Resource Insert Innovation Here - Creative Movesets 2.0

San Tomas

had a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
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Art by flames Mambo



Welcome to Creative Movesets 2.0, where your groundbreaking innovations can be displayed for the good of all LCers!

Here's how to participate:
  1. So you've been playing with a mon and you think you have a real nifty set for it. Cool cool, step one is to come to this thread so well done! n_n
  2. Look over the Innovation Index™, which will be located in the post just below this one, to see if your moveset has been posted already. I will be updating this regularly with submitters and descriptions, so please be proactive in checking this.
  3. Now take your lovely little moveset and put it in a post in the Pokemon Showdown format. For those of you who don't know what that is, there is a template to fill out at the bottom of this post.
  4. Take the time to write a small description about your set, but here's the catch: be sure to tell us why you'd use your set over the 'standard' set. Basically anything it does better or certain mons it can beat that other sets can't should be presented in your description.
  5. Include a sprite or .gif above your set if you're feeling artsy.
  6. Post your 10/10 innovation, you Pokemon master.
Some lines you need to draw within:
  • This thread is not for theorymons. Please put your innovations through the test of battle before posting them here.
  • Please refrain from posting joke innovations. These don't do anything to help anyone and are rarely actually good. If you feel you absolutely must, at least accompany it with a serious moveset.
  • Innovations which are severely outclassed or just plain uncompetitive, such as Sitrus Berry Zigzagoon or Scratch Piplup, should not be posted. This is meant to keep the quality of the Innovation Index™ as high as possible.
A template fit for the Innovation Index™:
_______ @ _______ (Pokemon @ Item)
Ability: ________
Level: 5
EVs: ___ HP / ___ Atk / ___ Def / ___ SpA / ___ SpD / ___ Spe (Leave out the ones you don't use)
_____ Nature
- _________ (Moves)
- _________
- _________
- _________
Simply fill in the blanks, and voila! A beautiful innovation of your very own!
However, If you've already used your moveset on a simulator
like you should have, you can simply press the "Import" button and copy-paste the set into your post!

Have fun with your new dumping grounds n_n
 
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San Tomas

had a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
INNOVATION SHOWCASE

These are innovations that either ended up making their way into the metagame or were added to this thread on the cusp of a new trend! Consider this a huge shoutout to those great users who innovated and submitted these sets!

Click on the Pokemon to go to the post in which these sets made an appearance!

Recycle Stall Drifloon - contributed by trash
Drifloon @ Berry Juice
Ability: Unburden
Level: 5
EVs: 116 HP / 164 Def / 4 SpD / 196 Spe
Jolly Nature
- Acrobatics
- Recycle
- Substitute / Endure / Knock Off
- Will-O-Wisp / Defog

Pursuit Honedge - contributed by trash
sword (Honedge) @ Eviolite / Berry Juice
Ability: No Guard
Level: 5
EVs: 156 HP / 36 Atk / 116 Def / 140 SpD / 52 Spe
Jolly Nature
- Iron Head
- Pursuit
- Sacred Sword
- Shadow Sneak

Bulky Download Porygon - contributed by Tahu
Porygon @ Eviolite
Ability: Download
Level: 5
EVs: 156 HP / 36 Def / 80 SpA / 156 SpD / 40 Spe
Modest Nature
- Tri Attack
- Psychic
- Recover
- Thunder Wave / Hidden Power [Fire]

Eviolite Diglett - contributed by Corporal Levi
Diglett @ Eviolite
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Earthquake
- Rock Slide / Sucker Punch
- Sucker Punch / Sludge Bomb / Beat Up
- Stealth Rock / Memento / Beat Up
 
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Sorry homie, but Magic Room is gimmicky at best and has no real place in a serious team. I encourage you to keep trying tho


You'd be surprised how many people are thrown off by it. Admittedly, I've never tried it in LC, but in OU it's not that difficult to get a sweep going if you pull it off successfully.
 

fran17

Ufficiale
is a Tiering Contributor
Gastly (M) @ Life Orb
Ability: Levitate
Level: 5
EVs: 76 Atk / 200 SpA / 200 Spe
Hasty Nature
- Sludge Bomb
- Shadow Ball
- Hidden Power [Fighting]
- Explosion

Explosion Gastly is something I've tried paired with Abra, they share the same counter and Explosion can kill almost all of them after a Sludge Bomb.
 

LOL RAPID SPIN (Frillish) (M) @ Berry Juice
Ability: Water Absorb
Level: 5
EVs: 36 Def / 236 SpA / 196 Spe
Timid Nature
- Water Spout
- Hydro Pump
- Energy Ball
- Will-O-Wisp / Shadow Ball / Ice Beam

This set is meant to be used on Sticky Web teams to be a Spin Blocker with great offensive presence. The given evs hit 14 speed, outspeeding all grounded unboosted Pokemon after Sticky Web. The 36 Defense EVs let it live a Drilbur's Earthquake after rocks and get its health back with Berry Juice. The idea of this set is to come in on a Drilbur's Rapid Spin and fire off a strong Water Spout to dent incoming mons or kill the spinner. Hydro Pump is a secondary STAB to be used at lower health, and Energy Ball is to come in on Staryu (Scald does nothing and Psychic only tickles it) and 2HKO it. Last move is filler, I use Will-o-Wisp to burn attackers like Pawn after the spinner is dead, but Shadow Ball can be run for STAB and Ice Beam is super-effective on Grass types.
 

tcr

sage of six tabs
is a Tutor Alumnusis a Team Rater Alumnusis a Live Chat Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Cranidos (M) @ Berry Juice
Ability: Sheer Force / Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Pursuit
- Rock Slide / Head Smash
- Zen Headbutt
- Superpower

This set is meant to act as a Fletchling trapper, to pave the way for other hard hitters such as Riolu, Skrelp, LO Abra, and other things that fear Fletchling. A Jolly nature can be used to tie with Pawniard if you want to risk it, although a Sucker Punch still does a lot so I find it not worth it. With an Adamant nature you almost always 2hko Fletchling with Pursuit, as it does NOT want to risk a Rock Slide, and you also deal on a mid roll around 55-60%, meaning that with rocks up it cannot switch back in, whereas with a Jolly nature, the most common roll deals 47%. You also have a chance to OHKO Porygon after Stealth Rock, and always OHKO after Porygon takes at least a 2HP hit. You can switch up between Mold Breaker and Sheer Force, as it doesn't really matter as much with this set, Sheer Force is kinda wasted with it only affecting Zen Headbutt and Rock Slide, but if you wanted to run Head Smash Mold Breaker is far superior as it allows you to ignore Sturdys
 
Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Gravity
- Zap Cannon
- Flash Cannon
- Recycle

RecycleJuice Magnemite is good. But Gravity Zap Cannon RecycleJuice, this is awesome.
Once Gravity is set, Zap Cannon hit really hard, and the paralysis cripples a lot of commons magnemites switch-ins like Porygon.
 

