Resource Creative and Underrated Sets

UT

The sand hurts my feelings
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Appeals + C&C Lead
:sv/sandy-shocks: Creative and Underrated Sets :sv/slither-wing:
Generation IX Ladders Megathread

approved by people, probably
heavily/completely stolen from in the hills’s Gen8 version

Hello everyone! This thread is for posting creative and underrated sets in Generation 9 Other Metagames, which encompasses all metagames in this subforum. This post will contain tips on how to make a good, well-structured post in this thread, so if you're lost you can refer to it or just ask around on PS/Discord.

First of all, it's important to note what constitutes a viable creative or underrated set.
  • The set cannot already be widely used or common in the metagame.
  • The set cannot be 100% outclassed by another set. For example, Mewtwonite Y in Mix and Mega is nearly always inferior to other Mega Stones.
  • The set must fill a role that is viable in the metagame. For example, Cosmic Power + Power Trip sets in BH may not be completely outclassed, but in practice they underperform against any decent team.
"Bad gimmick" sets that are created for novelty or humor rather than winning games will be deleted.

Posts in this thread typically have up to three parts: the set description, the calcs, and the replays.

Description:
  • The description is the backbone of the post. It should include an explanation of how the set functions, and which things it accomplishes that common equivalents cannot.
  • Something that helps is providing examples of how the set functions in teambuilding and battling. For example, you can talk about how you typically use this Pokemon to make progress in a game, or which good Pokemon pair well with it.
  • Being realistic about a set's weaknesses can actually help you against criticism. If your set is hard walled by a common Pokemon but you can successfully pair it with Pokemon that can take advantage of this, you can strengthen your case for the set being viable.
  • In a similar vein, be realistic about how viable you think the set is. It's okay if some of your sets aren't that good, but referring to all of them as meta-breaking menaces is just asking for unproductive arguments.
  • Since description is so important for really conveying the idea of a set, posts of sets without adequate descriptions will be deleted. Anything above a couple sentences should be fine to ensure your post stays up.
Calcs:
  • Calcs are used to emphasize points made in the description by providing a clearer picture of a Pokemon's matchup against common threats.
  • For example, if the role of an AAA set is to switch into Choice Specs Aerilate Noivern repeatedly to scout its move, showing that the set only takes 45% from Boomburst and can recover most of that off with Regenerator can help others understand how that matchup would play out in an actual game.
  • That being said, calcs are not always necessary with good replays, and should only be used to enhance the description, not replace it.
Replays:
  • Replays are the best way to prove that the set really works in practice, not just on paper.
  • Good replays show the set performing its intended role to significantly help the team. For example, the set could get several KOs, maintain hazards throughout the game, wall out an otherwise threatening Pokemon, or set up and sweep lategame.
  • Additionally, replays should be against at least competent opponents. It doesn't say much about the set if the opponent lets several of their Pokemon faint to it instead of bringing in their hard counter. Replays against great players or tournament opponents are obviously preferable if you have them, but if you don't, mid-high Elo ladder replays will suffice.
  • I recognize that finding replays can be difficult in some situations and is significantly more effort than just writing up a decent description. Even if it has no replays, your post will not be deleted as long as it has adequate descriptions. However, because of the extra layer that it provides, only sets with good replays will be eligible for Hall of Fame consideration.
Something that should also be addressed is the practice of criticizing others' sets. While criticism can be a great thing if done well, it can lead to unproductive arguments and an unwelcoming environment if done poorly. It's okay to post bad sets, but at the same time continuous improvement should be emphasized. Also, keep the global rules in mind here.

Happy posting!
 
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UT

The sand hurts my feelings
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Appeals + C&C Lead
:sv/miraidon: Hall of Fame :sv/koraidon:

The Hall of Fame is meant for sets that prove to be exceptionally good. These sets are usually marked by their success, achieving consistency on ladder or wins in big tournaments. While I don't plan on being extremely selective with which sets are let in, understand that not every set has the potential to reach this point.

I will consult multiple players that are active in the metagame for deciding which sets get let in, similar to the "representative" system from last generation. However, this will not be in the form of a list; instead, I will just talk to the best active players at the time based on my own discretion.

(No sets are here yet.)
 

