Resource SS UU Creative and Underrated Sets 2.0

avarice

greedy for love
is a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Past SCL Champion
RoAPL Champion
Approved by Hilomilo | OP ripped from the DLC 1 thread

1615911999346.png

adorable art by lei
Welcome to UU Creative and Underrated Sets! This project will be used for sharing effective yet non-standard or uncommon sets for any viable Pokemon in SS UU. There will be an archive for sets the community posts that are particularly effective or outside of the box. Here are some guidelines for posting sets in this thread:

What constitutes an underrated and/or creative moveset?
  • Creative Movesets would be those that are:
  1. Not commonly seen on the ladder whatsoever.
  2. It successfully pulls off a role and is not strictly outclassed by others.
  3. It takes advantage of metagame trends.
  4. It might be able to surprise and demolish Pokemon that normally counter the usual sets, but does not become a gimmick in order to do so.
  5. It has had some success (sufficient testing/replays).
  • Underrated Movesets would be those that are:
  1. Somewhat common but still under-utilized despite being effective choices in the current metagame.
  2. Underrated sets are meant to prey on specific facets of the metagame.
What are some things that constitute a gimmick?
  1. Movesets that are highly inconsistent.
  2. Unviable Pokémon.
  3. Movesets that are inferior and ineffective compared to existing movesets, or use an obscure move for the sake of hitting an even more obscure check or counter.
Thread Rules:
  1. NO GIMMICKS. They don't add any positives to the discussion and only derail the thread. These posts may be subject to being deleted.
  2. Explain a little as to what your set does and how it accomplishes its goal.
  3. Dumping multiple sets at once is perfectly acceptable as long as all are well explained.
  4. Replays are not required, but are encouraged whenever possible. Make sure if you use replays, they aren't low on ladder and adequately reflect the niche of the set you're posting.
  5. Be nice.
Posts that don't follow these rules will be deleted, so please try to keep them in mind.

Happy posting!
 
Last edited:
Underrated Set:

Resto Chesto Moltres-G


:ss/Moltres-Galar:
Moltres-Galar @ Chesto Berry
Ability: Berserk
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Nasty Plot
- Fiery Wrath
- Rest

I've been using this set for about 200 years on the ladder, and gave it to Moute to use for his old HO as well. Basically, it kills many stall teams, in particular teams with Chansey, that think they can tanky tanky the Moltres and stall it out. But it also retains its effectiveness as a double dance sweeper against non-stall teams at the same time, so it isn't restricted by the lower speed of the rest-talk set. Mono-dark is the only real coverage that it needs, as many teams will not be playing around this thinking you have flying coverage. Best fits on HO's, where you will punch holes in the enemy team if not outright sweep it. Once you get to +6 there's nothing really used besides Grimmsnarl and a full HP Primarina that will stop your sweep. I have had much success with this Moltres-G and would highly recommend it to a friend or enemy.
 
Creative Set Alert

Mixed DD Kyurem


:ss/Kyurem:
Kyurem @ Leftovers
Ability: Pressure
EVs: 56 HP / 200 Atk / 252 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Icicle Spear
- Freeze-Dry

This Kyurem is hilarious tbh - it looks so awful because it's mono-ice, mixed, with DD and sub. But it is so effective at countering the ladder, as it breaks through every single stall team, while also maintaining significant breaking power for non-stall teams with DD. Basically, you use Sub to avoid any status, and Kyurem has considerable bulk combined with various resists that you can take a hit without breaking sub as long as you send it in on the right Pokemon. Freeze-Dry OHKO's Quagsire even with 0 investment, while Icicle Spear will break through anything after enough boosting. Since you are behind a sub, Ditto stall and Mew transform will not work. Chansey requires two Seismic Tosses to break and can't outlast the physical attack like it can with the standard Kyurem sub special set. Scizor is literally the only Pokemon that makes this set not totally dominant, but as long as you have it chipped you should be able to break through that too eventually.

Check out this hilarious replay: https://replay.pokemonshowdown.com/gen8uu-1299747981
 

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Brick Break Tangrowth

:bw/tangrowth:
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sludge Bomb
- Brick Break

This genuinely came about trying to find a way Tangrowth could better deal with Bisharp as the team I was using was ridiculously weak to it, as EQ doesn't really get the job done if they're not Life Orb and Sleep Powder might be one of the worst moves in existence, especially against something that has a STAB move with a 30% flinch rate. EQ can be lacking vs Bisharp because they SD on your switch, knock your helmet off or SD again while you EQ for 54-64 and then you're left in a bind vs one of the scariest mons in the tier when boosted. Brick Break does 80 minimum, meaning helmet+rocks or any other minor chip beforehand will see the Bisharp off. It obviously has a really nice side benefit in breaking screens too, which is particularly useful on the low and middle parts of the ladder. It's really not uncommon to run into a Grimmsnarl+Krook build where they will lead Krook to get rocks then try to go into Grimm for early screens. You simply lead Tang, Giga the Krook twice, Knock the Grimm as it sets up its first screen then Brick Break as they set up the second and you're in a great early spot, they have no screens and they'll be significantly shorter if Grimm sets them up again and you aren't able to break them. Please stop using Sleep Powder Tang!!!
 

TailGlowVM

Now 100% more demonic
Physical Volcanion
:ss/volcanion:
Volcanion @ Heavy-Duty Boots
Ability: Water Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Liquidation
- Stone Edge / Earthquake
- Thunder Fang

Volcanion is usually used as a special attacker, but it also has a decent base 110 attack with some useful coverage moves. This allows it to lure Water types and Salamence that wall the standard Heavy-Duty Boots set:

252+ Atk Volcanion Thunder Fang vs 0 HP / 0 Def Keldeo: 47 - 55.7% - 74.6% chance to 2HKO
-1 252+ Atk Volcanion Stone Edge vs 4 HP / 0 Def Salamence: 51.3 - 61% - guaranteed 2HKO
252+ Atk Volcanion Thunder Fang vs 0 HP / 0 Def Gyarados: 102.7 - 120.8% - guaranteed OHKO
252+ Atk Volcanion Earthquake vs 252 HP / 152 Def Tentacruel: 50.5 - 59.8% - guaranteed 2HKO

You still can't damage Slowking but that's likely to rise to OU next month so the set should get better then.
 
