Monotype Creative / Underrated Sets Thread (NO BAD GIMMICKS!)

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Subjugator

Banned deucer.
Mixed ttar is actually one of the more common sets ran in actuality, however, maybe look up on the Tyraniboah set and try that out for yourself.
I have tried out Boah, unfortunately it hasn't proven to be very viable in this kind of metagame, mostly because of the power creep and Tyranitar not dealing nearly enough damage with Focus Punch.
 
That's one of my favorites, and was the thing that made my normal team really tough for some players back in the day

The Donald
Donald Duck (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Charge Beam
- Ice Beam
- Thunder Wave
- Recover

The idea is pretty simple, set up with charge beam, and sweep with pseudo bolt/beam coverage
Twave is crucial for easing prediction for when to use recover and is overall a nice move
This set is the bane of flying and dragon

Cheers!
 

Cell

Birth By Sleep
MPL Champion
Choice Banded Landorus

Landorus (M) @ Choice Band
Ability: Sand Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn


An idea that came to me post Smooth Rock ban that I built around later on around when Hoopa-Unbound was released. The main purpose of the set is to lure in some of the main switchins to the LO sweeper set such as: Lati@s, Zapdos, Mew, Meloetta, etc. Earthquake for a powerful STAB boosted by Sand Force, Rock Slide for Flying types, Knock Off to cripple walls, U-turn to gain much appreciated momentum to compliment the play-style used by Ground.


252 Atk Choice Band Landorus U-turn vs. 0 HP / 0 Def Latios: 268-316 (89 - 104.9%) -- 31.3% chance to OHKO
252 Atk Choice Band Landorus Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 372-438 (123.5 - 145.5%) -- guaranteed OHKO
252 Atk Choice Band Landorus U-turn vs. 252 HP / 0 Def Meloetta: 276-326 (68.3 - 80.6%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252 Atk Choice Band Landorus Knock Off (97.5 BP) vs. 252 HP / 0 Def Meloetta: 384-452 (95 - 111.8%) -- 68.8% chance to OHKO
252 Atk Choice Band Sand Force Landorus Earthquake vs. 252 HP / 148+ Def Mew in Sand: 244-288 (60.3 - 71.2%) -- guaranteed 2HKO after sandstorm damage
252 Atk Choice Band Landorus U-turn vs. 252 HP / 148+ Def Mew: 176-208 (43.5 - 51.4%) -- 6.6% chance to 2HKO after sandstorm damage
252 Atk Choice Band Landorus Knock Off (97.5 BP) vs. 252 HP / 148+ Def Mew: 244-288 (60.3 - 71.2%) -- guaranteed 2HKO after sandstorm damage
252 Atk Choice Band Sand Force Landorus Earthquake vs. 252 HP / 232+ Def Slowbro in Sand: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery

 
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Thunder Wave Hoopa-U

Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Drain Punch
- Hidden Power Fire
- Thunder Wave

So, lately I've been seeing some people testing out Focus Sash Hoopa (to utilize Hoopas ability Magician) and I came up with this fun set for my psychic team (I'm not aware if anyone else has used it before).

Basically the idea is to take advantage of this set to use the best move in the game Thunder Wave to stop fast set up sweepers that will beat your team, for example Volcarona, and faster dark types such as Weavile or scarf Hoopa. Other than Thunder Wave it can play other roles too such as a Bisharp check as it can OHKO with Drain Punch and the cool thing is you can possibly steal a Life Orb and be able to use it after Drain Punch recovery. I chose to put HP Fire to possibly hit hard a +2 Scizor but it can be replaced with anything your team needs to check really.
 
Baton Pass Mega Absol


Absol-Mega @ Absolite
Ability: Justified
EVs: 196 Atk / 60 Def / 252 Spe
Jolly Nature
- Baton Pass
- Swords Dance
- Knock Off
- Play Rough/Calm Mind


What this Mega Absol does is setup on walls such as Mega Sableye, Klefki, Alomomola, Chansey, Mew etc. It then proceeds to Baton Pass or hit stuff it will 1hko. Usually you should not bother staying in unless you know you will live a hit. Its bulk is horrendously low and it will get 1hkoed most of the time. Baton Passing or letting Mega Absol faint is usually the best option here. Good recipients of a boost are: Hoopa-Unbound, Weavile, Bisharp and Crawdaunt. The Attack and Defense EVs make it live 1 STAB Foul Play at +2. Knock Off and Play Rough give perfect coverage except for Mawile and Klefki, the former being uncommon and the latter almost never has attacking moves. Calm Mind can be used over Play Rough if you want to have Special Attacking recipients.


0 Atk Skarmory Brave Bird vs. 0 HP / 60 Def Mega Absol: 148-175 (54.6 - 64.5%) -- guaranteed 2HKO
0 Atk Skarmory Iron Head vs. 0 HP / 60 Def Mega Absol: 100-118 (36.9 - 43.5%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: No



0 SpA Zapdos Discharge vs. 0 HP / 0 SpD Mega Absol: 159-187 (58.6 - 69%) -- guaranteed 2HKO

Move after setup: Baton Pass / Knock Off
Risks: Paralyze



0 Atk Gliscor Earthquake vs. 0 HP / 60 Def Mega Absol: 144-169 (53.1 - 62.3%) -- guaranteed 2HKO

Move after setup: Baton Pass
Risks: No


+2 0- Atk Mandibuzz Foul Play vs. 0 HP / 60 Def Mega Absol: 229-270 (84.5 - 99.6%) -- guaranteed 2HKO
Move after setup: Batop Pass
Risks: No


0 SpA Slowbro Scald vs. 0 HP / 0 SpD Mega Absol: 130-154 (47.9 - 56.8%) -- 89.1% chance to 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn


Move after setup: Baton Pass / Knock Off
Risks: No


0 SpA Celebi Giga Drain vs. 0 HP / 0 SpD Mega Absol: 123-145 (45.3 - 53.5%) -- 41% chance to 2HKO
Move after setup: Baton Pass / Knock Off
Risks: No



252 Atk Deoxys-S Knock Off vs. 0 HP / 60 Def Mega Absol: 39-47 (14.3 - 17.3%) -- possible 6HKO
Move after setup: Baton Pass / Knock Off
Risks: No


0 SpA Cresselia Moonblast vs. 0 HP / 0 SpD Mega Absol: 164-194 (60.5 - 71.5%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: No