San Tomas

had a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Gastly (M) @ Life Orb
Ability: Levitate
Level: 5
EVs: 76 Atk / 200 SpA / 200 Spe
Hasty Nature
- Sludge Bomb
- Shadow Ball
- Hidden Power [Fighting]
- Explosion

Explosion Gastly is something I've tried paired with Abra, they share the same counter and Explosion can kill almost all of them after a Sludge Bomb.

LOL RAPID SPIN (Frillish) (M) @ Berry Juice
Ability: Water Absorb
Level: 5
EVs: 36 Def / 236 SpA / 196 Spe
Timid Nature
- Water Spout
- Hydro Pump
- Energy Ball
- Will-O-Wisp / Shadow Ball / Ice Beam

This set is meant to be used on Sticky Web teams to be a Spin Blocker with great offensive presence. The given evs hit 14 speed, outspeeding all grounded unboosted Pokemon after Sticky Web. The 36 Defense EVs let it live a Drilbur's Earthquake after rocks and get its health back with Berry Juice. The idea of this set is to come in on a Drilbur's Rapid Spin and fire off a strong Water Spout to dent incoming mons or kill the spinner. Hydro Pump is a secondary STAB to be used at lower health, and Energy Ball is to come in on Staryu (Scald does nothing and Psychic only tickles it) and 2HKO it. Last move is filler, I use Will-o-Wisp to burn attackers like Pawn after the spinner is dead, but Shadow Ball can be run for STAB and Ice Beam is super-effective on Grass types.
Cranidos (M) @ Berry Juice
Ability: Sheer Force / Mold Breaker
Level: 5
EVs: 236 Atk / 36 Def / 212 Spe
Adamant Nature
- Pursuit
- Rock Slide / Head Smash
- Zen Headbutt
- Superpower

This set is meant to act as a Fletchling trapper, to pave the way for other hard hitters such as Riolu, Skrelp, LO Abra, and other things that fear Fletchling. A Jolly nature can be used to tie with Pawniard if you want to risk it, although a Sucker Punch still does a lot so I find it not worth it. With an Adamant nature you almost always 2hko Fletchling with Pursuit, as it does NOT want to risk a Rock Slide, and you also deal on a mid roll around 55-60%, meaning that with rocks up it cannot switch back in, whereas with a Jolly nature, the most common roll deals 47%. You also have a chance to OHKO Porygon after Stealth Rock, and always OHKO after Porygon takes at least a 2HP hit. You can switch up between Mold Breaker and Sheer Force, as it doesn't really matter as much with this set, Sheer Force is kinda wasted with it only affecting Zen Headbutt and Rock Slide, but if you wanted to run Head Smash Mold Breaker is far superior as it allows you to ignore Sturdys
Added n_n

Magnemite @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Modest Nature
- Gravity
- Zap Cannon
- Flash Cannon
- Recycle

RecycleJuice Magnemite is good. But Gravity Zap Cannon RecycleJuice, this is awesome.
Once Gravity is set, Zap Cannon hit really hard, and the paralysis cripples a lot of commons magnemites switch-ins like Porygon.
This set seems really gimmicky, so I'd like to see a replay before putting it into the Index

A quick general reminder to please use the sets you submit before you post them!!
 
I did not have a lot of success with Gravity Magne here, so I repost ancient successfull innovations.

Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spd
Naive Nature
- Stealth Rock
- Spikes
- Knock Off
- Hidden Power Grass

Made in XY metagame, during the Onix hype. Good success, but the set is currently outclassed a bit, I think it stays a good innovation and a decent Dwebble's fourth move. Lure and destroys Onix.

Timburr @ Eviolite
Level: 5
Ability: Guts
EVs: 76 HP / 196 Atk / 76 Def / 156 SpD
Impish Nature
- Drain Punch
- Knock Off
- Mach Punch
- Counter

Another surprising set I used, and that I still use sometimes.

0 Atk Mienfoo Acrobatics (110 BP) vs. 76 HP / 76+ Def Eviolite Timburr: 12-16 (48 - 64%) -- 96.5% chance to 2HKO
200+ Atk Fletchling Acrobatics (110 BP) vs. 76 HP / 76+ Def Eviolite Timburr: 18-24 (72 - 96%) -- guaranteed 2HKO
236+ Atk Larvesta Flare Blitz vs. 76 HP / 76+ Def Eviolite Timburr: 12-15 (48 - 60%) -- 90.2% chance to 2HKO

Counter KOes.
There is a very little part of the calcs, the set is decent and has been used in high ladd.

Munchlax @ Berry Juice
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Adamant Nature
- Facade
- Fire Punch
- Earthquake
- Recycle

And the last based-god.
Offensive non rest talk Munchlax is often burned, cause it's a slow mon and cause Larvesta/Pony and stuff.
So the set is a solution. You miss some power yeah, but you are definitely okay with status.