Last edited:
CB RHYP
:ss/rhyperior:
Rhyperior @ Choice Band
Ability: Solid Rock
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Heat Crash
- Earthquake

I've been experimenting around this and had tons of fun. The spread allows you to outspeed Umbreon and no speed Scizor (you might want to put some extra creep just in case) and everything under, notably Chansey and fat grasses. Rhyp is a huge magnet for fat grasses and CB Heat Crash bops them, notably ohkoing Amoonguss who will usually just want to stay in and click spore. Unlike the standard leftovers set it can't switch in on much but if you can get it in against foes like Zeraora, Amoonguss, Glowbro, non Dm Mence or Rotom Heat it's likely to get heavy chip or a kill. Rocks last is always nice if your opp have a full health core than can deny edge quake + fire coverage (smth like krook + washtom) and you don't want to have to win the 50/50 + hit edge. Sleep Talk last is always an option if your brain size is huge but it sounds tricky to use. Any other coverage could work but I feel like this covers a lot already.
Main goal of this set is honestly mostly to kill Amoonguss super early and take full advantage of it with mons like Keld, Zarude or Zeraora (each of those being able to call it and pivot, bringing this rhyp in safely) that would have some trouble breaking through it. It's also a fun lure that can either take surprise kills early on or put an insane amount of pressure on regen cores throughout the course of the game. It obviously doesn't have quite the same defensive utility as the standard rocks one, but it brings enough to be a relevant set on its own.
 
Azelf @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Flamethrower
- Energy Ball

Azelf has the coverage to hit mons zam struggles with such as scizor with fire coverage, grass coverage for mons such as primarina. Nasty plot allows it to blow past the checks it has such as chansey, jirachi, sp def king, and hattrene. Colbur berry allows azelf to take dark hits from pokemon such as krookidile, bisharp, and zeraora to 2hko them or ohko them back after a boost in which you can NP as they switch in since none of them are OHKO'ing you with their dark moves unless azelf is heavily chipped.

252 Atk Krookodile Knock Off (97.5 BP) vs. 0 HP / 4 Def Colbur Berry Azelf: 196-232 (67.3 - 79.7%) -- guaranteed 2HKO
252+ Atk Zeraora Knock Off (97.5 BP) vs. 0 HP / 4 Def Colbur Berry Azelf: 140-165 (48.1 - 56.7%) -- 89.1% chance to 2HKO
252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 4 Def Colbur Berry Azelf: 212-251 (72.8 - 86.2%) -- guaranteed 2HKO

252 SpA Azelf Energy Ball vs. 0 HP / 4 SpD Krookodile: 256-302 (77.3 - 91.2%) -- 25% chance to OHKO after 1 layer of Spikes
+2 252 SpA Azelf Psyshock vs. 0 HP / 0 Def Zeraora: 322-381 (101.5 - 120.1%) -- guaranteed OHKO
252 SpA Azelf Flamethrower vs. 0 HP / 4 SpD Bisharp: 256-302 (94.4 - 111.4%) -- 62.5% chance to OHKO.

Azelf has offensive utility, its not deticated to just a lead role. Besides, zam has pitiful bulk 55/45/95 compared to azelf's 75/70/70 which allows it to take 1 neutral hit or weak super effectives.
 

Lily

wouldn't that be fine, dear
is a Tutoris a Site Content Manageris a Top Social Media Contributoris a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a member of the Battle Simulator Staffis a Dedicated Tournament Hostis a Senior Staff Member Alumnus
UU Leader
Choice Band Krookodile
:ss/krookodile:
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Lash Out / Assurance / Close Combat / Darkest Lariat / Whatever
- Stealth Rock / Close Combat / ^

CB Krook is an extremely lethal breaker. Its STABs are often not really resisted and instead pivoted into by Pokemon like Amoonguss that just can't handle them if they're boosted by Choice Band. It also owns some otherwise safe checks like Salamence with even a tiny bit of chip.

252 Atk Choice Band Krookodile Earthquake vs. 252 HP / 220+ Def Amoonguss: 211-250 (48.8 - 57.8%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Choice Band Krookodile Lash Out (150 BP) vs. 0 HP / 0 Def Salamence: 274-324 (82.7 - 97.8%) -- guaranteed 2HKO
252 Atk Choice Band Krookodile Earthquake vs. 120 HP / 0 Def Scizor: 228-268 (73.3 - 86.1%) -- guaranteed 2HKO after Stealth Rock
252 Atk Choice Band Krookodile Earthquake vs. 252 HP / 160+ Def Kommo-o: 151-178 (42.6 - 50.2%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery

It's really dangerous to switch into and creates some awkward 5050s especially if your opponent doesn't have a Skarmory or a physdef Tangrowth. I've been enjoying it a ton and really recommend giving it a try! It was used in UUPL here and here and both times it put in a reasonable amount of work.
 
Boots Chansey :D
:ss/chansey:

Chansey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Seismic Toss
- Soft-Boiled
- Teleport
- Toxic / Stealth Rock

Chansey is a mon that gets easily overwhelmed by hazards and it gets punished hard if your opponent makes a correct double switch into something that threatens it out as it gets into a position where it needs to soft-boiled every couple of times it comes in, all of this hasnt let chans enjoy the teleport buff correctly, so by taking a note from OU we just slap some timbs on the blob and now switching around is unpunishable by hazards.
Unfortunately since we drop our eviolite we need to put all of our evs into SpDef to reliably counter specs primarina and kyurem, which also means that chans gets vaporized when touched by the slightest physical attack but there isnt a lack of strong PhysDef walls, and having to put our evs in SpDef isnt all bad as it means we have a better matchup against Knock off Alakazam and Thundurus-T which rely on hazards to chip Chansey down.
Boots chansey makes it a more reliable teleport pivot and I genuinly dont get why people dont use it more.
 
Adrenaline Orb Azelf
:ss/Azelf:
Azelf @ Adrenaline Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psyshock
- Energy Ball
- Fire Blast

Not a creative set because I did not create it (contrary to popular belief), but very underrated set! If Krook or Mence intimidates you, and you get one Nasty Plot off, you will sweep the entire tier with this set no questions asked. Here's a showing:

https://replay.pokemonshowdown.com/gen8uu-1294176595 (featuring Avarice saying owned at the end)

And you don't even need the Adrenaline Orb to go off sometimes because Azelf is already faster than everything in the tier besides Alakazam and Zeraora. Here is a replay of it sweeping anyways without orb going off bc the other team does not have Alakazam or Zeraora:

https://replay.pokemonshowdown.com/gen8uu-1289390155
https://replay.pokemonshowdown.com/gen8uu-1293872503-23ye9omok8r47w1hr071f8bsgbslidxpw

And gunking CP Mew:

https://replay.pokemonshowdown.com/gen8uu-1288681104-rw2b3dtgsy2vfyoevvlskc0b9idti5bpw

Good stuff 10/10
 

pokemonisfun

Banned deucer.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Nasty Plot

I don't know why life orb is getting almost twice as much usage as focus sash in the usage stats from February 2021. Focus Sash is such a good safety for offense and it gives you a guaranteed set up chance to sweep later on. I like sash a lot and I don't think counter is particularly useful, Sash + NP is the way to go.
 
