quiver Dance over U-Turn anyways.
 
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Hello everyone! I have a weird set I made that I wanted to showcase here.

2B50E942-BFE2-4957-B693-45C959726295.png



Moltres-Galar @ Choice Scarf
Ability: Berserk
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fiery Wrath
- Hurricane
- U-turn
- Air Slash/Rest

Set description
I thought this would be a cool moltres-galar set as it has an insane surprise factor and it works as an offensive pult check.This set generally is based off cleaning up weakened teams as it takes advantage of rocks to make it’s late game sweeps more worthwhile as it gets a spa boost after it gets under half hp it’s spa gets boosted to specs pult levels of power. Personally I’d say you should almost always go for air slash>rest but rest is always and option for it’s last move.

Possible teammates
36CF9A76-1DA8-4137-ADC1-672028E92892.png

The main clefable set I will be referring to in this explanation will be utility clefable with aromatherapy>knock off and wish>stealth rocks
Clefable pairs well with moltres-galar due to it being able to support it with wish and being able to help it stop pult while being able to help soft check other threats such as urshifu r and weavile ,most teams with this set generally want wish clefable.

E200C3EC-0930-4649-800C-24352A0D6308.png

Urahifu rapid strike is a great partner for moltres-galar as it is also a soft check to one of the deadliest mons in it’s way weavile while being able to benefit from moltres-galar being able to scare away dragapult which can otherwise force urshifu out with it’s strong special stabs. Urshifu also benefits from the wish support from clef (which is usually paired with moltres galar) and the two make a good offensive core as they scare away most of the meta and after urshifu has done it’s job it can let moltres-galar clean up.

Teams
I will be linking a team I created using moltres-galar u can find the full paste here

this team has it’s flaws but I have found a lot of success with it.

Replays
Here are some replays which I think show how this team works properly and the set in general
https://replay.pokemonshowdown.com/gen8ou-1358138030
https://replay.pokemonshowdown.com/gen8ou-1358164789-gkp4n3zyc2oyrojucbntbzznr2izem2pw

In this replay I lost due to my sloppy play but I wanted to link it here because I feel it shows how the team works properly
https://replay.pokemonshowdown.com/gen8ou-1359309632-it3lccpbb17ap2ef5pubyzpe6vef2vspw

That’s all I have for today.I hope all of you have fun with this set
 
Moltres-Galar @ Choice Scarf
Ability: Berserk
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fiery Wrath
- Hurricane
- U-turn
- Air Slash/Rest
I think this is a cool and creative idea, and I am sure you have had success with it, but in practice I feel scarf hydreigon is superior to this 99% of the time.


Here are some comparisons between scarf hydreigon and scarf moltres-g:

1) Hydreigon is slightly faster, with 98 base speed instead of 90. This is notable since it allows hydreigon to outspeed even max speed scarf lando, as well as scarf lele, scarf kyurem, scarf urshifu, standard 176 speed ev sand rush dracozolt , and +2 adamant cloyster (+2 ice shard does ~93% max to hydreigon, so you need to be healthy to beat it but it is possible). Moltres-g is slower than all of these with a scarf.

2) Hydreigon also has u-turn to pivot.

3) Hydreigon is also immune to ground and (toxic) spikes due to levitate.

4) I would not advise running a healing move on a scarf set, but if you really want to, hydreigon's roost is definitely preferable to rest on moltres.

5) Hydreigon has a higher base sp. att. stat (125 vs 100 base), so much so that timid hydreigon dark pulse does more on average than timid moltres fiery wrath, although they are pretty close.

6) Hydreigon possesses better coverage than moltres-g, since it has access to earth power, focus miss, flamethrower/fire blast, and draco meteor of course.

7) Hydreigon is not weak to stealth rocks, which is a big advantage if your role is a scarfer who can pivot out frequently.

All moltres-g really has on hydreigon is better special bulk, which isn't exactly very important on a scarf pokemon. Granted, between the two, I suppose I would feel more comfortable directly switching moltres-g into a specs dragapult, but in either case I wouldn't want to do that regardless unless I was forced to.

This is not to say scarf moltres-g is totally unusable, and obviously with such a set surprise is almost always your greatest strength, but in general if you are considering scarf moltres-g, then I think scarf hydreigon will work better (and even so, scarf hydreigon is pretty iffy to begin with, even if it does have a very small niche).
 
I think this is a cool and creative idea, and I am sure you have had success with it, but in practice I feel scarf hydreigon is superior to this 99% of the time.


