ORAS UU: The Next Best Thing V2 (Toxicroak - Submission Stage)

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r0ady

People like to invent monsters and monstrosities
is a Community Contributor Alumnus
Approved by King UU and Sam stolen from dingbat credit to Colbrushie for giving me the banner

The Next Best Thing
Next+Best+Thing+Banner.png


What is this?:
The Next Best Thing is a project where the community digs through a featured Pokemon's movepool and crafts novel sets under the objective of beating some of its common checks and counters. Through this project in the past, relatively hidden Pokemon sets between ADV and BW like SD Lucario in DPP OU or Sub-Disable Gengar in BW OU have ended up taking the respective metagames by storm. More recently in XY UU, Pursuit-trapping Mega Aerodactyl and SubCM Chandelure became very popular options as a result of this project, courtesy of Sage of the 6 and Calloflochie. Not every set that the community comes up in the project with will become metagame defining, however. In fact, a mass majority of new Pokemon sets made here won't end up becoming very popular in the end, which is okay.

The Process:
Each week, I will choose a different Pokemon, sometimes chosen by random, sometimes chosen by curiosity, of which participants will try to personally create a new set for that is not already on-site or in the process of being put on-site. Participants will be given 5 days to create their set, with discussion about the particular sets being promoted throughout, and on the 6th and 7th day of the week, a vote will be held to choose which user's set represented the most creative and simultaneously competitively viable set to utilize in the current UU metagame. Once the votes are tallied and a winner is crowned, the set will be archived in the OP and the process will start all over again for the next Pokemon specimen.

What are we looking for?:
Specifically, I want to stress the importance of the balance between creativity and viability when picking a set to post for the Pokemon in question. There's a very fine line between a "creative" set and a "gimmick", and this project is not meant to produce gimmicks, rather emphasize the ability to think outside the box when using a specific Pokemon in order to maximize it's potential. Having said that, I would also like to deviate from simple one move / item changes. For example, using Lum Berry over Life Orb on an SD Virizion does nothing to show any untapped potential Virizion has because we already have a basic understanding of what SD Virizion is and does, it's just now better at dealing with status and has less power. The same goes for using Iron Head over Stone Edge on SD Cobalion, it doesn't yield productive discussion or results for the project. I am looking for sets that test what we think we know about checks or counters, so-called standards, and what it means to be viable. Maybe a particular option for a Pokemon looks inferior at first glance for that particular Pokemon, but dig deeper and try and find what it might mean in the big picture, for the entire team.

Rules
  • Make sure you can prove that your set stands apart from the standards, but don't use gimmicks that have no business being used in the UnderUsed tier.
  • Do not change your set after voting phase has started
  • DO NOT RESERVE SETS
  • Please answer the survey at the top that will determine whether I can vote or not! n_n
That's about it! Our test subject for this week will be...
http://www.smogon.com/forums/thread...submission-stage.3551813/page-17#post-6660550
This week's submission deadline will be Saturday, the 13th at 8PM EST. After that, there will be a voting phase where you can vote for the best set, which will end on Monday, the 15th at 8PM EST.

HAPPY BUILDING!
 
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r0ady

People like to invent monsters and monstrosities
is a Community Contributor Alumnus
HALL OF FAME


I guess I'll start! I don't really know whats considered already viable by your standards but I don't think anyone is using this set and it's really good soo....
Thunder-Wave + Sub Hoopa
Hoopa @ Leftovers
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature / Modest Nature
-Thunder Wave
-Substitute
-Shadow Ball / Psyshock
-Energy Ball / Focus Blast / Psyshock

T-wave Hoopa actually puts a lot less pressure on you to hit a focus blast. You can now just paralyze the dark type or anything else and make sure your sub did not go to waste. After that you can proceed to sub again or kill off the opposition with the moves you have. Shadow Ball is a great stab but you can opt to switch it up with a psychic stab if you have no problem with Reuniclus. The last slot is preference. I love energy ball because is hits ground types that predict the t wave (after you used it once) and it outspeeds and kills mega Swampert (if timid). You also have a good chance to kill Krookodile in one hit without risking the miss. You can go Modest of you feel timid Hoopa is too weak. Focus Blast is still there if you want it, although you can t wave the dark types and switch accordingly. Psychock is if you want double stab. This can be possible since you are mainly acting as a support revenge killer rather than a high coverage sweeper. Hope you guys like it! Try it out. It is amazing!


rip celebi, here's SD Pass Absol
Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Baton Pass
- Knock Off / Sucker Punch
- Superpower / Substitute / Iron Tail

During the Dark Ages of no Celepass, there were only a few Swords Dance/Baton pass users in the tier, one of which was Absol. Absol makes its place as a nice Baton Passer due to the fact that it forces a lot of switches due to the sheer power of Knock Off, even when not boosted by Swords Dance. This is a sort of support set that can create momentum as well as pass +2 to some teammates but it could also be used as a sweeper due to Absol's exceptional Speed and Attack stats. But yeah, Celebi please come back soon :[.


Arcanine @ Power Herb
-Flare Blitz
-CC
-ESpeed
-Solar Beam

Shits on Swampert. Run whatever EVs you want so you can ohko or something. Offensive Arc is good just slightly outclassed by Entei. That's part of the lure of the set though since Arcanine is less likely to run something like this!


Hone Claws Krookodile
Krookodile @ Life Orb
Ability: Intimidate / Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Knock Off
- Earthquake
- Iron Tail

So this is set-up Life Orb Krookodile. I've actually played around with it on a couple of test teams and it's surprisingly effective, mostly against more defensive-minded teams. If you get a Hone Claws up you can pretty much destroy anything with either of it's STABs and also hit Fairies like Florges or Aromatisse for some major damage with Iron Tail. You could use Bulk Up for the defense boost but you definitely want that accuracy for Iron Tail, if you miss, a Moonblast will hurt a TON from any fairies. But yeah, here's some of the calcs on some common switchins

+1 252 Atk Life Orb Krookodile Iron Tail vs. 252 HP / 252+ Def Florges: 361-426 (100.2 - 118.3%) -- guaranteed OHKO after Stealth Rock
+1 252 Atk Life Orb Krookodile Iron Tail vs. 252 HP / 252+ Def Aromatisse: 348-411 (85.7 - 101.2%) -- 87.5% chance to OHKO after Stealth Rock
+1 252 Atk Life Orb Krookodile Iron Tail vs. 248 HP / 252+ Def Whimsicott: 317-374 (98.1 - 115.7%) -- guaranteed OHKO after Stealth Rock (risk encore)
+1 252 Atk Life Orb Krookodile Iron Tail vs. 248 HP / 0 Def Mega Abomasnow: 380-447 (99.2 - 116.7%) -- guaranteed OHKO after Stealth Rock


Dragalge @ Life Orb
Ability: Adaptability
EVs: 80 HP / 68 Atk / 228 SpA / 132 Spe
Mild Nature
- Gunk Shot
- Draco Meteor
- Focus Blast
- Toxic Spikes / Scald / HP Fire

This set, 2HKOs Blissey with Gunk Shot and OHKOs Florges in most cases while not sacrificing too much bulk or power. EVs outspeed Empoleon, Donphan and other Pokemon of that speed while giving Dragalge a Life Orb number (minimizing recoil from LO).