Deoxys-D Seismic Toss vs. 0 HP Mega Absol: 100-100 (36.9 - 36.9%) -- guaranteed 3HKO
Move after setup: Baton Pass / Knock Off
Risks: No


252 SpA Infernape Fire Blast vs. 0 HP / 0 SpD Mega Absol: 232-274 (85.6 - 101.1%) -- 12.5% chance to OHKO
Move after setup: Baton Pass
Risks: Fighting STAB, Priority


252 Atk Cobalion Iron Head vs. 0 HP / 60 Def Mega Absol: 141-166 (52 - 61.2%) -- guaranteed 2HKO
0- SpA Cobalion Volt Switch vs. 0 HP / 0 SpD Mega Absol: 63-75 (23.2 - 27.6%) -- 77.5% chance to 4HKO
Move after setup: Baton Pass
Risks: Fighting STAB


0 SpA Tentacruel Scald vs. 0 HP / 0 SpD Mega Absol: 109-129 (40.2 - 47.6%) -- guaranteed 3HKO
0 SpA Tentacruel Acid Spray vs. 0 HP / 0 SpD Mega Absol: 55-66 (20.2 - 24.3%) -- guaranteed 5HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn, SpD Drops


16 Atk Swampert Earthquake vs. 0 HP / 60 Def Mega Absol: 163-193 (60.1 - 71.2%) -- guaranteed 2HKO
0 SpA Swampert Scald vs. 0 HP / 0 SpD Mega Absol: 114-135 (42 - 49.8%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: Burn, Swampertite (a Politoed will hint this)


0 SpA Rotom-W Volt Switch vs. 0 HP / 0 SpD Mega Absol: 118-141 (43.5 - 52%) -- 14.1% chance to 2HKO
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Mega Absol: 186-220 (68.6 - 81.1%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Offenive set


0 SpA Empoleon Scald vs. 0 HP / 0 SpD Mega Absol: 144-169 (53.1 - 62.3%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn


0 SpA Lanturn Volt Switch vs. 0 HP / 0 SpD Mega Absol: 91-108 (33.5 - 39.8%) -- guaranteed 3HKO
0 SpA Lanturn Scald vs. 0 HP / 0 SpD Mega Absol: 103-123 (38 - 45.3%) -- guaranteed 3HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn


252 SpA Manaphy Scald vs. 0 HP / 0 SpD Mega Absol: 165-195 (60.8 - 71.9%) -- guaranteed 2HKO
252 SpA Manaphy Energy Ball vs. 0 HP / 0 SpD Mega Absol: 124-146 (45.7 - 53.8%) -- 44.9% chance to 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn


0 SpA Suicune Scald vs. 0 HP / 0 SpD Mega Absol: 120-142 (44.2 - 52.3%) -- 21.5% chance to 2HKO
Move after setup: Baton Pass
Risks: Burn


0 SpA Slowbro Scald vs. 0 HP / 0 SpD Mega Absol: 130-154 (47.9 - 56.8%) -- 89.1% chance to 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn


0 Atk Quagsire Earthquake vs. 0 HP / 60 Def Mega Absol: 130-154 (47.9 - 56.8%) -- 89.1% chance to 2HKO
0 SpA Quagsire Scald vs. 0 HP / 0 SpD Mega Absol: 93-109 (34.3 - 40.2%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: Burn


0 SpA Alomomola Scald vs. 0 HP / 0 SpD Mega Absol: 64-76 (23.6 - 28%) -- 85.1% chance to 4HKO
Move after setup: Baton Pass
Risks: Burn


0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Mega Absol: 163-193 (60.1 - 71.2%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Burn, Fire Blast


252 Atk Skarmory Brave Bird vs. 0 HP / 60 Def Mega Absol: 195-231 (71.9 - 85.2%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


252 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Mega Absol: 222-262 (81.9 - 96.6%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Choice Specs


0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 60 Def Mega Absol: 211-250 (77.8 - 92.2%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


0 SpA Empoleon Scald vs. 0 HP / 0 SpD Mega Absol: 144-169 (53.1 - 62.3%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn



+2 0- Atk Klefki Foul Play vs. 0 HP / 60 Def Mega Absol: 153-180 (56.4 - 66.4%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


4 Atk Bronzong Gyro Ball (143 BP) vs. 0 HP / 60 Def Mega Absol: 195-229 (71.9 - 84.5%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: No


Registeel Seismic Toss vs. 0 HP Mega Absol: 100-100 (36.9 - 36.9%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: No


0 Atk Forretress Gyro Ball (118 BP) vs. 0 HP / 60 Def Mega Absol: 160-190 (59 - 70.1%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


8 SpA Mega Latias Dragon Pulse vs. 0 HP / 0 SpD Mega Absol: 186-220 (68.6 - 81.1%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Draco Meteor


252+ Atk Bisharp Iron Head vs. 0 HP / 60 Def Mega Absol: 193-228 (71.2 - 84.1%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Life Orb


+2 0- Atk Mandibuzz Foul Play vs. 0 HP / 60 Def Mega Absol: 229-270 (84.5 - 99.6%) -- guaranteed 2HKO
Move after setup: Batop Pass
Risks: No



4 SpA Mega Sableye Dark Pulse vs. 0 HP / 0 SpD Mega Absol: 57-68 (21 - 25%) -- 0% chance to 4HKO
Move after setup: Baton Pass / Play Rough
Risks: No


4 Atk Tyranitar Stone Edge vs. 0 HP / 60 Def Mega Absol: 192-226 (70.8 - 83.3%) -- guaranteed 2HKO after sandstorm damage
Move after setup: Baton Pass / Play Rough
Risks: Offensive Set


+2 0- Atk Umbreon Foul Play vs. 0 HP / 60 Def Mega Absol: 229-270 (84.5 - 99.6%) -- guaranteed 2HKO
Move after setup: Baton Pass / Play Rough
Risks: No


+2 0 Atk Sableye Foul Play vs. 0 HP / 60 Def Mega Absol: 229-270 (84.5 - 99.6%) -- guaranteed 2HKO
Move after setup: Baton Pass / Play Rough
Risks: No


252 Atk Drapion Poison Jab vs. 0 HP / 60 Def Mega Absol: 141-166 (52 - 61.2%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Poison


0 SpA Spiritomb Dark Pulse vs. 0 HP / 0 SpD Mega Absol: 60-72 (22.1 - 26.5%) -- 18.5% chance to 4HKO
Move after setup: Baton Pass / Play Rough
Risks: No


