Project National Dex Heat V2

Mollymiltoast

formerly Molly
:zangoose:National Dex Heat:arctozolt:
Welcome to the National Dex Heat thread! This thread will be used to share your effective and creative sets for National Dex OU. Here are some guidelines to acknowledge before posting.
What is "heat"?
Heat can be a non-standard/underused pokemon, a standard pokemon with a creative movepool or a non-standard team / archetype that can successfully be used within the vicinity of Natdex.

:greninja: Greninja (M) @ Normalium Z :greninja:
Ability: Protean
- Work Up
- Hyper Beam
- Low Kick
- Hydro Pump​

What is not "heat"?
Gimmicks that only value comes from shock factor or complete matchup fishing is not heat. I will advise you to change your post or delete it.

:hawlucha: Hawlucha @ Leppa Berry :hawlucha:
Ability: Unburden
- Encore
- Mean Look
- Bulk Up
- Acrobatics​
Posting Guidelines
  • Provide valid detail of what your heat accomplishes
  • Replays are encouraged
  • Feel free to add constructive and thoughtful criticism
  • As always treat others with respect
Happy Posting!
 
Last edited:
Reuniclus @ Grassy Seed/Electric Seed
Ability: Overcoat
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Energy Ball/Thunder/Focus Blast
- Recover

Grassy/Electric Seed actually reduces knock off damage even more than colbur berry. Even energy ball lets you 1v1 Weavile in terrain. Electric seed under koko’s screens is basically unkillable. Set up 10 calm minds and win
 

sanguine

SOMETHING CHRONIC, BIT DEMONIC.
is a Tiering Contributor


:sm/medicham-mega:
HOLY ROLLER (Medicham-Mega) @ Medichamite
Ability: Pure Power
EVs: 240 Atk / 16 SpD / 252 Spe
Adamant Nature / Jolly Nature
- High Jump Kick
- Thunder Punch
- Recover / Ice Punch
- Bulk Up

Molly practically begged me to post this so here it is. Bulk Up allows Medicham to bust past its already limited set of defensive counterplay like Slowbro / Mega Latias / Clefable etc and thwart a lot of would be revenge killers such as Lopunny, Scarf Landorus, and Weavile when you have a boost at the cost of some matchup efficiency into super offensive teams. Recover allows you to be a sustainable wincon and hit trade machine, but Ice Punch is also really good to just obliterate Mega Latias, Defensive Landorus, and Zapdos. The 16 SpD allows you to survive one Moonblast from standard defensive Clefable from full, so you can Bulk Up on it or maybe get a second stray hit off. Adamant versus Jolly is always a question. Adamant gets you some very meaty damage rolls, but Jolly gets you the jump on Kyurem, Tapu Lele, and tie Zapdos. It's up to personal preference and the team around it, really.

sample team
 
Reuniclus @ Grassy Seed/Electric Seed
Ability: Overcoat
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Energy Ball/Thunder/Focus Blast
- Recover

Grassy/Electric Seed actually reduces knock off damage even more than colbur berry. Even energy ball lets you 1v1 Weavile in terrain. Electric seed under koko’s screens is basically unkillable. Set up 10 calm minds and win
Me when the

When the overcoat reuni
 
WOOOOOOOOOOOOOOOOOOOOO Molly startin a heat thread LET'S FUCKIN GOOOOOOOOOOOOOOOOOOOO

i got a very extremely mindblowingly top secret anti meta powerful heat set for you guys today featurin some american muscle:



thouxanbanfawni (Keldeo-Resolute) @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Taunt
- Secret Sword
- Scald​

Me n molly been schemin wit Keldeo lately - Scarf, Specs, Sub CM and now Sub Taunt. Keldeo's versatility and wallbreaking prowess forces opponents to tread carefully around this mon if they don't have an outright wall.