Here are some comparisons between scarf hydreigon and scarf moltres-g:

1) Hydreigon is slightly faster, with 98 base speed instead of 90. This is notable since it allows hydreigon to outspeed even max speed scarf lando, as well as scarf lele, scarf kyurem, scarf urshifu, standard 176 speed ev sand rush dracozolt , and +2 adamant cloyster (+2 ice shard does ~93% max to hydreigon, so you need to be healthy to beat it but it is possible). Moltres-g is slower than all of these with a scarf.

2) Hydreigon also has u-turn to pivot.

3) Hydreigon is also immune to ground and (toxic) spikes due to levitate.

4) I would not advise running a healing move on a scarf set, but if you really want to, hydreigon's roost is definitely preferable to rest on moltres.

5) Hydreigon has a higher base sp. att. stat (125 vs 100 base), so much so that timid hydreigon dark pulse does more on average than timid moltres fiery wrath, although they are pretty close.

6) Hydreigon possesses better coverage than moltres-g, since it has access to earth power, focus miss, flamethrower/fire blast, and draco meteor of course.

7) Hydreigon is not weak to stealth rocks, which is a big advantage if your role is a scarfer who can pivot out frequently.

All moltres-g really has on hydreigon is better special bulk, which isn't exactly very important on a scarf pokemon. Granted, between the two, I suppose I would feel more comfortable directly switching moltres-g into a specs dragapult, but in either case I wouldn't want to do that regardless unless I was forced to.

This is not to say scarf moltres-g is totally unusable, and obviously with such a set surprise is almost always your greatest strength, but in general if you are considering scarf moltres-g, then I think scarf hydreigon will work better (and even so, scarf hydreigon is pretty iffy to begin with, even if it does have a very small niche).
The points you have mentioned above are all completely true and I agree that scarf hydra is better than scarf moltres-galar but I wanted to mention a few points which I think differentiate it from hydreigon.
1.Berserk
This ability is something hydreigon does not have and I feel it’s unique and one of the main reasons I wanted to use scarf moltres-galar due to it being able to threaten late game sweeps as after the team’s breaker has done it’s job moltres galar can come in obtain the Berserk boost and clean up being faster than zeraora and having as high spa as specs pult.This is one thing I feel moltres-galar has over hydreigon as it takes advantage of it’s rocks weakness in order to get to lower hp and get the spa boost.

2.Having flying STAB
Moltres-galar has access to hurricane which is extremely beneficial because it can hurt faries excluding Tapu koko.Tapu fini does not want to swap into it as hurricane is gonna dent it quite a bit and clefable after a hurricane can be forced to soft boil which can be taken advantage of by moltres-galar’s teammates although if hydreigon uses flash cannon it will lose to Tapu koko zera and heatran or blissey if it’s carrying focus blast.Moltres-galar only needs it’s dual stabs to be a massive threat.

3.Faring better against offensive grasses
Hydreigon and moltres both resist grass but hydreigon has better physical bulk so you would assume it does better against offensive grasses but that is not true as most of them carry fighting stab which completely demolish it while moltres-galar doesn’t take as much and can destroy them with a stab hurricane.It only fears stone edge from Tapu bulu and both it and hydreigon don’t like knock off which is another reason to why I ran a knock off absorber on my team.

These are some points I wanted to talk about here to show that scarf moltres-galar can have a very small niche in the current metagame.
 
:Hatterene:
Hatterene @ Leftovers
Bold Nature
Ability: Magic Bounce
EVs: 252 HP / 196 Def / at least 107 speed after evs
- Calm Mind
- Mystical Fire
- Draining Kiss
- Magic Powder

Lol you just CM and then turn Heatran into a psychic type and beat it 1v1. Nuzzle and healing wish are also good 4th options. Too bad pursuit is gone.
 
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I want to give terrakion the credit it deserves.