0 Atk Forretress Gyro Ball (118 BP) vs. 0 HP / 60 Def Mega Absol: 160-190 (59 - 70.1%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


Move after setup: Baton Pass
Risks: Rock Tomb Speed Drops


0 SpA Mega Venusaur Sludge Bomb vs. 0 HP / 0 SpD Mega Absol: 174-205 (64.2 - 75.6%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Poison


0 SpA Tentacruel Scald vs. 0 HP / 0 SpD Mega Absol: 109-129 (40.2 - 47.6%) -- guaranteed 3HKO
0 SpA Tentacruel Acid Spray vs. 0 HP / 0 SpD Mega Absol: 55-66 (20.2 - 24.3%) -- guaranteed 5HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn, SpD Drops



252+ Atk Skuntank Poison Jab vs. 0 HP / 60 Def Mega Absol: 159-187 (58.6 - 69%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Poison


252 Atk Drapion Poison Jab vs. 0 HP / 60 Def Mega Absol: 141-166 (52 - 61.2%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Poison



0 SpA Weezing Sludge Bomb vs. 0 HP / 0 SpD Mega Absol: 127-151 (46.8 - 55.7%) -- 74.2% chance to 2HKO
Move after setup: Baton Pass
Risks: Poison, Clear Smog, Haze


0 Atk Golbat Brave Bird vs. 0 HP / 60 Def Mega Absol: 148-175 (54.6 - 64.5%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Bad Poison, Haze


0 SpA Amoonguss Sludge Bomb vs. 0 HP / 0 SpD Mega Absol: 127-151 (46.8 - 55.7%) -- 74.2% chance to 2HKO
Move after setup: Baton Pass
Risks: Poison, Clear Smog


0 SpA Torkoal Lava Plume vs. 0 HP / 0 SpD Mega Absol: 114-135 (42 - 49.8%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: Burn, Clear Smog



0 SpA Rotom-H Volt Switch vs. 0 HP / 0 SpD Mega Absol: 118-141 (43.5 - 52%) -- 14.1% chance to 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Offensive Set


0 Atk Hippowdon Earthquake vs. 0 HP / 60 Def Mega Absol: 163-193 (60.1 - 71.2%) -- guaranteed 2HKO after sandstorm damage
Move after setup: Baton Pass
Risks: No


0 SpA Gastrodon Scald vs. 0 HP / 0 SpD Mega Absol: 121-144 (44.6 - 53.1%) -- 30.5% chance to 2HKO
0 Atk Gastrodon Earthquake vs. 0 HP / 60 Def Mega Absol: 127-151 (46.8 - 55.7%) -- 74.2% chance to 2HKO
Move after setup: Baton Pass
Risks: Burn


252+ SpA Seismitoad Hydro Pump vs. 0 HP / 0 SpD Mega Absol: 223-264 (82.2 - 97.4%) -- guaranteed 2HKO
252+ SpA Seismitoad Earth Power vs. 0 HP / 0 SpD Mega Absol: 183-216 (67.5 - 79.7%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn, Poison, Choice Specs


0 Atk Gliscor Earthquake vs. 0 HP / 60 Def Mega Absol: 144-169 (53.1 - 62.3%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


0 Atk Quagsire Earthquake vs. 0 HP / 60 Def Mega Absol: 130-154 (47.9 - 56.8%) -- 89.1% chance to 2HKO
0 SpA Quagsire Scald vs. 0 HP / 0 SpD Mega Absol: 93-109 (34.3 - 40.2%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: Burn


+1 0 SpA Porygon2 Tri Attack vs. 0 HP / 0 SpD Mega Absol: 204-240 (75.2 - 88.5%) -- guaranteed 2HKO
0 SpA Porygon2 Ice Beam vs. 0 HP / 0 SpD Mega Absol: 102-121 (37.6 - 44.6%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: Paralyze, Freeze, Burn


Chansey Seismic Toss vs. 0 HP Mega Absol: 100-100 (36.9 - 36.9%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: No


Move after setup: Baton Pass / Knock Off
Risks: No


0 SpA Mega Audino Dazzling Gleam vs. 0 HP / 0 SpD Mega Absol: 218-258 (80.4 - 95.2%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


4 SpA Mega Sableye Dark Pulse vs. 0 HP / 0 SpD Mega Absol: 57-68 (21 - 25%) -- 0% chance to 4HKO
Move after setup: Baton Pass / Play Rough
Risks: No


0 SpA Jellicent Scald vs. 0 HP / 0 SpD Mega Absol: 114-135 (42 - 49.8%) -- guaranteed 3HKO
Move after setup: Baton Pass / Knock Off
Risks: Burn


252+ SpA Cofagrigus Shadow Ball vs. 0 HP / 0 SpD Mega Absol: 87-103 (32.1 - 38%) -- 95.8% chance to 3HKO
Move after setup: Baton Pass / Knock Off
Risks: No


4 Atk Trevenant Phantom Force vs. 0 HP / 60 Def Mega Absol: 72-86 (26.5 - 31.7%) -- guaranteed 4HKO
Move after setup: Baton Pass / Knock Off
Risks: No


252+ Atk Mega Banette Shadow Claw vs. 0 HP / 60 Def Mega Absol: 103-122 (38 - 45%) -- guaranteed 3HKO
Move after setup: Baton Pass / Knock Off
Risks: Destiny Bond


0 Atk Gourgeist-Super Seed Bomb vs. 0 HP / 60 Def Mega Absol: 118-141 (43.5 - 52%) -- 14.1% chance to 2HKO
Move after setup: Baton Pass / Knock Off
Risks: No


+2 0- Atk Klefki Foul Play vs. 0 HP / 60 Def Mega Absol: 153-180 (56.4 - 66.4%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


8 SpA Togekiss Air Slash vs. 0 HP / 0 SpD Mega Absol: 144-171 (53.1 - 63%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Choice Scarf


Move after setup: Baton Pass
Risks: Moonblast


4 SpA Carbink Moonblast vs. 0 HP / 0 SpD Mega Absol: 182-216 (67.1 - 79.7%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


0 SpA Rotom-W Volt Switch vs. 0 HP / 0 SpD Mega Absol: 118-141 (43.5 - 52%) -- 14.1% chance to 2HKO
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Mega Absol: 186-220 (68.6 - 81.1%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: Offenive set