Chesto Rest Gyarados

Gyarados @ Chesto Berry
Ability: Intimidate
EVs: 168 HP / 164 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Rest
- Bounce

Hello. Zeraora is gone. Gyarados just got much better. At +1, you outspeed Azelf by one, you do a lot of damage, and you actually do surprisingly well into most of the tier if you can get your boost off. Your EVs + Intimidate also makes you surprisingly tanky, and you do very well into the mid-late game to break walls and clean up. However, Gyarados is somewhat susceptible to status, and if you're breaking walls and stall with it you're likely to get that status hit. Rest + Chesto is a reset button, healing off your chip and status in one turn and providing some frustrating levels of longevity against stall.

That's all, thank you.
 

Mygrein

Banned deucer.
:ss/roserade:
Roserade @ Eject Pack
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Sludge Bomb
- Spikes
- Sleep Powder

+

:ss/magneton:
Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Sleep Talk

this is pretty straightforward and is just another way to trap scizor but instead of using eject button amogus(ramolost) you click leaf storm and if they dont go scizor you call them out for not knowing how the game works. will try to get replays with it soon so dont stay posted
 

pokemonisfun

Banned deucer.
:regidrago:

regi whacko (Regidrago) @ Choice Scarf
Ability: Dragon's Maw
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dragon Energy
- Draco Meteor
- Dragon Pulse
- Explosion

You're very powerful with full power Dragon Energy / Draco Meteors, far stronger than a Life Orb Adamant Mamoswine's Earthquake:

252+ SpA Dragon's Maw Regidrago Dragon Energy (150 BP) vs. 252 HP / 0 SpD Mew: 336-396 (83.1 - 98%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Dragon's Maw Regidrago Draco Meteor vs. 252 HP / 0 SpD Mew: 291-343 (72 - 84.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 0 SpD Mew: 268-316 (66.3 - 78.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Mamoswine Earthquake vs. 252 HP / 0 Def Mew: 234-277 (57.9 - 68.5%) -- guaranteed 2HKO after Leftovers recovery


Yes you get boned by Fairies but Crawdaunt, Kommo-o, and Buzzwole can somewhat easily lure the main fairy (Primarina) out for massive damage. Steel types also bone you but most Scizor do get 2HKOd, even if you factor in Bullet Punch reducing your power and Aegislash doesn't have super reliable recovery:


252+ SpA Dragon's Maw Regidrago Dragon Energy (150 BP) vs. 0 HP / 0 SpD Scizor: 202-238 (71.8 - 84.6%) -- guaranteed 2HKO
252+ SpA Dragon's Maw Regidrago Dragon Energy (150 BP) vs. 252 HP / 0 SpD Scizor: 202-238 (58.7 - 69.1%) -- guaranteed 2HKO


After taking 45% from Adamant 252 Attack Metal Coat Bullet punch:
252+ SpA Dragon's Maw Regidrago Dragon Energy (82 BP) vs. 0 HP / 0 SpD Scizor: 110-130 (39.1 - 46.2%) -- guaranteed 3HKO
252+ SpA Dragon's Maw Regidrago Dragon Energy (82 BP) vs. 252 HP / 0 SpD Scizor: 110-130 (31.9 - 37.7%) -- 93.6% chance to 3HKO

UU has a lot of pivots right now so it's not hard to get Regidraco in because of the highspeed, easily outspeeding and OHKOing most offensive threats: you OHKO everything less bulky than Mew bar resists and outspeed everything slower than Noivern/Adamant Barraskewda/base 115s. That's an astounding stat and means Regidrago is severely slept on.

252+ SpA Dragon's Maw Regidrago Dragon Energy (150 BP) vs. 0 HP / 4 SpD Mew: 334-394 (97.9 - 115.5%) -- 87.5% chance to OHKO

https://replay.pokemonshowdown.com/gen8uu-1357199139 - you almost auto win if Scizor is their only Dragon resist
 

avarice

greedy for love
is a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Past SCL Champion
RoAPL Champion
:bw/pelipper:

raindrops (Pelipper) @ Choice Specs
Ability: Drizzle
EVs: 32 HP / 252 SpA / 224 Spe
Modest Nature
- Hydro Pump
- Hurricane
- U-turn
- Ice Beam

Pelipper can be a rather effective breaker with Choice Specs, thanks to Rain providing a boost to Hydro Pump in addition to accurate Hurricanes. The shorter Rain turns are not worth it on full Rain squads, but it can be handy with a simple core of only Pelipper + Barraskewda, or any individual Rain abuser. All Rain abusers appreciate Pelipper destroying fat grasses expecting a U-turn or just chunking walls like Defensive Primarina and Mantine. Personally, I prefer always using Rain Dish Tentacruel with Choice Specs Pelipper for removal and the sustainability it has making it a good third benefitting from the Rain that's easy to get in compared to another Swift Swim mon. If you want to incorporate Rain without falling into a generic Rain team structure, give them a try!

252+ SpA Choice Specs Pelipper Hurricane vs. 252 HP / 4 SpD Primarina: 210-247 (57.6 - 67.8%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Pelipper Hurricane vs. 248 HP / 8 SpD Mantine: 178-210 (47.7 - 56.3%) -- 84% chance to 2HKO
252+ SpA Choice Specs Pelipper Hydro Pump vs. 252 HP / 244 SpD Aegislash-Shield in Rain: 225-265 (69.4 - 81.7%) -- guaranteed 2HKO

1629062955722.png1629062981586.png
 
Hello all,

I got here some sets I've had good success with in this meta that I thought I'd share:

:Nidoking:
Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Hone Claws
- Poison Jab
- Dynamic Punch
- Earthquake / Fire Punch / Sucker Punch