Rotom-Heat @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Thunderbolt
- Pain Split


Life Orb pain split is actually a great alternative to the regular choice specs set. Not only do you have the freedom of choice, but you also have the ability to get health back which is really helpful for a pokemon that checks a lot of offensive threats. You can switch into Mamoswine and take the Icicle crash or predict the EQ with ease. The following turn, you don't have to contemplate whether to predict the switch or just overheat because now you can do both. When special walls switch in, you pain split up and volt. EZ PZ. This set is a great momentum grabby as well as a pain in the ass for your enemy. Even though you are life orb, bluffing the specs/scarf is an option. Basically you volt on their incoming ground type and then you bash it with a LO Overheat. They never see it coming, never expect it to hurt that bad. Life Orb Rotom-H is a great pivot for Doublade, Zapdos, and Mamoswine. No longer is this pokemon cursed with mind games and possible switch ins.


Wall This
Hyrdeigon @ Life Orb
Ability: Levitate
EVs: 136 Atk / 120 SpA / 252 Spe
Hasty Nature
- Dragon Pulse
- Iron Tail
- Fire Blast / Superpower
- Work Up

Scarf Hydreigon with Dark Pulse isn't the only Hydreigon set that has a hope of sweeping. This set breaks past normal checks, primarily Florges, and aims to sweep beyond them as far as it is able. Florges is normally a full-stop to Hydreigon unless you are using Specs Flash Cannon - with this set you don't have to perfectly predict the Florges switch in, Florges can't simply switch out after taking 60% from the first Flash Cannon, and you aren't locked into a weak 80 BP non-STAB attack. Simply Work Up on the switch to get +1 Atk and SpA, and take it from there. Once fairies are out the picture, you have your lovely unresisted coverage between Dragon Pulse and Fire Blast / Superpower. Some calcs:

Against Florges, the main target:
+1 136 Atk Life Orb Hydreigon Iron Tail vs. 252 HP / 232 Def Florges: 341-403 (94.7 - 111.9%) -- guaranteed OHKO after Stealth Rock
+1 136 Atk Life Orb Hydreigon Iron Tail vs. 252 HP / 252+ Def Florges: 304-359 (84.4 - 99.7%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes
-- To absolutely ensure even the physically bulkiest Florges goes down to Iron Tail you will want Spikes support, but it's far easier to use a random Knock Off user to get that basic amount of damage onto it first.

Fire Blast calcs:
120 SpA Life Orb Hydreigon Fire Blast vs. 4 HP / 0 SpD Cobalion: 361-426 (111.4 - 131.4%) -- guaranteed OHKO
120 SpA Life Orb Hydreigon Fire Blast vs. 240 HP / 16 SpD Eviolite Doublade: 315-372 (98.7 - 116.6%) -- guaranteed OHKO after Stealth Rock
+1 120 SpA Life Orb Hydreigon Fire Blast vs. 252 HP / 120 SpD Filter Mega Aggron: 322-380 (93.6 - 110.4%) -- 93.8% chance to OHKO after Stealth Rock
+1 120 SpA Life Orb Hydreigon Fire Blast vs. 252 HP / 252+ SpD Empoleon: 147-174 (39.5 - 46.7%) -- 34.4% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
120 SpA Life Orb Hydreigon Fire Blast vs. 248 HP / 8 SpD Whimsicott: 346-408 (107.1 - 126.3%) -- guaranteed OHKO
--If they have a Whimsicott, don't use Work Up - go straight for the kill with Fire Blast.
136 Atk Life Orb Hydreigon Iron Tail vs. 0 HP / 4 Def Whimsicott: 252-299 (96.5 - 114.5%) -- guaranteed OHKO after Stealth Rock
-- Fire Blast is necessary for guaranteed OHKO on bulky Whimsicott, but Pixie Plate variants go down straight to unboosted Iron Tail on the switch in.

Superpower calcs:
+1 136 Atk Life Orb Hydreigon Superpower vs. 252 HP / 252+ Def Blissey: 720-850 (100.8 - 119%) -- guaranteed OHKO
+1 136 Atk Life Orb Hydreigon Superpower vs. 144 HP / 188 Def Snorlax: 442-520 (88.9 - 104.6%) -- guaranteed OHKO after Stealth Rock
+1 136 Atk Life Orb Hydreigon Superpower vs. 252 HP / 0 Def Empoleon: 442-523 (118.8 - 140.5%) -- guaranteed OHKO

Other notable calcs:
+1 120 SpA Life Orb Hydreigon Dragon Pulse vs. 252 HP / 0 SpD Suicune: 212-251 (52.4 - 62.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 120 SpA Life Orb Hydreigon Dragon Pulse vs. 240 HP / 0 SpD Swampert: 261-308 (65 - 76.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

And.... If you really like explosions:
+1 120 SpA Life Orb Hydreigon Draco Meteor vs. 240 HP / 0 SpD Swampert: 398-469 (99.2 - 116.9%) -- guaranteed OHKO after Stealth Rock
+1 120 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 0 SpD Suicune: 324-382 (80.1 - 94.5%) -- 50% chance to OHKO after Stealth Rock


Roserade @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ground]
- Giga Drain / Leaf Storm
- Sludge Bomb
- Sleep Powder / Spikes / Synthesis

Hidden Power Fire is actually not the Hidden Power you want to be running with Roserade. The thought of killing Forretress in one hit has blinded a greater potential that Roserade can have. Hidden Power Ground is better for Roserade and this is why.

