From what perspective of yours could that Alakazam set possibly be good? The speed that Zam has isn't getting you anywhere especially when you are univested in SpA and all you have is unstabbed dazzling gleam. You aren't going to break any stall team with it because a. it can't get past Unaware Quagsire since Dazzling Gleam is so weak b. It can't even get past Chansey at +6 SpA lolYeah, clefable is better. And you think it's shitty but itc you're completely wrong, as i see it
Tyranitar is still smashed by Fighting type Pokemon, for that reason Pokemon that can easily take advantage of, or threaten, Fighting type Pokemon are great team mates. Talonflame, Gyarados, Landorus-I, Landorus-T, Mega Charizard-Y, Mega Pinsir & the Lati Twins all have great offensive and defensive synergy with this set. Most teams enjoy the fact that this set can weaken opposing steel types & stall teams to an extent, capitalizing on that fact.Gliscor:
Landorus-T:252 SpA Tyranitar Ice Beam vs. 252 HP / 0 SpD Gliscor: 404-476 (114.1 - 134.4%) -- guaranteed OHKO
Skarmory:252 SpA Tyranitar Ice Beam vs. 252 HP / 4 SpD Landorus-T: 380-448 (99.4 - 117.2%) -- 93.8% chance to OHKO
Ferrothorn:252 SpA Tyranitar Fire Blast vs. 252 HP / 0 SpD Skarmory: 260-306 (77.8 - 91.6%) -- guaranteed 2HKO after Leftovers recovery
Terrakion (after sash and -1 drop from Close Combat):252 SpA Tyranitar Fire Blast vs. 252 HP / 40 SpD Ferrothorn: 332-392 (94.3 - 111.3%) -- 68.8% chance to OHKO
Garchomp:4 Atk Tyranitar Superpower vs. -1 0 HP / 0 Def Terrakion: 364-430 (112.6 - 133.1%) -- guaranteed OHKO
Excadrill:252 SpA Tyranitar Ice Beam vs. 4 HP / 0 SpD Garchomp: 364-432 (101.6 - 120.6%) -- guaranteed OHKO
Mega Scizor:4 Atk Tyranitar Superpower vs. 4 HP / 0 Def Excadrill: 338-398 (93.3 - 109.9%) -- 62.5% chance to OHKO
Mega Mawile:252 SpA Tyranitar Fire Blast vs. 252 HP / 4 SpD Mega Scizor: 384-456 (111.6 - 132.5%) -- guaranteed OHKO
252 SpA Tyranitar Fire Blast vs. 252 HP / 4 SpD Mega Mawile: 202-238 (66.4 - 78.2%) -- guaranteed 2HKO
Great point, I can definitely see the merit of using stone edge as coverage alongside fire blast and ice beam. My main argument for superpower is it's superior accuracy which can let your reliably ko neutral bisharp 100% of the time, it also lets you hit the blobs for considerable damage, though chansey isn't really bothered. I don't always lead with this set so it's still a great lure for non-sash terrakion if you manage to keep hazards from your side of the field. I will do the calcs for the blobs when I'm not on my mobile.Reprobate, I use a very similar set except with Smooth Rock to support Sand Rush Excadrill and the moves Stone Edge/Ice Beam/Fire Blast.
Stone Edge 2hkos some of those defoggers you mentioned and ohkos Talonflame through a Burn or Roost. I've also have found Superpower kind of redundant since Fire Blast already kills Bisharp after a round of LO recoil and Lead Terrakion tend to run Focus Sash as well, so I really only found it particularly useful against opposing Tyranitar. I'll probably include my Ttar set in a post that I'm working on.
Not bad, considering they're pretty much forced to recover, gaining momentum for Tyranitar's team.252/252 Blissey:4/252 Blissey:4 Atk Tyranitar Superpower vs. 252 HP / 252+ Def Blissey: 404-476 (56.5 - 66.6%)252/252 Chansey:4 Atk Tyranitar Superpower vs. 4 HP / 252+ Def Blissey: 404-476 (61.9 - 73%)4/252 Chansey:4 Atk Tyranitar Superpower vs. 252 HP / 252+ Def Eviolite Chansey: 294-348 (41.7 - 49.4%)4 Atk Tyranitar Superpower vs. 4 HP / 252+ Def Eviolite Chansey: 294-348 (45.7 - 54.2%)
I remember using specszard in 5th gen ou on the worst possible sun team ever (it had a fire gem hp fire leafeon just fyi lol). It was fun to 2hko chansey and all but it was literal shit.Charizard X tanks hits and Sweeps with Dragon Dance. Charizard Y brings Sunlight to the battlefield. Sometimes, however, Charizard decides not to hold it's Megastone. This is what happens then.
