Metagame Effective Creative & Underrated Sets [REPLAYS REQUIRED]

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ManOfMany

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D I N O S T O R M


Meganium @ Life Orb
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Earthquake
- Hidden Power [Ice]

Okay I confess this set's really not all that great, but it does have a niche, as well as very high coolness factor. The basis of this set is that Giga Drain + Leaf Storm hits very hard combined and allows Meganium to pretty much 2HKO anything that doesn't resist grass. Then you have the HP Ice coverage which hits most pokemon that resist grass hard, and Earthquake to hit Fire types like Monferno and Rapidash hard although Leaf Storm already takes a huge chunk out of them. What Meganium has over Simisage is that it's really really bulky so it is able to check a lot of special attackers and it functions nicely as a tank pokemon. (Leaf Storm Simisage is actually really good though and something that should be used more). Meganium has some big advantages over special Gogoat as well, mainly Leaf Storm is great because it is such a nuke, and its very solid speed tier when using a Timid Nature allowing it to outspeed Adamant Monferno, Stoutland, Grumpig, Altaria, and Arbok. Also it isn't too comparable to Offensive Roselia at all since it is far bulkier and has an important Psychic Neutrality, as well as its speed. Another thing to note is Meganium has Overgrow, which comes in useful a lot more than you would think since there are many moves that can do significant damage to Meganium but not kill (such as Ice Beams or Stoutland Returns). It's still walled by Special Walls and Articuno, obviously, but because of its combination of bulk, power, and nice speed tier it can do well against against balanced/offensive teams. It's not too hard for it to spam a powerful Leaf Storm and switch out again and outlast its checks.

252 SpA Life Orb Meganium Leaf Storm vs. 0 HP / 0 SpD Eviolite Monferno: 114-135 (42.3 - 50.1%) -- 92.6% chance to 2HKO after Stealth Rock
0- Atk Life Orb Meganium Earthquake vs. 0 HP / 4 Def Eviolite Monferno: 161-190 (59.8 - 70.6%) -- guaranteed 2HKO after Stealth Rock

252 SpA Life Orb Meganium Giga Drain vs. 80 HP / 0 SpD Grumpig: 109-130 (33.9 - 40.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Meganium Leaf Storm vs. 80 HP / 0 SpD Grumpig: 188-224 (58.5 - 69.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Life Orb Meganium Leaf Storm vs. 0 HP / 4 SpD Arbok: 123-146 (47.1 - 55.9%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
-1 0- Atk Life Orb Meganium Earthquake vs. 0 HP / 0 Def Arbok: 130-153 (49.8 - 58.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

252 SpA Life Orb Meganium Hidden Power Ice vs. 0 HP / 4 SpD Altaria: 244-291 (83.8 - 100%) -- guaranteed OHKO after Stealth Rock

0- Atk Life Orb Meganium Earthquake vs. 0 HP / 4 Def Rapidash: 190-226 (70.1 - 83.3%) -- 62.5% chance to OHKO after Stealth Rock

252 SpA Mr. Mime Psychic vs. 0 HP / 0 SpD Meganium: 123-145 (40.8 - 48.1%) -- guaranteed 3HKO
252 SpA Life Orb Floatzel Ice Beam vs. 0 HP / 0 SpD Meganium: 192-229 (63.7 - 76%) -- guaranteed 2HKO

252 Atk Jumpluff Acrobatics (110 BP) vs. 0 HP / 0 Def Meganium: 210-248 (69.7 - 82.3%) -- guaranteed 2HKO
252 Atk Leafeon Knock Off (97.5 BP) vs. 0 HP / 0 Def Meganium: 95-112 (31.5 - 37.2%) -- 83.2% chance to 3HKO
252+ Atk Choice Band Stoutland Return vs. 0 HP / 0 Def Meganium: 244-288 (81 - 95.6%) -- guaranteed 2HKO


Some okay replays:
http://replay.pokemonshowdown.com/pu-399238890 vs aki0s
http://replay.pokemonshowdown.com/pu-399218434 vs 5gen
http://replay.pokemonshowdown.com/pu-399235348 vs amberrlamps


The pokemon itself probably has more potential than we initially thought. 5gen said he'll test out a SubToxic set which might be cool cause of both high speed and bulk. SD + Petal Blizzard + EQ + Return is already kind of known as a meme set, and is outclassed by Leafeon, but it might not actually be that bad considering it has the amazing special bulk and Earthquake coverage over Leaf.
 
StallBreaker Stoutland


Stoutland @ Leftovers
Ability: Scrappy
Happiness: 0
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- Frustration
- Work Up
- Rest
- Sleep Talk

This set is pretty simple. Stoutland sets up with Work Up with fairly ease because of its decent bulk, it kills something after setting up (even before, depending on the foe), it keeps itself healthy with Rest, and Sleep Talk allows it to not be passive while asleep.
However, this set struggles with mons that are very physically defensive, like Tangela with eviolite, Avalugg and Rock and Steel types in general. Monferno is a problem because of its STAB.