236+ Atk Munchlax Facade (140 BP) vs. 76 HP / 156 Def Eviolite Larvesta: 15-18 (65.2 - 78.2%) -- guaranteed 2HKO
236+ Atk Munchlax Facade (140 BP) vs. 0 HP / 236 Def Eviolite Ponyta: 13-16 (61.9 - 76.1%) -- guaranteed 2HKO
 

Brambane

protect the wetlands
is a Contributor Alumnus
I've had a lot of success and fun on the ladder using LickiPass. I use Torchic (the standard passing set) and the following Lickitung set:


Lickitung @ Eviolite / Berry Juice
Ability: Cloud Nine
Level: 5
EVs: 116 HP / 236 Atk / 116 Spe
Adamant Nature
- Return
- Power Whip
- Fire Punch / Knock Off
- Swords Dance / Heal Bell / Earthquake

Why Lickitung is such a good Baton Pass receiver:
-Great natural bulk: Lickitung has 25/14/14 defenses without investment; you can easily invest in Attack and Speed without losing out too much on your defenses
-Normal-typing: Only one weakness and good bulk means it can tank hits very well, especially with Eviolite
-Good movepool: Notably Power Whip, which at +2 can OHKO non-Evio Archen and other Rock-types; Fire Punch, Knock Off and EQ provide good coverage
-Cloud Nine: Get slammed Bellsprout
-Swords Dance: Lickitung can potentially set up its own Attack boost, meaning you only need the Speed passed

Obviously you are going to want to pass Speed (and ideally Attack) to Lickitung. Torchic is best suited for this job, since it can pass both, but Aipom and even Venonat can work as Speed passers. Run Earthquake if you are running Knock Off, so you can OHKO Pawniard at +2. Note that Fire Punch needs SR for a ~60% chance to OHKO Pawniard. Heal Bell is generally useful, especially against Prankster status, and gives Lickitung some utility without Speed passed.
 
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Brambane

protect the wetlands
is a Contributor Alumnus
I initially tried this set out on a whim and it turned out to be pretty useful

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 52 HP / 188 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Substitute
- Drain Punch
- Gunk Shot
- Sucker Punch / Knock Off

The reason why this set works, particularly on the ladder, is Foongus is pretty common (I guess its on a sample team?) Now you obviously can't switch Croagunk in on Spore, but if you are in a position where you can bring Croagunk in on Foongus without getting Spore'd, you are presented with a huge opportunity. Foongus cannot break Croagunk's Substitute with Giga Drain, Sludge Bomb or HP Fighting. Safely behind a Substitute, Croagunk can wreak some havoc. You can Drain Punch to nullify the Sub damage, slam a Pokemon with Gunk Shot, or use Knock Off to remove an item. Sucker Punch is nice for things like Abra and Gothita. You could maybe run Focus Punch, since Focus Punch is a guaranteed OHKO on Juice Archen with Stealth Rock, but if you are using Croagunk you probably want Gunk Shot so you can hit Fairies and Foongus.
 
Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 40 Atk / 200 SpA / 236 Spe
Rash Nature
IVs: 0 HP / 30 Atk / 30 SpA
- Substitute / Protect
- Fire Blast
- Hidden Power [Grass]
- Rock Slide

This thing is god.
Offensive Torchic is one of the most underrated things I have never seen.
Torchic works as finisher like Carvanha. Torchic, more known as Baton Pass, is just an offensive nuke.
Not convinced ?

196+ SpA Life Orb Torchic Fire Blast vs. 0 HP / 36 SpD Eviolite Mienfoo: 16-19 (76.1 - 90.4%) -- guaranteed 2HKO
196+ SpA Life Orb Torchic Fire Blast vs. 76 HP / 156 SpD Eviolite Timburr: 16-19 (64 - 76%) -- guaranteed 2HKO after Stealth Rock
196+ SpA Life Orb Torchic Fire Blast vs. 212 HP / 76 SpD Eviolite Spritzee: 13-17 (48.1 - 62.9%) -- 93.8% chance to 2HKO
196+ SpA Life Orb Torchic Fire Blast vs. 236 HP / 76+ SpD Eviolite Porygon: 12-16 (46.1 - 61.5%) -- 68.4% chance to 2HKO
196+ SpA Life Orb Torchic Hidden Power Grass vs. 76 HP / 0 SpD Chinchou: 16-21 (64 - 84%) -- guaranteed 2HKO
196+ SpA Life Orb Torchic Hidden Power Grass vs. 76 HP / 0 SpD Eviolite Omanyte: 26-31 (123.8 - 147.6%) -- guaranteed OHKO
196+ SpA Life Orb Torchic Fire Blast vs. 116 HP / 76 SpD Eviolite Vullaby: 13-17 (52 - 68%) -- guaranteed 2HKO
36 Atk Life Orb Torchic Rock Slide vs. 0 HP / 0- Def Houndour: 23-29 (121 - 152.6%) -- guaranteed OHKO
196+ SpA Life Orb Torchic Fire Blast vs. 0 HP / 0 SpD Gothita: 21-25 (100 - 119%) -- guaranteed OHKO

196+ SpA Life Orb Torchic Hidden Power Grass vs. 36 HP / 0 SpD Eviolite Staryu: 13-16 (65 - 80%) -- guaranteed 2HKO

and with SR

36 Atk Life Orb Torchic Rock Slide vs. 0 HP / 236 Def Eviolite Ponyta: 10-13 (47.6 - 61.9%) -- guaranteed 2HKO after Stealth Rock
36 Atk Life Orb Torchic Rock Slide vs. 76 HP / 156 Def Archen: 16-21 (69.5 - 91.3%) -- 81.3% chance to OHKO after Stealth Rock
36 Atk Life Orb Torchic Rock Slide vs. 236 HP / 156+ Def Eviolite Archen: 10-13 (40 - 52%) -- guaranteed 2HKO after Stealth Rock

This thing has not a lot of real counters, mainly Munchlax, Skrelp and Tentacool (Who has a little chance to be 2hkoed with SR), and most of the time, you opponent will think "not still a fucking BP" and will bring something like Omanyte/Tirtouga in order to set-up or just a random phazer with Roar. Then he cry cause he was chicked.

and finally another great thing.

Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Substitute
- Hone Claws
- Earthquake
- Rock Slide / Sucker Punch

Nobody can see drilbur as a real wincon most of the time. SubHoneClaws allows Diglett to be a huge trap for your opponent. Diglett can continue its trapping work, but can wait an opportunity to set-up. The most common is a scarfed chou/magnemite choiced on an electric move (Volt Switch or even Tbolt). Then you can make a Sub, arrives at +6, and if the opponent miss priorities, you just won. If no, he should probbly sacrifyone or two mon, + the chinchou/magnemite trapped. Definitely one of the best option if you do not need SR or Memento.
 

San Tomas

had a Calm Mind
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
I did not have a lot of success with Gravity Magne here, so I repost ancient successfull innovations.