Charizard @ Choice Specs
Ability: Solar Power
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Fire Blast
- Focus Miss
- Dragon Pulse/Solar Beam
- Flamethrower
This is Solar Power Specs 'Zard. This thing hits insanely hard in sunshine and is propably the hardest thing to switch into in OU. Its Special Attack is higher than Deoxys-A's, not counting the Choice Specs boost.
Fire Blast decimates everything, even Chansey fails to the power of a Sun and Solar power boosted Fire Blast. Litterary everything not being a Weather Changer bar Hippo and Obamasnow, AV Goodra, extermly bulky Quad-Resist or a Flash Fire Pokemon is 2HKO'd by Fire Blast after Stealth Rocks. Focus Miss deals with everything mentioned above bar AV Goodra. The Weather Changers are 2HKO'd or OHKO'd outside of Sun. Dragon Pulse is for AV Goodra and bulkier Kingdras, if you don't want to rely on Focus Miss' accuraty. Both are 2HKO'd or OHKO'd respectivly. Solar Beam on the other hand is when you want to net that OHKO on the specially bulkiest Suicune, while still nailing Kingdra, but Dragon pulse is usually prefered, because Suicune is 2HKO'd most of the time by Fire Blast anyway. Flamethrower is when you don't want to use Fire Blast.
Charizard likes shining beetles flying around it's flame. Volbeat can set up sun really quickly, while also being able to pass substitutes to Charizard. Passing substitustes to Charizard is insanely good, the shield helps it to decimate even more stuff. Charizard enjoys Defog Support. And Stealth Rock support. Sticky Web Support is also nice.
Calcs. Resist. Quad Resist.
I've actually tried this set before but with moonlight. And I have to say that the power is really lacking in stored power even at +6. Moon blast is a better choice on cosmic power sets because of the initial power. STAB makes the power similar to a +6/+6 stored power, as well as the potential attack drop further helps your physical defense. Stored power should only really be considered on calm mind sets as that has vastly increased power in comparison.Here's another set I've used in OU that has caused rage quits and fooled many opponents, even one time winning an entire match.
Clefable @ Leftovers
Ability: Unaware
EVs: 152 Def / 252 HP / 104 SDef
Bold Nature
- Wish
- Cosmic Power
- Toxic
- Stored Power
Clefable's balanced defenses reach a high of 968. Basically, I have to fool my opponent into thinking she has Magic Guard, and she keeps using Cosmic Power while the opponent is powering up. Use Wish when health is about half way down and toxic as a stall tactic. Stored Power does decent damage when defenses are nearly maxed out. This downside with this set is no fairy STAB and vulnerability to dying from being badly poisoned. Best if Clefable gets burned if any status takes place. Drapion and Bisharp are hard counters.
There have been some discussion about Reflect/Light Screen Clefable. I think it's cool that Clef is so flexible and can pull off this set. However, Moonlight is a unreliable form of recovery as it doesn't heal much in the rain or, more importantly, sand. Softboiled is the better option.
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 def
Bold Nature
- Thunder Wave
- Reflect
- moonlight
- Moonblast
Despite the fact that it look like a terrible set, this unorthodox but amazing clef set is able to handle almost every physical attacker ever. It can handle mega pinsir, mega gyara, mega ttar, etc. Of course, it can't switch in to Mega pinsir, but on the revenge kill it twaves and folloews it up with a reflect, allowing it to handle the situation pretty well.
Unaware is not incompatible. You just need to use an ability capsule.Softboiled is incompatible with unaware on clef, so it has to resort to utilizing a less-than-optimal healing move. using softboiled would mean that I would have to use magic guard, which won't work on this set because its meant to handle setup sweepers, not die to them. it's definitely worth it, even if I have to use a healing move that has its power reduced in sand and has 8 pp. imo, unaware is better than mg on all clef sets. also, I never advocated for a dual screens clef, I advocated for a reflect clef. dual screens clef sucks.
Softboiled is incompatible with unaware, ability capsule would just change the ability to cute charm, as Unaware is a hidden ability.Unaware is not incompatible. You just need to use an ability capsule.