Here are some replays:
http://replay.pokemonshowdown.com/pu-401171617
http://replay.pokemonshowdown.com/pu-401161603
http://replay.pokemonshowdown.com/pu-401150458
 
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Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 96 Def / 252 SpA / 148 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]

The listed Calm Mind Drifblim set on Smogon uses Chestorest, but personally I think this is much more effective. Substitute protects you from status and weak attacks. It also lets you turn weak walls like Roselia into set up fodder. Calm Mind boosts your Special Attack and Special Defence, letting you sweep and take more special hits. Shadow Ball is the STAB move. Hidden Power Fighting has perfect neutral coverage with it. The EVs give you enough Speed to outrun Ninjask and Scarf Chatot after Unburden. Special Attack is maximised to hit as hard as possible. 12 HP EVs give you a HP stat divisible by 4, thus giving you an easier time getting to Sitrus Berry range. The rest is placed in Defence to help you take hits better. Sitrus Berry is used to restore HP and trigger Unburden.

http://replay.pokemonshowdown.com/pu-401461851 Sweep starts on Turn 10
http://replay.pokemonshowdown.com/pu-401463032 Again, sweep starts on Turn 10.
 

Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 96 Def / 252 SpA / 148 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]

The listed Calm Mind Drifblim set on Smogon uses Chestorest, but personally I think this is much more effective. Substitute protects you from status and weak attacks. It also lets you turn weak walls like Roselia into set up fodder. Calm Mind boosts your Special Attack and Special Defence, letting you sweep and take more special hits. Shadow Ball is the STAB move. Hidden Power Fighting has perfect neutral coverage with it. The EVs give you enough Speed to outrun Ninjask and Scarf Chatot after Unburden. Special Attack is maximised to hit as hard as possible. 12 HP EVs give you a HP stat divisible by 4, thus giving you an easier time getting to Sitrus Berry range. The rest is placed in Defence to help you take hits better. Sitrus Berry is used to restore HP and trigger Unburden.

http://replay.pokemonshowdown.com/pu-401461851 Sweep starts on Turn 10
http://replay.pokemonshowdown.com/pu-401463032 Again, sweep starts on Turn 10.
this is a nice little set that not enough people use, thanks for posting this. however, you might want to add that petaya berry is a viable option over sitrus.
 

Drifblim @ Sitrus Berry
Ability: Unburden
EVs: 12 HP / 96 Def / 252 SpA / 148 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]

The listed Calm Mind Drifblim set on Smogon uses Chestorest, but personally I think this is much more effective. Substitute protects you from status and weak attacks. It also lets you turn weak walls like Roselia into set up fodder. Calm Mind boosts your Special Attack and Special Defence, letting you sweep and take more special hits. Shadow Ball is the STAB move. Hidden Power Fighting has perfect neutral coverage with it. The EVs give you enough Speed to outrun Ninjask and Scarf Chatot after Unburden. Special Attack is maximised to hit as hard as possible. 12 HP EVs give you a HP stat divisible by 4, thus giving you an easier time getting to Sitrus Berry range. The rest is placed in Defence to help you take hits better. Sitrus Berry is used to restore HP and trigger Unburden.

http://replay.pokemonshowdown.com/pu-401461851 Sweep starts on Turn 10
http://replay.pokemonshowdown.com/pu-401463032 Again, sweep starts on Turn 10.
this is a nice little set that not enough people use, thanks for posting this. however, you might want to add that petaya berry is a viable option over sitrus.
It is also a set that has already been posted by MoM here: http://www.smogon.com/forums/thread...d-sets-replays-required.3551661/#post-6466954

and it is also the second mentioned offensive set here: http://www.smogon.com/forums/thread...d-sets-replays-required.3551661/#post-6457926
 
That set used Petaya Berry and different EVs. Sitrus is better overall, as you don't have to go as low to get the boost, and the extra health is more helpful
 

ShuckleDeath

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Choice Specs Roselia


Roselia @ Choice Specs

Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Sludge Bomb
- Hidden Power [Fire] / Giga Drain
- Extrasensory / Giga Drain

For those of you wondering why I thought of trying Choice Specs Roselia, I was using defenisve Roselia recently and while seeing its move pool in team builder I thought it would be fun to fuck around with some calcs. I was pretty surprised by some of the results, to say the least, as I found it to have very few reliable switch-ins with the coverage it possesses. After deciding to build around and test this set I have convinced myself that this is up there with some of the strongest wallbreakers PU has to offer. Leaf Storm takes an absolute shit on anything that does not resist it and several things that do (Pawnaird, Mawile). Sludge Bomb is almost equally as spamable due to the fact that with the 30% chance to poison it actually has pretty good odds to turn regular all around Roselia counters into a 2HKO(Audino, Bouffalant). Now, in my opinion, what makes this Roselia set so threatening is its is its ability to seriously weaken Pokemon that resists both STAB, for example, it has a chance of 2HKOing SpDef Muk after Rocks with Extrasensory, it also has a high chance of 2HKOing Metang with Hidden Power Fire after Stealth Rock damage. Another boon for this set is while testing I found it rather easy to get Roselia on the battlefield, rather it be on a double switch or straight up switching on some of the tiers more defensive Pokemon like Stunfisk and Prinplup. Roselia does have a few problems such as being easily revenge killed after it gets a kill its self it also faces competition from other grass type Pokemon like Cacturne and Leafeon, but I hope I convinced some of you that this is a set that is worth exploring as it is not too difficult to use and I found myself getting around 3 kills a game.