0 SpA Zapdos Discharge vs. 0 HP / 0 SpD Mega Absol: 159-187 (58.6 - 69%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Paralyze


252 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD Mega Absol: 222-262 (81.9 - 96.6%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Choice Specs


Move after setup: Baton Pass
Risks: Rock Tomb Speed Drops

4 SpA Cradily Giga Drain vs. 0 HP / 0 SpD Mega Absol: 103-123 (38 - 45.3%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: No


0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 60 Def Mega Absol: 211-250 (77.8 - 92.2%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No



252+ SpA Mega Venusaur Sludge Bomb vs. 0 HP / 0 SpD Mega Absol: 234-276 (86.3 - 101.8%) -- 12.5% chance to OHKO
Move after setup: Baton Pass
Risks: Poison


4 SpA Cradily Giga Drain vs. 0 HP / 0 SpD Mega Absol: 103-123 (38 - 45.3%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: No


0 SpA Celebi Giga Drain vs. 0 HP / 0 SpD Mega Absol: 123-145 (45.3 - 53.5%) -- 41% chance to 2HKO
Move after setup: Baton Pass / Knock Off
Risks: No


252 Atk Life Orb Shiftry Leaf Blade vs. 0 HP / 60 Def Mega Absol: 220-261 (81.1 - 96.3%) -- guaranteed 2HKO
Move after setup: Baton Pass / Play Rough
Risks: No


4 Atk Trevenant Phantom Force vs. 0 HP / 60 Def Mega Absol: 72-86 (26.5 - 31.7%) -- guaranteed 4HKO
Move after setup: Baton Pass / Knock Off
Risks: No


0 Atk Avalugg Avalanche vs. 0 HP / 60 Def Mega Absol: 204-241 (75.2 - 88.9%) -- guaranteed 2HKO
Move after setup: Baton Pass
Risks: No


252 SpA Froslass Ice Beam vs. 0 HP / 0 SpD Mega Absol: 160-190 (59 - 70.1%) -- guaranteed 2HKO
Move after setup: Baton Pass / Knock Off
Risks: Freeze


0 SpA Articuno Freeze-Dry vs. 0 HP / 0 SpD Mega Absol: 109-130 (40.2 - 47.9%) -- guaranteed 3HKO
Move after setup: Baton Pass
Risks: Freeze

 
Last edited:
Should someone else take over this thread because Twix kinda died? D:

Also, here's a fun set I've been using


Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 252 Atk / 24 SpA / 236 Spe
Naive Nature
- Rock Slide
- Psycho Boost
- Thunderbolt
- Superpower

Moves are fully customizable depending on what you need to beat. However, I find this a pretty useful set. Rock Slide is able to outspeed and KO many bug types that normally threaten Psychic like Scarf Heracross and +1 Volcarona. Rock Slide also hits Flying types like Zard-Y and Zapdos fairly hard. Psycho Boost is needed to KO Heracross, and it also dents physical walls such as Bulkyraptor, weakening them to the point where Medicham can clean. Thunderbolt hits Skarmory, Mega Gyara and Empoleon who'd otherwise wall Deo. Superpower beats Heatran / Empoleon / Chansey and many others. Other options would be Extreme Speed (Revenge kill super fast mons like Mega Pedo, or Yanmega) and Knock Off helps a lot in Ghost matchups, and HP Fire if you really hate Scizor / Ferrothorn

A good teammate would definitely be Mega Gallade or Medicham. Deo lures in and gets rid of pesky walls allowing them to sweep unchecked.

Calcs!

252 Atk Life Orb Deoxys-S Rock Slide vs. 248 HP / 0 Def Zapdos: 198-234 (51.6 - 61%) -- 95.3% chance to 2HKO after Leftovers recovery
4 SpA Life Orb Deoxys-S Thunderbolt vs. 252 HP / 4 SpD Skarmory: 216-255 (64.6 - 76.3%) -- guaranteed 2HKO
4 SpA Life Orb Deoxys-S Thunderbolt vs. 252 HP / 0 SpD Alomomola: 304-359 (56.9 - 67.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Deoxys-S Superpower vs. 248 HP / 8 Def Empoleon: 304-359 (81.9 - 96.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Deoxys-S Superpower vs. 252 HP / 252+ Def Eviolite Chansey: 364-429 (51.7 - 60.9%) -- 2.7% chance to 2HKO
252 Atk Life Orb Deoxys-S Superpower vs. 252 HP / 88+ Def Ferrothorn: 185-218 (52.5 - 61.9%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Deoxys-S Superpower vs. 248 HP / 0 Def Heatran: 263-309 (68.3 - 80.2%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Life Orb Deoxys-S Psycho Boost vs. 252 HP / 0 SpD Staraptor: 286-337 (76.4 - 90.1%) -- guaranteed 2HKO
4 SpA Life Orb Deoxys-S Psycho Boost vs. 252 HP / 4 SpD Quagsire: 265-313 (67.2 - 79.4%) -- guaranteed 2HKO after Leftovers recovery

Lots of other calcs, but they're useless since they're obvious 1HKOs (Rock Slide vs Volc etc)

Other option calcs

252 Atk Life Orb Deoxys-S Extreme Speed vs. 0 HP / 4 Def Mega Sharpedo: 122-144 (43.4 - 51.2%) -- 5.5% chance to 2HKO
252 Atk Life Orb Deoxys-S Extreme Speed vs. 0 HP / 0 Def Yanmega: 104-123 (33.2 - 39.2%) -- 100% chance to 3HKO

252 Atk Life Orb Deoxys-S Knock Off (97.5 BP) vs. 252 HP / 0 Def Jellicent: 296-351 (73.2 - 86.8%) -- guaranteed 2HKO after Leftovers recovery
 
Last edited:

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Should someone else take over this thread because Twix kinda died? D:

Also, here's a fun set I've been using


Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Slide
- Psycho Boost
- Thunderbolt
- Superpower

Moves are fully customizable depending on what you need to beat. However, I find this a pretty useful set. Rock Slide is able to outspeed and KO many bug types that normally threaten Psychic like Scarf Heracross and +1 Volcarona. Rock Slide also hits Flying types like Zard-Y and Zapdos fairly hard. Psycho Boost is needed to KO Heracross, and it also dents physical walls such as Bulkyraptor, weakening them to the point where Medicham can clean. Thunderbolt hits Skarmory, Mega Gyara and Empoleon who'd otherwise wall Deo. Superpower beats Heatran / Empoleon / Chansey and many others. Other options would be Extreme Speed (Revenge kill super fast mons like Mega Pedo, or Yanmega) and Knock Off helps a lot in Ghost matchups, and HP Fire if you really hate Scizor / Ferrothorn

A good teammate would definitely be Mega Gallade or Medicham. Deo lures in and gets rid of pesky walls allowing them to sweep unchecked.

