Other Creative / Underrated Sets Thread (Read the thread, NO SHITTY GIMMICKS)

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Removing Paralysis inmunity from Electric types is all kind of lame though. You're spending two turns setting up Paralysis (Soak, Thunderwave) and the opponent just needs to switch out to get rid of the effect. Funnily enough you're entirely walled by Volt Absorb pokemon using that set you're proposing.
 
Hello just suggesting a wallbreaker Kingdra set that has been working amazing for me

Kingdra@Scope Lens
Sniper
Modest
252hp/252Sp.attack/4Spd
Focus energy
Draco Meteor
Surf/hydro pump
hp fighting/hp electric

By abusing sniper, scope lens and with a turn of set up in focus energy, Kingdra has a 100% crit rate on his moves with 225% his normal power.
Even more amazing is that on a crit hit, all stat drops are not taken into account aka DRACO METEOR SPAM WITHOUT DRAWBACKS!!
surf is there because i prefer accuracy but hydro pump is always an option for the sheer wall breaking power. pick your hp, if you want to hit Ferrothorn,
hp fighting does 75% to it which is pretty sick. hp electric is for azumarill although surf does around 78% to it so it is only there to give a OHKO.

What do your guys think?
 
Speaking of a mon that loves Scope Lens, try this guy out:



Honchkrow@Scope Lens
Super Luck
Jolly
4 HP/252 Att/252 Spe
Substitute
Roost
Drill Peck
Night Slash

With this set, Night Slash has 100% crit rate and when Honchkrow is behind a sub the effect is devastating. Drill Peck also enjoys +2 crit stages and crits a lot.

I know that Gen 4 and 5 taught us not to rely on crits but all this set needs is to get in and get a sub up and even it's counters are going to take massive damage before forcing it out which can allow Honchkrow to punch holes in key mons on your opponents team allowing them to be revenged later with ease.
 
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Removing Paralysis inmunity from Electric types is all kind of lame though. You're spending two turns setting up Paralysis (Soak, Thunderwave) and the opponent just needs to switch out to get rid of the effect. Funnily enough you're entirely walled by Volt Absorb pokemon using that set you're proposing.
Well, it's more to hit switch-ins and encourage switch-outs to maintain momentum.
 
Assault Espeon
Espeon@Assault Vest
Timid, Magic Bounce
252 SpA 252 Speed 4 SpD
-Psychic/psyshock
-Dazzling Gleam
-Shadow Ball
-Grass Knot

As you can see it is similar to the Offensive set. While it lacks an escape plan, it completes the counter to pokemon with prankster by turning trick or switcheroo users into deadweights. Also, with 50% extra special defense, espeon can surprise trainers convinced certain moves will one-hit KO it. Although it lacks an escape plan, the foe won't normally predict that Espeon survived their move.
 
Well, it's more to hit switch-ins and encourage switch-outs to maintain momentum.
Just slash HP-Grass if you're really bothered by VA because it's a good set on a bulky mon like lanturn. HP Grass would also hit likely ground switches for SE and gives you better coverage.
 
Lanturn @ Leftovers
Calm
252 Def/ 4 Sp. Atk/ 252 Sp. Def
Volt Switch
Thunderbolt
Soak
Thunder Wave

This gen, Lanturn got a nice gift in Soak. Now it can maintain momentum in a way that Rotom-W was never able to. Soak removes your opponent's STAB, and makes your STAB SE against them. Additionally, it removes any Thunder Wave immunities. At this point your opponent will likely switch out, so you can use Thunder Wave to paralyze them, or Volt Switch to pick up momentum. If they don't switch out, you have a choice of paralyzing them, hitting them with T-bolt, or Volt Switching.
I've used a Soak set with Alomomola before, and all it was good for was forcing switches.

Your set only works if your opponent only has 1 Pokemon immune to paralysis. If they have 0, your set is a waste. If they have more than 1, your opponent can just switch between the immune Pokemon and set up or attack while you spam Soak.