Replays:
http://replay.pokemonshowdown.com/pu-422449784 vs Optical Real (Here you see Roselia being very hard to Play around, even taking out an AV Bouffalant)

http://replay.pokemonshowdown.com/pu-422418950 vs ManOfMany (Here we see how Roselia broke Moms defensive core to the point where the rest of my team could clean up quite easily)

http://replay.pokemonshowdown.com/pu-421517615 vs Kaboom (Good example of how easy it can be to get in battle and the effectiveness it has in breaking teams)

http://replay.pokemonshowdown.com/pu-420819832 vs Acast

http://replay.pokemonshowdown.com/pu-420942708 vs Megazard

Calcs:

252+ SpA Choice Specs Roselia Extrasensory vs. 252 HP / 252+ SpD Muk: 172-204 (41.5 - 49.2%) -- 18.4% chance to 2HKO after Stealth Rock and Black Sludge recovery

252+ SpA Choice Specs Roselia Extrasensory vs. 252 HP / 252+ SpD Eviolite Roselia: 134-158 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Choice Specs Roselia Extrasensory vs. 0 HP / 4 SpD Arbok: 290-342 (111.1 - 131%) -- guaranteed OHKO

252+ SpA Choice Specs Roselia Hidden Power Fire vs. 252 HP / 0 SpD Eviolite Metang: 146-172 (45 - 53%) -- 86.7% chance to 2HKO after Stealth Rock

252+ SpA Choice Specs Roselia Leaf Storm vs. 252 HP / 0 SpD Mawile: 234-276 (76.9 - 90.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ SpA Choice Specs Roselia Leaf Storm vs. 0 HP / 0 SpD Eviolite Pawniard: 197-232 (85.2 - 100.4%) -- 43.8% chance to OHKO after Stealth Rock

252+ SpA Choice Specs Roselia Sludge Bomb vs. 252 HP / 252+ SpD Audino: 160-189 (39 - 46%) -- 87.5% chance to 2HKO after Stealth Rock, Leftovers recovery, and poison damage(Note you need the poison here)

252+ SpA Choice Specs Roselia Sludge Bomb vs. 248 HP / 8 SpD Assault Vest Bouffalant: 139-165 (35.3 - 41.9%) -- 78.5% chance to 2HKO after Stealth Rock and poison damage

252+ SpA Choice Specs Roselia Leaf Storm vs. 120 HP / 4 SpD Eviolite Misdreavus: 222-262 (76.2 - 90%) -- 18.8% chance to OHKO after Stealth Rock
 

2xTheTap

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I've been testing stuff quite a bit lately and found more sets for you: some are small variations on standard sets, and others you probably haven't seen before. Enjoy!


Electrode @ Life Orb
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk / 30 Def
- Volt Switch
- Taunt
- Toxic
- Hidden Power [Ice]

This Electrode is actually incredibly threatening because of the way it breaks down pretty much any answer to Electric-types as your opponent switches them in to take a predicted Volt Switch. For example, Electrode can Toxic Stunfisk on the switch, prevent SR via Taunt, and then do the same thing with HP Ice on the switch next time it comes in; Taunt and Toxic prevents Chinchou from recovering the HP lost from Toxic with Rest; Electrode hits bulky Grass-types like Gogoat on the switch with Toxic and then uses HP Ice on future turns; it prevents Roselia from using Spikes or Synthesis; it prevents Audino from using either Wish or Heal Bell to support its teammates; it stops Clefairy from either setting up SR or with Calm Mind; it breaks down Raichu and Zebstrika by hitting them with a Toxic on the switch, etc.

Building with this set is interesting too. When you remove Chinchou, suddenly Swanna, offensive Pelipper, Regice, Zebstrika, Raichu, Electabuzz, Rotom-S, Floatzel, and Rotom-F all become much more threatening. A Zebstrika that's been taken down to 37% by LO recoil, Electrode's Toxic, and SR damage (surprisingly easy to do) suddenly loses its ability to check physically oriented LO Floatzel because of Aqua Jet. Whittling down Stunfisk with a combination of Toxic and Hidden Power Ice opens up the way for Pokemon like Pawniard, Mawile, and Monferno to sweep late-game. This basically fits well on either Offense (especially with Golem as your SR user - with Golem + Electrode, you have a Chatot answer, a Volt Switch stop, a Normal resist and two Flying resists, and SR -with the ability to pressure Defog users via BoltBeam coverage- all in 2 slots) or on Balance (especially with Swanna as your Defogger).