Like Lele, this is a Special attacker Chanseys and Blisseys don't take well to because of access to Secret Sword, which calculates damage with respect to the opposition's Defense stat. Keldeo's STAB combo hits a good chunk of the meta with super effective damage, and nearly the entire meta for neutral damage, barring bulky Waters and Grass types, and the god that is Mega Latias. While the aforementioned are a hindrance for Keldeo, this set is capable of turning the tide against walls like Toxapex, which it can outright 1v1 with the combination of Substitute and Taunt, while also forcing progress against your opponent, as it can get chip on both physically defensive and specially defensive mons using the combination of Secret Sword and Scald, the latter which can be used to fish for burns. Pair with besto friendo Serperior, which appreciates Keldeo's ability to neuter Heatran, and you've got a potent offensive core brewing.

Max-max EV spread in Special Attack and Speed - bulk investment is irrelevant as Toxapex has no hope of breaking a Substitute.

Replay of Keldeo goin brazy (I'm not including the team cuz it gets smashed by Lele LOL - will build a better one soon but just wanted to show off the power of Sub-Taunt Keldeo and its ability to bully walls/threats.)
 
:ss/Swampert-Mega:


Swampert-Mega @ Swampertite
Ability: Damp/Swift Swim (when mega evolved)
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Refresh

Ok so, this Mega-Swampert set is used because it tackles one of mpert's only problems, which is status such as burn and poison, to enforce longevity and make sure it doesn't die too quickly. One of the main things it helps against is Mega Sabeleye from Wil o wisping it and pex's scald burns or toxics. However, everything else is quite standard, Adamant Nature for extra damage along with the necessary mpert moves: Waterfall, Earthquake and Ice Punch. Along with max speed evs and max attack evs.

Credit to Molly for making this HEAT thread ;)
 
Last edited:
bear joke (Ursaring) @ Flame Orb
Ability: Guts
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Facade
- Fire Punch
- Close Combat
- Gunk Shot

haha large bear funny wallbreaker also lures scizor ig
speedcreeps 0 spe scizor, facade hits everything hard, cc for steels, gunk rolls clef and other fairies, can also act as a last resort to beat lati if it doesnt have too many boosts

+1 0 SpA Latias-Mega Aura Sphere vs. 248 HP / 8 SpD Ursaring: 290-342 (75.7 - 89.2%) -- guaranteed 2HKO after burn damage

252+ Atk Guts Ursaring Facade (140 BP) vs. 248 HP / 8 Def Latias-Mega: 321-378 (88.4 - 104.1%) -- 25% chance to OHKO

252+ Atk Guts Ursaring Facade (140 BP) vs. 248 HP / 252 Def Toxapex: 220-261 (72.6 - 86.1%) -- guaranteed 2HKO
252+ Atk Guts Ursaring Gunk Shot vs. 252 HP / 68+ Def Tapu Fini: 328-386 (95.3 - 112.2%) -- 68.8% chance to OHKO cm fini
252+ Atk Guts Ursaring Gunk Shot vs. 252 HP / 16 Def Tapu Fini: 376-444 (109.3 - 129%) -- guaranteed OHKO standard fog
252+ Atk Guts Ursaring Gunk Shot vs. 252 HP / 252+ Def Clefable: 378-446 (95.9 - 113.1%) -- 75% chance to OHKO
gunk does great damage to fairies even w/o burn
252+ Atk Ursaring Gunk Shot vs. 252 HP / 68+ Def Tapu Fini: 218-258 (63.3 - 75%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Ursaring Gunk Shot vs. 252 HP / 252+ Def Clefable: 252-298 (63.9 - 75.6%) -- guaranteed 2HKO after Leftovers recovery

basically budget mmaw that relies on burn
 

Kyo

In Limbo
is a Forum Moderatoris a Tiering Contributor
Moderator
:sm/zapdos-galar:

Zapdos-Galar @ Flyinium Z
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn
- Screech

Started using screech as my 4th move on Zapdos-G after trying to figure out a way around certain physical walls. This mon doesn't have any useful coverage options for the last slot and a very poor status movepool. Without swords dance, you're stuck with bulk up which is not great. Instead of getting +1 as your opponent switches to defensive counterplay, you can get an effective +2 to your attack by using screech. This requires careful positioning so that your opponent doesn't have anything to switch to after you screech and you can force a KO.