Assault Espeon
Espeon@Assault Vest
Timid, Magic Bounce
252 SpA 252 Speed 4 SpD
-Psychic/psyshock
-Dazzling Gleam
-Shadow Ball
-Grass Knot

As you can see it is similar to the Offensive set. While it lacks an escape plan, it completes the counter to pokemon with prankster by turning trick or switcheroo users into deadweights. Also, with 50% extra special defense, espeon can surprise trainers convinced certain moves will one-hit KO it. Although it lacks an escape plan, the foe won't normally predict that Espeon survived their move.
Espeon has a few problems, but tanking special attacks isn't one of them. It does have problems with Pursuit, Sucker Punch and a shallow attacking movepool, and your set makes those problems worse.
 
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Katakiri

Listen, Brendan...
is a Researcher Alumnus
Leavanny @ Focus Sash
Ability: Overcoat
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Sticky Web
- Knock Off
- Magic Coat
- Leaf Blade

I've been using this as an offensive sticky web lead to some success. Focus Sash guarantees you can get up Sticky Web, Magic Coat bounces back taunt, opposing hazards, etc. Leaf Blade is obligatory STAB, and Knock Off is a great support move, and provides coverage alongside Leaf Blade. Overcoat makes sure sandstorm damage doesn't break your sash. It hits surprisingly hard as well:

252 Atk Leavanny Leaf Blade vs. 252 HP / 0 Def Tyranitar: 234-276 (57.9 - 68.3%) -- guaranteed 2HKO
252 Atk Leavanny Leaf Blade vs. 252 HP / 0 Def Rotom-W: 236-282 (77.6 - 92.7%) -- guaranteed 2HKO
252 Atk Leavanny Leaf Blade vs. 252 HP / 252 Def Donphan: 176-210 (45.8 - 54.6%) -- 53.5% chance to 2HKO
252 Atk Leavanny Leaf Blade vs. 0 HP / 0 Def Azumarill: 302-356 (88.5 - 104.3%) -- 31.3% chance to OHKO
252 Atk Leavanny Leaf Blade vs. 4 HP / 0 Def Mega Kangaskhan: 126-148 (35.7 - 42%) -- guaranteed 3HKO

http://replay.pokemonshowdown.com/pokebankoubeta-69685032 Here is a replay showcasing this set. Note: At this point I was using Toxic instead of Magic Coat on Leavanny.

It's reliably able to set up Sticky Web, Knock Off an item, and weaken something before going down. Sometimes it'll get up more hazards or status something with Magic Coat, or even kill something. I'm not sure if it's a better Sticky Webber than Galvantula and Smeargle, but I definitely think it's pretty good.
Knock Off is illegal with Sticky Web regardless of what the simulator says. Knock Off is a Gen 5 tutor move that Sewaddle cannot learn until it evolves into Leavanny and Sticky Web is a Sewaddle-only level-up move that Swadloon and Leavanny do not learn.
Sewaddle does at least learn Magic Coat so it's not all bad.

Reflect, Toxic, or Grass Whistle are what I found to be Leavanny's best options over Knock Off's slot. Reflect keeps Leavanny from being complete setup fodder, Toxic is toxic, and Grass Whistle is dicey but rewarding when it hits.
 

perplexingpool

Banned deucer.
Knock Off is illegal with Sticky Web regardless of what the simulator says. Knock Off is a Gen 5 tutor move that Sewaddle cannot learn until it evolves into Leavanny and Sticky Web is a Sewaddle-only level-up move that Swadloon and Leavanny do not learn.
Sewaddle does at least learn Magic Coat so it's not all bad.

Reflect, Toxic, or Grass Whistle are what I found to be Leavanny's best options over Knock Off's slot. Reflect keeps Leavanny from being complete setup fodder, Toxic is toxic, and Grass Whistle is dicey but rewarding when it hits.
Really? Didn't know that lol. I wouldn't use GrassWhistle ever, but Toxic and Reflect both seem decent. Synthesis and heal bell both seem pretty good too.
 