http://replay.pokemonshowdown.com/pu-405113301
http://replay.pokemonshowdown.com/pu-405116567


Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Dark Void / Spore
- Imprison
- Transform
- Sticky Web / Stealth Rock

This set still accomplishes what lead Smeargle normally aims to do, which is laying entry hazards early-game. But, rather than sacking Smeargle early-game after it has done its job, this variant sees some extended use during mid- and even late-game by putting slower setup sweepers to sleep, locking them out of all moves via Imprison, and then using Transform. Dark Void / Spore --> Imprison --> Transform basically prevents them from doing anything but using Struggle or switching, and copies their boosts at the same time. If used with the correct timing, you can turn the tables on slower wincons like Cro-Muk, CM Clefairy, AA Duosion, etc. (if it's late-game, they'll most likely stay in here, or if mid-game, they may stay in to avoid losing their boosts).

Just like Ditto, Transform Smeargle can provide an unexpected degree of utility to a team - you can basically copy whatever you need if you play well, whether that's a sweeper, Defogger, SR user, etc. By scouting your opponent's sets via Transform, you also come a step closer to surmising the overall construction of your opponent's team, thus greatly easing prediction. I like to use this set on offensive teams that won't necessarily contain all the resists needed in PU, where it provides a last-ditch countermeasure to setup sweepers similar to the way you'd use Focus Sash Kadabra.

BUT BEWARE - KEEP THE DIFFERENCE BETWEEN FRUSTRATION / RETURN IN MIND WHEN YOU USE THIS; if you transform into Stoutland with Frustration for example, this Smeargle would need 0 Happiness to do damage (or full Happiness if you're copying Return).

http://replay.pokemonshowdown.com/pu-425441818


Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature

- U-Turn
- Roost
- Defog
- Earthquake

This isn't exactly a new set, but this was recently made the standard after some discussion I sparked in Discord a few weeks ago. So, you could say this is a PSA to use physically defensive Vibrava rather than its specially defensive counterpart (this post could've gone in our NP thread, but posting it here will give it some exposure all the same).

If you really think about it, physically defensive Vibrava walls a larger portion of the current meta than the old standard does. While specially defensive Vibrava can address threats like Grumpig, Kadabra, and NP Ninetales more effectively, an Impish nature with maximum investment in Defense will let it check or counter the following: Golem (even at +2, Stone Edge can't 2HKO Vibrava), Rapidash (especially Drill Run Rapidash), Metang, Stunfisk, RP Relicanth, Crustle, Eviolite Adamant Monferno (maximum Defense Vibrava lives a +2 CC from Adamant Eviolite variants), and Camerupt. It also checks Muk lacking Ice Punch (with CB Gunk Shot only dealing 38% maximum), as well as Arbok before either of these Poison-types have setup with Curse or Coil, respectively.

http://replay.pokemonshowdown.com/pu-425931965


Gourgeist-Super @ Colbur Berry
Ability: Insomnia
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Foul Play
- Synthesis
- Skill Swap

If you're going to run Gourgeist-XL at all in this meta that's rife with Cacturne, Smeargle, and Muk, this is a strong option at the moment. Not only will Skill Swap protect you from Flash Fire Pokemon (as your opponent anticipates Will-O-Wisp and switches in either Ninetales or Rapidash, for example, you Skill Swap and steal their ability), but it can also do things like replace Stoutland's Scrappy and Ursaring's Quick Feet, completely nullify CroMuk's ability to use Rest by giving it Insomnia, let you burn Floatzel by removing Water Veil, steal Clefairy's Magic Guard and burn it, etc. Colbur is still there to protect you from Leafeon's Knock Off and will let you stay in on Cacturne's Dark Pulse in order to get a WoW off as an emergency precaution if offensive pressure is too high to switch out of that. Finally, Insomnia keeps you from being hit by Dark Void, which will prevent a lot of the shenanigans Smeargle will try to pull with you.

http://replay.pokemonshowdown.com/pu-426030268
http://replay.pokemonshowdown.com/pu-455473170


Monferno @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Focus Punch
- Mach Punch
- Flare Blitz

Once Poliwrath left the tier, that niche of a Fighting-type STAB Focus Punch user kind of just stopped existing altogether. There are still some Focus Punch users in the tier like Floatzel, Mawile, Dusknoir, and Muk, but Focus Punch's use on each of these is fairly situational and non-standard still, and none of them use FP with STAB. Monferno, however, has a STAB- and Iron Fist-boosted Focus Punch with a collective Base Power of 270 (the calc for its base power is STAB (1.5) x Iron Fist (1.2) x Focus Punch (150)); it's actually more powerful than non-STAB Explosion (250). You can use Focus Punch with CB, LO, Eviolite, and even Substitute. But, to prevent needing to switch afterward, I recommend Life Orb to get that second hit in.
On Stunfisk:

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 252 HP / 252+ Def Stunfisk: 242-285 (57.3 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Monferno Close Combat vs. 252 HP / 252+ Def Stunfisk: 161-191 (38.1 - 45.2%) -- guaranteed 3HKO after Leftovers recovery

With absolute minimum rolls, that's doing 95.4% of Stunfisk's HP - guaranteed 2HKO if SR, or with better rolls.