Tea Guzzler

forever searching for a 10p freddo
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where posts lol

:ss/thundurus:
Enamorus (F) @ Life Orb
Ability: Pixilate
Tera Type: Fire / Ground
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Boomburst
- Rapid Spin
- V-create / Headlong Rush
- Strength Sap

enamorus is heavily slept on in this meta. whilst it requires specific structures to work on (due to its frailty), not taking the arceus slot is terrific and life orb is also useful over arceus-fairy's (basically mandatory) pixie plate. fairy/fire and fairy/ground coverage is about as broken as you'd expect, v-create hits neutral things harder and tera fire grants a better imposter matchup in a pinch, whereas tera ground unironically lets enamorus vaporize every special wall in the meta rn. being an -atespinner is always great too.


March of Death (Hoopa-Unbound) @ Life Orb
Ability: Tough Claws
Shiny: Yes
Tera Type: Dark
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- Shift Gear
- Wicked Blow
- V-create
- Grass Knot

i would say that this is my child, but i do not think i would like such an aggressive child. this mon's offensive power is unmatched, cleaving through common defensive cores and OHKOing basically everything that isn't fur coat, with grass knot invalidating common physical blankets like prank dozo and fc arc-water. being dark type is also huge since, unlike other offensive threats, prank mons don't have the glare-to-sack option against you. annoying to set up thanks to the unboosted speed and u-turn weakness, but if you get this set up then only one kill is an unlucky outcome. smashing fc arc-ghost is also huge

:ss/zacian-crowned:
Zacian-Crowned @ Covert Cloak
Ability: Well-Baked Body
Tera Type: Fairy
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- Magical Torque
- Ruination
- Knock Off / Taunt
- Strength Sap

i first came up with this then looking through old SS OU replays from one of the 6,000 tours that OU runs, and i realized that stallbreaker fini (whirlpool/nature's madness/taunt/filler) is probably replicable in BH to good effect. i also realized that, because the fur coat stuff this gen is unreasonably fat, doing fixed damage to them is broken. so, here you go: ruination zac-c is an excellent blend of offense and utility, largely because it's a zacian-c that has both busted stats and a busted move. ruination cuts the HP of ultra-fats, like dozo and arc, in half - taunt then lets you prevent these from healing back up, so cleaning through with either zacian or another cracked physical attacker becomes significantly easier. alternatively, knock removes annoying stuff like helmet and lefties, and because of ruination you have realistic chances of PP stalling recover anyway.

:sv/chi-yu:
Chi-Yu @ Choice Scarf
Ability: No Guard
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Inferno
- Dark Pulse
- Overheat
- Ruination

reliable ways to spread status in the meta are really good given how many ghosts there are and how they all want to run hex but don't want to commit 2 moveslots. no guarders like chi-yu are great for this purpose (rip zap cannon, NG shocks anyone?), since it both makes its teammates' hexes stronger and also serves as a really good mon in its own right. fire/dark is already chasing out pretty much every offensive threat, and most defensive mons hate switching in on burns, so this does a very good job of harassing the opponent whilst keeping offensive stuff in check.
 

in the hills

spreading confusion
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i'll post some fun stab ideas ive had
:sv/armarouge:
Armarouge @ Heavy-Duty Boots
Ability: Flash Fire
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Lumina Crash
- Focus Blast
- Taunt
I was looking for something to abuse Magma Storm this gen and unfort there's really not much good until heatran comes around again (houndoom gets ceaseless edge lol...) but Armarouge is definitely passable at it since Lumina Crash+Taunt can pretty much ensure any defensive switchin dies and Focus Blast gets Tyranitar easily. Another Armarouge set that seems fun is Torch Song+Esper Wing which sounds very threatening on paper but takes a few turns to set up

:sv/tinkaton:
Tinkaton @ Leftovers
Ability: Mold Breaker
Tera Type: Steel / Electric
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gigaton Hammer
- Magical Torque / Tera Blast
- Swords Dance
- Moonlight
i wanna draw similarities to scizor as a bulky-ish steel with sd and recovery but faster and a mostly better typing that lets it check stuff like weavile better and resists flying which is nice, but really they function quite differently and honestly i dont think tinkaton would be great right now with how fast everything else is, stuff like iron valiant and garchomp are much faster and more immediately threatening. I like the idea of it on paper though so i wanna bookmark it for later, also Tera electric is because physdef pex shits on you otherwise and also you can hit corv

:sv/brambleghast:
Brambleghast @ Leftovers
Ability: Wind Rider
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rage Fist
- Grav Apple
- Spikes
- Strength Sap
There's a lot of discussion around Rage Fist in STAB right now, but nobody ever posts any actual rage fist users... Brambleghast seems like a fun one since decent typing, solid speed, spikes, strength sap, etc.