:ss/terrakion:
Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Earthquake

This thing is a dangerous wall breaker and can also sweep. The fighting-ground-rock coverage is great and it has access to high bp moves that let him 2hko the whole meta at +2, bar unaware quagsire and clefable.
+2 252 Atk Life Orb Terrakion Stone Edge vs. 252 HP / 252+ Def Clefable: 370-437 (93.9 - 110.9%) -- 62.5% chance to OHKO
+2 252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 4 Def Corviknight: 485-571 (121.2 - 142.7%) -- guaranteed OHKO
+2 252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 80 Def Ferrothorn: 751-889 (213.3 - 252.5%) -- guaranteed OHKO
+2 252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 248+ Def Hippowdon: 328-386 (78 - 91.9%) -- guaranteed 2HKO
+2 252 Atk Life Orb Terrakion Stone Edge vs. 248 HP / 60+ Def Mandibuzz: 694-819 (164 - 193.6%) -- guaranteed OHKO
+2 252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 252+ Def Skarmory: 289-341 (86.5 - 102%) -- 12.5% chance to OHKO
+2 252 Atk Life Orb Terrakion Stone Edge vs. 252 HP / 252+ Def Buzzwole: 242-285 (57.8 - 68.1%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 252+ Def Tangrowth: 312-368 (77.2 - 91%) -- guaranteed 2HKO
+2 252 Atk Life Orb Terrakion Stone Edge vs. 252 HP / 252+ Def Unaware Clefable: 187-220 (47.4 - 55.8%) -- 21.5% chance to 2HKO after Leftovers recovery
+2 252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 252+ Def Unaware Quagsire: 203-239 (51.5 - 60.6%) -- 92.6% chance to 2HKO after Leftovers recovery

Terrakion can pass through pretty much every wall in the meta, but struggles with faster Mons that can revenge kill him. Also having flying types and buzzwole weakened is much appreciated, bc you don't need to miss and consequently die rely on stone edge.

Good partners
:Tapu bulu::Kartana::rillaboom::urshifu::melmetal:
These five are powerful physical breakers that force chip on flying types, avoiding a L due to a miss.

:Dragapult::tapu Lele::Kyurem:
Powerful special breakers are much appreciated too, as they invite in:blissey:and:tyranitar:, that :terrakion: ohko's comfortably.

A reliable way of speed control and/or priority users are needed to take down faster threats, that can otherwise revenge kill it.

:Slowking::Corviknight::Landorus-Therian::scizor: and any other defensive pivot.
Slow pivoting is essential to bring :terrakion: in safety and give it opportunities to setup. I highlited these four bc they respectively provide future sight, defog, rocks and priority all of which are much appreciated.

:blissey::Clefable:
Wish support is really useful, as terrakion tents to wear down pretty quickly, and gives him more occasions to shine. Aromatherapy is useful too to get rid of status. Thunder wave is useful too to slow down fast Mons, so that terrakion can kill them.
Example team (I don't recommend trying it as it's not that good)
:terrakion::Kartana::landorus-therian::Corviknight::slowking::Clefable:
Replays
Sorry that they're in low ladder.
Turns 5-8 and 10-11 Terrakion takes down hippo and mandi:
https://replay.pokemonshowdown.com/gen8ou-1363764601-txy7dc85oerk23bmaj355nv4lwdlcv4pw
From turn 25 Terrakion (sort of) sweeps:
https://replay.pokemonshowdown.com/gen8ou-1363771214-y1hnco92mhp6o8ps4k6m16erx2y46htpw
btw that Dragapult wasn't specs.
 
I'd like to share a weird offensive core that I have been trying out a bit today:
:ss/regieleki::ss/zoroark::ss/urshifu-rapid-strike:

Regieleki @ Magnet
Ability: Transistor
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Rapid Spin
- Volt Switch
- Thunderbolt
- Reflect

Zoroark @ Ring Target
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- U-turn
- Dark Pulse
- Sludge Bomb

*insert regular banded shifu here*

Now why this specific core, you might ask yourself? Since people constantly say regieleki sucks, I took it as a personal challenge to do something with it and in this iteration of my efforts ran into this
I have been asking myself, even though regieleki allegedly sucks, is there anything that it can do reliably, and oh boy is there one thing that it can do reliably, it can absolutely reliably force their ground type in, and thats where this core comes together. You see, what if their ground type comes in on to your "regieleki" just to get a nice welcome present, a ring target? At this point your real regieleki can just click it's stabs without repercussions. But I hear a voice in the back; "glava222 you dolt, surely no one with two brain cells will bring his ground type in on an obvious real fake regieleki, have you been sniffing bath salts?". To them I say, well what else are they gonna do, risk it being an actual regieleki and just get a massive electric move in the face? but what happens if they still read you, your ring target goes to waste and you make yourself look like a fool, surely christmas is ruined? Well not actually. You see, zoroark has another trick up his sleeve, it actually learns u-turn. So when the opponent is confident your ring target tomfoolery is ruined, and they can switch in their ground type on your regieleki with impunity. But then your "regieleki" u-turns into an angry manbearpig, that is perfect for killing ground types, and just got you the tempo which you should have by all acounts lost and a free switch into a terrifying breaker.
Well that was just the basic gist of it but there are some additional synergies here:
1. urshifu hates bulky waters, and what conveniently makes bulky waters go away? Yup it's leki
2. since regi doesn't need more than two attack moves, it can learn rapid spin to compress hazard removal, but the more important thing here is that it can set up reflect, which is great to facilitate hard switch ins of a powerful breaker that also conveniently has decent physical bulk, i.e. urshifu.
3. if their ground type is in you can still do some bluffs, since they will want to switch in some fast resists into your regieleki to try to ward it off, the prime examples here being tapu koko and dragapult. But if your regieleki is actually zoroark it can dispatch both of those with a super effective move(dark pulse for pult, or sludge bomb for koko).
4. getting a ring target onto specs pult means not only that your zoroark is now specs and capable of dishing out some serious hurt, but also that cc from urshifu now obliterates it, and so it cannot switch into urshifu-rs safely anymore.
5. specially defensive ferro is quite annoying for zoroark and regi to deal with, but urshifu disposes of it easily with cc.
6. all of the members of this core know pivoting moves, so if you actually get a ring target on their ground type, the opponent will soon be welcomed to volt turn hell, population: their team. this is further facilitated by regieleki also being able to clear hazards