On Altaria:

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 68 HP / 0 Def Altaria: 164-192 (53.2 - 62.3%) -- guaranteed 2HKO
252+ Atk Life Orb Monferno Close Combat vs. 68 HP / 0 Def Altaria: 109-129 (35.3 - 41.8%) -- guaranteed 3HKO

This also does a minimum of 88.5% to offensive Yache Altaria - SR or higher rolls guarantee the 2HKO. If Altaria is running Jolly or Timid, Close Combat will still KO on the second hit, given Roost removes Altaria's Flying-type temporarily.

On Grumpig:

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 80 HP / 0 Def Grumpig: 212-250 (66 - 77.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Monferno Flare Blitz vs. 80 HP / 0 Def Thick Fat Grumpig: 142-169 (44.2 - 52.6%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 160 HP / 0 Def Grumpig: 212-250 (62.1 - 73.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Monferno Flare Blitz vs. 160 HP / 0 Def Thick Fat Grumpig: 142-169 (41.6 - 49.5%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 248 HP / 36 Def Grumpig: 200-237 (55 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Monferno Flare Blitz vs. 248 HP / 36 Def Thick Fat Grumpig: 134-160 (36.9 - 44%) -- 99.8% chance to 3HKO after Leftovers recovery

At worst, Focus Punch + Flare Blitz with minimum rolls does 91.9%.

On Prinplup:

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 248 HP / 252+ Def Eviolite Prinplup: 183-216 (55.2 - 65.2%) -- guaranteed 2HKO
252+ Atk Life Orb Monferno Close Combat vs. 248 HP / 252+ Def Eviolite Prinplup: 121-144 (36.5 - 43.5%) -- guaranteed 3HKO

Minimum of 91.7%

On Pelipper:

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 248 HP / 252+ Def Pelipper: 108-127 (33.4 - 39.3%) -- 16% chance to 3HKO after Leftovers recovery
252+ Atk Life Orb Monferno Close Combat vs. 248 HP / 252+ Def Pelipper: 71-86 (21.9 - 26.6%) -- possible 5HKO after Leftovers recovery

Pelipper is really the only Monferno switch-in that lives this combo; the best Monferno can hope to do with minimum rolls is 55.3%, so Pelipper needs to have been whittled down before you Focus Punch.

On Swanna:

252+ Atk Life Orb Iron Fist Monferno Focus Punch vs. 0 HP / 4 Def Swanna: 214-253 (73.5 - 86.9%) -- 87.5% chance to OHKO after Stealth Rock
252+ Atk Life Orb Iron Fist Monferno Mach Punch vs. 0 HP / 0 Def Swanna: 58-69 (19.9 - 23.7%) -- possible 5HKO

http://replay.pokemonshowdown.com/pu-426059495


Dodrio @ Choice Scarf
Ability: Early Bird
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Facade
- Knock Off
- Frustration
- Brave Bird

This is a slight variation on a popular set. With the addition of Facade, you're essentially trading Pursuit for the ability to clean late-game, even if Dodrio has been statused. A burned Dodrio is just dead weight and really hinders your ability to come out on top during endgame, but Facade fixes that problem. In fact, locking into a burn- or poison-boosted Facade means that, not only will you not have to take the recoil from Brave Bird (which can sometimes put you in range of priority users like Aqua Jet Floatzel and standard Monferno), but now you're basically hitting with a physical version of Boomburst.

With this set, you can do things like stay in on Solrock and Misdreavus and go for the Knock Off, trade blows with them, and then come back late-game to clean with Facade. Gourgeist-XL will also stay in sometimes in order to use Will-O-Wisp once Dodrio's Choice Scarf has been revealed, given that Scarf Brave Bird will only do 58.2-69.5% to Gourgeist-XL.

In tandem with Early Bird, Facade Dodrio is pretty effective at absorbing status other than paralysis on the fly (no pun intended).
252 Atk Dodrio Facade (140 BP) vs. 0 HP / 4 Def Rotom-F: 192-226 (79.6 - 93.7%) -- guaranteed OHKO after Stealth Rock

252 Atk Dodrio Facade (140 BP) vs. 0 HP / 4 Def Eviolite Electabuzz: 211-250 (77.8 - 92.2%) -- 31.3% chance to OHKO after Stealth Rock

252 Atk Dodrio Facade (140 BP) vs. 0 HP / 0 Def Zebstrika: 297-349 (102 - 119.9%) -- guaranteed OHKO

252 Atk Dodrio Facade (140 BP) vs. 0 HP / 4 Def Electrode: 271-319 (103.8 - 122.2%) -- guaranteed OHKO
252 Atk Dodrio Facade (140 BP) vs. 60 HP / 0 Def Electrode: 273-322 (98.9 - 116.6%) -- 93.8% chance to OHKO


