Metagame ORAS NU Creative / Underrated Sets Thread v2.0 [REPLAYS REQUIRED]

(as Sceptile is on the VR, i think i can post this set so)


Sceptile @ Occa Berry / Watmel Berry
Ability: Unburden
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Natural Gift
- Leaf Blade
- Acrobatics
- Swords Dance

Here is a set i've tested a lot on the ladder or in roomtour, i like it a lot, NG Fire help a lot sceptile to deal with ferroseed or others grass-types. And, with unburden, it turn Sceptile to an amazing revenge killer (nothing can outspeed sceptile after unburden i mean). Swords dance Sceptile is a huge threat, due to his amazing power. The choice of berry depend if you prefere utility or more powers for the ng. Also, the use of Natural Gift, makes you free to use Acrobatics as his max power.

Some calcs:
+2 252 Atk Occa Berry Sceptile Natural Gift (80 BP Fire) vs. 252 HP / 252+ Def Eviolite Ferroseed: 272-320 (93.1 - 109.5%) -- 56.3% chance to OHKO
+2 252 Atk Occa Berry Sceptile Natural Gift (80 BP Fire) vs. 248 HP / 0 Def Eviolite Scyther: 210-248 (61.2 - 72.3%) -- guaranteed 2HKO
+2 252 Atk Occa Berry Sceptile Natural Gift (80 BP Fire) vs. 248 HP / 252+ Def Vileplume: 210-248 (59.4 - 70.2%) -- guaranteed 2HKO after Black Sludge recovery
+2 252 Atk Occa Berry Sceptile Natural Gift (80 BP Fire) vs. 116 HP / 0 Def Vileplume: 300-354 (93.7 - 110.6%) -- 62.5% chance to OHKO
+2 252 Atk Occa Berry Sceptile Natural Gift (80 BP Fire) vs. 252 HP / 4 Def Torterra: 250-296 (63.4 - 75.1%) -- guaranteed 2HKO after Leftovers recovery
 

Sweet Jesus

Neal and Jack and me, absent lovers...
Not sure if this already exists since I don't really play anymore but had fun for a couple of games and thought of this.


Kabutops @ Weakness Policy
Ability: Weak Armor
EVs: 252 Atk / 252 Spe
Jolly Nature
- Waterfall
- Stone Edge
- Aqua Jet
- Endure/Swords dance

Instead of setting up on things that don't threaten him, kabutops sets up on things that do threaten him. With weakness policy + weak armor + endure, kabutops is ready to sweep after taking a single fighting or ground move (coming in on weak ones is even better). He even has a stab boosted priority to protect his 1 remaining hp from opposing priority.
Swords dance can be used over endure if you don't mind relying on coming in on weak moves and prefer not be a sitting duck against passive walls as kabutops good defence can give you a good shot at living certan se moves.
 

Disjunction

Everything I waste gets recycled
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hey what's up guys it's me, Disjunction, presenting the coolest set of the month


Klinklang @ Life Orb
Ability: Clear Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flash Cannon
- Volt Switch / Thunderbolt
- Hidden Power [Fire]
- Substitute / Signal Beam / Toxic / Thunder Wave
Lure Klinklang is a great partner for Pokemon that really hate bulky Poison-types, Piloswine, Steelix, Ferroseed, Mantine, and Pelipper. Sporting a solid base 90 Speed stat coupled with an alright offensive presence because of its coverage options, Lure Klinklang is able to heavily dent some of its most common switch-ins. Here are some calcs to whet your appetite
252+ SpA Life Orb Klinklang Flash Cannon vs. 252 HP / 4 SpD Weezing: 165-196 (49.4 - 58.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
252+ SpA Life Orb Klinklang Flash Cannon vs. 252 HP / 0 SpD Garbodor: 148-175 (40.6 - 48%) -- 60.5% chance to 2HKO after Stealth Rock
252+ SpA Life Orb Klinklang Hidden Power Fire vs. 252 HP / 4 SpD Eviolite Ferroseed: 192-229 (65.7 - 78.4%) -- guaranteed 2HKO
252+ SpA Life Orb Klinklang Hidden Power Fire vs. 244 HP / 128 SpD Steelix: 148-177 (42 - 50.2%) -- 10.5% chance to 2HKO after Stealth Rock
252+ SpA Life Orb Klinklang Volt Switch vs. 248 HP / 8 SpD Pelipper: 385-458 (119.1 - 141.7%) -- guaranteed OHKO
252+ SpA Life Orb Klinklang Volt Switch vs. 248 HP / 16+ SpD Mantine: 198-234 (59.4 - 70.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Life Orb Klinklang Flash Cannon vs. 252 HP / 4 SpD Gourgeist-Super: 157-187 (41.9 - 50%) -- 32.8% chance to 2HKO after Stealth Rock and Leftovers recovery