Dwebble @ Berry Juice
Ability: Sturdy
Level: 5
EVs: 236 Atk / 236 Spd
Naive Nature
- Stealth Rock
- Spikes
- Knock Off
- Hidden Power Grass

Made in XY metagame, during the Onix hype. Good success, but the set is currently outclassed a bit, I think it stays a good innovation and a decent Dwebble's fourth move. Lure and destroys Onix.

Timburr @ Eviolite
Level: 5
Ability: Guts
EVs: 76 HP / 196 Atk / 76 Def / 156 SpD
Impish Nature
- Drain Punch
- Knock Off
- Mach Punch
- Counter

Another surprising set I used, and that I still use sometimes.

0 Atk Mienfoo Acrobatics (110 BP) vs. 76 HP / 76+ Def Eviolite Timburr: 12-16 (48 - 64%) -- 96.5% chance to 2HKO
200+ Atk Fletchling Acrobatics (110 BP) vs. 76 HP / 76+ Def Eviolite Timburr: 18-24 (72 - 96%) -- guaranteed 2HKO
236+ Atk Larvesta Flare Blitz vs. 76 HP / 76+ Def Eviolite Timburr: 12-15 (48 - 60%) -- 90.2% chance to 2HKO

Counter KOes.
There is a very little part of the calcs, the set is decent and has been used in high ladd.

Munchlax @ Berry Juice
Ability: Thick Fat
Level: 5
EVs: 236 Atk / 36 Def / 236 SpD
Adamant Nature
- Facade
- Fire Punch
- Earthquake
- Recycle

And the last based-god.
Offensive non rest talk Munchlax is often burned, cause it's a slow mon and cause Larvesta/Pony and stuff.
So the set is a solution. You miss some power yeah, but you are definitely okay with status.

236+ Atk Munchlax Facade (140 BP) vs. 76 HP / 156 Def Eviolite Larvesta: 15-18 (65.2 - 78.2%) -- guaranteed 2HKO
236+ Atk Munchlax Facade (140 BP) vs. 0 HP / 236 Def Eviolite Ponyta: 13-16 (61.9 - 76.1%) -- guaranteed 2HKO
I've had a lot of success and fun on the ladder using LickiPass. I use Torchic (the standard passing set) and the following Lickitung set:


Lickitung @ Eviolite / Berry Juice
Ability: Cloud Nine
Level: 5
EVs: 116 HP / 236 Atk / 116 Spe
Adamant Nature
- Return
- Power Whip
- Fire Punch / Knock Off
- Swords Dance / Heal Bell / Earthquake

Why Lickitung is such a good Baton Pass receiver:
-Great natural bulk: Lickitung has 25/14/14 defenses without investment; you can easily invest in Attack and Speed without losing out too much on your defenses
-Normal-typing: Only one weakness and good bulk means it can tank hits very well, especially with Eviolite
-Good movepool: Notably Power Whip, which at +2 can OHKO non-Evio Archen and other Rock-types; Fire Punch, Knock Off and EQ provide good coverage
-Cloud Nine: Get slammed Bellsprout
-Swords Dance: Lickitung can potentially set up its own Attack boost, meaning you only need the Speed passed

Obviously you are going to want to pass Speed (and ideally Attack) to Lickitung. Torchic is best suited for this job, since it can pass both, but Aipom and even Venonat can work as Speed passers. Run Earthquake if you are running Knock Off, so you can OHKO Pawniard at +2. Note that Fire Punch needs SR for a ~60% chance to OHKO Pawniard. Heal Bell is generally useful, especially against Prankster status, and gives Lickitung some utility without Speed passed.
I initially tried this set out on a whim and it turned out to be pretty useful

Croagunk @ Eviolite
Ability: Dry Skin
Level: 5
EVs: 52 HP / 188 Atk / 116 Def / 116 SpD / 36 Spe
Adamant Nature
- Substitute
- Drain Punch
- Gunk Shot
- Sucker Punch / Knock Off

The reason why this set works, particularly on the ladder, is Foongus is pretty common (I guess its on a sample team?) Now you obviously can't switch Croagunk in on Spore, but if you are in a position where you can bring Croagunk in on Foongus without getting Spore'd, you are presented with a huge opportunity. Foongus cannot break Croagunk's Substitute with Giga Drain, Sludge Bomb or HP Fighting. Safely behind a Substitute, Croagunk can wreak some havoc. You can Drain Punch to nullify the Sub damage, slam a Pokemon with Gunk Shot, or use Knock Off to remove an item. Sucker Punch is nice for things like Abra and Gothita. You could maybe run Focus Punch, since Focus Punch is a guaranteed OHKO on Juice Archen with Stealth Rock, but if you are using Croagunk you probably want Gunk Shot so you can hit Fairies and Foongus.
Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 40 Atk / 200 SpA / 236 Spe
Rash Nature
IVs: 0 HP / 30 Atk / 30 SpA
- Substitute / Protect
- Fire Blast
- Hidden Power [Grass]
- Rock Slide

This thing is god.
Offensive Torchic is one of the most underrated things I have never seen.
Torchic works as finisher like Carvanha. Torchic, more known as Baton Pass, is just an offensive nuke.
Not convinced ?

196+ SpA Life Orb Torchic Fire Blast vs. 0 HP / 36 SpD Eviolite Mienfoo: 16-19 (76.1 - 90.4%) -- guaranteed 2HKO
196+ SpA Life Orb Torchic Fire Blast vs. 76 HP / 156 SpD Eviolite Timburr: 16-19 (64 - 76%) -- guaranteed 2HKO after Stealth Rock
196+ SpA Life Orb Torchic Fire Blast vs. 212 HP / 76 SpD Eviolite Spritzee: 13-17 (48.1 - 62.9%) -- 93.8% chance to 2HKO
196+ SpA Life Orb Torchic Fire Blast vs. 236 HP / 76+ SpD Eviolite Porygon: 12-16 (46.1 - 61.5%) -- 68.4% chance to 2HKO
196+ SpA Life Orb Torchic Hidden Power Grass vs. 76 HP / 0 SpD Chinchou: 16-21 (64 - 84%) -- guaranteed 2HKO
196+ SpA Life Orb Torchic Hidden Power Grass vs. 76 HP / 0 SpD Eviolite Omanyte: 26-31 (123.8 - 147.6%) -- guaranteed OHKO
196+ SpA Life Orb Torchic Fire Blast vs. 116 HP / 76 SpD Eviolite Vullaby: 13-17 (52 - 68%) -- guaranteed 2HKO
36 Atk Life Orb Torchic Rock Slide vs. 0 HP / 0- Def Houndour: 23-29 (121 - 152.6%) -- guaranteed OHKO
196+ SpA Life Orb Torchic Fire Blast vs. 0 HP / 0 SpD Gothita: 21-25 (100 - 119%) -- guaranteed OHKO