other considerations:
zeraora owns this core, so you probably want to support it with something that handles it; I personally like landorus-t, as it's secondary flying type allows it to also come in on predicted ground switch ins, it has rocks to support the team, and it learns u-turn to keep momentum.
For people sying "hurr durr regieleki still doesn't do anything in my games with this core", it's not exactly supposed to be an offensive behemoth. Think of it as a cheerleader that forces exploitable plays from your opponent, and occasionaly goes ape when the conditions are right.
You might want an additional source of hazard removal, since if you don't take residual damage, it will be possible to keep your ruse up for longer. For that reason you also shouldn't try to go for boots on eleki, since it will be obvious that the fake one takes rocks, while the real one doesn't
If you put a choice item onto zoroark instead of ring target for ruining defensive pokemon, you are bad and should feel bad. This isn't even because of regieleki hurr durr, but because not being choice locked allows you to get a hit off and then u-turn out, which can be vital in overwhelming defensive grounds and getting tempo at the same time

sample team:
https://pokepast.es/97b22e8dbd5c0000 - This is not 100% fleshed out, which you can probably guess since corvi is serious, but if you want to mess around with the core, something like this might be a decent starting point.

replay:
The replays are in middish ladder so some plays might not be perfect, but the point is to see how the core plays out and I think these replays do show some of it.

https://replay.pokemonshowdown.com/gen8ou-1371800813 (some hilarious stuff here, showcases screen support for shifu, and this might be the only time in the history of the universe where a ground type switches out into a fricking corviknight against "regieleki", and it is correct, also zoroark puts in some work, zoroark taking specs lets me know it's not a defensive zap, which means I know shifu can kill it in rain with aqua jet)
https://replay.pokemonshowdown.com/gen8ou-1371806238 (again, reflect helps here, regieleki does some hazard cleaning, both of which save my glowking in the long run, zoroark surprises tapu koko with coverage)
https://replay.pokemonshowdown.com/gen8ou-1371753261(meh replay, but I have it so whatever)
https://replay.pokemonshowdown.com/gen8ou-1372204523 (it looks like I got lucky by not getting parad on my zoroark there, but corvi is bulk up so I dont think that pult was getting through anyways, also take note of the awkward plays regi forces, and the moment they think I am bluffing I take out slowbro and leave in reflect urshifu which they can't deal with. zoroark also used it's coverage to demonstrate the koko point here; cool thing to notice is that regi put in some nice work even without the ring target)

EDIT: wanted to drop another replay that IMO is the best one yet at showing how the core works. In this game everything came together and all member of the team played a part, with zoroark getting the trick off and surprising victini, urshifu destroying mew and then getting sacked for tempo, glowking doing the same to magnezone, regieleki shredding the rest of the core, and corvi wrestling tempo back twice, while lando was waiting if I needed it for rachi. It really has great examples of mindgames the core forces on the opponent, and shows how rewarding it can be to play
https://replay.pokemonshowdown.com/gen8ou-1382848536
 
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:Hatterene:
Hatterene @ Leftovers
Bold Nature
Ability: Magic Bounce
EVs: 252 HP / 196 Def / at least 107 speed after evs
- Calm Mind
- Mystical Fire
- Draining Kiss
- Magic Powder

Lol you just CM and then turn Heatran into a psychic type and beat it 1v1. Nuzzle and healing wish are also good 4th options. Too bad pursuit is gone.
1627049533688.png


I can personally attest to this Hat causing the saltiest manbaby ragequits I have ever seen. This is an S+ heat set.
 