:sv/brute bonnet:
Brute Bonnet @ Choice Band
Ability: Protosynthesis
Tera Type: Fighting
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Grav Apple / Power Whip
- Ceaseless Edge / Knock Off
- Close Combat
- Switcheroo / Sucker Punch
Band Brute Bonnet seems fun to abuse its randomly really high Attack stat, speed investment allows you to outspeed corviknight. Moves are pretty flexible since dark types have a lot of options, and its really down to preference on grav apple vs power whip

:ss/rotom-heat:
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Steel
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Torch Song
- Volt Switch
- Freeze-Dry
- Strength Sap
This isn't a particularly inventive set or anything, but Rotom-Heat just hasn't seen much use this gen due to power creep which is honestly a shame bc it got a great tech this gen in Torch Song, which completely negates the need for Apple Acid that most rotoms ran last gen and allows you to run Freeze-Dry, which can threaten non-Tera'd Dragonite and Garchomp

:ss/braviary:
Braviary @ Heavy-Duty Boots
Ability: Defiant
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Ascent
- Close Combat
- Shadow Claw
- Tidy Up
HO could really use some hazard control tbh and Tidy Up is a great way to do that since you don't clear screens and screens generally doesn't use hazards, plus it applies pressure. Unfortunately there's no fantastic user of Tidy Up for HO right now, but Braviary is probably the best attempt at it since it's really strong and has coverage to deal with stuff like Gholdengo and Tyranitar

:sv/wo-chien:
Wo-Chien @ Leftovers
Ability: Tablets of Ruin
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Fiery Wrath
- Apple Acid
- Nasty Plot
- Strength Sap
idk... ive used this a bit now bc Wo-Chien has a lot going for it right now since it's able to check DD Garchomp and Houndstone pretty well, but it's hard to justify this over the Cotton Guard Body Press Ceaseless Edge set because the breaking power is just a bit low. It's not bad but I think it requires too much setup to be a big threat.
 
Godly Gift:
:sv/garganacl: (Spe)
Garganacl @ Leftovers
Ability: Purifying Salt
Tera Type: Fairy / Water
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Iron Defense
- Salt Cure
- Body Press
- Recover

Purifying Salt is very silly. Garganacl can come in on almost any defensive mon and either force them out with Salt Cure or set up with Iron Defense. After an Iron Defense boost, it also beats plenty of offensive threats. Status and hazards help Garganacl wear down defensive threats faster. Weaknesses include breaking past Bulky Ghosts, walling offensive mons without burning Tera, and walling Special attackers.
4 Def Garganacl Body Press vs. 252 HP / 0 Def Iron Treads: 124-148 (32.2 - 38.5%) -- 98.2% chance to 3HKO
4 Def Garganacl Body Press vs. 0 HP / 0 Def Maushold: 194-230 (67.1 - 79.5%) -- guaranteed 2HKO
4 Def Garganacl Body Press vs. 0 HP / 0 Def Meowscarada: 194-230 (66.2 - 78.4%) -- guaranteed 2HKO
4 Def Garganacl Body Press vs. 0 HP / 4 Def Koraidon: 64-76 (18.7 - 22.2%) -- possible 5HKO
4 Def Garganacl Body Press vs. 252 HP / 4 Def Ting-Lu: 120-142 (23.3 - 27.6%) -- possible 5HKO after Leftovers recovery
0 Atk Garganacl Salt Cure vs. 248 HP / 252+ Def Volcarona (100 HP): 168-196 (41.6 - 48.6%) -- guaranteed 3HKO
0 Atk Clodsire Earthquake vs. 252 HP / 4 Def Garganacl: 134-162 (33.1 - 40%) -- 24.5% chance to 3HKO after Leftovers recovery
252 Atk Orichalcum Pulse Koraidon Close Combat vs. 252 HP / 4 Def Garganacl: 426-504 (105.4 - 124.7%) -- guaranteed OHKO
252 Atk Orichalcum Pulse Koraidon Flare Blitz vs. 252 HP / 4 Def Garganacl in Sun: 107-126 (26.4 - 31.1%) -- 11.5% chance to 4HKO after Leftovers recovery
252 Atk Technician Maushold (135 Atk) Population Bomb (10 hits) vs. 252 HP / 4 Def Garganacl: 210-240 (51.9 - 59.4%) -- approx. 94.1% chance to 2HKO after Leftovers recovery
0 SpA Volcarona Giga Drain vs. 252 HP / 0 SpD Garganacl: 154-182 (38.1 - 45%) -- guaranteed 3HKO after Leftovers recovery
 
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Almost Any Ability



Ceruledge @ Assault Vest
Ability: Orichalcum Pulse
Tera Type: Fire
EVs: 184 Atk / 176 Def / 124 SpD / 24 Spe
Adamant Nature
- Flame Charge
- Bitter Blade
- Close Combat
- Solar Blade

It's a perfect option to switch-in when you're up against a Grass or a Bug Type or even one defensive mon like Blissey. With two Flame Charges you are incredibly fast and Orichalcum Pulse sets up the sun so fire moves get higher and also raises you attack. If you lose some HP while trying to build your speed, Bitter Blade does the job of recovering.