Chatot @ Choice Scarf / Choice Specs
Ability: Tangled Feet
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Boomburst
- Hidden Power [Ground] / Hidden Power [Water]
- U-turn
- Heat Wave

Just Hidden Power Fighting as the last coverage option on standard Chatot is pretty disappointing in this meta - Hidden Power Ground and Heat Wave hit Probopass and Pawniard already, while Hidden Power Water is much better for specially defensive Golem and Camerupt. When your opponent's Chatot switch-in is Electrode, using Hidden Power Ground is pretty easy to do on the switch. That, and if you've already broken Probopass's Air Balloon with U-Turn, HP Ground hits that with the same power that HP Fighting normally would. Using Hidden Power Fighting also means you would have to give up one point in Speed (because of that Speed IV of 30), which would force you to lose the speed-tie with other Chatot that are running a better Hidden Power.


Trapinch @ Eviolite
Ability: Arena Trap
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Toxic
- Earthquake
[03:23:44] RivalET: yo teddeh what do u think about trapinch -> B-/B since u didn't talk about it yet
[03:23:54] +Teddeh: idk, i've not used it
[03:24:00] RivalET: ok
[03:24:04] +Teddeh: i always find that trap is really meh in some match ups
[03:24:12] +Teddeh: and easily chipped
[03:24:33] +Teddeh: although it's useful because it makes people play differently, like they refuse to use their electric types or they will always double
[03:24:34] RivalET: it needs voltturn support yes

I've seen people talking about Trapinch in sort of a negative light recently. Just like the above commentary from chat just the other night, different players always cite how easy it is to wear Trapinch down. It's true, with only Protect there to help it out, Trapinch is sometimes chipped down before it's able to trap and kill what it needs to (e.g. Zebstrika, Raichu, Electabuzz, Stunfisk, Probopass, etc.). With this set, however, that issue is ameliorated, and it gains the longevity needed to trap Electric-types, certain SR users, as well as certain tanks and walls (Audino, Grumpig, SpDef Camerupt, Chinchou, and more) all in the same game. If you're burned by something like Chinchou (0 SpA Chinchou Scald vs. 252 HP / 252+ SpD Eviolite Trapinch: 84-102 (28.5 - 34.6%) -- 2.9% chance to 3HKO), it's not a big deal because of Rest, and Toxic + Arena Trap with accessible recovery is a huge pain to deal with in general.

http://replay.pokemonshowdown.com/pu-425317622


Relicanth @ Leftovers
Ability: Rock Head
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Head Smash
- Stealth Rock
- Scald
- Protect

I originally posted Defensive Relicanth here in the old thread, and after writing its analysis I decided to tweak defensive Relicanth's standard set a bit.

Normally, you'd use SR / Head Smash / Waterfall / Toxic, or you'd leave out either Toxic or Waterfall in favor of Protect in order to ease prediction against Pokemon like Murkrow, Rotom-F, and Stoutland where they all fear SR users, but have coverage to beat them if they predict well.
But, either losing Toxic, Protect, or Water STAB for Golem, Steel-types, and other Head Smash resists sucks a lot, so this set crams status, Water STAB and Protect all onto the same set.
Having the ability to burn something on a Pokemon with such great physical bulk will let Relicanth stick around for a while, and it'll wall the hell out of things like Rapidash, Stoutland, Purugly, AV/CB Muk, Arbok, physical Floatzel (another reason why Protect can be critical - scouting Floatzel's set is very important), Crustle, physically offensive Drifblim (really the only Drifblim, but that's tangential), Dusknoir, DD Altaria, and more.

http://replay.pokemonshowdown.com/pu-372465064


Politoed @ Leftovers / Life Orb
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature

IVs: 1 Atk / 30 SpA
- Scald
- Ice Beam
- Hidden Power [Electric]
- Encore / Protect / Focus Blast

Why run fast Politoed? One word: Cacturne. Cacturne regularly run max Speed with a neutral nature, and so running slower than that simply isn't a great option for Politoed anymore.

Not only that, but in response to Cacturne dropping, Monferno has become more common. Timid Politoed hits 262 Speed, which is one point faster than Adamant Monferno, so this spread is essentially just taking its standard set and adapting it to this meta.

Hidden Power Grass was more or less replaced by Hidden Power Electric due to Pelipper dropping. Life Orb HP Electric will score the OHKO, while Leftovers are more useful for checking Floatzel and regaining HP while your foe is stuck in an Encore.