Fire Type switches
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 0 HP / 4 SpD Chandelure: 270-320 (103.4 - 122.6%) -- guaranteed OHKO
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 0 HP / 0 SpD Entei: 315-372 (84.9 - 100.2%) -- 6.3% chance to OHKO

Steel Type switches
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 4 HP / 0 SpD Cobalion: 325-385 (100.3 - 118.8%) -- guaranteed OHKO
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 240 HP / 0 SpD Eviolite Doublade: 294-346 (92.1 - 108.4%) -- 50% chance to OHKO
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 252 HP / 4 SpD Forretress: 187-221 (52.8 - 62.4%) -- 99.6% chance to 2HKO after Leftovers recovery

Poison Types switches
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 40 HP / 0 SpD Nidoqueen: 286-338 (86.4 - 102.1%) -- 12.5% chance to OHKO
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 240 HP / 0 SpD Tentacruel: 213-252 (59 - 69.8%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Life Orb Technician Roserade Hidden Power Ground vs. 188 HP / 0 SpD Dragalge: 208-247 (65.4 - 77.6%) -- guaranteed 2HKO

HP Fire already hit steel types for the same damage (bar forry) but HP ground also hits poison and fire types that like to switch into Roserade quite often. Forry is 2hkoed by HP ground so its still not a switch and you come with all of this. You also now have the opportunity to kill pokemon like Nidoqueen without putting yourself at the irritating -2 spAtt which can allow you opponent to set up or stay alive. Also if a Doublade switches in on a sludge bomb or a giga drain, what do you think it is going to do next? It is going to test for the HP fire. So your opponent switches into their fire type because they sure aren't switching into a water type. You can now resist the attack from an electric type and fire off a super effective hit. The other moves are up to your team composition. If you have to use Roserade to take moon blasts, you will need some recovery so Giga drain and/or Synthesis would be required. If Roserade is acting as a full out attacker, Leaf Storm supplies extreme power. Sleep Powder is for Crobat if you like that sort of thing. Spikes is for the Snorlax switch or if you need the hazards more than the damage on the incoming pokemon.

This Set provides:
  • Ghost Type Lure
  • Hits Poisons, Fires, and Electric Types a lot harder
  • Punishes Scouting
  • Kills Pokemon without using Leaf Storm



Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain / Energy Ball
- Dragon Pulse
- Substitute
- Endeavor
This set still performs as a solid cleaner versus offensive team, although you do drop focus blast for coba or whatever. The upside is being able to lure and remove bulky shits that wall Sceptile normally. You basically remove Blissey/Umbreon/Gligar/etc for sceptile or something else to clean up later on. Main downsides are dropping all of the Leaf Storm Power and Focus Blast coverage. Oh and Substitute without even needing Endeavor still works fine thanks to the number of switches Sceptile can force, so it still comes in handy. Unfortunately all of my replays are too old from this but r0ady's seen it do work
edit: and it's better than non mega endeavor :[


Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Knock Off/Ice Beam
- Stealth Rock
- Yawn

click yawn, force your opp out, setup rocks or bring something else in. if your opp stays in yawn turn, now he is asleep and u have a nice setup fodder :] gl

knock off is good on this set since it forces a lot of switches and nobody wants their entire team to lose their item. ice beam is good coverage if u dont need knock off utility tho


Prickly Goomba (Offensive Spiker)

Chesnaught @ Life Orb
Ability: Bulletproof
EVs: 8 HP / 252 Atk / 24 Def / 224 Spe
Adamant / Jolly Nature
- Wood Hammer
- Drain Punch
- Spikes
- Stone Edge / Earthquake

Forgive the Mario reference. Yeah, Chesnaught can pull off an offensive utility set. 107 base Atk backed by a Life Orb hits pretty damn hard, which catches a lot of foes off guard. Wood Hammer especially, well, hammers non-resistant Pokémon and, despite heavy recoil, is Chesnaught's most powerful STAB move. That's where Drain Punch comes in, offering complementary STAB coverage and keeping Chesnaught from being worn down too quickly from Life Orb and Wood Hammer recoil and healthy enough to still check some threats it usually does. Now Drain Punch also has enough power to make quick work of Umbreon. What makes this set really special though is Spikes, taking advantage of the expected physical bulk and then its offensive presence when the set is revealed; Spikes really carves Chesnaught's niche. Coverage is rounded out in the last slot, with Stone Edge being the better choice in general for hitting Flying-types and keeping them from Defogging Spikes away. Honchkrow and offensive Crobat are OHKO'ed, while support Crobat and MegaDactyl are always OHKO'ed after Stealth Rock (almost 70% chance without). Still, Earthquake now has some merit to 2HKO Metagross, hit the Nidos and Tentacruel a bit harder without lots of recoil, OHKO Toxicroak on the switch (Wood Hammer does 2HKO), and to actually damage Doublade decently.

The spread given outspeeds max speed neutral Empoleon and Swampert before Mega Evolving and minimizes Life Orb recoil while maximizing power. If using Stone Edge, a Jolly nature can be used to lure in and outspeed to KO Honchkrow after setting up a free layer of Spikes as it switches in. Jolly Chesnaught also outspeeds Jolly Swampert before it goes Mega and Adamant MegaPert outside of rain.

Calcs (open)



Nidoqueen (F) @ Life Orb
Ability: Sheer Force
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Earth Power
- Sludge Wave
- Ice Beam
- Taunt

Simple but effective. Taunt prevents fat pokemon like Pory2, Umbreon, Cresselia, and Vaporeon from using their recovery moves. This wears them down to a certain point where they are in range of 2HKO from other pokemon later.


MixDra
Goodra @ Life Orb
Ability: Sap Sipper
EVs: 212 Atk / 252 SpA / 44 Spe
Mild Nature
- Iron Tail / Superpower
- Power Whip
- Draco Meteor
- Earthquake / Fire Blast

This is an awesome mixed set that just obliterates a lot of what can even check Goodra. Iron Tail allows it to nail shit like Florges and Whimsicott, Power Whips lets it hit Suicune and the likes for solid damage, Draco Meteor is the real prize as it does a ton of damage to phsycal walls which would be a hasty response to seeing a Goodra pull of PWhip or ITail. The last slot is pretty much up to preference. If you want to hit Empoleon EQ is what you'd want. Being able to 2HKO Mega Aggron and not resort to Draco for Rotom-C or Shaymin Fire Blast is what you want. Superpower can be used to beat Blissey as well.


Jabba (Virizion) @ Leftovers
Ability: Justified
EVs: 248 HP / 224 SpD / 36 Spe *
Careful Nature
- Sacred Sword
- Toxic
- Taunt
- Synthesis

This set is originally created by great user DaSpoofy, RIP. Altho he came up with this before all those new drops, it is still a great all around mon, which can now work as a check to Crawdaunt as well. Taunt + Toxic + Synth = wins. Virizion has a great special bulk, which allows it to take hits like Floges' Moonblast and MegaToise Ice Beam, and stall them to death. As a stallbraker, it works great on balance teams as a secondary sp. wall and a win condition, after its few checks are taken down.