Also, with the Sun on you can OHKO any Water/Ground/Rock mon with Solar Blade right away and Close Combat counters the Dark weakness. The only job is to sent him out in the right time so it can Flame Charge and gain advantage.
 
AAA
:Cinderace:
Cinderace @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- High Jump Kick
- U-Turn / Swords Dance
- Sucker Punch / Gunk Shot

I like being able to wallbreak without hazard damnge and a 10% chance to skrew me over ignoring gunk and jump accuarcy. The build is kinda just O pulse but weaker but after the ban it can be more viable seeing how its a little more relaible than the d land set,hits harder with other attcaks, and can set up infront of garg and corv with Swords Dance and sucker can help with well baked ghold and cleaner hound.

Calcs:
+2 252 Atk Life Orb Cinderace High Jump Kick vs. 252 HP / 252+ Def Fluffy Garganacl: 204-240 (50.4 - 59.4%) -- 82.4% chance to 2HKO after Leftovers recovery (OHKO's otherwise)
+2 252 Atk Life Orb Cinderace High Jump Kick vs. 248 HP / 252+ Def Corviknight: 237-279 (59.3 - 69.9%) -- guaranteed 2HKO
+2 252 Atk Life Orb Cinderace Sucker Punch vs. 252 HP / 252+ Def Gholdengo: 273-322 (72.2 - 85.1%) -- guaranteed 2HKO after Leftovers recovery (Walled by the defensive build recomened unfort)
252 Atk Life Orb Cinderace Sucker Punch vs. 0 HP / 4 Def Houndstone: 185-218 (64.9 - 76.4%) -- guaranteed 2HKO (spikes stack helps)
 
:sv/kingambit:
Kingambit @ Black Glasses
Ability: Tinted Lens
Tera Type: Dark
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Sucker Punch
- Iron Head

Kingambit loves being able to surprise squishy resists like Greninja, Meowscarada, and Roaring Moon with a clean OHKO after a Swords Dance. Can also break through a sufficiently chipped Great Tusk or defensive Slither Wing.

+2 252+ Atk Black Glasses Tinted Lens Kingambit Sucker Punch vs. 252 HP / 252+ Def Great Tusk: 184-216 (42.3 - 49.7%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk Black Glasses Tinted Lens Kingambit Sucker Punch vs. 0 HP / 0 Def Greninja: 430-506 (150.8 - 177.5%) -- guaranteed OHKO
+2 252+ Atk Black Glasses Tinted Lens Kingambit Sucker Punch vs. 252 HP / 0 Def Roaring Moon: 410-484 (99 - 116.9%) -- 93.8% chance to OHKO
 
STABmons

great-tusk.png

Pleasant Teeth (Great Tusk) @ Booster Energy
Ability: Protosynthesis
Tera Type: Fighting
EVs: 188 HP / 252 Atk / 68 Spe
Adamant Nature
- Bulk Up
- Headlong Rush
- Mach Punch
- Ice Spinner
Mach Punch certainly feels like one of the lesser seen options on Great Tusk, and it lets Tusk invest more heavily into bulk as speed becomes less of an issue. 68 Spe EVs are for outspeeding Gliscor, but you can also invest 124 Spe to outspeed max speed Sylveon if need be. Excellent Gliscor check and works well on screens ho.
 
Iron Jugulis @ Choice Specs
Ability: Quark Drive
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aeroblast
- Fiery Wrath
- Fire Blast
- Parting Shot

this iron jugulis set functions as both a good lead against slower teams, and an excellent mid-game wallbreaker against faster teams. aeroblast and fiery wrath do huge amounts of damage to any pokemon you come up against and can use. tera-dark means you can avoid a KO from many common priority moves, and fire off disgusting fiery wraths which clear most non-resists. i've tried it with scarf, but specs works best to ensure you get damage off. fire blast is there for coverage, and parting shot allows you a good pivoting move. it's also just really fun to use!
 

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