okay i updated it, and i totally agree. i was just going off some1 elses moveset for infernape earlier in the posts.
BTW has anyone tried this, does it work at all?
BTW has anyone tried this, does it work at all?
Well, heres a set I used for a long time,and it has worked out really well for me. However, I think I wont really ever be using a Sandstorm team ever again, so I don't see why I don't just let this go.
Set: LeadTar
Tyranitar@Focus Sash
Jolly Nature
16 HP/252 Atk/208 Spd/32 SDef
Stealth Rock
Crunch
Earthquake
Sleep Talk
Stealth Rock for... well.... getting Rocks out. Crunch and EQ for hitting things, and Sleep Talk to act as running Chesto Berry AND Focus Sash at the same time, albeit its reliability is cut into a third, many sleep leads, in the long run, lose to Sleep Talk, like Smeargle, that either dies in 1 hit to EQ or Crunch, or you get Rocks out with that sleep talk. Theres not much more to the moveset than that. Sash is amazing for various switch ins if you manage to take down leads without a scratch, it also prevents critical hits from ruining my day from normally harmless attacks. Sometimes after the general lead job is done, you can use this guy for a free hit, sleep fodder, etc.
The Speed EVs and Jolly Nature let me outspeed the "Standard" Rotom formes, which means I get a Crunch in before they can Will-O-Wisp. This is the fastest of my outspeeds, though. There are things like Standard SubPunch Breloom, Non DS Lead Uxies, Leadgross, and more that I outspeed. More speed than this is not necessay, because anything else I'd have a shot at outrunning runs specific Speed EVs to outrun Jolly TTar.
The HP and SpD Evs let me take Special Onslaughts a bit better, like barely scraping away with two Heatran Earthpowers, specsJolt thunderbolts, and so on. Defense EVs did not turn ANY 2HKOs into 3HKOs, so I went Specially defensive for these threats and more.
This set takes everything everyone has ever thought a TTar should look like, and turns it on its head. Instead of taking a bulky route, and just using TTar's slow speed to abuse Payback, it goes and strikes first, which, the best example of, is Crunching any Rotoms that want to Wisp. I've personally had much more sucess with this Speedy LeadTar than a Bulkier, slower one, like the current LeadTar.
Thoughts?
I just did the calculation that found HP Ground doing on average 44% to CB Tyranitar, and that is a 2hko with a little prior damage, 2 switches into Stealth Rock, or 1 layer of Spikes. Not so great, but HP Ground ohko's Heatran everytime ('cept for shuca, who is slower). And to not ohko scarf Heatran would be bad because he gets a chance to outspeed and kill you. I considered the fact that Latias/Salamence/Dragonite/Gyarados may switch in to absorb HP Fire, yet with HP Fighting Gengar would have to switch out fast anyway. Otherwise I don't see anyone magically predicting that I have HP Ground and switching in a flyer is the best move. Other switch-ins to HP Fire could be Infernape (ohko'd), Kingdra (takes damage, which helps), Blissey (wouldn't let them know it was ground), Snorlax (wouldn't let them know it was ground), Suicune (takes minimal damage), Swampert (takes small damage, but helpful for Infernape's Grass Knot), Tentacruel (48% to Toxic Spiker set, possible 2hko with Stealth Rock and even better with 1 layer of Spikes), Vaporeon (small damage). Those examples aren't real great except for Tentacruel, Infernape, and maybe Kingdra. But HP Fighting would only do worse and tip off Blissey and Snorlax that the Hidden Power is Fighting. HP Ground also hits Metagross and Jirachi for Super Effective damage just like HP Fire so the same switch-ins would apply. I considered HP Fighting before and on a case by case basis saw that Focus Blast would be the better option, and of course I don't like the move's accuracy. And HP Fighting also forces a 30 speed IV, and worse IV's than HP Ground overall. I suppose HP Fighting could also go into Other Options, but with all the data I just provided HP Ground should be there first IMO.The standard CB TTar takes less than 50% from hp ground and being locked into that move is a free switch in for Pkm immune to ground. I think that, despite having to have a 30 Spe IV, hp fight is better if you really hate focus blast accuracy, it does 80.8% - 95.5% to CB TTar and 74.9% - 88.5% to the standard scarf-Heatran; otherwise, you can just keep focus blast and accept its crappy accuracy.
I already posted this set in Creative Movesets Mark 4. I used 216 speed unless you want to get raped by Gengar and it always beats Infernape. You'll probably want surfs pp and leftovers is a necessity for survivability when stalling. It's called "Cosmie" btw.It loses to a lot more leads than it wins against which is why I'd rather not use Tyranitar of any kind as a lead other than the counter set.
Here's the Cosmic Power Starmie.
Silver Surfer
Starmie @ Leftovers/Life Orb
Ability: Natural Cure
EVs: 252 HP/120 Def/136 Spd
Timid nature (+Spd, -Atk)
- Cosmic Power
- Recover
- Surf/Hydro Pump
- Toxic
---
Flail has 50 more base power than Earthquake, and pokemon Immune to it are generally much rarer.There's almost no reason to give up a STAB earthquake for an unstabbed flail, especially since Flygon can't even boost its attack (unlike Gyarados to name another potential flail user).
Gyarados can use DD, boosting the 125 Atk and also making it faster than Flygon. Gyara is the better Flailer.Flail has 50 more base power than Earthquake, and pokemon Immune to it are generally much rarer.
Flygon is also significantly faster than Gyarados, meaning Gyarados is much more likely to be hit before it can make a substitute. Flygon also has better STAB than Gyarados.
So Flygon is all round a better Flail abuser really.
FF
close combat get all kos that focus punch does, and dont need any kind of prediction, night slash over thunder punch, you wont ko any ghost type with either of the element punchs, and rotom would wall you to death, something it should NOT happen. also stone edge over ice punch, cover both gyara and mence.I've been using this for a while with mixed results:
Gallade @ Choice Scarf, Adamant
4 HP, 252 Att, 252 Spe
Trick
Focus Punch
Ice Punch
Thunder Punch
The idea is to trick and then focus punch. I usually use this as a lead, and if I know they're going to set up I'll trick (which sets up the Focus Punch), or else I'll attack. The last two moves are fillers, really. I found that Salamence and Gyarados were common switch-ins after the Trick, which is why I run Ice and Thunder Punches. Gallade can learn a bunch of other moves depending on what your team needs.
Why are you using a Mild nature as you don't have any physical moves. I would say go with a Timid nature but the make sure you have the same power as you had with Mild, a Modest nature would be best suited.Another Anti-Lead Drifblim set that can set up vs. sleep/status leads and sweep an entire team for a 6-0:
Drifblim (F) @ Lum Berry
Ability: Unburden
EVs: 252 Spd/252 SAtk/4 SDef
Mild nature (+SAtk, -Def)
- Calm Mind
- Hypnosis
- Shadow Ball
- Thunderbolt
Basically I use hypnosis first turn while they status me, while Lum Berry cures it and activates unburden, giving me a speed boost. Then, I use calm mind as they switch out. That puts me in a great sweeping position from turn one. I hope you all enjoy it.
Its honestly a great idea, but why lead? Shouldn't you use healing wish one something thats already been injured? I doubt any of your pokemon will be strapped for health on the second turn. I suggest it be one of your back-up dancers :D, kind of a midgame, momentum reviver.I made this set because it felt like too many rain dance leads had trouble getting my sweepers in:
latias @ damp rock
timid
252 hp/252 spe/4 def
rain dance
surf
dragon pulse
healing wish