Rapidash @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Baton Pass / Megahorn
- Drill Run
- Wild Charge

This set honestly just completely wrecks offense, just short of Rain and Sand. In a meta where your opponent's fastest Choice Scarf user is often just Dodrio or a Simi-monkey (Scarf Raichu exists, but is fairly uncommon), Rapidash finds itself able to revenge kill most of them at 508 Speed total: it OHKOes Mr. Mime, Rotom-F, CB Ninjask, Scarf Sawsbuck, Chatot, Simisage, Simipour, and Simisear (after SR) with either STAB Flare Blitz or a coverage move. Flare Blitz never misses and is actually boostable thanks to Flash Fire, so it's quite reliable late-game and really just plays like a Dodrio that is cleaning with Scarf Brave Bird.

In terms of responding to its defensive answers (Gabite, Vibrava, Golem, other Rapidash, Grumpig, etc.), you can either smack them with a coverage move (ex. Grumpig with Megahorn), or in the case of Vibrava / Gabite where you're hard-countered, you have the option of Baton Passing out to a Dragon-check.

I recommend building this with a Defog or Rapid Spin user, because cleaning late-game is heavily reliant on your ability to spam Flare Blitz (which you simply can't do if you're switching in out and of Stealth Rock).

http://replay.pokemonshowdown.com/pu-412999867
http://replay.pokemonshowdown.com/pu-330749948
http://replay.pokemonshowdown.com/pu-417234660
http://replay.pokemonshowdown.com/pu-414099052
http://replay.pokemonshowdown.com/pu-413003610


Metang @ Eviolite
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Meteor Mash
- Pursuit
- Thunder Punch / Bullet Punch
- Earthquake

AoA Metang. Use this together with Prinplup, which has the role compression necessary for freeing up that SR slot on Metang (after this, you'd add a Cacturne counter and a secondary check in order to avoid being too weak to that with that Metang + Prinplup core). You can also use this together with Gabite + Vullaby, where you're essentially splitting up those compressed roles that Prinplup fills by using a separate Pokemon for SR (Gabite) and something else for Defog (Vullaby). Incidentally, Vullaby counters certain variants of Cacturne.

Its usual set of Pursuit, Meteor Mash, and Earthquake lets Metang stop things like Mr. Mime, CroMuk, certain variants of Probopass, Grumpig, some Kadabra, etc. Adding Thunder Punch to that list is pretty nice, as it 2HKOes defensive Pelipper and forces it to choose between staying in and using Scald, or letting Metang get off another hit.

Toxic can be used over Thunder Punch, and it cripples bulky Grass-types that would attempt to switch into Metang's Earthquake or Meteor Mash (e.g. Tangela, Gourgeist-XL) while pressuring Pelipper on the switch. Bullet Punch deserves at least an honorable mention too, but its other attacks are more useful most of the time.

http://replay.pokemonshowdown.com/pu-430065586 (lol Pancham)


Anyway, there were some more that I had, but these were by far the most effective out of the ones I tested.
 
Last edited:
Munchlax @ Eviolite
Ability: Thick Fat
252 Atk / 120 Def / 136 SpD OR 252 Atk / 4 Def / 252 SpD
Careful Nature
- Pursuit
- Return
- Earthquake
- Superpower

So I wanted a partner to get rid of Curse Muk counters, mainly steel types and psychics like Grumpig, Kadabra, Probpass, etc. Pursuit Munchlax is a very good partner for it because it can easily switch in on these guys and remove them. It also traps frail electrics and special attackers in general, such as Electrode, Glaceon, Zeb, and it is one of the few things that can switch in on Lapras. The main reason for superpower is balloon Probopass but it also hits Lapras and Regice hard.

WHY USE IT OVER STOUTLAND??????????
Stoutland may pack more punch but it cannot switch into these threats at all, while munchlax can:

vs. Lapras (mostly to show bulk difference)
252+ SpA Choice Specs Lapras Hydro Pump vs. 0 HP / 252+ SpD Eviolite Munchlax: 118-141 (28.7 - 34.3%) -- 3.3% chance to 3HKO
252+ SpA Choice Specs Lapras Hydro Pump vs. 0 HP / 4 SpD Stoutland: 241-285 (77.4 - 91.6%) -- guaranteed 2HKO

vs. Grumpig
252+ SpA Grumpig Focus Blast vs. 0 HP / 252+ SpD Eviolite Munchlax: 120-142 (29.1 - 34.5%) -- 4.6% chance to 3HKO

252+ SpA Grumpig Focus Blast vs. 0 HP / 4 SpD Stoutland: 244-288 (78.4 - 92.6%) -- guaranteed 2HKO

vs. Kadabra
252 SpA Kadabra Psychic vs. 0 HP / 4 SpD Stoutland: 153-180 (49.1 - 57.8%) -- 96.1% chance to 2HKO

252 SpA Kadabra Psychic vs. 0 HP / 252+ SpD Eviolite Munchlax: 75-88 (18.2 - 21.4%) -- possible 5HKO

Also, getting trapped locked in pursuit is pretty bad for stoutland since it is easy to set up on, and with pursuit metang can switch in a lot easier aganinst stoutland, so he has more to lose by running pursuit over munchlax who has pretty good coverage.