Calcs:
0 SpA Florges Moonblast vs. 252 HP / 252+ SpD Virizion: 134-162 (34.7 - 41.9%) -- 78.5% chance to 3HKO after Leftovers recovery
252+ SpA Mega Blastoise Ice Beam vs. 252 HP / 252+ SpD Virizion: 136-160 (35.2 - 41.4%) -- 73.9% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 252+ SpD Virizion: 164-192 (42.4 - 49.7%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Zapdos Heat Wave vs. 248 HP / 224+ SpD Virizion: 161-192 (41.8 - 49.8%) -- guaranteed 3HKO after Leftovers recovery



Dugtrio @ Choice Specs
Ability: Arena Trap
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Hidden Power [Grass] / Hidden Power [Flying]
- Sludge Wave
- Memento

Specs Dugtrio
Didnt come up with this set admit idly so credits to Christo. , but this set aims to take advantage of alot of the mons duggy has trouble trapping since they are so physically bulky, while at the same time adding the ability to trap whims and swampert.

calcs (open)



As well as memento support meaning this mon also pairs very well with set up sweepers, most notably slurpuff as it enjoy these fat physically bulky steels being weakened


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Heal Block
- Gyro Ball / Iron Head
- Toxic
- Protect / Earthquake

Heal Block makes Bronzong deal with CM Psychics a lot better, being able to stop WishTect and RestTalk variants. it beats Cresselia, CM Florges, and (kind of) shuts down CroCune.
 
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I guess I'll start! I don't really know whats considered already viable by your standards but I don't think anyone is using this set and it's really good soo....

Thunder-Wave + Sub Hoopa
Hoopa @ Leftovers
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature / Modest Nature

-Thunder Wave
-Substitute
-Shadow Ball / Psyshock
-Energy Ball / Focus Blast / Psyshock

T-wave Hoopa actually puts a lot less pressure on you to hit a focus blast. You can now just paralyze the dark type or anything else and make sure your sub did not go to waste. After that you can proceed to sub again or kill off the opposition with the moves you have. Shadow Ball is a great stab but you can opt to switch it up with a psychic stab if you have no problem with Reuniclus. The last slot is preference. I love energy ball because is hits ground types that predict the t wave (after you used it once) and it outspeeds and kills mega Swampert (if timid). You also have a good chance to kill Krookodile in one hit without risking the miss. You can go Modest of you feel timid Hoopa is too weak. Focus Blast is still there if you want it, although you can t wave the dark types and switch accordingly. Psychock is if you want double stab. This can be possible since you are mainly acting as a support revenge killer rather than a high coverage sweeper. Hope you guys like it! Try it out. It is amazing!
 
Hoopa @ Focus Sash
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Block
- Destiny Bond
- Shadow Ball
- Focus Blast

Basically since Dark types can't be effectively pursuit trapped, this Hoopa set aims lure in dark types, traps them and d.bond them the next turn. Since Hoopa is slower than most Dark types a Focus Sash is basically needed for it to get off the slow D.bond. If they don't attack you after the turn you d.bond them you can still Focus Blast them to oblivion. Good teammates include hazzard removers (to keep the sash) and sweepers that appreciate dark types being gone (like basically all ghost and psychics)
 
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Thisbemyalt

Shiba sucks
is a Tiering Contributor Alumnus
Hoopa @ Focus Sash
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Magic Coat/Thunderbolt
- Focus Blast
- Shadow Ball
- Destiny Bond

This is anti lead heat if played right or you can run tbolt and use it as a lure to things like krook and mandi
 

LRXC

ADV 1v1 Pioneer
is a Community Contributor
I got a dedicated anti lead/ support mon for Hoopa.



Hoopa @ Sitrus Berry
Ability: Magician
EVs: 96 HP / 156 Def / 252 SpA / 4 Spe
Bold Nature
IVs: 0 Atk
- Magic Coat
- Thunder Wave
- Psyshock
- Shadow Ball

This is my anti-lead hoopa, that I have actually used with success! Magic coat is for reflecting back lead stealth rockers and spikers, as well as reflecting annoying status moves and taunt. If you succesfully pull off the magic coat, which can be done easily with some obvious predictions, you can force a switch and then click thunder wave, crippling the switch in and making Hoopa faster. This set is very creative and useful, as well as hard hitting, Hoppa has a MASSIVE base Special Attack stat, and boosting it all the way with stab moves of Shadow Ball and Psyshock, take the cake. Psyshock is over Psychic for Special Walls, so technically mixed coverage. The Sitrus Berry is for a good recovery after someone hits you, and then Hoopa can make use of Magician, stealing the item of the opposing pokemon if it doesnt have any (after sitrus berry is used) Lastly, the EV's are quite useful, obviously max special attack to make it as hard hitting as possible, and 96 hp and 156 defense for the perfect spread of defensive bulk, which Hoopa struggles in. That is all! Hope you like it!

~LRXC Have a Great Day!
 
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Alright r0ady, I tried. I tried my little heart out. But Hoopa just doesn't lend itself to creativity.

The only thing I could think of was a pursuit lure. Krook and Aero are the primary pursuit users in the tier, so I built to stop them.

Hoopa @ Colbur Berry
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Energy Ball (or Focus Blast, if you're afraid of Umbreon)
- Thunderbolt
- Psyshock
- Nasty Plot

Use:
Standard bait style of play. Ask opponent to bring in a check/counter. Destroy the check/counter by clicking relevant super effective move and living the pursuit. Works best if you get hazards up to ensure kills on mega Aero at +0, or if you can find a way to get a single NP off without taking damage as many of these calcs are super tight due to Hoopa's 4x weakness.

252 Atk Choice Band Krookodile Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 278-330 (76.3 - 90.6%) -- guaranteed 2HKO
252+ Atk Life Orb Honchkrow Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 281-330 (77.1 - 90.6%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Aerodactyl Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 182-216 (50 - 59.3%) -- guaranteed 2HKO

Krook and Honchkrow are the strongest STAB pursuit users in the tier Without rocks, 0% to OHKO. With rocks, the odds are still against them.

252 Atk Choice Band Krookodile Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 278-330 (76.3 - 90.6%) -- 18.8% chance to OHKO after Stealth Rock
252+ Atk Life Orb Honchkrow Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 281-330 (77.1 - 90.6%) -- 25% chance to OHKO after Stealth Rock

While Hoopa can turn around and murder both of them with decent odds unboosted...