This Nido set is specifically designed for Sticky Webs teams where 144 speed is able to outspeed -1 base 115 speed mons like Zygarde-10%, Starmie, and the occasional Raikou as well. The speed tier for a -1 Barraskewda isn't too relevant since a lot of them run Aqua Jet anyways. If you thought Sheer Force + LO was already strong in itself, Hone Claws makes this thing kind of insane at +1 under webs making it a potent wall breaker against most of the bulky mons in the tier, to where it can usually clear the path for another mon to clean the match. HC also lets nido run Dynamic Punch, giving it the accuracy of about a Focus Blast and is boosted by Sheer Force, meaning that mons like Chansey and Umbreon don't stop its set up either. I haven't tried this outside of webs, but I would imagine Nido would prefer the immediate power and coverage that its special set grants it considering that physical does rely a bit on a HC boost and the turn of set up isn't fully guaranteed outside of webs.
+1 252+ Atk Life Orb Sheer Force Nidoking Dynamic Punch vs. 252 HP / 252+ Def Umbreon: 346-408 (87.8 - 103.5%) -- 25% chance to OHKO
+1 252+ Atk Life Orb Sheer Force Nidoking Dynamic Punch vs. 252 HP / 252+ Def Eviolite Chansey: 678-801 (96.3 - 113.7%) -- 81.3% chance to OHKO
+1 252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 252 HP / 144+ Def Buzzwole: 188-224 (44.9 - 53.5%) -- 37.1% chance to 2HKO
+1 252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 252 HP / 252+ Def Tangrowth: 377-447 (93.3 - 110.6%) -- 62.5% chance to OHKO
+1 252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 252 HP / 220+ Def Amoonguss: 286-337 (66.2 - 78%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Sheer Force Nidoking Fire Punch vs. 252 HP / 220+ Def Amoonguss: 359-424 (83.1 - 98.1%) -- 68.8% chance to OHKO after Stealth Rock
+1 252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 252 HP / 160+ Def Kommo-o: 203-239 (57.3 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 0 HP / 0 Def Salamence: 247-292 (74.6 - 88.2%) -- guaranteed 2HKO
252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 248 HP / 0 Def Salamence: 247-292 (62.8 - 74.3%) -- guaranteed 2HKO
+1 252+ Atk Life Orb Sheer Force Nidoking Fire Punch vs. 252 HP / 4 Def Celesteela: 377-445 (94.7 - 111.8%) -- 68.8% chance to OHKO
+1 252+ Atk Life Orb Sheer Force Nidoking Dynamic Punch vs. 252 HP / 4 Def Celesteela: 250-294 (62.8 - 73.8%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 0 HP / 0 Def Keldeo: 335-395 (103.7 - 122.2%) -- guaranteed OHKO
+1 252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 248 HP / 252+ Def Pelipper: 220-261 (68.1 - 80.8%) -- 43.8% chance to OHKO after Stealth Rock
+1 252+ Atk Life Orb Sheer Force Nidoking Poison Jab vs. 248 HP / 0 Def Reuniclus: 390-460 (92.1 - 108.7%) -- 50% chance to OHKO
252 SpA Thundurus-Therian Psychic vs. 112 HP / 0 SpD Nidoking: 272-320 (82.1 - 96.6%) -- guaranteed 2HKO
252 Atk Salamence Earthquake vs. 112 HP / 0 Def Nidoking: 280-330 (84.5 - 99.6%) -- guaranteed 2HKO

:Jirachi:
Jirachi @ Power Herb
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Meteor Beam
- Shadow Ball
- Energy Ball / Steel Beam / Psychic / etc.

This Rachi set is a fun one I've been liking a lot on offense teams that rely on their hazards. The idea behind it was that Mbeam allows it to secure hazards against most removal mons in the tier like Salamence, Moltres, Rotoms, Pelipper, and Tentacruel. The only removal mons that deny this rachi from this role are defog Thundy forms (unsets), Noivern, Regieleki, and something like defog Klefki as well, but the set does do well against the most common removal mons, though it's worth mentioning it does have to risk a speed-tie against mence, but if the tie is won it's well worth the tech. In some matchups, Mbeam won't always be used against a hazard remover, but it can come in handy against mons like Thundy-t, Gyarados, and Moltres-G that try to set up againt rachi, so it's pretty neat overall. Shadow Ball lets it hit bulky steel types like Aegislash and still checks some of the other psychics like Hatterene, Glowbro, and opposing Jirachi too. Shadow Ball, in combination with Serence Grace, also lets it fish for special defense drops to where it can position a special attacker you may have in the back to be in a more threatening position too. The final moveslot can be modified to fit the team that its on, though Energy Ball allows it to secure hazards against Rotom-W easier and can be useful in some stall matchups too. Steel Beam is a cool option if you want to deny a rapid spin from something or if you just want some big damage against something with a +1 Beam to position something else safely on the field. Realistically, this last slot can be any coverage, but the moves mentioned have been the most useful up until this point. It's worth mentioning this set pairs amazingly with this^ Nidoking in that rachi can clear out some of Nido's checks that aren't affecting by webs.
+1 252 SpA Jirachi Meteor Beam vs. 248 HP / 8 SpD Salamence: 390-460 (99.2 - 117%) -- 93.8% chance to OHKO
252 SpA Jirachi Energy Ball vs. 252 HP / 0 SpD Rotom-Wash: 156-184 (51.3 - 60.5%) -- 88.3% chance to 2HKO after Leftovers recovery
+1 252 SpA Jirachi Energy Ball vs. 252 HP / 0 SpD Rotom-Wash: 232-274 (76.3 - 90.1%) -- 18.8% chance to OHKO after Stealth Rock
+1 252 SpA Jirachi Shadow Ball vs. 252 HP / 212+ SpD Aegislash-Shield: 128-152 (39.5 - 46.9%) -- guaranteed 3HKO after Leftovers recovery

:moltres-galar:
Moltres-Galar @ Heavy-Duty Boots
Ability: Berserk
EVs: 248 HP / 72 Def / 60 SpA / 100 SpD / 28 Spe
Modest Nature
IVs: 0 Atk
- Fiery Wrath
- Hurricane
- Rest
- Sleep Talk