Alright time to share a heat set that I've found today.


:Mienshao:
Mienshao @ Choice Band
Ability: Reckless
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Acrobatics / Stone Edge

Banded Reckless High Jump Kick Mienshao.
This set was one I thought of when I remembered Reckless was a thing, and boy is it fun. 232 Speed EV's are creeping Garchomp, while the rest is put into HP to hope it lives something else. This is the definition of a glass cannon.
Fun fact about this Mienshao set. It has the hardest hitting fighting type move obtainable in OU PERIOD. Even outdamaging Adamant Guts boosted Close Combat from Conkeldurr, and Banded Close Combat from Splashifu.

252 Atk Choice Band Reckless Mienshao High Jump Kick vs. 252 HP / 168+ Def Corviknight: 277-327 (69.2 - 81.7%) -- guaranteed 2HKO
252+ Atk Guts Conkeldurr Close Combat vs. 252 HP / 168+ Def Corviknight: 255-301 (63.7 - 75.2%) -- guaranteed 2HKO
252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 168+ Def Corviknight: 220-259 (55 - 64.7%) -- guaranteed 2HKO

The damage output on this monster is ridiculous. Almost being in range of 2HKOing fully defensive Clefable with a resisted hit. Anything neutral to it cowers in fear at the sheer destructive power of HJK. Even fully defensive Hippowdon cannot escape the Guaranteed 2HKO with Leftovers. This thing gets on the field and your Pex or Clefable is dead and hes killing something. If Dragonite is chipped out of Multiscale even 1%, it cannot switch into HJK as the 2HKO is inevitable unless you are running full PhysDef Dragonite. Is it frail as hell? Yep. Can High Jump Kick miss and get you killed? Absolutely. Is it hilarious? 100%.

252 Atk Choice Band Reckless Mienshao High Jump Kick vs. 252 HP / 252+ Def Clefable: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO
252 Atk Choice Band Reckless Mienshao High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 238-282 (56.6 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Reckless Mienshao High Jump Kick vs. 252 HP / 0 Def Dragonite: 194-228 (50.2 - 59%) -- guaranteed 2HKO

You may be thinking. Slippy, I could just swap into my ghost type and eat the HJK. Things like Pult and Gengar switch in, watch you kill yourself and laugh, and to that I say Knock Off. Guaranteed OHKO on any ghost type that even thinks of crossing your path. Oh Buzzwole resists and tanks both HJK and Knock Off? Acrobatics even with my item still on is a 2HKO.

252 Atk Choice Band Mienshao Acrobatics (55 BP) vs. 252 HP / 144+ Def Buzzwole: 216-256 (51.6 - 61.2%) -- 94.9% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Mienshao Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 392-462 (123.6 - 145.7%) -- guaranteed OHKO
252 Atk Choice Band Mienshao Knock Off (97.5 BP) vs. 0 HP / 0 Def Gengar: 466-550 (178.5 - 210.7%) -- guaranteed OHKO

So overall, what tanks Mienshao? Well there are still a few things.

:Toxapex: The obvious one, only getting 3HKO'd by HJK, and bulking the rest decently with reliable recovery and burn chance with scald. Although it doesn't like getting its Black Sludge knocked off, Pex is generally a fantastic switch to the nuke that is HJK.

:tapu-fini: If Tapu Fini has any PhysDef investment whatsoever, it can bulk 2 HJK's before going down, but a lack of reliable recovery makes this option only an option if you have to use it.

:clefable: As mentioned, fully PhysDef Clefable BARELY eats 2 HJK's and can recover up pretty easily. Don't even think about removing any of those PhysDef EV's or you will regret it.

THATS ABOUT IT. Even things like Tangrowth and Amoonguss don't even need to fight Acrobatics since HJK can 2HKO both of em. Don't even think about the Slowtwins or their Galar counterparts with Knock Off existing, and Zapdos doesn't like HJK at all, let alone if your running Stone Edge.


FR though, this thing cannot switch into anything, as even things intended to be walls can do like 50% easily. It really relies on using it's teammates to get in and out. Im thinking about building a team revolving around FuturePort with the nuke that is HJK, will update if I can get it working so I can post a full team to truly showcase it's power.
 
I’m garbage at this game, but I get bored easily, so I like using weird stuff. Here’s some weird stuff that could serve as alternative options for ya.

did you know that :tyranitar: only has 5 less SPA than :Dragapult:?
:Tyranitar: @ Choice Specs
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpA
Rash Nature
- Rock Tomb
- Ice Beam
- Thunder
- Flamethrower
I like pairing this with something that really doesn’t like the steels (ferro and corv in particular) or fat stuff like lando or pex.