196+ SpA Life Orb Torchic Hidden Power Grass vs. 36 HP / 0 SpD Eviolite Staryu: 13-16 (65 - 80%) -- guaranteed 2HKO

and with SR

36 Atk Life Orb Torchic Rock Slide vs. 0 HP / 236 Def Eviolite Ponyta: 10-13 (47.6 - 61.9%) -- guaranteed 2HKO after Stealth Rock
36 Atk Life Orb Torchic Rock Slide vs. 76 HP / 156 Def Archen: 16-21 (69.5 - 91.3%) -- 81.3% chance to OHKO after Stealth Rock
36 Atk Life Orb Torchic Rock Slide vs. 236 HP / 156+ Def Eviolite Archen: 10-13 (40 - 52%) -- guaranteed 2HKO after Stealth Rock

This thing has not a lot of real counters, mainly Munchlax, Skrelp and Tentacool (Who has a little chance to be 2hkoed with SR), and most of the time, you opponent will think "not still a fucking BP" and will bring something like Omanyte/Tirtouga in order to set-up or just a random phazer with Roar. Then he cry cause he was chicked.

and finally another great thing.

Diglett @ Life Orb
Ability: Arena Trap
Level: 5
EVs: 36 HP / 236 Atk / 236 Spe
Jolly Nature
- Substitute
- Hone Claws
- Earthquake
- Rock Slide / Sucker Punch

Nobody can see drilbur as a real wincon most of the time. SubHoneClaws allows Diglett to be a huge trap for your opponent. Diglett can continue its trapping work, but can wait an opportunity to set-up. The most common is a scarfed chou/magnemite choiced on an electric move (Volt Switch or even Tbolt). Then you can make a Sub, arrives at +6, and if the opponent miss priorities, you just won. If no, he should probbly sacrifyone or two mon, + the chinchou/magnemite trapped. Definitely one of the best option if you do not need SR or Memento.
All of these are implemented into the Index! I love the creativity here, it's real nice

Just a quick reminder that you for sure can submit innovations for a mon that already has one, it'll go under the same [ hide ] tag n_n
 
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dave

llol
is a Community Leaderis a Community Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Top Social Media Contributor Alumnusis a Live Chat Contributor Alumnusis a Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnus
Social Forum Head
Archen @ Berry Juice
Ability: Defeatist
Level: 5
EVs: 76 HP / 180 Atk / 196 Spe
Jolly Nature
- Tailwind
- Stealth Rock
- Earthquake
- Acrobatics

Last-ditch Archen likes be able to either set up rocks or kill something and then most will bring in Tirtouga or Omastar to try and set up on it, which works most of the time. however with Tailwind, Archen will absolutely get it up (unless Tirt decides to Aqua Jet but that's dumb and if it does, it'll probably lose an opportunity to set up) and then p much everything will outspeed the smashers. i like to use it in conjunction with chinchou + a steel type because you can make volt switch plays into the steel type and hopefully it'll sponge a stone edge from tirt or like hp grass from oma or something. eq for chou and steels, acro is of course fantastic after the juice has been used up, which doesn't take long on this thing. loves it.
 

tcr

sage of six tabs
is a Tutor Alumnusis a Team Rater Alumnusis a Live Chat Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
can attest to Tailwind Archen, its such a cool set. I know I've used it on teams, and I know fatty used it on a tailwind oriented team of his. It really helps with damage control, and can even set up a mon of yours to win the game for you. I've used things like Snivy with it, I ran an Amaura team a while back that I played around with, and I know that fatty used Skrelp on his.
 

Brambane

protect the wetlands
is a Contributor Alumnus
Is it a fish? Is it a gun? Who knows.


Remoraid @ Scope Lens
Ability: Sniper
Level: 5
EVs: 236 SpA / 236 Spe
Naive Nature
- Focus Energy
- Bullet Seed
- Surf / Hydro Pump
- Ice Beam / Fire Blast

The standard set for Remoraid (not that anyone uses Remoraid) is a mixed Choice Scarf, which abuses the power of Water Spout and Remoraid's versatility, making it an effective revenge killer and lategame sweeper as long as Remoraid is kept healthy. This set fits Remoraid into the role of wallbreaker. I am typically in the boat that Focus Energy strategies are pretty gimmicky, but Remoraid is legitimately terrifying. With Stealth Rock on the field, Remoraid can SHRED defensive threats with its stupidly powerful STAB moves. Hydro Pump secures OHKOs on Timburr and Vullaby and grants a chance to OHKO Spritzee. Bullet Seed slams Chinchou and other Water-types. Ice Beam and Fire Blast both deal with Grass-types; Ice Beam is better for dealing with Dragons and Lileep while Fire Blast hits Croagunk, Helioptile and Ferroseed.

The most difficult part of this set is setting up a Focus Energy. Bring Remoraid in on something it can immediately threaten in order to find time to set up. Remoraid matches up poorly against fast, offensive teams. Remoraid excels at dismantling defensive cores and clearing the path for a lategame sweeper, but its low defenses and 17 Speed leave it at the mercy of faster threats. Remoraid is very frail, so watch out for priority from Pawniard, Croagunk, Fletchling, etc.