There are two EV spreads, the first one can take on defensive mawile and metang a bit better or you can just go full sdef.

Replay of it doing work:
http://replay.pokemonshowdown.com/pu-431247142

I didn't use Muk that much, but it took out Grumpig and Probopass so I could just spam Freeze Dry with no problems at all.
 

LordST

Dormi Bene Duce
is a Community Contributoris a Tiering Contributor
RBTT Champion
I'm not sure if anyone has posted this set before but it has been putting in a lot of work for me recently and this thread is also kinda dead so I wanted to post it.



Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Explosion

What Banded Golem does is give you a very effective way of weakening would be Golem checks like Leafeon, Gourgeist, Vibrava, Prinplup, etc. with it's excellent EdgeQuake coverage while maintaining it's traditional role as a solid Electric, Flying, and Normal check. Basically your opponent sees Golem and switches in their Golem check. Banded Golem then proceeds to 2hko pretty much all of its checks bar Phys Def Vibrava, Defensive Quilladin, and Defensive Tangela which all get heavily damaged by Explosion. Sucker Punch is mostly there because there aren't any better options but it can really help late game as a stop to a scarfer like Mime or Dodrio or just to chip fast threats like Stoutland or Zebstrika. Explosion is also somewhat of a filler move but can be beneficial for easing prediction, nuking something, and grabbing momentum all in one turn.

252+ Atk Choice Band Golem Stone Edge vs. 252 HP / 252+ Def Eviolite Prinplup: 156-184 (46.9 - 55.4%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Golem Stone Edge vs. 252 HP / 248+ Def Lumineon: 219-258 (64 - 75.4%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Golem Stone Edge vs. 0 HP / 4 Def Leafeon: 202-238 (74.5 - 87.8%) -- guaranteed 2HKO

252+ Atk Choice Band Golem Stone Edge vs. 252 HP / 0 Def Eviolite Tangela: 151-178 (45.2 - 53.2%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Golem Stone Edge vs. 0 HP / 4 Def Eviolite Quilladin: 177-208 (67.3 - 79%) -- guaranteed 2HKO

252+ Atk Choice Band Golem Stone Edge vs. 252 HP / 252+ Def Solrock: 204-240 (59.3 - 69.7%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Golem Stone Edge vs. 252 HP / 4 Def Eviolite Vibrava: 146-172 (48 - 56.5%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Golem Stone Edge vs. 252 HP / 252+ Def Gourgeist-Super: 160-189 (42.7 - 50.5%) -- 41.8% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Choice Band Golem Sucker Punch vs. 252 HP / 240 Def Eviolite Misdreavus: 198-234 (61.1 - 72.2%) -- guaranteed 2HKO

So the things it can't 2hko with EdgeQuake are here so I'll just show you Explosion damage:
252+ Atk Choice Band Golem Explosion vs. 248 HP / 252+ Def Eviolite Quilladin: 210-248 (64.6 - 76.3%) -- guaranteed 2HKO

252+ Atk Choice Band Golem Explosion vs. 252 HP / 252+ Def Eviolite Tangela: 185-218 (55.3 - 65.2%) -- guaranteed 2HKO

252+ Atk Choice Band Golem Explosion vs. 252 HP / 252+ Def Eviolite Vibrava: 306-360 (100.6 - 118.4%) -- guaranteed OHKO

Somewhat Relevant Sucker Calcs:

252+ Atk Choice Band Golem Sucker Punch vs. 0 HP / 0 Def Zebstrika: 198-233 (68 - 80%) -- guaranteed 2HKO

252+ Atk Choice Band Golem Sucker Punch vs. 0 HP / 0 Def Stoutland: 148-175 (47.5 - 56.2%) -- 84.8% chance to 2HKO

252+ Atk Choice Band Golem Sucker Punch vs. 0 HP / 4 Def Leafeon: 108-128 (39.8 - 47.2%) -- guaranteed 3HKO

252+ Atk Choice Band Golem Sucker Punch vs. 0 HP / 4 Def Rotom-F: 128-151 (53.1 - 62.6%) -- guaranteed 2HKO

252+ Atk Choice Band Golem Sucker Punch vs. 0 HP / 0 Def Mr. Mime: 192-227 (86.8 - 102.7%) -- 93.8% chance to OHKO after Stealth Rock


Some good partners for this are mons that benefit from all of these checks being weakened or eliminated. Leafeon and Floatzel are solid options as they greatly appreciate Defensive grasses being weakened. Leafeon can also check water types to an extent for Golem. Monferno loves Vibrava and Prinplup being weakened and can aide Golem by bringing it in on Uturns and checking grasses. Things that can set rocks yet don't stack weaknesses such as Prinplup or Clefairy are necessary as Golem lacks the rocks it normally carries.

Replay:
http://replay.pokemonshowdown.com/pu-441482137

In this game Leafeon, a solid Golem check, gets pressured immediately by Banded Golem and forces my opponent to sack it later.

I may post more replays later ~
 
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