The short of it is, the same stuff :tyranitar: draws in tends to be the sort of stuff that you want gone for your hard hitting moms (:Kyurem: and :weavile: are two examples that come to mind, :rillaboom: as well). Anyways, you have those sorts of things come in and get the OHKO. Theoretically, you could run it without specs or with less investment, but in my experience, it’s worth being able to ensure they’re gone and not just very weakened. Rock tomb is so that you don’t take something that can kill :volcarona: and make it setup fodder, and if you don’t have a good kill move, it’s just nice to have some speed control that doesn’t miss as much as Stone edge is physical. I put thunder > thunderbolt so that I can slap :pelipper: or hit harder for free in rain (but it‘s also a roll to ohko :toxapex: with no boots after rocks). Thunder also helps for when people wanna use :tyranitar: to let something like :hawlucha: or :Urshifu-rapid-strike: come in… plus the para chance, so yeah.

one other surprise benefit is that running a lure move on :tyranitar: is not unexpected… running 3 kinda is, so someone might switch into something else that could counter it later on and just drop. Ideally they scout, but people like pressing buttons.

:ferrothorn:
252+ SpA Choice Specs Tyranitar Flamethrower vs. 252 HP / 176+ SpD Ferrothorn: 360-424 (102.2 - 120.4%) -- guaranteed OHKO

:corviknight:
252+ SpA Choice Specs Tyranitar Thunder vs. 252 HP / 88 SpD Corviknight: 328-388 (82 - 97%) -- 62.5% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Tyranitar Flamethrower vs. 252 HP / 88 SpD Corviknight: 270-318 (67.5 - 79.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

:toxapex:
252+ SpA Choice Specs Tyranitar Thunder vs. 252 HP / 4 SpD Toxapex: 234-276 (76.9 - 90.7%) -- 25% chance to OHKO after Stealth Rock

:landorus-therian: (even max spdef, but not surprising with the quad weak obviously)
252+ SpA Choice Specs Tyranitar Ice Beam vs. 252 HP / 252+ SpD Landorus-Therian: 432-512 (113 - 134%) -- guaranteed OHKO

:garchomp:
It dies more than Lando, trust

:melmetal:
252+ SpA Choice Specs Tyranitar Flamethrower vs. 128 HP / 252+ SpD Assault Vest Melmetal: 164-194 (37 - 43.7%) -- guaranteed 3HKO after Stealth Rock (AV can def switch in, but it hurts quite a bit)
252+ SpA Choice Specs Tyranitar Flamethrower vs. 32 HP / 0 SpD Melmetal: 370-436 (88.3 - 104%) -- 62.5% chance to OHKO after Stealth Rock (band gets blown back tho lol)

:tapu fini:
252+ SpA Choice Specs Tyranitar Thunder vs. 252 HP / 0 SpD Tapu Fini: 254-300 (73.8 - 87.2%) -- guaranteed 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery

:hawlucha:
it dies to thunder or ice beam, and you know dudes are gonna come in on ttar and SD

:Zapdos:
252+ SpA Choice Specs Tyranitar Ice Beam vs. 248 HP / 0 SpD Zapdos: 284-336 (74.1 - 87.7%) -- guaranteed 2HKO after sandstorm damage
252+ SpA Choice Specs Tyranitar Thunder vs. 248 HP / 0 SpD Zapdos: 174-205 (45.4 - 53.5%) -- 91.8% chance to 2HKO after sandstorm damage
252+ SpA Choice Specs Tyranitar Flamethrower vs. 248 HP / 0 SpD Zapdos: 142-168 (37 - 43.8%) -- guaranteed 3HKO after sandstorm damage (this is just kinda to show that even if you click the wrong move sometimes, they’ll still hurt quite a lot most of the time)

:heatran:
252+ SpA Choice Specs Tyranitar Thunder vs. 252 HP / 128+ SpD Heatran: 122-144 (31.6 - 37.3%) -- 85.9% chance to 3HKO after Stealth Rock and Leftovers recovery (of course the fat lard takes it well but is he taking a para well? I think not, and if you hate Tran that much, use surf instead and 2hko it after rocks lol)

so yeah, tl;dr - free up your kyu, exca, weavile, etc. by luring in the obnoxious stuff



Now, the next one.
:escavalier:
There are two main ones I’ve tried. both are prolly trash, but they can be pretty clutch if you have some wish support especially.
:Escavalier: @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Knock Off
- Substitute / Taunt
- Toxic
- Counter