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Spd / 252 Atk
Adamant Nature
- Earthquake
- Rapid Spin
- Knock Off
- Stealth Rock

Donphan faces hard competition this gen with excadrill roaming in OU and strong ghosts everywhere. Also sun teams where it has shined are becoming scarce... However santa gives it a very good present: Knock Off. Donphan can get rid of those pesky ghosts and becomes a great utility for your team. Imo, Ice Sharp is so weak it's not worthy at the moment...
Here few calcs to show the effectiveness of this attack:

252+ Atk Donphan Knock Off vs. 4 HP / 0 Def Gengar: 224-264 (85.4 - 100.7%) -- 81.3% chance to OHKO after Stealth Rock
252+ Atk Donphan Earthquake vs. 252 HP / 0 Def Aegislash-Shield: 240-284 (74 - 87.6%) -- guaranteed 2HKO
252+ Atk Donphan Knock Off (97.5 BP) vs. 252 HP / 0 Def Trevenant: 276-326 (73.7 - 87.1%) -- guaranteed 2HKO
 
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Anty

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Many people say zygarde is terrible and has one small, not amazing niche, coil. But after using it a lot i have really enjoyed this set:

Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 Def / 240 HP / 16 Spd
Impish Nature
- Dragon Tail
- Earthquake
- Glare
- Substitute

Para shuffling is always a fun way to annoy your opponent and zygarde is the best user of it because:
  • Amazing 108/121 physical bulk lets it tank many hits (always lives adamant mega mawile play rough from full!!!!)
  • Glare is boosted to 100% accuracy and can hit ground types
  • Decent 100 attack doesn't make it set up fodder and can do damage with STAB earthquake
  • 16 speed lets it outspeed standard gliscor and para it before it gets toxic orb
Although all this it isn't perfect as it would like hazards to be set up and it doesnt have an amazing typing but it can put in work. It's bulk is incredible.


52 Atk Talonflame Acrobatics (110 BP) vs. 240 HP / 252+ Def Zygarde: 84-99 (20.1 - 23.7%) -possible 6HKO after Leftovers recovery
252+ Atk Choice Band Talonflame Brave Bird vs. 240 HP / 252+ Def Zygarde: 148-175 (35.4 - 41.9%) -- 85.5% chance to 3HKO after Leftovers recovery
252+ Atk Aegislash-Blade Sacred Sword vs. 240 HP / 252+ Def Zygarde: 76-90 (18.2 - 21.5%) -- possible 7HKO after Leftovers recovery
+4 252+ Atk Aegislash-Blade Sacred Sword vs. 240 HP / 252+ Def Zygarde: 226-266 (54.1 - 63.7%) -- guaranteed 2HKO after Leftovers recovery (weakness policy + sd)
252+ Atk Life Orb Huge Power Diggersby Return vs. 240 HP / 252+ Def Zygarde: 177-211 (42.4 - 50.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 240 HP / 252+ Def Zygarde: 338-398 (81 - 95.4%) -- guaranteed 2HKO after Leftovers recovery (just saying)
252+ Atk Huge Power Mega Mawile Play Rough vs. 240 HP / 252+ Def Zygarde: 350-414 (83.9 - 99.2%) -- guaranteed 2HKO after Leftovers recovery (srsly)
252+ Atk Mega Heracross Pin Missile (5 hits) vs. 240 HP / 252+ Def Zygarde: 185-225 (44.3 - 53.9%) -- approx. 0.4% chance to 2HKO after Leftovers recovery
252 Atk Adaptability Mega Lucario Close Combat vs. 240 HP / 252+ Def Zygarde: 180-212 (43.1 - 50.8%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Adaptability Mega Lucario Aura Sphere vs. 240 HP / 0 SpD Zygarde: 192-228 (46 - 54.6%) -- 6.6% chance to 2HKO after Leftovers recovery (even if its special)
252 Atk Pure Power Mega Medicham Ice Punch vs. 240 HP / 252+ Def Zygarde: 344-408 (82.4 - 97.8%) -- guaranteed 2HKO after Leftovers recovery
+6 252+ Atk Mega Scizor U-turn vs. 240 HP / 252+ Def Zygarde: 351-414 (84.1 - 99.2%) -- guaranteed 2HKO after Leftovers recovery
 
Many people say zygarde is terrible and has one small, not amazing niche, coil. But after using it a lot i have really enjoyed this set:

Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 Def / 240 HP / 16 Spd
Impish Nature
- Dragon Tail
- Earthquake
- Glare
- Substitute

Para shuffling is always a fun way to annoy your opponent and zygarde is the best user of it because:
  • Amazing 108/121 physical bulk lets it tank many hits (always lives adamant mega mawile play rough from full!!!!)
  • Glare is boosted to 100% accuracy and can hit ground types
  • Decent 100 attack doesn't make it set up fodder and can do damage with STAB earthquake
  • 16 speed lets it outspeed standard gliscor and para it before it gets toxic orb
Although all this it isn't perfect as it would like hazards to be set up and it doesnt have an amazing typing but it can put in work. It's bulk is incredible.


52 Atk Talonflame Acrobatics (110 BP) vs. 240 HP / 252+ Def Zygarde: 84-99 (20.1 - 23.7%) -possible 6HKO after Leftovers recovery
252+ Atk Choice Band Talonflame Brave Bird vs. 240 HP / 252+ Def Zygarde: 148-175 (35.4 - 41.9%) -- 85.5% chance to 3HKO after Leftovers recovery
252+ Atk Aegislash-Blade Sacred Sword vs. 240 HP / 252+ Def Zygarde: 76-90 (18.2 - 21.5%) -- possible 7HKO after Leftovers recovery
+4 252+ Atk Aegislash-Blade Sacred Sword vs. 240 HP / 252+ Def Zygarde: 226-266 (54.1 - 63.7%) -- guaranteed 2HKO after Leftovers recovery (weakness policy + sd)
252+ Atk Life Orb Huge Power Diggersby Return vs. 240 HP / 252+ Def Zygarde: 177-211 (42.4 - 50.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 240 HP / 252+ Def Zygarde: 338-398 (81 - 95.4%) -- guaranteed 2HKO after Leftovers recovery (just saying)
252+ Atk Huge Power Mega Mawile Play Rough vs. 240 HP / 252+ Def Zygarde: 350-414 (83.9 - 99.2%) -- guaranteed 2HKO after Leftovers recovery (srsly)
252+ Atk Mega Heracross Pin Missile (5 hits) vs. 240 HP / 252+ Def Zygarde: 185-225 (44.3 - 53.9%) -- approx. 0.4% chance to 2HKO after Leftovers recovery
252 Atk Adaptability Mega Lucario Close Combat vs. 240 HP / 252+ Def Zygarde: 180-212 (43.1 - 50.8%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Adaptability Mega Lucario Aura Sphere vs. 240 HP / 0 SpD Zygarde: 192-228 (46 - 54.6%) -- 6.6% chance to 2HKO after Leftovers recovery (even if its special)
252 Atk Pure Power Mega Medicham Ice Punch vs. 240 HP / 252+ Def Zygarde: 344-408 (82.4 - 97.8%) -- guaranteed 2HKO after Leftovers recovery
+6 252+ Atk Mega Scizor U-turn vs. 240 HP / 252+ Def Zygarde: 351-414 (84.1 - 99.2%) -- guaranteed 2HKO after Leftovers recovery
The only thing that could potentially outclass this is a ParaShuffling Dragonite, especially on the special side of things, but Zygarde has Glare so he can hit ground types. I imagine with the new Dragon Tail mechanics, the heavier you are effects if dragon tail will phaze, so he has that going for him too. In return, Dragonite can probably hit much harder from both sides of the spectrum and has a much wider move pool so you can fit Dragonite to the team, wheres the team needs to fit Zygarde. Dragonite also has Roost, which means it can take a couple hits before going down, unlike Zygarde.
 