https://replay.pokemonshowdown.com/gen8nationaldex-1629592253-a2jkbmdptp84mshpn9vgcnb20s63m3opw

252 Atk Zapdos-Galar Supersonic Skystrike (190 BP) vs. -2 252 HP / 252+ Def Slowbro: 408-480 (103.5 - 121.8%) -- guaranteed OHKO
252 Atk Zapdos-Galar Supersonic Skystrike (190 BP) vs. -2 252 HP / 252+ Def Toxapex: 322-381 (105.9 - 125.3%) -- guaranteed OHKO
252 Atk Zapdos-Galar Supersonic Skystrike (190 BP) vs. -2 244 HP / 52 Def Gliscor: 477-562 (135.5 - 159.6%) -- guaranteed OHKO

252 Atk Zapdos-Galar Supersonic Skystrike (190 BP) vs. -2 252 HP / 252+ Def Clefable: 531-625 (134.7 - 158.6%) -- guaranteed OHKO
252 Atk Zapdos-Galar Supersonic Skystrike (190 BP) vs. -2 252 HP / 252+ Def Quagsire: 484-570 (122.8 - 144.6%)
Def drops on the opponent allow you to circumvent unaware

252 Atk Zapdos-Galar Supersonic Skystrike (190 BP) vs. -2 248 HP / 8 Def Latias-Mega: 511-603 (140.7 - 166.1%)
Mega Latias is unable to OHKO you with ice beam or psyshock
 
Y'all want sum heat? I'll give you sum heat in the form of :manectric-mega: and :tapu-koko:

:ss/tapu-koko:

Tapu Koko @ Terrain Extender
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Roost
- Hidden Power [Ice]

:ss/manectric-mega:

Manectric-Mega @ Manectite
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Volt Switch
- Hidden Power [Ice]
- Flamethrower

Step 1: bring in koko on a switch

Step 2: chip grounds w/ hp ice + hazard support

Step 3: when grounds are eliminated, switch out w/ vswitch

Step 4: win the game

istfg rising voltage mane is so fucking broko anyone who doesn't see it is dumb and wrong. boltbeam (unlike a certain golem) plus fire coverage which tears apart steels, esp ferro

literally just wear the opponent down w/ hazards a little and win, it's that easy

EDIT: opp made questionable plays but heres smth that shows it off: https://replay.pokemonshowdown.com/gen8nationaldex-1631120997
 
Last edited:
:ss/Xurkitree:
Xurkitree @ Psychium Z :Psychium Z:
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice] / Energy Ball
- Tail Glow
- Hypnosis

Z-Hypnosis Xurkitree can be really scary once the opponent's speed control has been dealt with. Basically, you use Z-Hypnosis on a Water- or Flying-type as they switch into their Electric-type immunity and put the opponent's Pokemon to sleep. Now that you're at +1 Speed and the opponent's Electric-type immunity is asleep, Xurkitree can freely setup Tail Glow and sweep. Thunderbolt is standard her but Rising Voltage is plausible on Tapu Koko screens. Hidden Power Ice is primarily for Landorus-T, Gliscor, and Garchomp, however; Energy Ball can be used instead for the likes of Gastrodon and Seismitoad.
 
Last edited:

ChrisPBacon

Lucky and bad
is a Tiering Contributor
:ss/landorus-therian:
Landorus-Therian (M) @ Custap Berry
Ability: Intimidate
EVs: 248 HP / 180 Def / 80 SpD
Relaxed Nature
IVs: 0 Spe
- Earthquake
- U-turn
- Stealth Rock
- Explosion