Calcs!

252 Atk Life Orb Deoxys-S Rock Slide vs. 248 HP / 0 Def Zapdos: 198-234 (51.6 - 61%) -- 95.3% chance to 2HKO after Leftovers recovery
4 SpA Life Orb Deoxys-S Thunderbolt vs. 252 HP / 4 SpD Skarmory: 216-255 (64.6 - 76.3%) -- guaranteed 2HKO
4 SpA Life Orb Deoxys-S Thunderbolt vs. 252 HP / 0 SpD Alomomola: 304-359 (56.9 - 67.2%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Deoxys-S Superpower vs. 248 HP / 8 Def Empoleon: 304-359 (81.9 - 96.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Deoxys-S Superpower vs. 252 HP / 252+ Def Eviolite Chansey: 364-429 (51.7 - 60.9%) -- 2.7% chance to 2HKO
252 Atk Life Orb Deoxys-S Superpower vs. 252 HP / 88+ Def Ferrothorn: 185-218 (52.5 - 61.9%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Deoxys-S Superpower vs. 248 HP / 0 Def Heatran: 263-309 (68.3 - 80.2%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Life Orb Deoxys-S Psycho Boost vs. 252 HP / 0 SpD Staraptor: 286-337 (76.4 - 90.1%) -- guaranteed 2HKO
4 SpA Life Orb Deoxys-S Psycho Boost vs. 252 HP / 4 SpD Quagsire: 265-313 (67.2 - 79.4%) -- guaranteed 2HKO after Leftovers recovery

Lots of other calcs, but they're useless since they're obvious 1HKOs (Rock Slide vs Volc etc)

Other option calcs

252 Atk Life Orb Deoxys-S Extreme Speed vs. 0 HP / 4 Def Mega Sharpedo: 122-144 (43.4 - 51.2%) -- 5.5% chance to 2HKO
252 Atk Life Orb Deoxys-S Extreme Speed vs. 0 HP / 0 Def Yanmega: 104-123 (33.2 - 39.2%) -- 100% chance to 3HKO

252 Atk Life Orb Deoxys-S Knock Off (97.5 BP) vs. 252 HP / 0 Def Jellicent: 296-351 (73.2 - 86.8%) -- guaranteed 2HKO after Leftovers recovery
So when I actually do serious stuff with mono I'm p sure people know by now that I love this thing because it's disgusting versus so many teams. One thing to note is that you don't outspeed anything relevant with 252 Speed, 236 with the boosting nature covers everything up to scarf garchomp. Physical is interesting, I've only run special since ice beam+tbolt hits most rock coverage targets and basically cleans flying, dragon, etc on its own but the stronger superpower seems like a cool lure. Anyway just wanted to drop the other spread bc an extra 20 in Spa/Atk is always nice unless facing opposing deo-s which you probably aren't.
 
Defensive Omastar

Omastar @ Rocky Helmet
Ability: Shell Armor
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Spikes
- Reflect Type / Toxic Spikes / Haze
- Knock Off

I once encountered a defensive Omastar on the ladder on a rock team and since then I found this to be pretty effective, similar to SirSkits Carracosta this set does a pretty good job as a defensive mon. Besides Crustle it's the only rock type pokemon that has access to Spikes and completely the only one that has access to Toxic spikes. It can also kind-of check physical steel types like Scizor with Rocky Helmet + Scald and/or Reflect Type/Haze to bulk up any hit. Its great 70/125 physical bulk makes it pretty good at it. Knock Off gives further support to knock off items like leftovers from bulky mons or possible Choice Scarf from physical threats.
 
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Eyyy The thread is alive again! Time to add some HEAT :]

Torkoal @ Assault Vest
Ability: Shell Armor
Shiny: Yes
EVs: 248 HP / 40 Def / 220 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Rapid Spin
- Lava Plume
- Clear Smog​
Details: While this set may look very weird to many, it happens to be one of the more viable Torkoal sets out there. Let me explain. First off is the EV's, 248 Allow Torkoal to come in on Stealth rocks 5 times instead of 4. Tokoal already has an amazing Def so a few here to help it keep some of that Defensive bulk is appreciated. NOW THE MAIN ATTRACTION! 220 SpD Ev's may seem wasted on Torkoal but with Assault Vest Tokoal instantly becomes a one of the most tanky mons mono. Now this set is NOT meant to be a wall. This set serves one purpose. And that is to get rid of stealth rocks! No more and no less. The set is meant to used to able to spin on the Special mons that torkoal has such a problem with. Here are a few calcs to show what I mean.
4 Atk Mega Diancie Diamond Storm vs. 248 HP / 40+ Def Torkoal: 216-254 (62.9 - 74%) -- guaranteed 2HKO after Stealth Rock
252 SpA Mega Diancie Earth Power vs. 248 HP / 220 SpD Assault Vest Torkoal: 158-186 (46 - 54.2%) -- guaranteed 2HKO after Stealth Rock​
(On a side note this set destroys Lead Diancie that Rock mono's nearly always lead off with against fire. Legit there is nothing funnier than seeing your opponent rage after there diancie is KO'd by Tork)​
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 248 HP / 220 SpD Assault Vest Torkoal: 312-369 (90.9 - 107.5%) -- 50% chance to OHKO​
252 SpA Life Orb Sheer Force Nidoking Earth Power vs. 248 HP / 220 SpD Assault Vest Torkoal: 257-304 (74.9 - 88.6%) -- guaranteed 2HKO
252 SpA Life Orb Keldeo Scald vs. 248 HP / 220 SpD Assault Vest Torkoal: 234-276 (68.2 - 80.4%) -- guaranteed 2HKO
No bear in mind these calc's are for Super effective special attacks. So Torkoal will easily being living those special neutral hits like Dark pulse, shadow ball,t bolts and others. The moves are pretty normal so I wont get into specifics except for that Clear smog is so that you do not become set up bait(AKA when your opponents Azumarill Belly's and he rages).
Team Options: This Torkoal set works best on Fire teams that already have a Stealth Rocker and also HO teams that need a near guaranteed removal of SR!
Sorry this was so long but this set is really fun and cool. Go ahead and mess with the Ev's to best suit your teams needs if you want. Hey maybe you want 252 SpD or whatever just make it yours! :D Have a great day you ! ;} #DFTBA