Anty

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The only thing that could potentially outclass this is a ParaShuffling Dragonite, especially on the special side of things, but Zygarde has Glare so he can hit ground types. I imagine with the new Dragon Tail mechanics, the heavier you are effects if dragon tail will phaze, so he has that going for him too. In return, Dragonite can probably hit much harder from both sides of the spectrum and has a much wider move pool so you can fit Dragonite to the team, wheres the team needs to fit Zygarde. Dragonite also has Roost, which means it can take a couple hits before going down, unlike Zygarde.
Yeah, i didnt even think of shufflernite although i used to use it a lot ._.' but I still prefer zygarde as it is physically defensive and is a bit more bulky, but multiscale+roost is better. Still that dragonite set is completely walled by any fairy, it cannot do anything to deddene XD
 

CyclicCompound

is a bicycle person thing
is a Contributor Alumnus
Speaking of a mon that loves Scope Lens, try this guy out:



Honchkrow@Scope Lens
Super Luck
Jolly
4 HP/252 Att/252 Spe
Substitute
Roost
Drill Peck
Night Slash

With this set, Night Slash has 100% crit rate and when Honchkrow is behind a sub the effect is devastating. Drill Peck also enjoys +2 crit stages and crits a lot.

I know that Gen 4 and 5 taught us not to rely on crits but all this set needs is to get in and get a sub up and even it's counters are going to take massive damage before forcing it out which can allow Honchkrow to punch holes in key mons on your opponents team allowing them to be revenged later with ease.
This is rather late, but there's a pretty big problem with this crit set.

Gen VI crit mechanics make crits only do 1.5x their usual damage, not 2x like they did in Gen V. So all you're doing is giving Drill Peck a 50% chance to have the same power as Brave Bird, and while Night Slash will consistently be doing 1.5x its normal damage, you can make it so much stronger by using Swords Dance instead of Super Luck and Scope Lens and everything else. Yeah, it requires a turn of setup, but it's better than giving Honchkrow a Choice Band boost that only works consistently on one of its moves and requires you use Super Luck over Moxie, which is a much, much better ability.
 
This is rather late, but there's a pretty big problem with this crit set.

Gen VI crit mechanics make crits only do 1.5x their usual damage, not 2x like they did in Gen V. So all you're doing is giving Drill Peck a 50% chance to have the same power as Brave Bird, and while Night Slash will consistently be doing 1.5x its normal damage, you can make it so much stronger by using Swords Dance instead of Super Luck and Scope Lens and everything else. Yeah, it requires a turn of setup, but it's better than giving Honchkrow a Choice Band boost that only works consistently on one of its moves and requires you use Super Luck over Moxie, which is a much, much better ability.
Honchkrow is strong but frail and with only middling speed but more importantly in response to your comment - doesn't learn Swords Dance.

It's main weapon is Night Slash, against those that resist Dark (Fighting and other Dark types) you have Drill Peck.

The basis of the set is to come in on something you will scare out and set up a sub. Night Slash will punch a hole in everything, Drill Peck if required. If your sub is broken and you get forced out, you switch to something that can revenge what you just punched a hole in or another mon that can gain you momentum. Roost is there for times when you have a free turn to restore HP and make sure you can keep making subs.

Will it fit on every team? No. Does is have a spot in OU? Yes, definitely as it's excellent for dealing with Aegislash which is everywhere these days and with Steel types losing their Dark resistance it can hit others like Heatran, Mawile, Ferrothorn etc much harder than it used to. And as it's not seen so much in OU you will definitely surprise someone with it.
 

CyclicCompound

is a bicycle person thing
is a Contributor Alumnus
Honchkrow is strong but frail and with only middling speed but more importantly in response to your comment - doesn't learn Swords Dance.

It's main weapon is Night Slash, against those that resist Dark (Fighting and other Dark types) you have Drill Peck.

The basis of the set is to come in on something you will scare out and set up a sub. Night Slash will punch a hole in everything, Drill Peck if required. If your sub is broken and you get forced out, you switch to something that can revenge what you just punched a hole in or another mon that can gain you momentum. Roost is there for times when you have a free turn to restore HP and make sure you can keep making subs.

Will it fit on every team? No. Does is have a spot in OU? Yes, definitely as it's excellent for dealing with Aegislash which is everywhere these days and with Steel types losing their Dark resistance it can hit others like Heatran, Mawile, Ferrothorn etc much harder than it used to. And as it's not seen so much in OU you will definitely surprise someone with it.
Woowwwwwww. Pretty epic fail there on my part, lol. I could've sworn I'd seen Swords Dance Honchkrow. I must have been high on something I guess I was just imagining things.