Flash Cannon and Electric coverage are pretty essential, but the last two slots can be swapped out for your team. HP Fire is arguably the best Hidden Power right now because of the relevance of Steelix, but if your team is in dire need of a Quagsire lure you can run HP Grass instead. HP Ground is also effective if you'd like to speed tie with Adamant Kangaskhan and hit Electric-types like Electivire. Toxic in the last slot can punish Quag, Musharna, bulky Electrics, etc. Thunder Wave slows down offensive Pokemon that Klinklang can't really touch, such as Scyther and Mismagius. Signal Beam is a nice backup Malamar, dealing somewhere between 50-70% for a teammate to clean up. However, I believe Substitute is the best option for the last slot because you're able to set up subs on mons Shift Gear Klinklang usually does, keep up your ruse, and have an extra turn to dish out damage.

Fighting-types, Samurott, SD Sceptile, and Kecleon are a couple of great partners I could see for this set. It's not a great standalone mon, but when it's paired in a core it's surprisingly effective. I have some replays here of the set doing work:

http://replay.pokemonshowdown.com/nu-308288420
http://replay.pokemonshowdown.com/nu-308295935
 

Kiyo

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Just a reminder to everyone posting that you are required to provide replays of the sets you post. I know a lot of these have seen success in games, because I've witnessed it, but not everyone here has that luxury. It also helps your argument if you can showcase your set serving its intended purpose against a competent opponent.
 

Rampardos @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Fire Punch/Crunch/Head Smash
- Zen Headbutt
- Superpower/Crunch

This set is actually surprisingly underrated, brawlfest was talking in the nu room about scarf rampardos' amazing matchup against offensive builds so I wanted to try it out and now I consider it a hidden gem that players should know about. This thing has the higher non legendary attack stat, so you definitely don't need something like choice band or life orb, especially since sheer force gives you a power that is close to a life orb boost. And when you give it a scarf and a jolly nature it hits enough to outspeed 110s, which is enough for a good cleaner. The fact that it doesn't outpace sceptile (you OHKO the bulky variant with rock slide though :o) or can't do a decent amount of damage to steelix doesn't really matter since you have 5 other team slots anyways, and because not many players run scarf rampardos you'll be able to get some surprise kills on things like rotom, tauros, vivillon, xatu, etc. Zen heabutt is nice to 2HKO weezing on the switch, fire punch and superpower might look a bit odd since they hit the same things, superpower can get some OHKOs on normals and rocks that your other moves won't get, and fire punch also gets some KO's that superpower doesn't and you keep your stats intact, but crunch is also a viable option over one of those if you want to 2HKO defensive musharna after stealth rock and colbur. Now when you build stuff like hazard stack or HO, remember to consider this set, it's awesome.​

http://replay.pokemonshowdown.com/nu-317073225
I also had a game against disjunction where it did a good amount of work, but forgot to save the replay D:. If I remember I'll come back with more replays.


Edit: Head Smash is also a cool option since it allows you to wallbreak more effectively and get a bunch of KO's your other moves won't, and rampardos doesn't really need to stay healthy since it's only there to clean and regain momentum so you don't miss anything by adding that move.
 
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Rampardos @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Fire Punch/Crunch
- Zen Headbutt
- Superpower/Crunch