Custap berry on defensive lando is really cool, as defensive lando frequently switches into attacks such as lopunny return and kartana leaf blade, which wear it down into custap range. Boom allows it to ko the likes of lopunny, volcarona and zapdos that you otherwise wouldn't be able to, making it a generally good last-ditch check for a myriad of threats, and is generally helpful for picking off the likes of weakened pert which is otherwise really scary for offensive teams. Spdef evs allow it to survive a zapdos Z from full as well as charizard flamethrower after rocks, letting you ko them back. Obviously the loss of helmet can be annoying, but i've found lando to frequently take knocks anyway, so it isn't that big a deal.

https://replay.pokemonshowdown.com/gen8nationaldex-1623245959-pntwbewqda3ddzfomppxo7th26cu1dopw

Example replay where lando's item allows me to get back from what would be otherwise a terrifying lopunny
 

Kyo

In Limbo
is a Forum Moderatoris a Tiering Contributor
Moderator
Registered Felon Corviknight
:ss/corviknight:
Corviknight
Ability: Pressure
EVs: 248 HP / 52 Def / 200 SpD / 8 Spe
Impish Nature
- Iron Head
- Defog
- Roost
- Thief

Commit felony burglary today! Ferrothorn, Heatran, and Rotom-Wash can be quite annoying for bulky balance teams as they tend to stick around forever and have a lot of passive sustain from leftovers. Of course a competent player won't usually let you knock off their leftovers so instead we have a set that will bait those mons to switch in and snatch away their important healing item. This set is reserved for bulkier teams where there is less opportunity cost for not running u-turn. You can use any attack like brave bird or body press in the first slot, but I prefer this specially defensive set with iron head. It can be really nasty paired with twave Clefable for paraflinch strats and you can often paralyze Heatran and completely 1v1 it with just moonblast once you steal leftovers. Also note, if the extra momentum is valuable you can use this set with eject button instead of no item but it is a bit awkward to use.
 
dropping some sets i like

:sm/altaria-mega:

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Fire Blast
- Substitute
- Roost

get behind sub. kill something. so many steels die to fire coverage and expect you to be physical anyways. even steelium tran can't immediately click z on you due to you outspeeding modest tran.

:sm/rotom-wash:

Rotom-Wash @ Waterium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Nasty Plot
- Thunder

this one's just plain funny. like my z-rain dance manaphy set... with a few key differences. namely your ability to sit on grounds, better special attack before boosting it, and of course better stabs, and a secondary stab period.

:sm/buzzwole:

Buzzwole @ Electrium Z
Ability: Beast Boost
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Close Combat
- Bulk Up
- Thunder Punch
- Roost

pair this one up with anything that appreciates the removal of bulky waters and bulky flyings. those get removed hard w/ gigavolt havoc. also, the longevity is always rly nice. speed outspeeds tapu fini, tho frankly you can go max for those speed-creepers out there.

+1 252+ Atk Buzzwole Gigavolt Havoc (140 BP) vs. 252 HP / 104 Def Toxapex: 340-402 (111.8 - 132.2%) -- guaranteed OHKO
+1 252+ Atk Buzzwole Gigavolt Havoc (140 BP) vs. 252 HP / 184+ Def Corviknight: 388-458 (97 - 114.5%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Buzzwole Gigavolt Havoc (140 BP) vs. 248 HP / 68+ Def Tapu Fini: 400-472 (116.6 - 137.6%) -- guaranteed OHKO

:sm/garchomp:

Garchomp @ Firium Z
Ability: Rough Skin
EVs: 100 Atk / 156 SpA / 252 Spe
Naive Nature
- Swords Dance
- Earthquake
- Stone Edge
- Fire Blast

in case you aren't aware, cheesy lures w/ z-crystals are the love of my life. now mixedchomp is not exactly a new concept, it's been around since gen 4 was current gen, but the most common variants here tend to be full-on physical variants; food for steels neutral/immune to ground, like birbs and ferro. and guess what those things fucking hate. evs are to ohko ferro (yeah ik, needing 156 evs to kill a 4x weak target with a z move is a little underwhelming, but you're still getting a high attack after a dance, so i'd argue it's worth it)