252+ SpA Hoopa Energy Ball vs. 0 HP / 0 SpD Krookodile: 324-382 (97.8 - 115.4%) -- 87.5% chance to OHKO
252+ SpA Hoopa Thunderbolt vs. 0 HP / 4 SpD Honchkrow: 404-476 (118.4 - 139.5%) -- guaranteed OHKO

...and totally destroy them after 1 nasty plot.

+2 252+ SpA Hoopa Energy Ball vs. 0 HP / 0 SpD Krookodile: 646-760 (195.1 - 229.6%) -- guaranteed OHKO

Aero is a more challenging opponent because you can't ohko unboosted without rocks.

252+ SpA Hoopa Thunderbolt vs. 0 HP / 0 SpD Mega Aerodactyl: 252-298 (83.7 - 99%) -- guaranteed 2HKO
252+ SpA Hoopa Thunderbolt vs. 0 HP / 0 SpD Mega Aerodactyl: 252-298 (83.7 - 99%) -- guaranteed OHKO after Stealth Rock

BUT you have a lot more room for error against it because it doesn't get STAB. You can actually take rocks with no worries.

252 Atk Tough Claws Mega Aerodactyl Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 182-216 (50 - 59.3%) -- guaranteed 2HKO


Due to its amazing SpDef, +6 Cune doesn't OHKO, while +6 Hoopa does.

+6 4 SpA Suicune Scald vs. 0 HP / 0 SpD Hoopa: 253-298 (84 - 99%) -- guaranteed 2HKO
+6 252+ SpA Hoopa Psyshock vs. 252 HP / 252+ Def Suicune: 420-495 (103.9 - 122.5%) -- guaranteed OHKO

If both come in unboosted (e-ball and tbolt have the same damage, psyshock doesn't become relevant until +3), Hoopa can win.

+2 252+ SpA Hoopa Energy Ball vs. +1 252 HP / 0 SpD Suicune: 286-338 (70.7 - 83.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ SpA Hoopa Energy Ball vs. +2 252 HP / 0 SpD Suicune: 214-254 (52.9 - 62.8%) -- 99.6% chance to 2HKO after Leftovers recovery

+1 4 SpA Suicune Scald vs. 0 HP / 0 SpD Hoopa: 94-112 (31.2 - 37.2%) -- 83.9% chance to 3HKO

Hax, etc. It's a tight race in some cases, and the burn chance can turn a fight. But it's a nice added bonus on top of its purpose, which is to lure and kill Krook and Aero (Honch is a secondary thing).

Some additional fun calcs:
252+ SpA Hoopa Psyshock vs. 172 HP / 0 Def Machamp: 390-458 (107.1 - 125.8%) -- guaranteed OHKO
252+ SpA Hoopa Energy Ball vs. 252 HP / 4 SpD Mega Swampert: 444-524 (109.9 - 129.7%) -- guaranteed OHKO

Outspeeds and OHKO's AV Machamp, def Swampert, and 0 speed Mega Swampert. If you really want an answer to "slow" M Swamp, whose normal creep is 44 Spe, invest 8 in Spe from HP. You need all the SpA you can get, and you don't lose any huge breakpoints from the 8 HP.

At +2, it murders pretty much everything and if it doesn't have to worry about a super-effective attack, its SpDef and HP EVs make it bulky enough to take a hit or two, making up for the lack of speed.


Not every game will feature Krook or Aero running pursuit. Hoopa can still be useful--its hp gives it the power to survive and revenge on a lot of single attacks, especially special ones. If it gets +2, it's going to murder pretty much everything that isn't a dedicated wall in 1 hit. It has reasonable coverage across grass, lightning, and psychic, and since it isn't choiced it can deal with a variety of switchins. And it sacrifices very little in terms of raw wallbreaking power since it can still easily get to +6 with NP.


Generic Hoopa weaknesses. While this set works great against pursuit, it does nothing to knock off and most sucker users will still kill. It only works because of pursuit's low base damage. The set also demands HP invest, which means Hoopa is slower than everything that invests speed EVs. There's a little wiggle room to speed creep if you keep hazards off the field and add some points to def, but not a whole lot. I decided to leave it max hp to get as many setup opportunities as possible agianst SpA opponents. The set is super fragile and can't be switched in and out many times. It also needs the field clear of hazards to be assured that the pursuit won't kill (from Krook and Honch, anyways--Aero doesn't get STAB so it's more forgiving, but not much due to 4x weak).
Basically, anything fast, anything that doesn't die in one hit, entry hazards, and people clicking any dark type move except pursuit.


Fast physical attackers can still kill Hoopa. Most will deal 50%+ with an attack, given Hoopa's low defense stat. If they aren't specifically weak to any of the moves, Hoopa is unlikely to kill without the life orb damage boost.

Mega Beedrill still wrecks this with knock off. Toxicroak has a 50/50 to kill with sucker. Mega Blastoise lives the first hit with 0 defensive investment(although dark pulse will not kill the first time, it will outspeed and 2hko). Doublade kills with priority, and Umbreon tanks the whole movepool and kills with foul play. Chandelure shadow balls and doesn't care.

Walls in general can take a hit from unboosted Hoopa, even super effective, and deal relevant damage in return. Not having life orb means that boosting is essential for handling bulky foes. Once you get that first nasty plot off, things start looking a lot nicer for you. Hoopa is still a good wallbreaker without the life orb bonus due to the high SpA and nasty plot boosts.

These calcs on surviving pursuit are incredibly close. Taking entry hazard damage or miscellaneous damage from the battle decreases your odds of winning the lure against pursuit users drastically. Hoopa really can't come in unless it's coming in for good, or it sacrifices its purpose.
 
Speed Demon (Scarf Hoopa)

Hoopa @ Choice Scarf
Ability: Magician
EVs: 32 HP / 252 SpA / 228 Spe
Timid Nature
- Psychic
- Shadow Ball
- Focus Blast
- Trick / Gunk Shot

When given a Choice Scarf, with its high SpA, Hoopa can function as an efficient revenge killer. The higher speed also means it can surprise and beat most Pursuit trappers, like non-Scarf Krookodile. This set is comparable to Alakazam's standard coverage, except that Hoopa also gets STAB on Shadow Ball, not just Psychic, which is actually a big deal. Psychic gets the nod over Psyshock for having more much-needed power and nailing Fighting and Poison types, like Chesnaught, on their typically weaker defensive side. The few things that don't mind this set are ruined by Trick or Gunk Shot, so the last slot goes to one of those moves. Trick naturally cripples walls that can stomach all of Hoopa's attacks, which happens considering this set is Timid without a Life Orb. If Fairies really bother the team or you want a Fairy lure, go for Gunk Shot, use a Hasty nature, and move the HP EVs to Atk. Coming off of Hoopa's neglected 110 base Atk, it surprisingly packs a punch.