This set is actually surprisingly underrated, brawlfest was talking in the nu room about scarf rampardos' amazing matchup against offensive builds so I wanted to try it out and now I consider it a hidden gem that players should know about. This thing has the higher non legendary attack stat, so you definitely don't need something like choice band or life orb, especially since sheer force gives you a power that is close to a life orb boost. And when you give it a scarf and a jolly nature it hits enough to outspeed 110s, which is enough for a good cleaner. The fact that it doesn't outpace sceptile (you OHKO the bulky variant with rock slide though :o) or can't do a decent amount of damage to steelix doesn't really matter since you have 5 other team slots anyways, and because not many players run scarf rampardos you'll be able to get some surprise kills on things like rotom, tauros, vivillon, xatu, etc. Zen heabutt is nice to 2HKO weezing on the switch, fire punch and superpower might look a bit odd since they hit the same things, superpower can get some OHKOs on normals and rocks that your other moves won't get, and fire punch also gets some KO's that superpower doesn't and you keep your stats intact, but crunch is also a viable option over one of those if you want to 2HKO defensive musharna after stealth rock and colbur. Now when you build stuff like hazard stack or HO, remember to consider this set, it's awesome.

http://replay.pokemonshowdown.com/nu-317073225
I also had a game against disjunction where it did a good amount of work, but forgot to save the replay D:. If I remember I'll come back with more replays.
100% back this up because Rampardos has become a staple on my Spikes Offense teams that makes it super easy to tip the scales when momentum isn't on your side because it easily outpaces the majority of the meta and OHKOes any non-substantially bulky mon. However, I also would reccomend just having straigh Head Smash > FPunch / Crunch because it makes cleaning a lot easier and reliable if you dont have hazards up and can punish mons such as MegaDino much harder if they choose to switch in.
 
100% back this up because Rampardos has become a staple on my Spikes Offense teams that makes it super easy to tip the scales when momentum isn't on your side because it easily outpaces the majority of the meta and OHKOes any non-substantially bulky mon. However, I also would reccomend just having straigh Head Smash > FPunch / Crunch because it makes cleaning a lot easier and reliable if you dont have hazards up and can punish mons such as MegaDino much harder if they choose to switch in.
Most of the time I just like that rock slide has a better accuracy (it still misses a lot rofl), but head smash sounds fun since it breaks some fat stuff like gourgeist and megadino, so it's def an option. Putting that slashed

Edit: Missed that you said over fire punch/crunch o, but changed the post anyways
 
I can vouch for Rampardos too. Seeing ppl use scarf Tyrantrum in RU made me try the closest thing we have and it's been pretty fun. Obviously like it was mentioned you fail to outspeed a few things. One thing I like about scarf Ramp is that its a cleaner/breaker that isn't particularly weak to hazards. This matters because the chip damage helps you survive priority. Unless you're being hit by a really strong SE priority move you're not in much danger.

Sorta useless post but I figure a little extra validation doesn't hurt
 

yogi

I did not succumb...
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Carbink @ Mental Herb
Ability: Sturdy
EVs: 116 HP / 140 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Explosion
- Trick Room
- Stealth Rock
- Moonblast

This is an interesting mon, as it works extremely effectively as a TR setter due to both its ability and its item. It all has potential to lure certain pokemon on (such as Xatu) and set up a free TR in the process. It's kinda pointless outside of TR though, so it's pretty specialised. Still not bad though :3. Even though most people don't run TR, this pokemon is a super effective lead for setting it up without any issues.
Replay (I guess o.o): http://replay.pokemonshowdown.com/nu-317622384

Mawile @ Life Orb
Ability: Sheer Force
EVs: 24 Atk / 232 SpA / 252 Spe
Rash Nature
- Fire Blast
- Play Rough
- Flash Cannon
- Grass Knot

Okay, yeah, I've already posted this and such, but I thought I'd bring it to attention again due to the mega split recently. One of the major pokemon to come down to NU and dominate is Steelix, which is not even scratched by the normal Mawile sets; however, this set not only dents it but STOPS it being able to switch in safely at all:
232+ SpA Life Orb Sheer Force Mawile Fire Blast vs. 252 HP / 252+ SpD Steelix: 239-283 (67.5 - 79.9%) -- guaranteed 2HKO after Leftovers recovery
Along with destroying Steelix, it also does all of the things listed in my other post such as beating its counters/checks (bar fire types).
Replays:
http://replay.pokemonshowdown.com/nu-317627365
http://replay.pokemonshowdown.com/nu-259153182
http://replay.pokemonshowdown.com/nu-259698713
http://replay.pokemonshowdown.com/nu-259182027

Mawile post:
http://www.smogon.com/forums/thread...rated-sets-thread.3529289/page-5#post-6379086

EDIT:

So I've been using a 'mon recently that wasn't one that I actually made (it was made by Krookies some time a go) but it puts in some serious work when used properly; scarf Ludicolo. This thing pairs as both a great surprise revenge killer and an anti-rain pokemon, doing both pretty well due to the great grass+water STAB coverage it naturally gets.