This Gmolt spread is one I've been using a lot on some rain teams that I believe gives it amazing role compression for rain teams, but could also be useful on just a general resttalk set too. The 100 special defense allows it to to check specs Aegislash, Azelf, can live a hit from an unboosted Thundy-t, lives a rain boosted Hydro Pump from a specs Keldeo, lives a +1 Meteor Beam from set up Celesteela, and overall can allow it to farm for Berserk boosts against some of the weaker special attackers as well. The 60 special attack is so that it is able to break Chansey at +6, but gives it a general offensive presence that is still able to 2hko most of the tier unboosted. The 72 defense allows it to live a Choice Band Barraskewda hit in rain, potentially lives a Life Orb Stone Edge from offensive Buzzwole, and allows it to soft check some set up sweepers like Gyarados and Salamence at +1 as well. The 28 speed is to ideally outspeed any mons that try to speed creep mons that reach 219 speed threshold. Gmolts general typing allows it to check things like Zarude, Krookodile, and Tapu Bulu too. As you can see, this set is able to check a lot for rain teams while still acting as a sleep fodder/status absorber is insane; this thing is quite the beast in this tier, I consider it a top 10 mon in this rain meta.
252+ SpA Choice Specs Aegislash-Blade Flash Cannon vs. 248 HP / 100 SpD Moltres-Galar: 172-204 (44.9 - 53.2%) -- 30.5% chance to 2HKO
252+ SpA Choice Specs Aegislash-Blade Steel Beam vs. 248 HP / 100 SpD Moltres-Galar: 301-355 (78.5 - 92.6%) -- guaranteed 2HKO
+2 252 SpA Life Orb Azelf Dazzling Gleam vs. 248 HP / 100 SpD Moltres-Galar: 335-395 (87.4 - 103.1%) -- 18.8% chance to OHKO
252 SpA Thundurus-Therian Thunderbolt vs. 248 HP / 100 SpD Moltres-Galar: 242-288 (63.1 - 75.1%) -- guaranteed 2HKO
252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 100 SpD Moltres-Galar in Rain: 306-360 (79.8 - 93.9%) -- guaranteed 2HKO
+1 252+ SpA Celesteela Meteor Beam vs. 248 HP / 100 SpD Moltres-Galar: 286-338 (74.6 - 88.2%) -- guaranteed 2HKO
252+ Atk Choice Band Barraskewda Liquidation vs. 248 HP / 72 Def Moltres-Galar in Rain: 333-393 (86.9 - 102.6%) -- 18.8% chance to OHKO
+1 252 Atk Salamence Outrage vs. 248 HP / 72 Def Moltres-Galar: 306-360 (79.8 - 93.9%) -- guaranteed 2HKO
+1 252 Atk Gyarados Ice Fang vs. 248 HP / 72 Def Moltres-Galar: 210-248 (54.8 - 64.7%) -- guaranteed 2HKO
+3 252 Atk Gyarados Ice Fang vs. 248 HP / 72 Def Moltres-Galar: 348-410 (90.8 - 107%) -- 43.8% chance to OHKO
+3 252 Atk Gyarados Bounce vs. 248 HP / 72 Def Moltres-Galar: 340-402 (88.7 - 104.9%) -- 31.3% chance to OHKO
252+ Atk Life Orb Buzzwole Stone Edge vs. 248 HP / 72 Def Moltres-Galar: 330-390 (86.1 - 101.8%) -- 12.5% chance to OHKO
252+ Atk Life Orb Buzzwole Close Combat vs. 248 HP / 72 Def Moltres-Galar: 298-351 (77.8 - 91.6%) -- guaranteed 2HKO
+6 60+ SpA Moltres-Galar Hurricane vs. 252 HP / 4 SpD Eviolite Chansey: 352-415 (50 - 58.9%) -- guaranteed 2HKO
+6 60+ SpA Moltres-Galar Fiery Wrath vs. 252 HP / 4 SpD Eviolite Chansey: 288-340 (40.9 - 48.2%) -- guaranteed 3HKO
 

KM

slayification
is a Community Contributoris a Tiering Contributor
now that our UUWC run has sadly been cut short and there won't be another UU only tour for a while, I decided I'd drop a bunch of "heat" sets I've been using this meta

:ss/aegislash:
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- King's Shield
- Block
- Metal Sound
- Flash Cannon

trapper aegislash is something i initially prepped vs pif in UULT, but I've enjoyed using it ever since. the general goal is to trap things like fat grasses, rest talk prim, umbreon, and nonTP chansey, as well as random stall mons, paving the way for teammates like primarina, buzzwole, mienshao, rotom-w, necrozma etc to wear down the rest of the team. stance change and bulk investment let you set up on most bulky mons without fear of getting knocked low, and metal sound + flash cannon will OHKO most anything with enough drops. while it's primarily a trapper set, it also still retains general aegislash utility outside of that -- flash cannon hits most of the tier decently and king's shield +lefties still lets you be an annoyance to a lot of threats. this sets it apart from other trappers like whirlpool prim/azu that are more or less useless when they don't hit their desired target.

:ss/sirfetch
Sirfetch’d @ Adrenaline Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Brave Bird
- Knock Off

this one falls a little more into the fun/fishy side than the "metagame breaking new threat" side, but I had a lot of fun with this sirfetch'd set -- it reacts to two main meta trends. first, nearly 20-25% usage of krook + mence (and very few of those being scarf) mean that adrenaline orb changes a check into set up fodder. second, 99% aegislash usage -- scrappy lets you hit aegislash super effectively with CC, and you can swords dance as they scout you with king's shield. brave bird is super nice coverage because most of the physically bulky things in this tier are either buzzwole or a grass type. this one is a ton of fun to play around with.

:ss/tornadus:
Tornadus (M)
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- U-turn
- Superpower

this one definitely isn't new and has been done plenty of times before, but I think it's in a great spot right now. Like previously mentioned, krook and mence have super high usage, and aegislash is on most balance teams. torn answers both of these trends super well (defiant proc on king's shield), and teams that rely on intimidate from mence / krook or grass types / buzzwole to sponge physical hits will struggle immensely with switching into STAB acrobatics. knock / u-turn / superpower let tornadus do what pivot thund does, but stronger and better. Knock into superpower kills Nihilego and Chansey. It's a little tricky to build with, but it's definitely worth a shot.

:ss/volcanion:
ALL EYES ON ME (Volcanion) @ Choice Scarf
Ability: Water Absorb
EVs: 1 HP / 1 Def / 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Steam Eruption
- Flamethrower
- Overheat

got to showcase this one in the one UUWC game i got to throw i mean play, and it did exactly what it's designed to. with a scarf, volc hits 393 and outspeeds the whole unboosted metagame, and it offensively threatens most of the faster mons that would normally force it out -- zarude likes to u-turn on it, krook wants to EQ it, nidoking wants to earth power it, thundurus wants to tbolt it. besides the surprise factor, it's also just a really excellent cleaner and breaker that compresses the slot of checking rain / water-types / fire-types all in one. It definitely needs support to stop it from just dying to rocks, but it's a really cool choice that i encourage people to try out.