32 Atk Hoopa Gunk Shot vs. 252 HP / 232 Def Florges: 198-234 (55 - 65%) -- guaranteed 2HKO after Leftovers recovery

The EVs ensure Hoopa outspeeds as much as possible without wasting EVs. 228 in Speed with a Scarf hits 384 Speed, enough to outrun support Crobat and a few slower boosted attackers, like standard Feraligatr after a Dragon Dance. The only unboosted threats that Hoopa can't outspeed are the blazing fast Megas (Beedrill, Aerodactyl, and Sceptile), and with full investment, Hoopa misses the speed tie on max Speed Crobat and other base 130's by a point, so this spread is the most efficient.
 

r0ady

People like to invent monsters and monstrosities
is a Community Contributor Alumnus
Bit late but you're all free to vote!

I guess I'll start! I don't really know whats considered already viable by your standards but I don't think anyone is using this set and it's really good soo....

Thunder-Wave + Sub Hoopa
Hoopa @ Leftovers
Ability: Magician
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature / Modest Nature

-Thunder Wave
-Substitute
-Shadow Ball / Psyshock
-Energy Ball / Focus Blast / Psyshock

T-wave Hoopa actually puts a lot less pressure on you to hit a focus blast. You can now just paralyze the dark type or anything else and make sure your sub did not go to waste. After that you can proceed to sub again or kill off the opposition with the moves you have. Shadow Ball is a great stab but you can opt to switch it up with a psychic stab if you have no problem with Reuniclus. The last slot is preference. I love energy ball because is hits ground types that predict the t wave (after you used it once) and it outspeeds and kills mega Swampert (if timid). You also have a good chance to kill Krookodile in one hit without risking the miss. You can go Modest of you feel timid Hoopa is too weak. Focus Blast is still there if you want it, although you can t wave the dark types and switch accordingly. Psychock is if you want double stab. This can be possible since you are mainly acting as a support revenge killer rather than a high coverage sweeper. Hope you guys like it! Try it out. It is amazing!
Hoopa @ Focus Sash
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Block
- Destiny Bond
- Shadow Ball
- Focus Blast

Basically since Dark types can't be effectively pursuit trapped, this Hoopa set aims lure in dark types, traps them and d.bond them the next turn. Since Hoopa is slower than most Dark types a Focus Sash is basically needed for it to get off the slow D.bond. If they don't attack you after the turn you d.bond them you can still Focus Blast them to oblivion. Good teammates include hazzard removers (to keep the sash) and sweepers that appreciate dark types being gone (like basically all ghost and psychics)
Hoopa @ Focus Sash
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Magic Coat/Thunderbolt
- Focus Blast
- Shadow Ball
- Destiny Bond

This is anti lead heat if played right or you can run tbolt and use it as a lure to things like krook and mandi
I got a dedicated anti lead/ support mon for Hoopa.



Hoopa @ Sitrus Berry
Ability: Magician
EVs: 96 HP / 156 Def / 252 SpA / 4 Spe
Bold Nature
IVs: 0 Atk
- Magic Coat
- Thunder Wave
- Psyshock
- Shadow Ball

This is my anti-lead hoopa, that I have actually used with success! Magic coat is for reflecting back lead stealth rockers and spikers, as well as reflecting annoying status moves and taunt. If you succesfully pull off the magic coat, which can be done easily with some obvious predictions, you can force a switch and then click thunder wave, crippling the switch in and making Hoopa faster. This set is very creative and useful, as well as hard hitting, Hoppa has a MASSIVE base Special Attack stat, and boosting it all the way with stab moves of Shadow Ball and Psyshock, take the cake. Psyshock is over Psychic for Special Walls, so technically mixed coverage. The Sitrus Berry is for a good recovery after someone hits you, and then Hoopa can make use of Magician, stealing the item of the opposing pokemon if it doesnt have any (after sitrus berry is used) Lastly, the EV's are quite useful, obviously max special attack to make it as hard hitting as possible, and 96 hp and 156 defense for the perfect spread of defensive bulk, which Hoopa struggles in. That is all! Hope you like it!

~LRXC Have a Great Day!
Alright r0ady, I tried. I tried my little heart out. But Hoopa just doesn't lend itself to creativity.

The only thing I could think of was a pursuit lure. Krook and Aero are the primary pursuit users in the tier, so I built to stop them.

Hoopa @ Colbur Berry
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Energy Ball (or Focus Blast, if you're afraid of Umbreon)
- Thunderbolt
- Psyshock
- Nasty Plot

Use:
Standard bait style of play. Ask opponent to bring in a check/counter. Destroy the check/counter by clicking relevant super effective move and living the pursuit. Works best if you get hazards up to ensure kills on mega Aero at +0, or if you can find a way to get a single NP off without taking damage as many of these calcs are super tight due to Hoopa's 4x weakness.

252 Atk Choice Band Krookodile Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 278-330 (76.3 - 90.6%) -- guaranteed 2HKO
252+ Atk Life Orb Honchkrow Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 281-330 (77.1 - 90.6%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Aerodactyl Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 182-216 (50 - 59.3%) -- guaranteed 2HKO

Krook and Honchkrow are the strongest STAB pursuit users in the tier Without rocks, 0% to OHKO. With rocks, the odds are still against them.

252 Atk Choice Band Krookodile Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 278-330 (76.3 - 90.6%) -- 18.8% chance to OHKO after Stealth Rock
252+ Atk Life Orb Honchkrow Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 281-330 (77.1 - 90.6%) -- 25% chance to OHKO after Stealth Rock

While Hoopa can turn around and murder both of them with decent odds unboosted...

252+ SpA Hoopa Energy Ball vs. 0 HP / 0 SpD Krookodile: 324-382 (97.8 - 115.4%) -- 87.5% chance to OHKO
252+ SpA Hoopa Thunderbolt vs. 0 HP / 4 SpD Honchkrow: 404-476 (118.4 - 139.5%) -- guaranteed OHKO

...and totally destroy them after 1 nasty plot.

+2 252+ SpA Hoopa Energy Ball vs. 0 HP / 0 SpD Krookodile: 646-760 (195.1 - 229.6%) -- guaranteed OHKO

Aero is a more challenging opponent because you can't ohko unboosted without rocks.