Ludicolo @ Choice Scarf
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain/Energy Ball
- Ice Beam
- Scald/Hydro Pump
- Focus Blast

The IV's and nature allow it to outspeed Swellow, Sceptile and other fast mons whilst the moves used are really just standard for a 'colo set.

Some calculations:
252 SpA Ludicolo Ice Beam vs. 0 HP / 0 SpD Swellow: 266-314 (101.9 - 120.3%) -- guaranteed OHKO
252 SpA Ludicolo Focus Blast vs. 0 HP / 0- SpD Tauros: 304-358 (104.4 - 123%) -- guaranteed OHKO
252 SpA Ludicolo Scald vs. 0 HP / 0 SpD Pinsir: 136-162 (50.1 - 59.7%) -- guaranteed 2HKO after Stealth Rock
252 SpA Ludicolo Ice Beam vs. 172 HP / 0 SpD Sceptile: 176-208 (54.3 - 64.1%) -- guaranteed 2HKO after Stealth Rock

Replay:
http://replay.pokemonshowdown.com/nu-321154345
 
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CACTURNE DOWN FOR WHAT

Cacturne @ Choice Band
Ability: Water Absorb
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Sucker Punch
- Seed Bomb
- Switcheroo
- Swords Dance

Ok so this is a really cool set that functions as a strong priority user and a neat way to cripple bulky poison types. Using Switcheroo on bulky poison types can be really helpful in wearing them down and and easing prediction in the late-game with Sucker Punch mind games, unless it's a Weezing in which they will most definitely use Will-O-Wisp. Choice Band Seed Bomb is cool for catching Hariyama switch ins, because most will expect a special set. Swords Dance is cool for late-game, when you can just spam sucker punch at +2 and not have to predict on a Choice Banded Vileplume or Garbodor.

On team support, this Cacturne appreciates something that can knock off a Weezing's Black Sludge (like Hariyama or Sawk). Also, having a Will-O-Wisp switch in is great since that's the move Weezings will go for against Cacturne (Xatu, any fire type). Spikes support is also cool to punish switching, which Sucker Punch often forces.

vs Shaneghoul: http://replay.pokemonshowdown.com/smogtours-nu-116854
A really solid replay showing what a beast Cacturne is. Even though I lost, I still think it showcases Cacturne's potential.
 

Altaria @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 106 Def / 154 SpD
Careful Nature
- Dragon Claw
- Roost
- Refresh/Heal Bell
- Dragon Dance

With the popularity of Steelix lately, Fairies such as Mega Audino havent been as common so I decided to try a take on the King DDD set that Mega Altaria can pull off in OU. Mono-Dragon isnt as good as Mono-Fairy when it comes to a sweeper however with the Bulk and Longetivity of this set you can actually set up on a vast majority of the bulky mons in NU and even stall out Mega Audino if it isnt running the CM set since it only 3HKOs you. This is because of Roost, Refresh , good natural bulk and good defensive typing. Btw the EVs are to deal with Pyroar/Mag as well as physical bulk to avoid 2hkos from mons such as Steelix.

44 SpA Mega Audino Dazzling Gleam vs. 248 HP / 154+ SpD Altaria: 116-138 (32.8 - 39%) -- 5.1% chance to 3HKO after Leftovers recovery

Even the biggest stop to this set, Steelix, cant stall you out with Toxic due to Refresh and with these spread Heavy slam wont do enough.

128+ Atk Steelix Heavy Slam (120 BP) vs. 248 HP / 106 Def Altaria: 139-165 (39.3 - 46.7%) -- guaranteed 3HKO after Leftovers recovery

Even the more Offensive spreads people have been suggesting cant break her.

168+ Atk Steelix Heavy Slam (120 BP) vs. 248 HP / 106 Def Altaria: 145-172 (41 - 48.7%) -- guaranteed 3HKO after Leftovers recovery


Now the problem is you are very weak before a boost and without Haze and little offensive presence before a boost scary setup sweepers can out boost you.
However with Toxic spikes support and great longetivity as well as due to the popularity of balance teams every where I think this set is a decent late game sweeper once certain threats are eliminated. Even common threats such as Sceptile can get worn down with LO recoil and Poison damage if you get off 2 boosts and can outspeed and roost to avoid 4x weak Hp Ice.