 
Custap Armaldo

Armaldo (M) @ Custap Berry
Ability: Battle Armor
EVs: 244 HP / 36 Atk / 16 Def / 212 SpD
Impish Nature
- Stone Edge
- Rapid Spin
- Stealth Rock
- Earthquake

What this set allows you to do, is suprise your opponent with some dirty tricks. Whenever it gets hit into the 25% range it can get you some quick Rocks, a quick Spin or alot of damage! What this set excels at is the ability to switch into Stealth Rocks on, lets say Heatran, and Rapid Spin them away without sacking any Pokémon prior to that to allow a Rapid Spin to happen. I use this set on all my Bug teams, simply because I think this set outclasses your average Armaldo. What may seem weird is the lack of Sturdy or Endure, however Custap Berry still works just as well without those!

Let me get into the EV spread. The HP EVs give you a number divisible by 16, this is nice because you will hit Custap Range at exactly 25% if you only received residual damage such as from Hazards, Status, etc. This trait helps you survive more Priority Attacks. The Special Defense EVs let you switch into Mega Charizard Y Fire Blasts. The Impish Nature will let you switch it into Stone Edges from Terrakion and 16 Defense EVs added to that will let you switch in Mega Diancie Diamond Storm. The rest is dumped into Attack.

252 SpA Mega Charizard Y Fire Blast vs. 244 HP / 212 SpD Armaldo in Sun: 297-351 (84.3 - 99.7%)
32 Atk Mega Diancie Diamond Storm vs. 244 HP / 16+ Def Armaldo: 296-350 (84 - 99.4%)
252 Atk Terrakion Stone Edge vs. 244 HP / 16+ Def Armaldo: 290-344 (82.3 - 97.7%)
252+ Atk Choice Band Dragonite Outrage vs. 244 HP / 16+ Def Armaldo: 295-348 (83.8 - 98.8%)
252 Atk Life Orb Bisharp Iron Head vs. 244 HP / 16+ Def Armaldo: 296-351 (84 - 99.7%)
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 244 HP / 16+ Def Armaldo: 294-348 (83.5 - 98.8%)
 

Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion

Gastrodon @ Rindo Berry
Ability: Storm Drain
EVs: 248 HP / 8 Atk / 96 Def / 156 SpD
Careful Nature
- Scald
- Earthquake
- Recover
- Mirror Coat

Thought I might try and revive this with a set I've been using on my grounds teams lately. The set is mainly used to take out one of the biggest threats to ground in zard Y. I tend to just lead with it against flying teams if I see a zard Y at team matchup to counter the opposing zard Y lead. Its so good to just take it out turn 1 because zard Y stops a ground teams sand support which is crucial against any flying matchup. This set also works for random grass coverage. i.e if somebody brings in like a victini against ur gastro thinking "lol omg this guy is about to get rekt by my victini set." They E-ball, you mirror coat and the threat is gone.

252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 156+ SpD Rindo Berry Gastrodon: 274-324 (64.3 - 76%) -- guaranteed 2HKO (if ur op tries to get cheeky and try and fire blast ur hippo switch than the mirror coat will still do enough to KO zard if they get a mid roll on fire blast.)

good stuff.
 
Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Trick
- Drain Punch


I use this on my psychic team. Trick is my playstyle preference, as I really like crippling Pokemon such as Klefki, Mew, Skarmony, etc... Drain punch to mix up special and physical attack, and help with troubling Pokemon such as chansey, tyranitar, etc... Hyperspaces for typical moves that are phenomenal in nature and added STAB.
 
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akaFila

butterscotch love

Dedenne @ Choice Scarf
Ability: Cheek Pouch
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Play Rough
- Wild Charge
- Nuzzle
- U-turn


Don't shit on le Scarfenne until you've gotten heat enough to try it .-.

Dedenne is by no means meant to serve as a wallbreaker or sweeper. This is a set that allows Dedenne to creep threats otherwise problematic for the rest of the team to handle/cover. With a base attack of 58, Ded won't exactly punch holes in anything, but there will be occasion when Play Rough/Wild Charge/U-Turn can hurt. Going with Adamant aids in this, but you sacrifice a bit of that lovely speed to do so.
Play Rough and Charge are your main STAB options. U-Turn let's Dedenne play bait and adds to a VoltTurn system. The last slot of Nuzzle is where it gets kinky. Scarf + Nuzzle combo = Crippled speed threats(i.e. Scarf Lati).

Adamant:
252+ Atk Dedenne Play Rough vs. 0 HP / 0 Def Kyurem-B: 194-230 (49.6 - 58.8%) -- 99.6% chance to 2HKO

Jolly:
252 Atk Dedenne Play Rough vs. 0 HP / 0 Def Kyurem-B: 176-210 (45 - 53.7%) -- 34.4% chance to 2HKO
252 Atk Dedenne Play Rough vs. 0 HP / 0- Def Hydreigon: 432-508 (132.9 - 156.3%) -- guaranteed OHKO
252 Atk Dedenne U-turn vs. 0 HP / 0- Def Hoopa Unbound: 312-368 (103.6 - 122.2%) -- guaranteed OHKO
252 Atk Dedenne Play Rough vs. 0 HP / 0 Def Conkeldurr: 186-218 (52.9 - 62.1%) -- guaranteed 2HKO
Outspeeds - Cloyster(Adamant, +2 spe), Base 100 and lower Scarfs & +1 Spe
 

Twix

jicama
is a Contributor Alumnus

Dedenne @ Choice Scarf
Ability: Cheek Pouch
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly/Adamant Nature
- Play Rough
- Wild Charge
- Nuzzle
- U-turn


Don't shit on le Scarfenne until you've gotten heat enough to try it .-.

Dedenne is by no means meant to serve as a wallbreaker or sweeper. This is a set that allows Dedenne to creep threats otherwise problematic for the rest of the team to handle/cover. With a base attack of 58, Ded won't exactly punch holes in anything, but there will be occasion when Play Rough/Wild Charge/U-Turn can hurt. Going with Adamant aids in this, but you sacrifice a bit of that lovely speed to do so.
Play Rough and Charge are your main STAB options. U-Turn let's Dedenne play bait and adds to a VoltTurn system. The last slot of Nuzzle is where it gets kinky. Scarf + Nuzzle combo = Crippled speed threats(i.e. Scarf Lati).