252+ SpA Hoopa Thunderbolt vs. 0 HP / 0 SpD Mega Aerodactyl: 252-298 (83.7 - 99%) -- guaranteed 2HKO
252+ SpA Hoopa Thunderbolt vs. 0 HP / 0 SpD Mega Aerodactyl: 252-298 (83.7 - 99%) -- guaranteed OHKO after Stealth Rock

BUT you have a lot more room for error against it because it doesn't get STAB. You can actually take rocks with no worries.

252 Atk Tough Claws Mega Aerodactyl Pursuit vs. 252 HP / 0 Def Colbur Berry Hoopa: 182-216 (50 - 59.3%) -- guaranteed 2HKO


Due to its amazing SpDef, +6 Cune doesn't OHKO, while +6 Hoopa does.

+6 4 SpA Suicune Scald vs. 0 HP / 0 SpD Hoopa: 253-298 (84 - 99%) -- guaranteed 2HKO
+6 252+ SpA Hoopa Psyshock vs. 252 HP / 252+ Def Suicune: 420-495 (103.9 - 122.5%) -- guaranteed OHKO

If both come in unboosted (e-ball and tbolt have the same damage, psyshock doesn't become relevant until +3), Hoopa can win.

+2 252+ SpA Hoopa Energy Ball vs. +1 252 HP / 0 SpD Suicune: 286-338 (70.7 - 83.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ SpA Hoopa Energy Ball vs. +2 252 HP / 0 SpD Suicune: 214-254 (52.9 - 62.8%) -- 99.6% chance to 2HKO after Leftovers recovery

+1 4 SpA Suicune Scald vs. 0 HP / 0 SpD Hoopa: 94-112 (31.2 - 37.2%) -- 83.9% chance to 3HKO

Hax, etc. It's a tight race in some cases, and the burn chance can turn a fight. But it's a nice added bonus on top of its purpose, which is to lure and kill Krook and Aero (Honch is a secondary thing).

Some additional fun calcs:
252+ SpA Hoopa Psyshock vs. 172 HP / 0 Def Machamp: 390-458 (107.1 - 125.8%) -- guaranteed OHKO
252+ SpA Hoopa Energy Ball vs. 252 HP / 4 SpD Mega Swampert: 444-524 (109.9 - 129.7%) -- guaranteed OHKO

Outspeeds and OHKO's AV Machamp, def Swampert, and 0 speed Mega Swampert. If you really want an answer to "slow" M Swamp, whose normal creep is 44 Spe, invest 8 in Spe from HP. You need all the SpA you can get, and you don't lose any huge breakpoints from the 8 HP.

At +2, it murders pretty much everything and if it doesn't have to worry about a super-effective attack, its SpDef and HP EVs make it bulky enough to take a hit or two, making up for the lack of speed.


Not every game will feature Krook or Aero running pursuit. Hoopa can still be useful--its hp gives it the power to survive and revenge on a lot of single attacks, especially special ones. If it gets +2, it's going to murder pretty much everything that isn't a dedicated wall in 1 hit. It has reasonable coverage across grass, lightning, and psychic, and since it isn't choiced it can deal with a variety of switchins. And it sacrifices very little in terms of raw wallbreaking power since it can still easily get to +6 with NP.


Generic Hoopa weaknesses. While this set works great against pursuit, it does nothing to knock off and most sucker users will still kill. It only works because of pursuit's low base damage. The set also demands HP invest, which means Hoopa is slower than everything that invests speed EVs. There's a little wiggle room to speed creep if you keep hazards off the field and add some points to def, but not a whole lot. I decided to leave it max hp to get as many setup opportunities as possible agianst SpA opponents. The set is super fragile and can't be switched in and out many times. It also needs the field clear of hazards to be assured that the pursuit won't kill (from Krook and Honch, anyways--Aero doesn't get STAB so it's more forgiving, but not much due to 4x weak).
Basically, anything fast, anything that doesn't die in one hit, entry hazards, and people clicking any dark type move except pursuit.


Fast physical attackers can still kill Hoopa. Most will deal 50%+ with an attack, given Hoopa's low defense stat. If they aren't specifically weak to any of the moves, Hoopa is unlikely to kill without the life orb damage boost.

Mega Beedrill still wrecks this with knock off. Toxicroak has a 50/50 to kill with sucker. Mega Blastoise lives the first hit with 0 defensive investment(although dark pulse will not kill the first time, it will outspeed and 2hko). Doublade kills with priority, and Umbreon tanks the whole movepool and kills with foul play. Chandelure shadow balls and doesn't care.

Walls in general can take a hit from unboosted Hoopa, even super effective, and deal relevant damage in return. Not having life orb means that boosting is essential for handling bulky foes. Once you get that first nasty plot off, things start looking a lot nicer for you. Hoopa is still a good wallbreaker without the life orb bonus due to the high SpA and nasty plot boosts.

These calcs on surviving pursuit are incredibly close. Taking entry hazard damage or miscellaneous damage from the battle decreases your odds of winning the lure against pursuit users drastically. Hoopa really can't come in unless it's coming in for good, or it sacrifices its purpose.
Speed Demon (Scarf Hoopa)

Hoopa @ Choice Scarf
Ability: Magician
EVs: 32 HP / 252 SpA / 228 Spe
Timid Nature
- Psychic
- Shadow Ball
- Focus Blast
- Trick / Gunk Shot

When given a Choice Scarf, with its high SpA, Hoopa can function as an efficient revenge killer. The higher speed also means it can surprise and beat most Pursuit trappers, like non-Scarf Krookodile. This set is comparable to Alakazam's standard coverage, except that Hoopa also gets STAB on Shadow Ball, not just Psychic, which is actually a big deal. Psychic gets the nod over Psyshock for having more much-needed power and nailing Fighting and Poison types, like Chesnaught, on their typically weaker defensive side. The few things that don't mind this set are ruined by Trick or Gunk Shot, so the last slot goes to one of those moves. Trick naturally cripples walls that can stomach all of Hoopa's attacks, which happens considering this set is Timid without a Life Orb. If Fairies really bother the team or you want a Fairy lure, go for Gunk Shot, use a Hasty nature, and move the HP EVs to Atk. Coming off of Hoopa's neglected 110 base Atk, it surprisingly packs a punch.