252 SpA Life Orb Sceptile Hidden Power Ice vs. 248 HP / 154+ SpD Altaria: 224-265 (63.4 - 75%) -- guaranteed 2HKO after Leftovers recovery

Another option is to run Fire Blast over Refresh to hit Physical walls on the switch like Lix/Weezing to weaken them for later since you can pivot out after they status you due to Natural Cure.

http://replay.pokemonshowdown.com/nu-324853286

As you can see Altaria uses Camerupt, Weezing, Pyroar and even shrugs off an Hp Ice from a Sceptile to my opponents surprise only to Roost off the damage and make it only do 2x vs 4x. However, as you many have noticed my opponents should have went into Barbaracle after the Memento to Set up and out damage Altaria (if he was carrying Stone edge). I will try and find more replays to show off this set because it may just be Match up dependant.

http://replay.pokemonshowdown.com/nu-324884804

Altaria is able to use Steelix as fodder (burn didnt matter in the long run), a poisoned Mush who would loose in a 1 v 1 setup match, lives a Sucker Punch at 57% from a LO shiftry and even tanks a Stone Edge from a scarfed Sawk to heal off its para with Refresh to finish him off.


Edit: Damn bolts you are fast I didnt even have enough time to edit in my replay :]
 
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Disjunction

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Grumpig @ Colbur Berry / Leftovers
Ability: Thick Fat
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Calm Mind
- Psyshock
- Focus Blast
- Hidden Power [Ground] / Signal Beam

I'm a really big fan of CM Grumpig right now. Being a Psychic-type that can easily break through Steelix is a big deal right now. Between Psyshock and Focus Blast, you hit most of the tier for neutral damage, so your last slot can be used to cover for either Skuntank or Malamar. Alternatively, you can run Shadow Ball to hit Xatu and Mesprit, but I haven't tried it out yet. Thick Fat is the main reason you'd choose it over something like Xatu, considering how difficult it is to cover for Freeze-Dry mons on balance.

I believe grandpa sg used this set last spl, but I figured I'd bring it back into the limelight to show off an alternatively cool corebreaker than what we're used to seeing.

I don't have conventional replays, but I have a video of a room tour I was in where Grumpig did work every game:
 
Thanks man Im still testing the spread to see what i can move around and I was thinking about adding a bit in speed or atk to guarantee kills/outspeeds after certain number or boosts and I didn't notice that so thank you man! Usually i get two boosts off because walls would burn or poison me and I would reveal my cleric move and they would usually switch into their wallbreaker after 3 boosts haha. The introduction of Fairy types definitely hurts this set but Steelix dropping helps this set out alot but Mega Dino is still around but changing it's spread for lix and Clef is also getting recognition which is also a bummer. Plus i think I imported the spread from the calc which doesn't tell you if you evs are off.
 

yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus

Right, so we already know this thing is great; but what if I told you it can be better? Well, it can in terms of being an excellent lure with this set! Oh, yeah, the set... Here it is :P

Xatu @ Life Orb
Ability: Magic Bounce
EVs: 220 Atk / 36 SpA / 252 Spe
Naughty Nature
- Sucker Punch
- Psychic/Zen Headbutt
- U-turn
- Heat Wave/Filler

This is just a spin on the standard Xatu, but with a focus on attack more as it's pushed as a momentum pokemon (or that's what I use it for on my team). Sucker punch is this set's crux, with the ability to beat weakened pokemon, lure in things like rotom and mismag and then ohko them (or 2hko on the colbur).
Now, the real reason why this set just outright works against most pokemon is because they're generally forced to attack you or switch due to magic bounce, which no other sucker punch user has to offer.

220+ Atk Life Orb Xatu Sucker Punch vs. 0 HP / 4 Def Rotom: 208-247 (86.3 - 102.4%) -- 93.8% chance to OHKO after Stealth Rock
220+ Atk Life Orb Xatu Sucker Punch vs. 0 HP / 0 Def Mismagius: 255-302 (97.7 - 115.7%) -- guaranteed OHKO after Stealth Rock

Replay:
http://replay.pokemonshowdown.com/nususpecttest-336456529
http://replay.pokemonshowdown.com/nususpecttest-336427411
 

Sweet Jesus

Neal and Jack and me, absent lovers...