(this thing actually has a surprising move pool.. SD, megahorn, infestation, bulldoze, taunt.. quite a lot)
So, the main 2 purposes for this thing: to be annoying and to be annoying. Specifically, it’s very very fun against :landorus-therian: and :urshifu-rapid-strike:. Reason being, :urshifu-rapid-strike: can’t crit it, so its amazing surging strikes are just a nice way to get to throw out a nice counter and get rid of the threat. Aka it’s a goofy futureport into urshifu killa. subbing on the switch to :landorus-therian: lets you toxic it and/or it forces it to attack your sub, and when it’s broken and it eq’s, you can do some meaty damage on it.
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 248 HP / 252+ Def Escavalier: 129-156 (37.6 - 45.4%) -- approx. 3HKO after Leftovers recovery (banded CC is a 2hko but just pivot to something else)

252 Atk Landorus-Therian Earthquake vs. 248 HP / 252+ Def Escavalier: 124-147 (36.1 - 42.8%) -- 96.7% chance to 3HKO after Leftovers recovery

The second set is okay too, but especially needs wish support. It’s kinda wild (calc wise)

:Escavalier: @ Assault Vest
Level: 100
Careful Nature
Ability: Shell Armor
EVs: 248 HP / 8 Atk / 252 SpD
- Knock Off
- Iron Head
- Bulldoze / Razor Shell
- Infestation

so uh, not recommending this, but
this thing can live a magma storm from :heatran: at full health (0 SpA Heatran Magma Storm vs. 248 HP / 252+ SpD Assault Vest Escavalier: 252-300 (73.4 - 87.4%) -- guaranteed 2HKO after trapping damage)

so I don’t have a finely tuned ev spread, but the general idea is eat hits, trap stuff that doesn’t threaten you with infestation, knock stuff on the switch, etc. I can’t say this thing is good, but it is absurd. Like specs :dragapult: has an 18.2% chance to 4hko with shadow ball, specs :kyurem: focus blast has an 8.2% chance to 3hko, pre-setup bulky :volcarona: flamethrower doesnt ohko while razor shell 2hko with no att invest, etc.

point is, I think people who are much better than me should try this thing, because even though it’s slow, it hits so hard and sponges so many hits, so I bet they could find some sick stuff




i feel like :Escavalier: could do some goofy stuff, like idk a physdef taunt infestation encore set to trap and kill corv, stuff like that (and 135 base att with 70/105/105 bulk and scizor typing is solid)
 
Last edited:
Alright back again with more heat.

Are you sick of being setup on by Kartana's because your EQ isn't doing enough damage, well I would like to introduce Sp.D Earth Power Lando-T

:Landorus-Therian: (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 88 Def / 168 SpD
Calm Nature
- Stealth Rock
- Earth Power
- Knock Off
- U-turn

This thing lures like no tomorrow. People will always think, "Hey, I cant OHKO this Landorus now, but it can't kill me, I'll just SD up and OHKO next turn" They are very sorely mistaken. Utilizing Kartana's absolutely garbage special defense, Earth Power produces enough power uninvested to kill a Kartana. They think they are safe, but that is the biggest mistake their Kartana will ever make.

0 SpA Landorus-Therian Earth Power vs. 0 HP / 4 SpD Kartana: 240-283 (92.6 - 109.2%) -- 93.8% chance to OHKO after Stealth Rock

bye bye Kartana. The fun thing is, Lando's Special Attack is actually higher than Dragapult, meaning this Earth Power is still pretty good against other things. Like the fact that Toxapex almost always runs full defense, meaning you can bypass it with Earth Power for an easy uninvested 2HKO.

0 SpA Landorus-Therian Earth Power vs. 252 HP / 4 SpD Toxapex: 150-176 (49.3 - 57.8%) -- guaranteed 2HKO after Stealth Rock

To stop you from being weak to things like Slowking now, Knock Off and U-Turn even with a negative nature will put a massive dent in a Slowking.

0- Atk Landorus-Therian Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 208-246 (52.7 - 62.4%) -- guaranteed 2HKO
0- Atk Landorus-Therian U-turn vs. 252 HP / 4 Def Slowking: 150-178 (38 - 45.1%) -- guaranteed 3HKO


This set also synergizes really well with Rillaboom, making it so it's STAB ground attack doesn't get neutered by Grassy Terrain, and is able to pivot around with Rillaboom pretty nicely.

Here is the replay that inspired me to make this post as this thing will now always be in the back of my head for future team builds.
https://replay.pokemonshowdown.com/gen8ou-1385157384
 
Alright back again with more heat.