  • 236 SpA Sniper Remoraid Surf vs. 0 HP / 36 SpD Eviolite Mienfoo on a critical hit: 22-27 (104.7 - 128.5%) -- guaranteed OHKO
  • 0 Atk Sniper Remoraid Bullet Seed (3 hits) vs. 76 HP / 212+ Def Chinchou on a critical hit: 27-36 (108 - 144%) -- guaranteed OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Surf vs. 116 HP / 116 SpD Eviolite Snubbull on a critical hit: 22-27 (91.6 - 112.5%) -- guaranteed OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Hydro Pump vs. 116 HP / 76 SpD Eviolite Vullaby on a critical hit: 22-27 (88 - 108%) -- guaranteed OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Ice Beam vs. 124 HP / 160 SpD Eviolite Foongus on a critical hit: 24-30 (96 - 120%) -- guaranteed OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Hydro Pump vs. 76 HP / 156 SpD Eviolite Timburr on a critical hit: 24-28 (96 - 112%) -- guaranteed OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Surf vs. 76 HP / 156 SpD Eviolite Timburr on a critical hit: 22-27 (88 - 108%) -- 56.3% chance to OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Hydro Pump vs. 212 HP / 76 SpD Eviolite Spritzee on a critical hit: 22-27 (81.4 - 100%) -- 56.3% chance to OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Ice Beam vs. 228 HP / 140+ SpD Eviolite Lileep on a critical hit: 21-27 (80.7 - 103.8%) -- 75% chance to OHKO after Stealth Rock
  • 236 SpA Sniper Remoraid Fire Blast vs. 132 HP / 116 SpD Eviolite Dry Skin Croagunk on a critical hit: 19-24 (82.6 - 104.3%) -- 43.8% chance to OHKO after Stealth Rock
  • 0 Atk Sniper Remoraid Bullet Seed (5 hits) vs. 80 HP / 196 Def Eviolite Skrelp on a critical hit: 20-30 (90.9 - 136.3%) -- guaranteed OHKO after Stealth Rock (lol)
 
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Gothita @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- Psychic
- Energy Ball
- Thunderbolt
- Heal Bell / Hidden Power [Fire]

The set here allows to keep trapping most of the things that the Scarf can, with a cool point : this is probably the only thing that can trap Fletchling easily

200+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 36 Def Gothita: 16-19 (76.1 - 90.4%) -- 6.3% chance to OHKO after Stealth Rock
200+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 36 Def Eviolite Gothita: 10-13 (47.6 - 61.9%) -- guaranteed 2HKO after Stealth Rock
236 SpA Gothita Thunderbolt vs. 156 HP / 0- SpD Fletchling: 22-28 (95.6 - 121.7%) -- 93.8% chance to OHKO

The only thing that Evio Goth can't trap are Archen (even if the version without Knock Off/U-Turn can be trapped sometimes) and Mienfoo. But you have a really sympathic defensive bulk. Also, you have some fillers for the last move. I really like Heal Bell, allowing to cure status and supporting well Bulky Offense/Offense teams.
 

apt-get

it's not over 'til it's over
is a Community Contributor Alumnusis a Tiering Contributor Alumnus
Gothita @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 36 Def / 236 SpA / 236 Spe
Timid Nature
- Psychic
- Energy Ball
- Thunderbolt
- Heal Bell / Hidden Power [Fire]

The set here allows to keep trapping most of the things that the Scarf can, with a cool point : this is probably the only thing that can trap Fletchling easily

200+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 36 Def Gothita: 16-19 (76.1 - 90.4%) -- 6.3% chance to OHKO after Stealth Rock
200+ Atk Fletchling Acrobatics (110 BP) vs. 0 HP / 36 Def Eviolite Gothita: 10-13 (47.6 - 61.9%) -- guaranteed 2HKO after Stealth Rock
236 SpA Gothita Thunderbolt vs. 156 HP / 0- SpD Fletchling: 22-28 (95.6 - 121.7%) -- 93.8% chance to OHKO

The only thing that Evio Goth can't trap are Archen (even if the version without Knock Off/U-Turn can be trapped sometimes) and Mienfoo. But you have a really sympathic defensive bulk. Also, you have some fillers for the last move. I really like Heal Bell, allowing to cure status and supporting well Bulky Offense/Offense teams.
what? you just proved it can't switch in fletch to trap it nor can it OHKO because who the fuck runs 156/0- fletch
 
I don't think I said it was a counter. I just wanted something more solid than Scarf who has some problems to trap fletchling.
It is the standard spread for Mixed Fletchling who is one of the most commons :

Naughty:156/200/92/40/0/20 7.631%

though yeah, I do not count adamant Fletchling. Tbh with sr in the field, this is a OHKO with Adamant.
I mean trapping after a kill. The problem of the scarf is that he is frail (6.3% of OHKO after SR, so if you just trapped something before trapping fletchling, that will be difficult.) and the set I tested solved the problem.
 

apt-get

it's not over 'til it's over
is a Community Contributor Alumnusis a Tiering Contributor Alumnus
I don't think I said it was a counter. I just wanted something more solid than Scarf who has some problems to trap fletchling.
It is the standard spread for Mixed Fletchling who is one of the most commons :

Naughty:156/200/92/40/0/20 7.631%

though yeah, I do not count adamant Fletchling. Tbh with sr in the field, this is a OHKO with Adamant.
I mean trapping after a kill. The problem of the scarf is that he is frail (6.3% of OHKO after SR, so if you just trapped something before trapping fletchling, that will be difficult.) and the set I tested solved the problem.
Mixed fletch is not common at all, representing less than 7% of all fletchlings on ladder (purely attack-spreads take up more than 20% of fletch). It's especially less common if you don't count the ladder.

I'm ok with evio fletch, but don't give "false" calcs
 
Mixed fletch is not common at all, representing less than 7% of all fletchlings on ladder (purely attack-spreads take up more than 20% of fletch). It's especially less common if you don't count the ladder.

I'm ok with evio fletch, but don't give "false" calcs
I don't know where are you taking the statistics tbh. On the June usage statistics (LC 1760)

| Adamant:156/196/92/0/52/0 13.286% |
| Adamant:0/196/12/0/76/196 7.923% |
| Naughty:156/200/92/40/0/20 7.631% |
| Naughty:156/196/92/36/0/28 5.090% |
| Naughty:0/196/12/116/0/180 3.542%

"representing less than 7% of all fletchlings"
Yeah, Mixed Fletch is less common but tbh you have 22% against 17% (Even if some spreads seems weird) so you just can't say that the calc with 156/0- does not make sense. It's easy to say "if you don't count ladder". With the usage stats of LCPL, you can just eliminate easily 70% of the LC, with some cool sets too.