156 SpA Garchomp Inferno Overdrive (185 BP) vs. 252 HP / 232+ SpD Ferrothorn: 352-416 (100 - 118.1%) -- guaranteed OHKO
156 SpA Garchomp Inferno Overdrive (185 BP) vs. 252 HP / 72 SpD Corviknight: 280-330 (70 - 82.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
156 SpA Garchomp Inferno Overdrive (185 BP) vs. 248 HP / 0 SpD Skarmory: 354-418 (106.3 - 125.5%) -- guaranteed OHKO

:sm/reuniclus:

Reuniclus @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Trick
- Recover
- Psychic
- Focus Blast

da sticky tricky reunicly

sits on tran

that's it's niche over clef
 
Last edited:
:bw/Weavile:
Weavile @ Poisonium Z :Poisonium Z:
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Triple Axel
- Poison Jab
- Swords Dance

Normally, it's difficult to justify a Weavile set lacking Ice Shard although this set has it's benefits. Acid Downpour grants Weavile the ability to lure in Fairy-types such as Tapu Fini, Clefable, and Alolan Ninetales to then OHKO them unexpectedly. Having a Z-Move also permits Weavile to deal heavy damage against opponents like Volcarona, Zapdos, and Serperior without having to worry about Flame Body, Static, or Rocky Helmet crippling Weavile. I can't say if this kit is worth using over the standard Choice Band or Heavy-Duty Boots sets but I can guarantee it's extremely fun to use to surprise opponents.
 
Last edited:
:bw/amoonguss:
Amoonguss @ Red Card :red-card:
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Clear Smog
- Spore

haha funny sus mushroom

Basically, Red Card w/ minimum speed bulky Amoonguss allows for you to usually live a hit, then immediately spore whatever switches in. On teams with a sweeper, this can be the opening needed to get the sweep rolling. Red card can also be useful to force out sweepers that Amooguss can actually take a hit from, especially Serperior. It's also good for handling Pokemon with a substitute up, as all it needs to do is switch in to force them out. It's definitely a niche item pick, and it has it's drawbacks (accidentally pulling a grass type in on a spore or pulling in an Arctozolt after getting hit by a Alolan Ninetails), but it's got enough good traits to be worth considering.
 

R8

WHEN I FLEX, I FEEL MY BEST!
is a Forum Moderatoris a Community Contributoris a Top Contributoris a Tiering Contributor Alumnus
Moderator
:bw/lanturn:
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 252 HP / 4 SpA / 252 SpD or 4 Def / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Protect / Heal Bell
- Toxic
- Thunderbolt / Thunder

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Protect
- Toxic
- Thunder

Protect so you aren't trapped by weavile, and get some better recovery to compensate your lack of HP investment.

Yes. Lanturn.

I still didn't find the time to make a fully optimized build with this thing, but i got a bit of time to try that thing out on stall. You wouldn't be incorrect to think this Pokemon is mostly outclassed by Gastrodon - but it still has some cool traits that are worth looking into, and honestly it worked pretty well on testing. I like to build stalls with shitmons and honestly this might be one of the best i tried out lol.

Its functions are:
>It's somehow one of the best voltblockers in the game. I was originally looking for something able to counter Volt Switch Flynium Zapdos - which is a huge pain for stall, as it obliterates all the standard voltblockers - and realized that Lanturn not only does that, but also completly stuff the most common Volt Switch users, aka Magnezone, Tapu Koko (Dazzling gleam is a 4HKO, without taking Protect into account) and Rotom. Rotom can threaten you with wisp, but it will also need hazards up or make Lanturn switch into HPump 8 times - Lanturn can take about 7 if its recovery is negated, which you should be able to not let happen lol, especially since you can always go on your special wall or take advantage of Volt Absorb - and it can anyway be dealt with its own Heal Bell or a partner running the move. Cherry on the cake: Lanturn is light enough to not care about random Grass Knots, which is something i guess.