:ss/mudsdale:
TRIANGLE (Mudsdale) @ Leftovers
Ability: Stamina
EVs: 252 HP / 4 Atk / 252 Def / 1 SpD / 1 Spe
Impish Nature
- Stealth Rock
- Toxic
- Protect
- Earthquake

also featured in my UUWC game (where it did very little) -- but the one reason I'm shouting this guy out is because it's the best lycanroc answer we have. between stamina and lefties + protect, you not only get to switch in one time on any move, but you can consistently switch in and get your health back up throughout the game. Toxic + EQ threatens basically everything but celesteela, and Mudsdale's sizeable attack means you can do lots of damage even to targets like Amoonguss. you can try and fit body press in here as well to make use of stamina and high natural Defense and hit Zarude harder as well. While it's hard to justify muds over rhyperior or krookodile or another defensive ground type in a lot of teams, teams that really need a lycanroc answer should look no further than the honse

:ss/gastrodon:
gumstrodon (Gastrodon) @ Custap Berry
Ability: Storm Drain
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Memento
- Weather Ball
- Endure
- Earth Power

i know i'm gonna get clowned for this one and it's definitely most just for fun, but this is a really cool option on rain when paired with a set-up sweeper like omastar, blastoise, kingdra, or azumarill. it's a neat compression of memento setup, surprisingly strong breaking power (weather ball will usually OHKO a thundurus), and a volt immune that HO-oriented rain teams can really appreciate.
 
hi. The following are more "interesting movesets/items options" more than actual unusual sets and most of these are well known already but i feel they deserve a bit of showcase.

:ss/buzzwole:
Buzzwole @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Close Combat
- Roost
- Earthquake
- Ice Punch / Stone Edge

not always good but this can work at baiting mostly Nihilego and some flyings, notably Salamence/Thunudurus/Moltres (depending on the coverage you run) and removing them early if they try smth greedy. Roost is still pretty good to have if you don't need to lure/once you've done it since you're bound to switch into Krook every other game, allowing you to act like the 3atk breakers, w/o the Orb Boost.

:ss/primarina:
Primarina @ Leftovers
Ability: Liquid Voice
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Snore
- Rest
- Moonblast
Definitely not mine, Lily's probably to credit for that. Can abuse a lot of passive primarina answers by using them as set up bait without having to rely on substitute mind games. There's probably better spreads for this but i've mostly been using this or 16spd calm. Snore Liquid Voice prevents offensive answers to overpower you on your healing turns, and is the core of this set.

:ss/jirachi:
Jirachi @ Leftovers / Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Iron Head
- Psychic / Dazzling Gleam
This is a set i've been using only in one squad but it felt needed. Jira is mostly scarfed these days but I believe rocks has a nice synergy with some of our breakers, in that case i've been using it alongside mamo. In that particular squad I wasn't too safe against Kommo-o and Buzzwole (and sub cm keld), so having an additional way to hit them is very appreciated, you get the 2hko on both even with the - nature. That squad in particular doesn't require it, but ive also tried goggles with a bit of spa investment so Amoong can get badly punished if it ever wants to come and check the moveset. Chose to keep it defensive over fully offensive w/ belt for easing up some matchups in the long run, mostly the nihilego, toge and hatterene ones. Not having Hwish probably sucks more than this variant helps in a huge amount of scenarios when building but it was the best, and probably only way to wrap up a team without just deleting it so im kinda proud of it regardless.
(dazzling gleam does the same but hits mence&clanger harder and does a lot less on fightings, probably not worth)

:ss/reuniclus:
Reuniclus @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 56 SpA / 192 SpD / 12 Spe
Modest Nature
- Future Sight
- Knock Off / Coverage but i feel knock off is too amazing to give up
- Psyshock
- Thunder
A fringe option on AV reuni that again long predates this post, but I like it rn. Can punish a bunch of stuff ranging from Pelipper trying to be funny to Galar Moltres feeling safe (after reasonable chip but at least you're not a dead weight for the whole game if it shows up), while offering overall solid coverage against a good chunk of the meta. The Para chance makes it annoying to switch into for a bunch of pivots that'd like to regain momentum, or bulky setups that'd like to take advantage of its moderate power (also bops gyara if ever needed). You gotta pack quite the Krook/Boots Zarude punisher for it to work but it's been pretty fun with the good amount of support
 
Last edited:

romanji

eepy
is a Tiering Contributoris a Social Media Contributor Alumnusis a Community Contributor Alumnus
:bw/roserade:
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 128 Def / 112 SpD / 16 Spe
Bold Nature

- Leaf Storm
- Sludge Bomb
- Spikes

- Synthesis / Aromatherapy / Stun Spore

Roserade has shot up in viability post-Mew as an excellent Spiker with great utility. Bulky variants are quite underexplored so I’ll drop my own here. EVs are to survive not be 2HKOed by Choice Band Azumarill Play Rough while outspeeding Modest Primarina and Aegislash. The rest go into Special Defense to check Choice Specs Primarina and Keldeo better. Leaf Storm, even when uninvested, can OHKO Keldeo and 2HKO RestTalk Primarina. Sludge Bomb is good for punishing switch-ins such as Moltres and Salamence. Spikes are good as it can be freely set up against foes such as Celesteela, Amoonguss, and Aegislash. It also has some flexibility in the last moveslot. Synthesis provides reliable recovery, Aromatherapy provides cleric support, and Stun Spore can be useful to cripple faster foes such as Nihilego.

0 SpA Roserade Leaf Storm vs. 0 HP / 4 SpD Keldeo: 368-434 (113.9 - 134.3%) -- guaranteed OHKO

0 SpA Roserade Leaf Storm vs. 0 HP / 4 SpD Azumarill: 408-480 (119.6 - 140.7%) -- guaranteed OHKO

0 SpA Roserade Leaf Storm vs. 4 HP / 0 SpD Primarina: 300-354 (99.3 - 117.2%) -- 93.8% chance to OHKO

0 SpA Roserade Leaf Storm over 2 turns vs. 252 HP / 124+ SpD Primarina: 368-436 (101 - 119.7%) -- guaranteed KO in 2 turns after Leftovers recovery

0 SpA Roserade Sludge Bomb vs. 252 HP / 4 SpD Tangrowth: 404-476 (100 - 117.8%) -- guaranteed OHKO

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 128+ Def Roserade: 145-171 (44.7 - 52.7%) -- guaranteed 3HKO after Black Sludge recovery

252+ SpA Choice Specs Primarina Hydro Pump vs. 252 HP / 112 SpD Roserade: 125-147 (38.5 - 45.3%) -- guaranteed 3HKO after Black Sludge recovery

252+ SpA Choice Specs Primarina Moonblast vs. 252 HP / 112 SpD Roserade: 108-127 (33.3 - 39.1%) -- 13.4% chance to 3HKO after Black Sludge recovery

