most of this stuff isnt crazy unique ideas that ive thought of specifically, but more so just cute things that u can do in uu that i've used to some success
Jirachi @ Power Herb
Ability: Serene Grace
EVs: 192 HP / 64 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Psychic
- Thunder
- Meteor Beam
kind of a ghetto necrozma tbh but a nice lure that can dome stuff like moltres and skarmory, as these tend to be typical jirachi switch ins. spamming thunder later on is also nice, fishing for that sweet 60% para.
Primarina @ Leftovers
Ability: Torrent
EVs: 112 HP / 216 SpA / 180 Spe
Timid Nature
- Flip Turn
- Moonblast
- Psychic
- Scald
a nice primarina set on more offensive teams, letting u freely click strong stabs and not care about amoonguss, while fturning on everything else. timid spread to outspeed aegislash/mandi/skarm/everything else at the 220 benchmark bc this thing cant take too many hits when it has uninvested bulk, shocker.
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Relaxed Nature
-
Stun Spore
- Synthesis
- Sludge Bomb
- Seed Bomb
a standard amoonguss thats simply foregoing spore for stun spore. basically, when any1 sees an amoonguss they are gonna be fearing spore, so theyll use things to soak up spore turns like nihilego/hydreigon/drill etc, but meanwhile stun spore completely neuters these mons. not having foul play isnt that big of an issue since u can cut the speed of dd mons that you'd typically check like mence/gyarados, but keep in mind the risk still since the move only has 75% acc.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 44 SpA / 84 SpD / 128 Spe
Docile Nature
- Air Slash
- Heavy Slam
- Substitute
- Leech Seed
dont look at the mess of this spread i assure u theres some science behind it (what is it idfk LOL prob to not let some scalds break sub or something) anyways this set plays a bit differently from the standard protect set, as now u can sit on things like slowking, and with a couple of flinches, can even threaten things out that would otherwise just kind of ignore celesteela. setting up subs on weak grass types that try to hit it with status or weak knock offs is the most satisfying thing ever btw.
Volcanion @ Power Herb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Steam Eruption
- Flamethrower
- Solar Beam
- Flame Charge
a fun volcanion set that we unfortunately wont be able to use for too much longer (why is this thing so good in ou randomly). while this thing can obviously own swamperts and most other water types, the real draw is killing slowking with solar beam, as that is a pokemon that otherwise sits on volcanion forever. i believe solar beam only does like ~70%, so you need some prior chip on slowking, but this shouldnt be too hard to do when fishing for steam eruption burns and having rocks up/prior slowking chip from other mons etc.