>It actually is quite annoying to switch into for a lot of teams. The only common things able to really switch into the combination of Scald + Toxic + Tbolt are Clefable, SpD Pex and Gliscor once Toxic Orb was activated. However forcing them to use their recovery moves is still nice, as PP stalling them is a viable gameplan on stall to win against these Pokemon, and if you go for Thunder with SpA investment you are actually able to potentially win vs Clefable and Toxapex if they try to switch into Thunder - for reference, physically defensive Clefable has odds to be 3HKOed, so once parad thanks to Thunder nasty 30% paralysis rate, Lanturn can sometimes just break through it with a bit of luck.

However this Pokemon does have flaws, the following that were the most bothering to me:
>It doesn't actually check a lot of stuff long-term besides the volters - and in a playstyle that requires optimized role compression to function, this is really bad. As such, it suffers a lot from the competition with Gastrodon - (and Refresh Seismitoad to some extent), which, even if it is much more passive, function pretty well as a Volt blocker too, on top of checking important threats such as Heatran or non-eball Manaphy.

>It requires a sturdy hazard game, either by stacking your own or keeping your side of field clear, as it is both grounded and neutral to rocks, which could give you an hard time attempting to actually outlast the opposing team - as we are talking about stall here.


To conclude:
Lanturn is a very specific pick, but still usable nontheless. It probably only should be brought if you are facing someone a bit too obsessed with volt-turn stuff or/and offensive zapdos. I honestly have no idea how it could fare in a more offensively oriented team, so let's say this is left as an exercise for the reader.

A replay:
https://replay.pokemonshowdown.com/gen8nationaldex-1654270958
Only switch in for the opposing team to Lanturn was MZor, which was eventually burned, and allowed CM Clef to win the game.
The team used in this replay: https://pokepast.es/42da24383f6db982 (made top7, 1910 ladder - though imo ladder records aren't a very accurate way to determine the sturdiness of a team - there also might be much better formulas)
 
Last edited:

Mamoo

I don't blunder in life, I just gambit a lot.
is a Tiering Contributor
:sm/aegislash: :sm/Aegislash-Blade:
Aegislash (M) @ Psychium Z
Ability: Stance Change
EVs: 252 HP / 84 Atk / 4 Def / 44 SpD / 124 Spe
Adamant Nature
- Swords Dance
- Shadow Claw
- Close Combat
- Psycho Cut

Aegislah is one of my favourite pokémon in terms of design & in competitive; & has been for a long time since I used it quite a lot during the 2014 & 2015 VGC metas.
For NatDex OU however, I thought I'd share a fun set for y'all to use.
This set aims to be a lure for Toxapex & other would be walls to the physical set such as Kommo-o, Mega Venusaur & Buzzwole, allowing teammates like Mega-Lopunny, Kartana, Weavile or Charizard-Y to wreak havoc once these roadblocks are eliminated.
Like Shadow Claw, Psycho Cut is a move with a high crit ratio. It deals massive damage to the aforementioned targets at +2, & can deal up to 50% on a crit to fully PhyDef Toxapex at neutral attack.
The spread aims to maximize Aegislash's offensive presence while still maintaining serviceable bulk & outspeeding everything up to min speed defensive Mega-Scizor.

Some Offensive Calcs:

+2 84+ Atk Aegislash-Blade Psycho Cut vs. 252 HP / 252+ Def Toxapex: 170-200 (55.9 - 65.7%) -- guaranteed 2HKO
+2 84+ Atk Aegislash-Both Shattered Psyche (140 BP) vs. 252 HP / 252+ Def Toxapex: 336-396 (110.5 - 130.2%) -- guaranteed OHKO
+2 84+ Atk Aegislash-Blade Shattered Psyche (140 BP) vs. 252 HP / 252+ Def Kommo-o: 388-458 (109.6 - 129.3%) -- guaranteed OHKO
+2 84+ Atk Aegislash-Blade Shattered Psyche (140 BP) vs. 252 HP / 252+ Def Venusaur-Mega: 392-462 (107.6 - 126.9%) -- guaranteed OHKO
+2 84+ Atk Aegislash-Blade Shattered Psyche (140 BP) vs. 252 HP / 252+ Def Buzzwole: 360-424 (86.1 - 101.4%) -- 12.5% chance to OHKO
+2 84+ Atk Aegislash-Blade Close Combat vs. 252 HP / 252+ Def Corviknight: 188-222 (47 - 55.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Some Defensive Calcs:

252+ Atk Choice Band Weavile Knock Off vs. 252 HP / 4 Def Aegislash-Shield: 248-294 (76.5 - 90.7%) -- guaranteed 2HKO
252 Atk Swampert-Mega Earthquake vs. 252 HP / 4 Def Aegislash-Shield: 270-320 (83.3 - 98.7%) -- guaranteed 2HKO
252 SpA Choice Specs Tapu Lele Hidden Power Fire vs. 252 HP / 44 SpD Aegislash-Both: 142-168 (43.8 - 51.8%) -- 11.7% chance to 2HKO
+2 252 Atk Kartana Knock Off vs. 252 HP / 4 Def Aegislash-Shield: 272-320 (83.9 - 98.7%) -- guaranteed 2HKO
+1 0 SpA Volcarona Flamethrower vs. 252 HP / 44 SpD Aegislash-Both: 272-324 (83.9 - 100%) -- 6.3% chance to OHKO
252 SpA Diancie-Mega Mystical Fire vs. 252 HP / 44 SpD Aegislash-Both: 138-164 (42.5 - 50.6%) -- 2.3% chance to 2HKO
+2 0 SpA Life Orb Clefable Fire Blast vs. 252 HP / 44 SpD Aegislash-Both: 283-335 (87.3 - 103.3%) -- 25% chance to OHKO

Replays:

+2 252+ Atk Aegislash-Blade Never-Ending Nightmare (140 BP) vs. 252 HP / 252+ Def Toxapex: 282-333 (92.7 - 109.5%) -- 56.3% chance to OHKO
This calc here bothers me, as it doesn't guarantee breaking through Pex without hazard/prior chip, potentially allowing Pex to recover if you get a low roll, or it hazes & maybe escapes. You also obviously give up Aegislash's overall defensive utility as well while running this spread.

The team structure here aims to support choice scarf Kartana, allowing it to clean up by luring or breaking through common defensive stops to it.

https://replay.pokemonshowdown.com/gen8nationaldex-1654117282-9fdfysogg4py9d74mji7yqci26fxc6npw
Here Aegislash is able to heavily pressure & eliminate one half of the Corv-Pex core, thus allowing Mega Gyarados/Kartana to do their jobs.

https://replay.pokemonshowdown.com/gen8nationaldex-1654892546-okbyn9wzqysbqhmvi77gjnn0545ih5ppw
Here once again, Aegislash is able to lure in the Toxapex & eliminate it to allow Kartana to clean up comfortably.

Shoutouts to Whole Lotta Agents! :heart:
Shoutout to Molly for creating this thread :heart:
Feel free to test the set out yourselves & to provide feedback if you wish. :blobthumbsup:
Most importantly have fun with it because that's what Pokémon is all about :{D
 
THOUGHT YOU HAD A ZAP SWITCH IN?

Well now you don't:


CYCLONE (Zapdos) @ Flyinium Z
Ability: Pressure
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Roost
- Hurricane
- Substitute
- Metal Sound​

We are not only here to pressure stall (looking at you Heatran), but also drop nukes and force an insane amount of switches with this set. Speed hits 280 to outspeed Timid Heatran, Gliscor, and Deoxys-D. Max Special Attack investment with a Modest nature because I want to reiterate one thing this set does really well—drop NUKES. Use on hazard stack to punish the switches that it will force.
 

pannu

「GO BEYOND」
is a Social Media Contributoris a Tiering Contributoris a Top Contributor
only making this post cuz i like u molly

:ss/landorus-therian:
Landorus-Therian (M) @ Rocky Helmet / Whatever
Ability: Intimidate
EVs: 36 HP / 252 Atk / 220 Spe
Jolly Nature