Are you sick of being setup on by Kartana's because your EQ isn't doing enough damage, well I would like to introduce Sp.D Earth Power Lando-T

:Landorus-Therian: (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 88 Def / 168 SpD
Calm Nature
- Stealth Rock
- Earth Power
- Knock Off
- U-turn

This thing lures like no tomorrow. People will always think, "Hey, I cant OHKO this Landorus now, but it can't kill me, I'll just SD up and OHKO next turn" They are very sorely mistaken. Utilizing Kartana's absolutely garbage special defense, Earth Power produces enough power uninvested to kill a Kartana. They think they are safe, but that is the biggest mistake their Kartana will ever make.

0 SpA Landorus-Therian Earth Power vs. 0 HP / 4 SpD Kartana: 240-283 (92.6 - 109.2%) -- 93.8% chance to OHKO after Stealth Rock

bye bye Kartana. The fun thing is, Lando's Special Attack is actually higher than Dragapult, meaning this Earth Power is still pretty good against other things. Like the fact that Toxapex almost always runs full defense, meaning you can bypass it with Earth Power for an easy uninvested 2HKO.

0 SpA Landorus-Therian Earth Power vs. 252 HP / 4 SpD Toxapex: 150-176 (49.3 - 57.8%) -- guaranteed 2HKO after Stealth Rock

To stop you from being weak to things like Slowking now, Knock Off and U-Turn even with a negative nature will put a massive dent in a Slowking.

0- Atk Landorus-Therian Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 208-246 (52.7 - 62.4%) -- guaranteed 2HKO
0- Atk Landorus-Therian U-turn vs. 252 HP / 4 Def Slowking: 150-178 (38 - 45.1%) -- guaranteed 3HKO


This set also synergizes really well with Rillaboom, making it so it's STAB ground attack doesn't get neutered by Grassy Terrain, and is able to pivot around with Rillaboom pretty nicely.

Here is the replay that inspired me to make this post as this thing will now always be in the back of my head for future team builds.
https://replay.pokemonshowdown.com/gen8ou-1385157384
I wanted to wait until I had something to post here to adress this version of Landorus-T: if you put 8 EVs into SpAtk, this happens:
8 SpA Landorus-Therian Earth Power vs. 0 HP / 4 SpD Kartana: 243-286 (93.8 - 110.4%) -- guaranteed OHKO after Stealth Rock
Such a minor investment brings a potentially game changing interaction.

Now, I've seen Toxapex recently running Light Screen to stifle FS+Shifu/Weavile structures and it's great and stuff, so I put it into a very rough draft of a KokoVile hazard stack team to patch up some holes. I used Shed Shell + Knock Off + SpD Lando to thwart Heatran which was very problematic. Initially I had Toxic Spikes but I never had the chance to click it for like 5-10 games, so I wanted to change it. Heatran was still dangerous and sometimes Pex just needs to take a Knock Off, so I used a very desperate last resort: Liquidation.
Here's the set:

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 124 Def / 136 SpD
Careful Nature
- Knock Off
- Recover
- Light Screen
- Liquidation
This mixed defense pex is really a team player, having the raw bulk and longevity to pivot around the field, it puts its support moves to good use. In a KokoVile team, Light Screen also helps Weavile setup in front of stuff that would normally clap it like Heatran, but as I explained, its main purpose is to protect your team from FS+Shifu/Weavile structures which are really hard to wall. With Shed Shell + Knock Off + Liquidation, you are also able to just break Heatran's heart, helping not only Weavile by putting it in range of + Knock Off, but also Tapu Koko. I feel like this set is really good support for the team that I built, but may be even more beneficial for stall builds which are put even more under pressure by both Heatran and FS+breaker core. This is definitely the only most fun Pex set I've ever tried.

0 Atk Toxapex Liquidation vs. 252 HP / 0 Def Heatran: 120-144 (31 - 37.3%) -- guaranteed 4HKO after Leftovers recovery (guaranteed 3HKO after Knock Off)
0 Atk Toxapex Liquidation vs. 248 HP / 156 Def Volcarona: 146-174 (39.1 - 46.6%) -- guaranteed 3HKO

+2 16 SpA Volcarona Psychic vs. 248 HP / 136+ SpD Toxapex through Light Screen: 103-122 (33.9 - 40.2%) -- guaranteed 3HKO
124 SpA Slowking-Galar Future Sight vs. 248 HP / 136+ SpD Toxapex through Light Screen: 96-114 (31.6 - 37.6%) -- 87.6% chance to 3HKO
 

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