man, i feel kinda bad, given my spl run, short as it was, was rather 'innovation'-free; there were a few techs here and there that i felt optimized roles in one role or another, but a ton of them were simple variations on already rather standard sets. many i didn't even end up bringing to games, b.c i ended up building in a fashion that made them extraneous. the few i did run + some others i ended up dumping in the 'creative sets' thing, so whoops haha. that being said, there are a couple techs i feel deserve some more acknowledge in 'standard play':
- shuca berry on poison-types: having the leniency to play into m-lix and (to what i'll admit to be a lesser extent now) rhyperior is very useful. this also substantially restricts the option of dugtrio follow-up, which has a lot of value in match-ups with more defensive builds, particularly those sporting tspikes (tspikes quickstall w/duggy is really fucking good).
- mental herb on sweepers: whimsicott is stellar rn, and if you can afford to forgo the usual 'standards' of sweepers, ie. lum / life orb, this is pretty much the closest to a staple item for them
As for actual sets, most of them were either posted elsewhere , but w.e, still got a few that i, sadly, didn't get to exercise e_e Oh, and I've been assuming folks were aware that Scarf Tyrantrum is good, though I been starting to glean that this was not something folks knew about? Not posting it, b.c I'd feel silly doing so, but, yeah, it is. Actually ran that one v.Pearl, albeit badly haha.
Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Will-O-Wisp
- Foul Play
- Protect
- Taunt / Curse
Definitely better in this meta than it has been for some time; nothing capitalizes too significantly upon this Pokemon, unlike when there were Moltres, Lum Panda, Dragalgae, etc. to make a huge liability of this. Most Fire-types are being punished reasonably well by Foul Play atm, enough to the point where you can usually get by without being excessively paranoid of it. I hate RestTalk on this, b.c it makes a clunky piece of trash that loses to any Reuniclus with Recover and a moderate amount of PP, so I don't run it. Protect scouting Emboar, the closest thing to a 'clean switch' for this 'mon, is just loverly. This is also beats Nails' stupid Duggy / mono-fetus w.e (I like that core a lot though, don't misinterpret), haha.
Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 248 HP / 72 Def / 148 SpA / 40 Spe
Modest Nature
IVs: 2 Atk / 30 Def / 30 SpA
- Thunderbolt
- Air Slash
- Hidden Power [Water]
- Will-O-Wisp
I have a weird fetish for this 'mon rn, I am aware, but it's actually rather cool; it checks pretty much all the relevant Steel-types sans Magneton ('Lix, Cobalion, Durant, and Doublade are the big ones for me), Tangrowth, Whimsicott (needs SR off the field for assurance v.offensive), and baits the other relevant Ground-types to boot. It's also one of those Pokemon that can bear into most defensive Pokemon with moderate ease. Phys.Def is also moderately good, but it's both (apparently ?_?) already an on-site set, takes a rather passive route in addressing 'Lix, and can't apply as significant of pressure unto things like Garbodor, which this set 2HKOs ~70% of the time w/SR up. Afro Smash likes TBolt > Volt Switch apparently, but he's a well-known fool.
Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Roar / Charge Beam
Heliolisk is a Pokemon that largely overshadows Jolteon at this time, which is why you need to actively strive to capitalize on what Jolteon has over it when you run it. Imo, the most significant boons to be observed with this Pokemon are a.speed, specifically putting over offensive Whimsicott and Dugtrio, and b.access to and better application of utility moves such as Roar and Charge Beam. HP Grass / Water variants, despite being better for defensive Ground-types of the tier, undermines the point of outpacing Whimsicott, making HP Ice a choice that better pronounces Jolteon's strong points, and my favourite manner of accommodating that loss in application v.defensive squads is Roar; in tandem with Spikes, this can allow Jolteon to similarly force damage unto bulky pivots, making up for its inability to 2hko w/coverage. Roar also allows it to play aggressively into SpDef Clerics nicely, Roaring them out as they attempt to receive their own Wishes and keeping them low in general. Charge Beam is another interesting option that I feel is greatly under-valued in this meta, since grabbing that boost on a death fodder can easily consolidate an end-game from this pokemon v.more fragile balance and offense alike.
Probably have some others that I didn't get to run with, but I swear I haven't eaten all day, and I'd rather like to, yeah?
edit: Speed creep on Doublade? Wow
McMeghan , I knew you were an impressive player, but wow. Would've never thought of that :D
Love Sigilyph though, it's a cutie