Omastar @ Custap Berry
Ability: Shell Armor
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Scald
- Ice Beam
- Stealth Rock
- Toxic Spikes

Every now and then, I come back to play a couple of games and try some new original stuff. While a lot of it ends up being pretty bad, some sets stand out as pretty damn good, such as this one. Omastar may not have sturdy to get him to custap range, but that just makes the surprise factor so much more effective. Omastar's great defence and neutrality to stealth rocks make it pretty easy for him to control the damage he's taking in and safely get to custap range. Until you get to custap range, he pretty much does what all rock setters do, set rocks (and/or t spikes in this case) and attack. But once you get to custap range he can pull off a massive surprise attack or set hazards at a time you're opponent had considered it dead and let his hazard control die because of it. It's nice to note this can also kind of act like a special, very powerful and unpredictable priority move which is really practical when fighting things such as tauros or archeops for example. I swear this is not gimmicky, I've used his custap to great use practically one game out of 2 for 20 games (but only saved a single game).

(I usualy don't play as bad as I did in the first 10 turns and just want to specify his omastar clearly had speed investment (swift swim set) while mine didn't which is why custap was so useful)
http://replay.pokemonshowdown.com/nususpecttest-336739537
 
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yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
I think Custap Omaster is actually a really cool idea (and not because it smashed me during the tournament >.>). Being able to get it either set into custap range via direct attack or by chip damage by the omnipresent Stealth Rocks makes it more than just a gimmick and I tried Custap out with it (not that set specifically) and it helped in beating things like scep and other set-up mons.
 

erisia

Innovative new design!
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Hariyama @ Leftovers
Ability: Guts
EVs: 12 HP / 124 Atk / 120 Def / 252 SpD
Careful Nature
- Bulk Up
- Revenge
- Knock Off
- Stone Edge

So with Sawk and Gurdurr having left the tier I looked a bit more at suitable Fighting-types to fill the void, and I realised nothing could run a Bulk Up set quite like Gurdurr's. However, Hariyama can pull of a somewhat similar set that beats some of the Pokemon it usually lures in and can potentially wallbreak so that a cleaner can finish off the match. HP hits a Lefties number while the SpD EVs and nature maximize Hariyama's special bulk to fill the standard Bulk Up user's weak spot, but 120 EVs are also invested in Defense to make up for Hariyama's low base 60 starting stat. This number ensures that bulky Swords Dance Scyther can't come in and 2HKO it after SR if it manages to get a boost beforehand, and similarly Choice Band Scyther can't OHKO it if it comes in as Hariyama boosts. The remaining EVs go into Attack to boost Hariyama's initial offensive presence. Revenge is a weird STAB move but has the power of Close Combat without the defense drops, provided the opponent hits you, and Hariyama can take advantage of foes that don't hit it by just using Bulk Up. Use Close Combat if you want though, or Cross Chop if you really don't want the defense drops. Guts further deters status and lets Hariyama set up on Will-O-Wisp users that might expect to cripple a Thick Fat set. Knock off is obviously good, and Stone Edge provides great coverage against Flying-types that try to deal with Yama.

252 Atk Choice Band Technician Scyther Aerial Ace vs. +1 12 HP / 120 Def Hariyama: 332-392 (76.8 - 90.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
8 Atk Technician Scyther Aerial Ace vs. +1 12 HP / 120 Def Hariyama: 180-212 (41.6 - 49%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
+2 8 Atk Technician Scyther Aerial Ace vs. +1 12 HP / 120 Def Hariyama: 356-422 (82.4 - 97.6%) -- guaranteed 2HKO from full health

252+ SpA Magmortar Fire Blast vs. 12 HP / 252+ SpD Hariyama: 189-223 (43.7 - 51.6%) -- 10.2% chance to 2HKO after Stealth Rock and Leftovers recovery

Throh can actually run a very similar set with about 10% more special bulk and 10% less attack, but I thought the potential luring value from people assuming an AV Yama set was being used was more useful overall. You could always run AV Yama + BU Throh as a Fighting-spam core, though!

http://replay.pokemonshowdown.com/nu-340619428: Hariyama sets up on Mismagius and takes out 3 mons, although the Hydro Pump miss was unfortunate.
http://replay.pokemonshowdown.com/nu-340620787: Hariyama lures in and takes down a Weezing, although I lose the match due to misusing Sucker Punch Shiftry.
http://replay.pokemonshowdown.com/nususpecttest-345214938: Hariyama lures in and beats a Scyther and the opposing Hariyama after a single boost.
http://replay.pokemonshowdown.com/nususpecttest-348342338: Hariyama 1v1s a Vigoroth. Cool story bro.
 