252+ SpA Choice Specs Primarina Psychic vs. 252 HP / 112 SpD Roserade: 272-322 (83.9 - 99.3%) -- guaranteed 2HKO after Black Sludge recovery

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 112 SpD Roserade: 115-136 (35.4 - 41.9%) -- 87.4% chance to 3HKO after Black Sludge recovery

252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 128+ Def Roserade: 113-133 (34.8 - 41%) -- 66% chance to 3HKO after Black Sludge recovery
 

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 40 SpD / 216 Spe
Jolly Nature
- Iron Head
- U-turn
- Stealth Rock
- Icy Wind

With Excadrill now a common sight in the tier, Jirachi would love a move to replace Thunder Wave that can slow opponents down while not being blocked by Ground types. Icy Wind fills this niche and allows Jirachi to pull its Iron Head flinch shenanigans on switch-ins that would normally outspeed and threaten it, such as the new top threats Latias and Hydreigon. Jirachi can also opt to U-Turn out to a teammate that can better take advantage of these two being slowed down.
 
Since I've revealed it in the Teambuilding Competition thread, I may as well reveal the lead Vanilluxe set I've been using for hail/HO teams here!

Hail/HO Lead Custap Vanilluxe
:ss/vanilluxe:
Vanilluxe @ Custap Berry
Ability: Snow Warning
EVs: 252 HP / 156 Def / 100 SpA
Bold Nature
- Aurora Veil
- Blizzard
- Explosion
- Magic Coat

Vanilluxe leads its team off in most MUs and sets hail. Its only attacking move is Blizzard, but it hits hard and doesn't miss in the hail Vanilluxe sets for itself. Aurora Veil helps to enable sweepers on HO teams by giving them a better opportunity to set up. Explosion works well with Custap Berry to deal damage and get a sweeper in safely. Magic Coat is the icing (hehe) on the cake, preventing hazards from being set up against Vanilluxe while its hail still does damage, pressuring the opponent. The given EVs allow Vanilluxe to always be placed into Custap range after taking a Jolly Excadrill Iron Head, allowing it to get off one more move before being KO'd.
 
Dumping a bunch of cool sets today!

:bw/krookodile:
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 16 Def / 240 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stealth Rock
- Toxic / Protect / Roar

This Krookodile forgoes attacking power (which it really doesn't need all that much right now) for defensive capability while still being an excellent utility Pokemon. Notably, you still OHKO Excadrill even with an uninvested Earthquake. The given EVs outspeed Moltres so that you can Toxic it (particularly Galarian Moltres), but if you choose to run Protect or Roar, you can use 32 Def / 224 Spe instead to outspeed Excadrill. Protect is great for additional recovery and scouting Choice-locked moves. Roar can be really nice to phaze out setup Pokemon and rack up hazards damage.

:bw/heracross:
Heracross @ Heavy-Duty Boots
Ability: Guts
EVs: 40 HP / 252 Def / 216 Spe
Impish Nature
- Close Combat
- Spikes
- Rest
- Sleep Talk

Probably my favourite set on here. What this Heracross does is completely blank Excadrill, Zarude, and Mienshao (as long as it doesn't have Blaze Kick!), and set up Spikes in their face. It also packs recovery with RestTalk, and Close Combat becomes stronger while Heracross is sleeping! It also makes a great Spore absorber for this reason, and can set up Spikes in Amoonguss and Tangrowth's faces as well. The Speed EVs outspeed Adamant Mamoswine. Some calculations to show how effective this set can be:
:mienshao:
252 Atk Life Orb Mienshao Close Combat vs. 40 HP / 252+ Def Heracross: 107-126 (34.4 - 40.5%) -- guaranteed 3HKO
0 Atk Heracross Close Combat vs. 0 HP / 0 Def Mienshao: 237-279 (87.4 - 102.9%) -- 18.8% chance to OHKO
0 Atk Heracross Close Combat vs. -1 0 HP / 0 Def Mienshao: 355-418 (130.9 - 154.2%) -- guaranteed OHKO
0 Atk Guts Heracross Close Combat vs. 0 HP / 0 Def Mienshao: 355-418 (130.9 - 154.2%) -- guaranteed OHKO
:zarude:
252 Atk Zarude Power Whip vs. 40 HP / 252+ Def Heracross: 80-95 (25.7 - 30.5%) -- guaranteed 4HKO
0 Atk Heracross Close Combat vs. 0 HP / 0 Def Zarude: 302-356 (86 - 101.4%) -- 6.3% chance to OHKO
0 Atk Guts Heracross Close Combat vs. 0 HP / 0 Def Zarude: 450-530 (128.2 - 150.9%) -- guaranteed OHKO
:excadrill:
252 Atk Excadrill Iron Head vs. 40 HP / 252+ Def Heracross: 117-138 (37.6 - 44.3%) -- guaranteed 3HKO
0 Atk Heracross Close Combat vs. 0 HP / 0 Def Excadrill: 474-558 (131.3 - 154.5%) -- guaranteed OHKO
:amoonguss:
0 SpA Amoonguss Sludge Bomb vs. 40 HP / 0 SpD Heracross: 88-105 (28.2 - 33.7%) -- 0.2% chance to 3HKO
:tangrowth:
0 SpA Tangrowth Sludge Bomb vs. 40 HP / 0 SpD Heracross: 73-87 (23.4 - 27.9%) -- 86.7% chance to 4HKO
:celesteela:
0 SpA Celesteela Flamethrower vs. 40 HP / 0 SpD Heracross: 144-170 (46.3 - 54.6%) -- 55.9% chance to 2HKO
0 Atk Heracross Close Combat vs. 252 HP / 4 Def Celesteela: 153-180 (38.4 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Guts Heracross Close Combat vs. 252 HP / 4 Def Celesteela: 228-268 (57.2 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
:skarmory:
0 Atk Guts Heracross Close Combat vs. 252 HP / 156+ Def Skarmory: 142-168 (42.5 - 50.2%) -- guaranteed 3HKO after Leftovers recovery

:bw/mamoswine:
Mamoswine @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Knock Off

A simple one. Mamoswine has pretty free choice in items, since it hits hard regardless, so if you need a bit more special sponging ability on your team, Assault Vest on Mamoswine is definitely something to consider.

:bw/amoonguss:
Amoonguss @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Spore / Synthesis / Clear Smog
- Giga Drain
- Sludge Bomb
- Foul Play

Same deal as with Mamoswine - Amoonguss has pretty free choice in item. This allows it to check both Mienshao and Thundurus-Therian with the same set. The first slot has a lot of options. Since Amoonguss frequently gets Knocked Off anyway, you can put a non-attacking utility move in Spore or Synthesis in the slot, or Clear Smog to help deal with boosting threats while still being usable with the Vest.