Well, sorry about that, carry on!
 
Jumpluff@Leftovers
Ability: Infiltrator
EVs: 252HP/4Sp.Def/252Spd
Timid Nature
Infestation
Sleep Powder
Substitute
Leech Seed
While I tried this set and had middling success with it, I've been thinking about it a lot, and I've finally found a pokemon who can use this sleep-trapping strategy to much better effect:

Venomoth @ Black Sludge
Trait: Wonder Skin (I guess. Tinted Lens is virtually useless here, so it would have to be wonder skin or shield dust. I'm not sure of wonder skin's mechanics, but if it applies to perish song/whirlwind/roar it's definitely worth it).
EVs: 252 HP / 252 Spe / 4 SAtk
Timid Nature
- Infestation
- Sleep Powder
- Quiver Dance
- Baton Pass

The goal of the set is pretty simple. Switch into something you can force out, use infestation on the switch. Assuming it wasn't a ghost or grass type switched in, proceed to sleep powder the switch. Since they can't switch out thanks to infestation, they're forced to stay in and stay asleep. In the mean time, set up a quiver dance or two and pass them off to a nice bulky special sweeper like Starmie, Keldeo, M-Ampharos, Togekiss, or anything else that can appreciate the boosts and is fine taking whatever attack it switches into.
 
Mean Look + Yawn Meowstic-M

Meowstick@Leftovers
Prankster
EVs: 252HP / 252 Def
Bold

Mean Look
Yawn
Reflect
Light Screen

I've used this thing for a few battles and it's netted me some clutch plays. The basic strategy is to Mean Look on mons Meowstic can tank (of which there is a surpring amount), set up screens, and then yawn until the turn before it dies. Even without Mean Look Priority Yawn can greatly disrupt the opponent's momentum as seen in the following replay.
http://replay.pokemonshowdown.com/pokebankoubeta-72186727

Edit: Wrong replay. Both me and the opponent were derping too much :P Seems I didn't save the good one.

http://replay.pokemonshowdown.com/pokebankoubeta-72190251
 
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Mean Look + Yawn Meowstic-M

Meowstick@Leftovers
Prankster
EVs: 252HP / 252 Def
Bold

Mean Look
Yawn
Reflect
Light Screen

I've used this thing for a few battles and it's netted me some clutch plays. The basic strategy is to Mean Look on mons Meowstic can tank (of which there is a surpring amount), set up screens, and then yawn until the turn before it dies. Even without Mean Look Priority Yawn can greatly disrupt the opponent's momentum as seen in the following replay.
http://replay.pokemonshowdown.com/pokebankoubeta-72186727

Edit: Wrong replay. Both me and the opponent were derping too much :P Seems I didn't save the good one.

http://replay.pokemonshowdown.com/pokebankoubeta-72190251
Would you mind telling us what you run this set with?
 
Greninja @ Leftovers
Protean
EVs: 252HP / 252 Spe / 4 SpA
Naive OR Hasty OR Timid (Depends on where you want to take the hit; I run Naive)
- Hidden Power Ghost
- Spikes
- U-Turn
- Ice Beam/Hydro Pump/Dark Pulse

Alright, I know you'll think this is a gimmick, but hear me out: I've used this Greninja on a hazards team, and he has worked wonders. The idea behind this set is to use your movepool, Greninja's immense speed, and Protean to play mind games with your opponent. Stop Volt Turns with Spikes, stop Rapid Spinners with HP Ghost (Yes, Shadow Sneak is an option, but HP Ghost is going to hit a lot harder, and you'll want this Greninja to hurt somewhat at least). You'll run him bulky so you can somewhat scout out their moves (I've tested, and this Greninja can take a Volt Switch from most Scarfed Rotom-Wash). Once you've scouted a few of their moves, maybe gotten up a layer or two of spikes, you U-Turn out.
Now a disclaimer, this Greninja is designed for a Hazard team. If you want Greninja to hit hard, run the normal LO/Specs set, but I've had a lot of success with this guy.