"False calcs"
Tbh I was thinking before posting Mixed Fletch was the most used. I checked and I was wrong, yes. I should have checked before. But I'm never trying to give false calcs in order to justify my sets. The word is really poorly chosen.
 

apt-get

it's not over 'til it's over
is a Community Contributor Alumnusis a Tiering Contributor Alumnus
I don't know where are you taking the statistics tbh. On the June usage statistics (LC 1760)

| Adamant:156/196/92/0/52/0 13.286% |
| Adamant:0/196/12/0/76/196 7.923% |
| Naughty:156/200/92/40/0/20 7.631% |
| Naughty:156/196/92/36/0/28 5.090% |
| Naughty:0/196/12/116/0/180 3.542%

"representing less than 7% of all fletchlings"
Yeah, Mixed Fletch is less common but tbh you have 22% against 17% (Even if some spreads seems weird) so you just can't say that the calc with 156/0- does not make sense. It's easy to say "if you don't count ladder". With the usage stats of LCPL, you can just eliminate easily 70% of the LC, with some cool sets too.

"False calcs"
Tbh I was thinking before posting Mixed Fletch was the most used. I checked and I was wrong, yes. I should have checked before. But I'm never trying to give false calcs in order to justify my sets. The word is really poorly chosen.
Meant more "Calcs not representing of the most used set" over "false calc", sorry, but yeah, it definitely doesn't hit the most common set
 

absdaddy

Banned deucer.
yo, it's about time isn't it

read carefully! In addition to new sets , I decided to also post stuff I came up with some time ago that now became standard / more common even though it started off like these innovations here. I feel like its a good move because people can see for themselves that being creative is actually worth it.
the main reason is actually me being pissed at peoples dickriding wrong players for them based sets


lotta stuff incoming, some of the sets might look familiar but like i said, i'll post past innovations too because imo they're worth more
there might be sets similar to sets in dex but there's always a little difference that makes them unique so pay attention




first of all, i'll show off mine and blarajan's life orb torchic

Torchic @ Life Orb
Ability: Speed Boost
Level: 5
EVs: 36 Def / 200 SpA / 36 SpD / 236 Spe
Modest Nature
- Fire Blast
- Protect
- Baton Pass
- Hidden Power [Grass]

Reason why I'm posting this one is because when i revived that old af 'sonic core' strat, i found out how cool it is to clean lategame and hit stuff midgame with this Torchic on steroids BATON PASSING speed to anything you can't hit when necessary - i think both protect and pass are mandatory for this set as they allow Torchic to:
-scout
-keep momentum and offensive pressure(very important for offense, how can one not run batonpass is beyond me)
-simply let something else finish the job, boosting their speed in the meantime
-still hit hard as fuck without wasting slots on redundant coverage that hits one or two pokemonn

Running Torchic that way makes it a lot more useful throughout whole game instead of just lategame while imo its still capable of cleaning without any problems, please note that this torchic's usefulness drops if its used outside really heavy offense - it loves spikes, momentum flow and strong mates on the bench to pass to

tl;dr= baton pass is mandatory period

Snivy (M) @ Berry Juice
Ability: Contrary
Level: 5
EVs: 240 SpA / 76 SpD / 176 Spe
Timid Nature
- Glare
- Leaf Storm
- Substitute
- Hidden Power [Fire]

Everybody knows how this guy works now. I believe i was the first one to actually say out loud 'fuck 17 speed and knock off' and right after Snivy got released i made this set. 99% of Snivys best checks are faster than 17 and they get Glared anyway. You're supposed to para shit on free turns and abuse the hell outta subs to get that one para and that's pretty much it. this simple set allows you to lure n beat most checks (if not almost all of em) like pony using subglare and just fishing for full para while getting boosts. i really like this mon and im glad to see it got recognition it deserved, makes me feel good to know that my 'hyping' didnt go to waste

dirty mike (Stunky) (M) @ Eviolite
Ability: Aftermath
Level: 5
EVs: 12 HP / 92 Atk / 60 Def / 108 SpA / 188 SpD / 48 Spe
Brave Nature
- Pursuit
- Sludge Bomb
- Sucker Punch
- Fire Blast


ffs people maybe now you'll stop asking for Mike spread. that one day i was building something cool with Mambo and we needed a good stunky set - Briyella's one(the one that was before mike) didnt feel solid and i felt like its missing something and boy, i was right. this little thing has everything in one package - magic spread allows it to switch on life orb abra/gastly every bloody time without being scared of their powerful moves, even if stuff like LO DG abra hits you on switch, you'll still survive. i guess the easiest way to describe this set is to just point out what it can do

-win under any circumstances vs any abra and gastly (goth etc too but these are the main targets)
-still win 1v1 vs spritzee
-OHKO both Abra and Gastly with pursuit even if they're smart and stay(not sash obviously)
-outrun snubbull with -spe nature and harm it really badly
-lure in pawniard thinking you're going to "defog", roasting its ass with two fireblasts
-taking out said pawniard 1v1 as long as your stunky is close to full HP
-pops ferros
-poison from sbomb shows up surprisingly often
-priority!
-its called dirty fuckin mike from the backalley

Legendary set, quite a lot of time has passed since i came up with this and i believe there's quite a lot of people who can't imagine their stunky being different. i can't either, it's imo the most balanced set/spread as it does what its supposed to + a lot more

Aron (M) @ Life Orb
Ability: Rock Head
Level: 5
EVs: 196 Atk / 116 SpD / 196 Spe
Adamant Nature
- Rock Polish
- Head Smash
- Iron Head
- Earthquake

dex set has berry juice, heavy metal and other shit - you want to abuse the hell outta opp's spritzees and fletchlings - only thing it's scared of are bulky fighters (mostly timburr, foo is 2hkod) so get rid of em which aint too hard and setup, then win. people are really often caught off-guard either trying to knock my 'berry juice' off to break 'sturdy' just to get RPd or killed. amazing set, best way to run aron imo - head smash is really ungodly powerful even without any atk boosts other than life orb.