:bw/roserade:
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 112 SpA / 124 SpD / 20 Spe
Modest Nature
IVs: 0 Atk
- Energy Ball
- Sludge Bomb
- Spikes
- Synthesis

Less so a creative set and moreso just an EV spread I recommend - this Roserade outspeeds Tapu Bulu that speed creep Primarina, while also being able to take a Choice Specs Primarina Psychic. Energy Ball is neat for being able to hit Excadrill more than once while still retaining good base power.

:bw/starmie:
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Blizzard
- Psychic
- Recover

Again, a simple modification here, but Blizzard allows offensive Starmie to OHKO Thundurus-Therian, where Ice Beam will not.

:bw/hydreigon:
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- U-turn
- Draco Meteor
- Dark Pulse
- Roost

All I want to say here is that Modest is definitely worth using on Scarf Hydreigon - you only miss out on a few targets by going Modest over Timid, and the extra power is noticeable for sure.

:bw/tornadus:
Tornadus (M) @ Heavy-Duty Boots
Ability: Defiant
EVs: 24 Atk / 252 SpA / 232 Spe
Hasty Nature
- Hurricane
- Weather Ball
- Knock Off
- Superpower

For use on rain teams specifically. Really hard to wall. Outspeeds Keldeo and Cobalion.

:bw/moltres:
Moltres @ Heavy-Duty Boots
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Toxic
- U-turn
- Roost

Toxic is so good on Moltres - it's a shame the standard offensive set doesn't have it. You definitely need to pair this with another check to the Fighting-types of UU, but Flamethrower is often enough to get the job done once they have been chipped, and Toxic is fantastic for pressuring Moltres' switch-ins.

:bw/mandibuzz:
Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Taunt
- Roost
- Knock Off
- Toxic

Refer to my Next Best Thing post! In short, this Mandibuzz counters the special walls and some special attackers.

:bw/azumarill:
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 208 Atk / 84 Def / 216 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Play Rough
- Ice Punch

AV Azumarill is not a new set, but I haven't seen a spread posted anywhere, so this is one I like. You outspeed Conkeldurr with this EV spread, can survive one Facade from it, and always OHKO it with Play Rough.

:bw/crobat:
Crobat @ Heavy-Duty Boots
Ability: Infiltrator
EVs: 60 HP / 104 Atk / 192 Def / 152 Spe
Jolly Nature
- U-turn
- Roost
- Brave Bird
- Defog

Crobat is a great check to the Fighting-types of the meta, and provides great utility with Defog and momentum with U-Turn. This EV spread outspeeds Salazzle and then has a good combination of Attack and physical bulk (but you can edit these if you like).
 
Last edited:
Dumping a small few more sets:

:ss/celebi:
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 92 Def / 160 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Psychic
- Stealth Rock
This Celebi replaces Leaf Storm with Giga Drain and Recover with Calm Mind while keeping Stealth Rock and Psychic. This allows Celebi to provide utility throughout a game, but also to act as a sweeping threat with Calm Mind if the opportunity presents itself. Celebi already has great natural bulk, and after one or two Calm Mind boosts can be extremely difficult to break on the special side, especially when it is healing itself with boosted Giga Drains. You will want another reliable method of dealing with Ground-types when using this set, as it can't hold them off as reliably throughout a game without Recover.

:ss/excadrill:
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 4 HP / 252 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Protect
A very simple change - Protect is great for scouting moves and getting a bit more Leftovers recovery. This is particularly useful against Choiced Pokemon, as well as some that have the option to threaten Excadrill or pressure it with pivoting, such as Cobalion, Moltres, and Azelf. Iron Head can be replaced for another move (Rock Tomb, Toxic, Stealth Rock) if it would fit the team better.

:ss/nihilego:
Nihilego @ Payapa Berry
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Power Gem
- Sludge Wave
- Knock Off
Another simple change, but Payapa Berry makes Nihilego a much more sturdy Thundurus-Therian check, allowing it to switch in even if Thundurus-Therian clicks Psychic. It also lets Nihilego take a hit from other things that would normally threaten it, like Azelf, Hatterene, and Reuniclus. This Nihilego appreciates Wish support since it lacks the recovery normally afforded it by Black Sludge.
 

Aqua Jet

Stardew
is a Contributor to Smogonis a Community Contributor Alumnus
:SS/Rotom-Wash:
Rotom-Wash @ Shuca Berry
Ability: Levitate
EVs: 192 HP / 32 Def / 36 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Pain Split
- Volt Switch
- Hydro Pump

This Rotom-Wash is kind of a meme-y set that can be used on teams weak to Excadrill. Shuca Berry allows it to live an Earthquake, and 36 Special Attack EVs allow it to guarantee an OHKO back with Hydro Pump on Swords Dance sets. 248 Speed EVs with a Timid Nature allow Rotom-Wash to outpace Nidoking and other base 85's, while underspeeding other Rotom-Wash so you use Volt Switch last and gain momentum. Initially, I had the remaining 224 EVs in HP, but moved 32 to defense because I realized it allowed Rotom-Wash to better tank Choice Scarf Krookodile's Knock Off. One of the best attributes of this set is that Rotom-Wash is able to counter most of the Knock Off users in the tier, such as Mamoswine, Krookodile, and Crawdaunt.

:SS/Nihilego:
Nihilego @ Saftey Goggles
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Knock Off
- Power Gem
- Sludge Wave

This set forgoes any recovery Nihilego may get from Black Sludge and instead gives it the ability to safely act as a Spore absorber for the team. With this item, it is able to safely counter Amoonguss and Sleep Powder Tangrowth and beat both in a 1v1. Obviously forgoing any passive recovery makes Nihilego a less reliable check to other things and makes it even more prone to be worn down from chip damage coming from stuff like Stealth Rock, and as a result of this, it enjoys being paired with a wish user.

:SS/Salazzle:
Salazzle (F) @ Choice Specs
Ability: Corrosion
EVs: 16 HP / 252 SpA / 240 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Sludge Wave
- Flamethrower
- Overheat

I go over Choice Specs Salazzle in detail in this post from the Viability Rankings thread.


:SS/Skarmory:
Skarmory @ Safety Goggles
Ability: Sturdy
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
IVs: 0 SpA
- Defog
- Brave Bird
- Body Press
- Roost

Same as Nihilego, but switches into Amoonguss better.

E: Added Safety Goggles Skarmory
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top