Why not use any of the following, that can run that exact same set or similar better: Slowbro, Slowking, Mew, Togekiss, Clefable, Sylveon, Florges, Celebi, Reuniclus; or anything else with a useable HP or Def/spdef stat? Many of these things get Acid Armor or Iron Defense, which is way better than Barrier. (though, I'd prefer to have a stab move over a def boosting move) If it's Magic Guard you want, just use Reuniclus or Clefable.Alakazam with leftovers, and magic guard
- Barrier
- Calm Mind
- Recover
- Dazzling Gleam
EVs: 252 HP/252 Def/4 Spe
Timid nature
The Timid nature grants Alakazam just enough speed to outspeed pokémon that are strong against it, like gengar or Zoroark. This bulky Alakazam can boost up its defense with Barrier, surprising people and adding up nice bulk. Calm Mind raises not only the Special Defense, but also boosts up the power of your damaging move, Dazzling Gleam. You could use Psychic instead of Dazzling Gleam for the STAB but since Dazzling Gleam hits all sorts of types with all sorts of abilities, i found out that this works well. Recover is simply to recover your HP after you set-up your bulk
This set might sound very dumb, but works.
As far as I know, this is neither creative nor underratedI'm probably gonna get a lot of pushback for this, but here goes nothing.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick
That's right, Scarf WoW Rotom. The most effective part of this set is the pure unpredictability. Say the opponent leads with, say, a Mienshao. They outspeed, right? Just go for U-Turn and swap out into your Gastrodon. But wait, your Rotom went first. And it burnt your Mienshao, leaving it useless for the rest of the battle.
Another situation. They lead with Talonflame, or Staraptor. Again, just outspeed and Hydro Pump/Volt Switch to kill.
Now the most notable problem with this is of course the fact that locking yourself into a status move is never really a good idea. This set pairs up well with Pokemon like Quagsire or Clefable, that can easily come in on Pokemon that would want to set up on your Rotom-W and wall them.
Now unfortunately, after your first burn your trick (heh get it?) will be revealed. That's why with Trick you can get rid of your Scarf, potentially crippling one of your opponents Pokemon in the process, and you can function as a regular Rotom-W.
Ehm okay... only like 15% of Rotom-W today carry Scarf and Trick as it is. Just thought I'd post something that's a bit different from the standard Volt Switch/WoW/Hydro Pump/Pain Split.As far as I know, this is neither creative nor underrated
When seeking for a counter for Garchomp, Landorus-T and Mandibuzz are generally more effective. However, if you are keen on using Azumarill, it's better off using a standard Sitrus + BD set (only 124 HP EVs is needed to prevent the 2HKO). It hits about equally hard, takes about the same damage from Garchomp factoring Sitrus, is less situational, and can switch moves.I hope that this isn't considered a gimmick, as I know that it is probably not my best bet, as the ev's are not as tailored as maybe they should be, but it might work. The premise is, I have a somewhat bulky offense team (SubPunch M-Mawile and DDNite form an offensive core together, with lead Tar (I'm thinking probably Unnerve so as to not break multiscalse) and cleric Clefable), but it is rather weak to Chomp, both Scarf and LO, so I put together
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 4 Atk / 252 Def
Adamant Nature
- Play Rough
- Knock Off
- Aqua Jet
- Waterfall
It is 2HKO'd about 3 percent of the time by a Scarfchomp, but it is 2HKO'd 67 percent by LO. Recommendations?
Azumarill needs to invest fully in Attack in order to have enough power to really hurt stuff. Due to the way Huge Power works, in that every additional Attack point in Azu's actual stat equates to two extra points with the ability taking into account, there is a massive difference in the Attack stat between having 4 EVs and having 252 EVs. With only 4 EVs and an Adamant nature, it only reaches a rather mediocre 300 Attack stat, compared with the incredible 436 Attack stat possible with full investment.I hope that this isn't considered a gimmick, as I know that it is probably not my best bet, as the ev's are not as tailored as maybe they should be, but it might work. The premise is, I have a somewhat bulky offense team (SubPunch M-Mawile and DDNite form an offensive core together, with lead Tar (I'm thinking probably Unnerve so as to not break multiscalse) and cleric Clefable), but it is rather weak to Chomp, both Scarf and LO, so I put together
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 HP / 4 Atk / 252 Def
Adamant Nature
- Play Rough
- Knock Off
- Aqua Jet
- Waterfall
It is 2HKO'd about 3 percent of the time by a Scarfchomp, but it is 2HKO'd 67 percent by LO. Recommendations?