32 Atk Hoopa Gunk Shot vs. 252 HP / 232 Def Florges: 198-234 (55 - 65%) -- guaranteed 2HKO after Leftovers recovery

The EVs ensure Hoopa outspeeds as much as possible without wasting EVs. 228 in Speed with a Scarf hits 384 Speed, enough to outrun support Crobat and a few slower boosted attackers, like standard Feraligatr after a Dragon Dance. The only unboosted threats that Hoopa can't outspeed are the blazing fast Megas (Beedrill, Aerodactyl, and Sceptile), and with full investment, Hoopa misses the speed tie on max Speed Crobat and other base 130's by a point, so this spread is the most efficient.

Voting ends Tuesday 8pm est

Daspoofy gets my vote
 

LRXC

ADV 1v1 Pioneer
is a Community Contributor
I am going to have to go with SPEBSQSA... I like the idea, and it may prove to be effective! =)
 
Gonna go with DaSpoofy that looks like a fun hoopa I might actually use.

My only complaint is that it's not manly subpunch.
 
going The Haymaker, was the only one that sorta utilized that 110 Base Attack
That's the best I had for that. I thought of a mixed set, but it's just outclassed and kinda doesn't do much different from normal besides bop Fairies. So voila, Scarf set that does that as well as revenge kill.
 

r0ady

People like to invent monsters and monstrosities
is a Community Contributor Alumnus
K voting is officially closed and the winner is DaSpoofy !!

Our next subject will be...

images-1.jpeg


A Mon that has fallen from grace since the leaving of fast psychics such as zam, starmie, rachi, and celebi, absol is still a threatening Pokemon with outstanding physical and special attack, as well as sporting a somewhat impressive utility move pool. Submissions end Saturday at 8pm
 
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LRXC

ADV 1v1 Pioneer
is a Community Contributor
Awesome! cant wait to participate! =)

A
ctually just thought of a set I used once and had luck with!



HONE CLAWS MEGA ABSOL!

Absol-Mega @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Megahorn/sucker punch
- Knock Off
- Stone Edge/SuperPower/Iron Tail

Here we go, a good set in the UU Metagame, Hone Claws Mega Absol, with a hard hitting Mega Horn for common swith ins such as maybe Krook, Tangrowth, etc. Physical Walls. Or just throw in Sucker punch for the priority. Knock off is a standard move removing the item of the vicitm while packing a huge stab base power 120 move. Stone edge is a move that you dont see often on Mega Absol, but can be made SUPER powerful on Absol, with the accuracy and attack boost, or you could go for a move that may hit more common threats, like Superpower. Iron Tail is also a great option, probably up there with SuperPower, in that you can easily check common threats such as Hydreigon
or Florges, mostly Florges though, and many other!


This is a fun and underused set in the current metagame!

(Credit to Thisbemyalt for reminding me of superpower) I havent used hone claws Mega-Absol in a while and TOTALLY forgot about Superpower... haha

Hope you like it! =)
 
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Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion

Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 216 Atk / 40 SpA / 252 Spe
Hasty Nature
- Pursuit
- Knock Off
- Fire Blast
- Sucker Punch


The absol set that I chose is mainly a set to support a sweep for something like a lucario on an HO team. Some of luc's main answers include chandelure and cobalion. The set aims to eat both of those pokes alive. Pursuit traps chandy and fire blast does about 80% to coba. It can also be beneficial for a slurpuff with it being able to hit forretress and trap doublades who are pressures to stay healthy.

So yeah this set wont really do much sweeping itself rather just help set up that game winning sweep for the mons mentioned above.

Hope you guys like it!
 
HP Grass?!
Hi, I'm new here. Let's make my first set a fun one.

Absol-Mega @ Absolite
Ability: Justified
EVs: 164 Atk / 136 SpA / 208 Spe
Rash Nature
- Sucker Punch
- Knock Off
- Fire Blast
- Hidden Power [Grass]

So when I made this set I was looking for a way to utilise the base 115 SpA. I settled for this mixed set after learning that common switch-ins include Swampert, Donphan, Krook, Rhyperior (which all share a Grass weakness,) Forre, Aggron-M and, to a lesser extent, Chesnaught (which all share a Fire weakness.)

The EV's might seem a little odd at first. I tweaked them for a while with the goal to at least 2HKO the common non-fairy type switch-ins listed above.
The Speed EV's allows Absol to hit 318 which outpaces base 95's by 1 point, and therefore Krook by 7 points.
The Attack EV's guarantee an OHKO on faster Psychic and Ghost types with Sucker. Knock Off OHKO's 252/0 slowking and 2HKO's all bulky Psychic/Ghosts (except Cresselia.)
Unfortunately 252/0 Donphan only has an 18% to get 2HKO'd by HP Grass but the rest are guaranteed on their commonly used sets. (and even with 252+ absol can't 2HKO Donphan.)
This is my favourite calc right now:
136+ SpA Mega Absol Fire Blast vs. 252 HP / 120 SpD Filter Mega Aggron: 172-204 (50 - 59.3%) -- guaranteed 2HKO
Pairing this mon with something that can deal with Fairys, such as Doublade, can cause dents or holes in the opposing walls for a sweeper to do work. Also Electric types, such as Heliolisk, appreciate the Ground types being weakened or removed for volt spam. Finally, the Fighting, Fairy and Bug weakness can be remedied with a well played Crobat, who appreciates this Absol's ability to handle common physical walls.
 
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Will o' Wisp Absol

Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Will o' Wisp
- Knock Off
- Sucker Punch
- Play Rough

This is the standard Jolly Absol with its megastone (to boost mainly our Atk and Spe) but with the introduction of Will o' Wisp which grants it the ability to punish some typical switch-ins which use the Atk stat (i.e. Mega Aggron, Mienshao, Crobat) being useful even towards walls with Leftovers (i.e. Suicune, Rhyperior, Swampert, Donphan) "negating" the passive recover with burn damage thus lowering their longevity. It doesn't work for every switch-ins but non-Fire type monsters will be considerably weakened.

Will o' Wisp replaces the boosting move (Sword Dance or even Hone Claws) because, in my opinion, that leaves us open to the opponent's check which comes in with impunity but thanks to the burn we will able to halve its attack thus supporting the rest of our teammates without wasting our first turn for a boosting move we were not able to use due to Absol's poor bulk and/or being unable to OHKO.

Sword Dance is a valuable move on such a powerful monster but leaves you walled if you lack the correct coverage move; the same is for Hone Claws that enables you to use medium accuracy-high powered moves but you struggle if you lack the proper attack.

Knock Off + Play Rough are the main moves who offer some utility whereas Sucher Punch enables us to finish a weakened faster opponent without fearing attacks with our low bulk all around.
 
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