Adamant:
252+ Atk Dedenne Play Rough vs. 0 HP / 0 Def Kyurem-B: 194-230 (49.6 - 58.8%) -- 99.6% chance to 2HKO

Jolly:
252 Atk Dedenne Play Rough vs. 0 HP / 0 Def Kyurem-B: 176-210 (45 - 53.7%) -- 34.4% chance to 2HKO
252 Atk Dedenne Play Rough vs. 0 HP / 0- Def Hydreigon: 432-508 (132.9 - 156.3%) -- guaranteed OHKO
252 Atk Dedenne U-turn vs. 0 HP / 0- Def Hoopa Unbound: 312-368 (103.6 - 122.2%) -- guaranteed OHKO
252 Atk Dedenne Play Rough vs. 0 HP / 0 Def Conkeldurr: 186-218 (52.9 - 62.1%) -- guaranteed 2HKO
Outspeeds - Cloyster(Adamant, +2 spe), Base 100 and lower Scarfs & +1 Spe
Yeah I'm going to have to say no because this is a shitty gimmick yet and the fact that it only 2HKOs Kyurem with a super effective move is proof of that.
 
Baton Pass Drifblim

Drifblim @ Weakness Policy
Ability: Unburden
EVs: 252 HP / 4 Def / 252 Spe or 252 HP / 252 Def / 4 SpD
Jolly/Bold Nature
- Baton Pass
- Stockpile
- Acrobatics
- Will o' Wisp / Endure / Defog

A somewhat "meme"y or gimmicky set for flying or ghost teams, admittedly. But Drifblim is actually a pretty reliable stat-passer with it's ability unburden better assuring you pull off the baton pass. 150/44/44 bulk isn't amazing, but it's servicable and will live almost any SE hit once you have a stockpile boost. And even without weakness policy offensive boons, stockpile boosts can turn threats like mega-gyarados, dragonite, mega-sableye, Aegislash, or other win-cons into SUPER wincons. It'll obviously suffer against phazers like skarmory and hippodown, but you can always pass the boost to mega-sableye or... xatu?

But yeah, fairly effective set.
 
Baton Pass Sylveon



Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Calm Mind
- Baton Pass
- Substitute
- Hyper Voice


I've been using this sylveon alongside a Rock Polish Mega-Diancie and it has had some success. The point of this set is pretty simple, utilizing it's decent bulk and good typing, sub on weaker attacks or slower status and acumulate enough Calm Mind boosts to pass to a teammate that can sweep or punch holes on your foe's team like Gardevoir, Mega-Gardevoir, Togekiss , Mega-Diancie, etc.
Another good teammate would definitely be klefki because it provides Reflect and Light screen which give sylveon an increased bulk and let it have more set-up opportunities.
It is overall a fun set and is worth trying out.
 
Dual Screens Rotom-Mow



Rotom-Mow @ Light Clay
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Reflect
- Light Screen
- Volt Switch
- Will-O-Wisp / Thunder Wave / Leaf Storm

This is a really fun set which can be a lot useful on several matchups. Reflect and Light Screen are moves that can offer a fair amount of support to the team it is in (especially grass ones). Volt Switch offers momentum and pairs well with screens, allowing teammates to come in safely without wasting the screens' duration. The last option should be picked on what fits best on your team: Thunder wave gives extra speed control and cripples overall fast threats, Will-O-Wisp can help crippling potent physical threats (regardless they are fast or not), and Leaf Storm is useful if Ground types are being problematic for your team, especially considering that they can block Volt Switch. Another cool fact is that this set can check most of the threats that other Rotom-Mow sets usually checks (although with a bit less efficiency), such as Mega-Pinsir (should it not set up), Staraptor, and several other mons with strong Flying moves. A specially defensive spread is also a nice option, should your team struggle to Air Slash/Hurricane abusers, most notably Togekiss, Tornadus, and Pidgeot.

The main reason why this is underrated is because screens are easily removed by Defog (which is a very common way of hazard removal on most types), yet they can grant great support and helps your team to go through lots of situations more safely should your opponent not have it.





 
Life Orb Mixed Garchomp


Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage/Dragon Claw
- Earthquake
- Fire Blast
- Rock Slide/Stone Edge
(credit to Dece1t for showing me this set)

Garchomp on Ground is mostly known for mixed Sand Force power in his Mega Forme, but regular Garchomp's still got some viable sets. This set provides comparable special power to M-Chomp, and provides comparable Outrages, but doesn't have Sand Force, in exchange for a fantastic base 102 speed, killing such threats as Lando-I, Charizard-Y, and Mega Gardevoir. It also allows use of Mega Camerupt, but imo it works well on megaless as well, any team that needs a reliable zardy counter and needs help patching up its speed problem. Outrage is there to 2HKO Slowbro on a rocks switch (252 Atk Life Orb Garchomp Outrage vs. 252 HP / 252+ Def Slowbro: 173-204 (43.9 - 51.7%) -- guaranteed 2HKO after Stealth Rock), but it can be substituted for Dragon Claw if you're a weenie who doesn't like being locked into Outrage. EQ and Fire Blast are fairly standard. Rock Slide is chosen over Stone Edge mostly because without Sand Force, it fails to really rack up major damage on mons not named Mandibuzz so it's there purely for popping tran balloons reliably/covering zard y.

comparison of physical power:
252 Atk Life Orb Garchomp Outrage vs. 252 HP / 252+ Def Slowbro: 173-204 (43.9 - 51.7%) -- guaranteed 2HKO after Stealth Rock
252 Atk Mega Garchomp Outrage vs. 252 HP / 252+ Def Slowbro: 162-192 (41.1 - 48.7%) -- 74.2% chance to 2HKO after Stealth Rock

comparison of eq in sand:
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Slowbro: 144-172 (36.5 - 43.6%) -- 33.6% chance to 2HKO after Stealth Rock and sandstorm damage
252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Slowbro in Sand: 175-207 (44.4 - 52.5%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage

comparison of special power:
4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO after Stealth Rock
4 SpA Mega Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 248-292 (74.2 - 87.4%) -- guaranteed 2HKO after Stealth Rock

People tend to like the standard mixed M-Chomp set for Sand Force Earthquakes, but try out not only this set, but try out any chomp set you think of! It's a very nice mon to fill many unique roles.
 