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Lilligant @ Choice Scarf
Ability: Chlorophyll/Own Tempo
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Fire]
- Healing Wish

Obviously a well known set, but incredibly underrated, it can be incredibly surprising, managing kill a lot of revenge killers due to still being quite strong with modest. Even due to a low choice of moves, you only need a grass stab + HP fire. And fast offensive grass is clearly proven to be good in NU. Also healing wish is cool for last ditch revivals.

Replay
If you ignore all bad plays, this replay shows scarf Lilli surprising scarf aurorus and archeops.
 

erisia

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Floatzel @ Leftovers / Life Orb
Ability: Water Veil
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Baton Pass
- Hydro Pump
- Ice Beam

Now that Sceptile's gone we get to use all the other fast mons again. I never used Floatzel before but I thought it'd be worth giving a SubPass set a try based on previous success I had with SubPass Jolteon in DPP and BW OU. The premise is that Floatzel forces something out with its excellent speed and decent power, sets up a Substitute as they send in their Lanturn / miscellaneous Water-type check, and you just Baton Pass out to something that can take the resulting hit. From there you can either set up and sweep with something or just get free hazards / status / powerful attacks off. I used Leftovers so that I'd get more opportunities to use Substitute, but it's probably better off running Life Orb due to the lack of actual revenge killing power otherwise.

http://replay.pokemonshowdown.com/nu-351531306: Floatzel uses Substitute + Baton Pass to play around a Jynx and finish off the game.
http://replay.pokemonshowdown.com/nu-351546197: Floatzel lures in a Lanturn for Jumpluff to set up on, only to be stopped by Scarf Archeops.
http://replay.pokemonshowdown.com/nu-351677883: Floatzel passes a Substitute to Rhydon, which then sets up and forces a forfeit.
 
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GET GOOSED!!! (Zangoose) (M) @ Choice Scarf
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Knock Off
- Close Combat
- Pursuit/Facade​
This set is probably outclassed by scarfed Tauros, and does not take advantage of Zangoose's full power, but please hear me out. Standard Goose does not outspeed the majority of the pokemon it would like to OHKO. It has a beautiful physical movepool and very good attack stat, but this is hindered by its reliance on Quick Attack to defeat faster foes. Scarf gives Zangoose a HUGE surprise factor and possibly taking down some of your opponent's most crucial pokemon. All nonscarf pokemon in NU (besides Ninjask and Electrode) are outsped by this Zangoose. It is also a very good revenge killer that can utilize Pursuit in case of a switch. Hazards (especially spikes) work very well with Scarf Zangoose, and allow it to pick up more KOs. Even though Tauros has a speed advantage, I think this moveset could possibly work if given the right support.

http://replay.pokemonshowdown.com/nu-352734754 Team assistance helps Zangoose out.
http://replay.pokemonshowdown.com/nu-352688323 I lost, but Zangoose did put in work.
http://replay.pokemonshowdown.com/nu-352691305 Half of the team is revenge killed lol.
http://replay.pokemonshowdown.com/nu-352927171 Hazards help.
EDIT: Forgot to mention that Knock Off is a huge advantage over Tauros, and allows it to defeat Ghost types without any problems whatsoever. Also, Facade is a nice option over Pursuit. If you can predict a toxic and switch in you get a huge power boost and great speed.
 

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Sawsbuck @ Life Orb
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Agility
- Double-Edge
- Horn Leech

Against bulkier teams, set up a Swords Dance, mons Like Weezing, Vileplume and Pelipper all get OHKO'd near enough
Against more offensive teams set up a Agility, grass / normal gives excellent coverage only missing out on Steel Types. Luckily it gets a good amount of opportunities to set up.

Works nicely with sub pass floatzel as a partner thanks erisia

replay: http://replay.pokemonshowdown.com/nu-354872905
:^]​
 

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