- Earthquake
- Stone Edge
- U-turn
- Knock Off / Toxic / Stealth Rock (i personally wouldn't run fog on this guy)

On offense i find that alot of the more mid speed scary breakers like offzap, lele, z-tran, and kyurem which commonly run +attack/spa natures can be threatening, this is especially true on ladder where you see nicher stuff like rilla, nidoking etc etc. Fast Lando-T is a total 180 from what the usual fat landos in the meta rn do, as this fast spread (it hits 291, creeps stuff creeping modest lele) moreso focuses on doing damage and pivoting around for offense, Stone Edge is a move I've highlighted as it helps you ohko Kyurem and OffZap, the later is why i thought of this set. This can also just perform your usual lando actions of pivoting with intim and blocking volt switches / scarf eq. Item can rllybe whatever i think rh is solid for wearing down stuff but leftovers is probably better, i could evens see z rock or z fly alongside fly being used​
 

Mollymiltoast

formerly Molly
:ss/keldeo: :ss/keldeo-resolute:
Keldeo @ Flyinium Z :flyinium-z:
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Secret Sword
- Air Slash

Now, I know what you're thinking. Why is Keldeo, a Pokémon with options like Choice Specs, Choice Scarf, and Sub CM, using Flyinium Z with Air Slash? The reason is simple; to reliably beat Toxapex and Tapu Fini, and to a lesser extent, Tangrowth and Slowbro. Air Slash can also provide Keldeo with good neutral coverage, and not have to pray for critical hits with Secret Sword or Scald. Be very careful around status though, as no Substitute leaves it very vulnerable to Toxic and Thunder Wave.

How to Use Against...

:ss/toxapex:
Toxapex is a defensive threat to Keldeo and in general a pain to deal with. In order to beat it with Flyinium Z, you get up to +2 and Air Slash it on the switch-in, and then you click Flyinium Z to get it out of your way. It is also good to have Stealth Rock up to guarantee that you beat it, and not depend on high rolls.

+2 252 SpA Keldeo Air Slash vs. 252 HP / 152+ SpD Toxapex: 98-116 (32.2 - 38.1%) -- guaranteed 3HKO after Stealth Rock

Toxapex would be somewhere between 55.8% HP or 49.9% HP at this point. Now, you deliver the mystery Mouse-Ka-Tool.

+2 252 SpA Keldeo Supersonic Skystrike (140 BP) vs. 252 HP / 152+ SpD Toxapex: 182-215 (59.8 - 70.7%) -- guaranteed 2HKO

:ss/tapu-fini:
Tapu Fini is also a good defensive check to Keldeo, which can also 2HKO Keldeo with a Moonblast or cripple it with a Nature's Madness. If you want to beat Tapu Fini, you get up to +2, Air Slash or Secret Sword it, and then Flyinium Z it to remove it.

+2 252 SpA Keldeo Secret Sword vs. 252 HP / 16 Def Tapu Fini: 120-142 (34.8 - 41.2%) -- guaranteed 3HKO after Leftovers recovery

+2 252 SpA Keldeo Air Slash vs. 252 HP / 40+ SpD Tapu Fini: 114-135 (33.1 - 39.2%) -- 99.9% chance to 3HKO after Leftovers recovery

Then, you obliterate it with a Supersonic Skystrike.

+2 252 SpA Keldeo Supersonic Skystrike (140 BP) vs. 252 HP / 40+ SpD Tapu Fini: 213-251 (61.9 - 72.9%) -- guaranteed 2HKO after Leftovers recovery

If the roll doesn't go in your favor, you can always have Stealth Rock up.

EDIT: im ngl its 12am and im hella tired, im gonna add more stuff to this post later like replays n stuff, and maybe revise it/add more sets to this post, but for now just have this
If you’re tryna beat its walls with a neutral move, you should be using Z Hyper Beam instead. Can’t see why you’d use Air Slash, unless you were specifically trying to nuke stuff like Amoonguss.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top