Life Orb Mixed Garchomp


Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Outrage/Dragon Claw
- Earthquake
- Fire Blast
- Rock Slide/Stone Edge
(credit to Dece1t for showing me this set)

Garchomp on Ground is mostly known for mixed Sand Force power in his Mega Forme, but regular Garchomp's still got some viable sets. This set provides comparable special power to M-Chomp, and provides comparable Outrages, but doesn't have Sand Force, in exchange for a fantastic base 102 speed, killing such threats as Lando-I, Charizard-Y, and Mega Gardevoir. It also allows use of Mega Camerupt, but imo it works well on megaless as well, any team that needs a reliable zardy counter and needs help patching up its speed problem. Outrage is there to 2HKO Slowbro on a rocks switch (252 Atk Life Orb Garchomp Outrage vs. 252 HP / 252+ Def Slowbro: 173-204 (43.9 - 51.7%) -- guaranteed 2HKO after Stealth Rock), but it can be substituted for Dragon Claw if you're a weenie who doesn't like being locked into Outrage. EQ and Fire Blast are fairly standard. Rock Slide is chosen over Stone Edge mostly because without Sand Force, it fails to really rack up major damage on mons not named Mandibuzz so it's there purely for popping tran balloons reliably/covering zard y.

comparison of physical power:
252 Atk Life Orb Garchomp Outrage vs. 252 HP / 252+ Def Slowbro: 173-204 (43.9 - 51.7%) -- guaranteed 2HKO after Stealth Rock
252 Atk Mega Garchomp Outrage vs. 252 HP / 252+ Def Slowbro: 162-192 (41.1 - 48.7%) -- 74.2% chance to 2HKO after Stealth Rock

comparison of eq in sand:
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Slowbro: 144-172 (36.5 - 43.6%) -- 33.6% chance to 2HKO after Stealth Rock and sandstorm damage
252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Slowbro in Sand: 175-207 (44.4 - 52.5%) -- guaranteed 2HKO after Stealth Rock and sandstorm damage

comparison of special power:
4 SpA Life Orb Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO after Stealth Rock
4 SpA Mega Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 248-292 (74.2 - 87.4%) -- guaranteed 2HKO after Stealth Rock

People tend to like the standard mixed M-Chomp set for Sand Force Earthquakes, but try out not only this set, but try out any chomp set you think of! It's a very nice mon to fill many unique roles.
Just as a note, I actually usually prefer running Stone Edge because it's more powerful. Another thing to consider is that, like it's Mega form, it helps a bunch vs Water, being neutral to the type (so it isn't terribly hard to switch into), and it sits at a great speed tier, outspeeding a good majority of the mons you see on those teams. It's a great wallbreaker for teams that don't use Mega Garchomp (or sand in that matter).
 

Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion

Hoopa-Unbound @ Black Glasses
Ability: Magician
EVs: 136 Atk / 120 SpA / 252 Spe
Hasty Nature
- Knock Off / Hyperspace Fury
- Substitute
- Dark Pulse
- Thunderbolt

Weirdly enough I went to sleep last night thinking about hoopa and I was just thinking about different sets it can run and I came up with this. I was thinking about it pretty hard and I kinda realized that mixed double dark STAB would be an extremely difficult set to wall because generally certain walls can take on hoopa depending on whether its physically oriented or specially oriented. However, a lot of these walls don't actually resist dark (think skarm dos as a quick example) and with mixed dark STABS, hoopa can do damage to those kinds of cores. Since the set is primarily just going to be spamming dark moves I didn't see a need to run LO because I still get a good boost with BG and I like keeping my hoopa as healthy as possible. I slapped T bolt on it just so I can lure in mandibuzz because mandi walls a lot of hoopa sets and mandi can be somewhat annoying for some psy teams to deal with. I know my man Confluxx uses a similar set so he can vouch for me if need be.

Also, being able to bluff a choice item is actually quite effective with the set. I could tell it was tough for my opps to figure out what set I was at times.

136 Atk Black Glasses Hoopa Unbound Knock Off (97.5 BP) vs. 248 HP / 0 Def Zapdos: 238-282 (62.1 - 73.6%) -- guaranteed 2HKO after Leftovers recovery

120 SpA Black Glasses Hoopa Unbound Dark Pulse vs. 252 HP / 24 SpD Skarmory: 229-271 (68.5 - 81.1%) -- guaranteed 2HKO after Leftovers recovery

120 SpA Black Glasses Hoopa Unbound Dark Pulse vs. 252 HP / 0 SpD Mega Venusaur: 153-180 (42 - 49.4%) -- guaranteed 3HKO

120 SpA Hoopa Unbound Thunderbolt vs. 248 HP / 108 SpD Mandibuzz: 208-246 (49.1 - 58.1%) -- 59.8% chance to 2HKO after Leftovers recovery

136 Atk Black Glasses Hoopa Unbound Knock Off (97.5 BP) vs. 104 HP / 192 Def Lanturn: 246-289 (58.9 - 69.3%) -- guaranteed 2HKO after Leftovers recovery

136 Atk Black Glasses Hoopa Unbound Knock Off (97.5 BP) vs. 252 HP / 0 Def Cradily: 213-252 (56.6 - 67%) -- guaranteed 2HKO after Leftovers recovery




good stuff.
 

Confluxx [Old]

Banned deucer.
I do run a similar set to what Wanka posted which includes dual Dark STAB and I can definitely say it helps vs certain walls, the most relevant being the ones he already mentioned, as well as Mega Sableye which barely takes any damage from Knock Off but over 50% from Dark Pusle. I run more coverage to hit things like Rotom-W and Hippowdon with Energy Ball but Substitute is a great option as well considering Hoopa often forces the opponent to switch-out.
 

Twix

jicama
is a Contributor Alumnus

yo fuck venusaur (Suicune) @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Extrasensory
- Scald
- Calm Mind
- Rest

Although the only two Calm Mind Water-types a person thinks about are usually Keldeo and the rare Manaphy, Suicune is actually very good at its job and is a solid win-con, bulkier than the two aforementioned Pokemon. It's able to take on Mega Venusaur via Extrasensory, unlike Keldeo, and although it lacks coverage, has more longevity than Manaphy. Overall, just a really cool set and Pokemon, which are pretty underrated in the current metagame.
 
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