(EDIT: It occurs to me that Taunt would actually work pretty well on this set, switch that in if you'd like.)
 
Genesect with Giga Drain. Item, EVs, natures, other moves are completely up to you, but seriously consider this move. The number one pokemon in usage is Rotom-W and this move can kill it from 50-70% while healing you up about 33%. It is also useful for Keldeo, MegaGyarados, Mamoswine, Cloyster, and Diggersby. It does NOT ohko things like ice beam and flash cannon. But it is very useful.

Edit:

Worst Case Scenario
0 SpA Genesect Giga Drain vs. 252 HP / 252+ SpD Rotom-W: 88-104 (28.94 - 34.21%)

Best Case Scenario
+1 252 SpA Genesect Giga Drain vs. 252 HP / 0 SpD Rotom-W: 220-260 (72.36 - 85.52%)

Most ARE defensive because of talonflame issues, and also because they don't want to boost gene's u-turn on the lead.
 
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Rotosect

Banned deucer.
I wanted to post this in the Drapion thread but for some reason it was closed:

Drapion @ Assault Vest
Battle Armor
252 HP/252 SpDef/4 Def
Careful nature
-Knock Off
-Poison Fang
-Pursuit
-Earthquake/Ice Fang

With an Assault Vest Drapion becomes really bulky on both sides of the spectrum, making it able to check common threats such as Aegislash and Gengar.
Poison Fang now has a 50% chance of inflicting Toxic and Knock Off inflicts good damage while crippling virtually any non-mega pokemon.
These two moves are bound to force a lot of switches, which is where Pursuit comes in.
Earthquake is the best coverage move for this set, hitting threats such as Lucario and Heatran but Ice Fang is an option if you're worried about Gliscor.
 
Genesect with Giga Drain
Snip
If i'm gonna use a grass attack on genesect, energyball is better. It has a much higher basepower (90vs.75) anyways and k.o.ing the opponent immediately is better than the minor healing. How much does expertbelt energy ball do to opponents like mamoswine and rotom wash? Can anyone post calcs?
 
Hey guys, this is my first post, can you please point out anything wrong with it?

conkeldurr stomp.gif

Conkeldurr @ Assault Vest
Guts
EVS: 252 HP 252 ATK 4 SDEF
Adamant Nature
-Knock Off
-Drain Punch
-Mach Punch
-Ice Punch

As some people would say, "conk 2 stronk".
This may seem like a standard conkeldurr set, but note the assault vest. While it may be pretty common, most teams I've faced ditch it to use bulk up conkeldurr or something like that, but that's the wrong move. This set is amazing. It patches up conk's poor special defense and makes it bulky as heck. Knock Off allows it to wreak havoc with dark type coverage better than payback ever could. Someone switch into a gliscor to try and tank you? No biggie! Prevent its recovery with knock off and smash back with an ice punch! Pesky Rotom-W burning your team left and right? Knock off whatever item it has and enjoy your attack boost! With assault vest Conkeldurr can freely switch into special attacks and fire off powerful drain punches to heal back up. I simply cannot stress how great this set is.
 

aVocado

@ Everstone
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^ AV Conk isn't underrated, it's pretty much the only Conk set people use on the ladder these days.

Anyway, I have no idea why people aren't using Autotomize mixed WP Aegislash. I tried it out and it gave wonderful results, pretty awesome indeed. The only problem is when it's faced against something strong with STAB EQ or something, that can seriously hurt it even in shield forme.

Anyway, this is the set I use:

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 132 Spd / 252 HP / 124 SAtk
Rash Nature
- Autotomize
- Shadow Ball
- Iron Head
- King's Shield

Enough speed to outspeed Greninja after a boost, with maximum bulk, and the rest is dumped into SpA for maximum Shadow Ball power. Iron Head is for dem togekiss, and a useful extra STAB. King's Shield is a must on this set to ensure longevity. The thing this set loves is Pokemon with random coverage moves like HP Fire, Flamethrower, Earthquake, etc. It shrugs the damage off, gets WP activated, and get an Autotomize boost, and then OHKOing with a Shadow Ball next turn.

This set despises knock off to the max, though.
 
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