196+ Atk Life Orb Aron Head Smash vs. 116 HP / 236+ Def Eviolite Slowpoke: 16-19 (59.2 - 70.3%) -- guaranteed 2HKO
isn't this fucking impressive
tl;dr run life orb

Pumpkaboo-Small (M) @ Life Orb
Ability: Frisk
Level: 5
EVs: 228 Atk / 36 Def / 76 SpD / 168 Spe
Adamant Nature
IVs: 0 HP
- Bullet Seed
- Rock Slide
- Flame Charge
- Shadow Sneak

it all started with madoka's pumpkaboo(it was mixed and had dbond!), i was amazed by the set but i wanted to see if there's a way other than webs to make it a little bit faster or kill more stuff - i found flame charge fully physical set. it's known that you can ohko full hp spritzee with 5 high rolls after sr but every lo pump can do that - this one can also get a nasty speed boost on forced switches, hit hard as hell with everything it has and KO some things other sets can't (pony after sr! birds and shit or even larvestas just die to slide, you know the rest). easy as fuck to setup on things like ferro, good surprise set and ho spinblocker lol

Gastly @ Choice Specs
Ability: Levitate
Level: 5
EVs: 68 HP / 120 Def / 120 SpA / 200 Spe
Timid Nature
- Sludge Bomb
- Shadow Ball
- Hidden Power [Fighting]
- Trick

116 Atk Timburr Knock Off (97.5 BP) vs. 68 HP / 120 Def Eviolite Gastly: 14-18 (70 - 90%) -- guaranteed 2HKO
0 Atk Mienfoo Knock Off (97.5 BP) vs. 68 HP / 120 Def Eviolite Gastly: 14-18 (70 - 90%) -- guaranteed 2HKO

why is Gastly evio in the calcs you ask? because you trick these mons choice specs and take their knockoffs with their eviolites locking them into something making them almost completely crippled for the rest of the game, helpful set for mons that have issues with these. shits on many other walls(lol munchlax)
if you dont feel like tricking, simply hitting hard with specs is also an option - useful, unexpected and nichey but it can really fuck over your opps whole strategy by itself - tested and played many times, always did its job

Scraggy @ Eviolite
Ability: Shed Skin
Level: 5
EVs: 36 HP / 156 Atk / 36 Def / 36 SpD / 212 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Dual Chop
- Dragon Dance

used by some and discussed few times, one n only abscraggy - trades hitting spritzee for killing sash abra so it won't stop your sweeps no more, +1 dual chop is a clean kill. abra won't stop your sweeps but spritzee will LOL
this scraggy definitely needs a teammate that can pivot to it and provide a way to deal with fairies - magnemite, anyone?

Venipede @ Focus Sash
Ability: Speed Boost
Level: 5
EVs: 36 HP / 236 Atk / 220 Spe
Jolly Nature
- Pin Missile
- Endeavor
- Spikes
- Toxic Spikes

this mon by itself is creative enough, this set is just my old-ish attempt at bringing XY Ubers Scolipede lead set here and it worked. I never felt like it needs protect for the initial boost or stuff - 16 speed is high enough, only things that can outspeed n taunt you are like onix and foo, both of them being really often used as leads which means you can antilead them with something. all it does is providing dual hazards according to matchup, setting up then damaging shit and dying - it's not a bad idea to keep it alive, trying to lure out tspike removers and kill them if they're present (all of them common poison mons die to a trapper - stunky loses to diglett, foongus loses to gothita etc). underrated ho lead imo, good mon

Gothita (M) @ Eviolite
Ability: Shadow Tag
Level: 5
EVs: 156 HP / 116 Def / 236 SpD
Relaxed Nature
IVs: 0 Spe
- Calm Mind
- Psyshock
- Rest
- Trick Room

just like mon before, this was my attempt at trying to recreate XY Ubers Gothitelle set we all know and love(sigh). it's actually really bulky with these evs and stuff, even without its eviolite - basic idea is to get rid of any darkmons first(most common ones, pawniard and houndour are trappable - scraggy might be a problem but its not like its impossible to kill)then try to trap and get boosts on something that doesn't beat you which happens surprisingly often with CM and overall bulk, and finally:
-kill shit that causes your team problems
-fire a trickroom and completely smash your opps team without giving him any chance, provided there are no dark pokemon left - if you use your brain while playing, it should be pretty obvious

takes a longer while to get rolling but payoff is massive - i cleanly 6-0d few people with this goth alone, people i'd call good players..
do not underestimate its bulk, it can tank lotta stuff and even suicide-trickroom if you feel like you need it - majority of its bulk is special and thats a simple hint - you want to trap special-attacking mons(or weak af physicals), boost on them to become even more fat and then it's up to you to decide - it can either clean whole 5 man team lategame or kill stuff that causes problems midgame, provided it ain't dark-type. psyshock>psychic because of cm wars

Timburr (M) @ Eviolite
Ability: Guts
Level: 5
EVs: 196 Atk / 156 Def / 156 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Rock Tomb
- Mach Punch


lolsy timburr with more offensive-ish spread and no bulkup/poison jab with rock tomb instead - i made it to ct certain someone known for using fletchling as the only way to deal with fighters. this exact timburr is capable of taking acrobatics, rocktombing next turn and then out-prioritizing said fletchling with Mach due to speed drop, killing it as a result. hilarious shit to pull off, nothing too serious but if you're looking for a different, bird-proof timburr, try this one
slows down lotta random stuff for your teammates too, if something that looks like timburr check gets tomb'd, you can safely double to something
please, PLEASE stay on these fucking acros and slay em birds

Pawniard @ Eviolite
Ability: Defiant
Level: 5
EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe
Jolly Nature
- Knock Off
- Thunder Wave
- Iron Head
- Stealth Rock


this is my pawniard, jirachipawniard that paraflinches the fuck outta its checks except timburr and wins and sets rocks and overall its badass. one of my babies that got popular, everybody knows what it does





i would post many, many more - old and new stuff but for now i feel like this will do + im too lazy, just gonna mention them important ones

-16 atk fat sd drilbur
-custap pineco
-mental herb dwebble
-zhb smash tirt
-13 def no item archen(birdproof)
-flame charge houndour
-tank spinarak
-9/10/11 speed sdpass foo(i was first!) preferred receiver - carvanha
-spooky plate np missy(specs bluff)[*] RIP [*]
-double dance drilbur(sd sandstorm adamant lifeorb, I'll explain more later)


rest tba


im sorry for lack of calcs but you can check stuff yourself

if you feel like you know some abs innovations that aint here, please lmk
 
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