Project The Next Best Thing (Uxie Voting)

Status
Not open for further replies.

soulgazer

I FEEL INFINITE
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
Steelix (M) @ Steelixite
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Explosion
- Stealth Rock

I've posted in the past about this but am too lazy to find the post, but pretty much explosion megalix is a full stop to stuff like Gatr and Ludicolo trying to set up on it, living whatever they have to throw at it / setup on it and immediatly OHKO back or leave them with not enough health to sweep <5%. Pretty much, Explosion keeps offensive momentum up in that it gives water sweepers 0 chances to set up, something that is often a downside to using Lix on HO.
max speed adamant/jolly is better for that set, lets steelix outspeed 50s and even some defoggers (psure jolly can outspeed mantine!) and it allows you to boom on them to prevent defog etc

oops mixed rhydon and steelix on the mantine stuff D: jolly is still good tho
 
Last edited:

ryan

Jojo Siwa enthusiast
is a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Steelix @ Steelixite
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Heavy Slam
- Earthquake
- Toxic
- Stealth Rock

Mega Steelix's best checks all hate being poisoned. Toxic lets you poison them.
 


Mega Steelix @ Steelixite
Ability: Sand Force
EVs: 252 HP / 252 Attack / 4 SpD you can run speed on Sandstorm
Adamant Nature
- Heavy Slam
- Earthquake
- Explosion / Thunder Fang / Stone Edge
- Curse / Sandstorm

This menacing wallbreaker lures and obliterates Vileplume, Ferroseed, Tangela, Mantine, Lickilicky, Musharna, Audino, Miltank and other setup bait bulky walls while maintaining amazing coverage and offensive pressure.

Thunder Fang hits Water/Flyers, but offers more reliable accuracy than Stone Edge. Stone Edge's only niche would be ohkoing Rotom-Ice and Rotom-Flying as Ludicolo, Emolga and Rotom are 2hkod by unboosted Heavy Slam. Explosion dishes out awesome power, even more than its powerful STABs.

Sand Force isn't too shabby of an ability, and having Mega Steelix on a sand team(or really any nu team) is an amazing idea. Cradily can take on special threats who threaten Mega Steelix, and gains a +1 boost in special defense in sandstorm. Mega Steelix and Stoutland can work together to defeat each other's walls and demolish the opposing team.

Running Sandstorm over Curse would allow Mega Steelix to run some speed, but imo Curse is the better option since even on a sand team you can have teammates set it up and have Sand Force work along with Curse.

Curse while boosting its attack stat to dangerous heights, also boosts its monstrous defense stat to outrageous levels. If it manages even one safely it can beat opposing powerful physical attackers like Sawk, Hariyama, Feraligatr, Malamar and other Mega Steelix.

Trick Room or Tailwind support turns Mega Steelixes only downfall, its speed, into a great strength; out speeding the tier.

Offensive Mega Steelix is menacing.
 
Last edited:

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Dragon Tail

Unlike Roar this enables you to not get beaten by Taunt Probopass if you lose a 50-50 as well as phaze out Xatu. Like Roar it also shuffles stuff around, phaze out bulky CM Psychics and makes things like Mantine take more SR damage.
 

Steelix (F) @ Steelixite
Ability: Sand Force
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Earthquake
- Gyro Ball
- Stealth Rock
- Curse

I tried this set by chance, playing Six Slot Slaughter mini tour and looking for six working moves for this. Curse increases its great Defensive and physical Attack stat, and make its Gyro Ball more and more hard-hitting.

I'll insert some calcs later (Edit: I would to do this but now vote is open, it shouldn't be correct)
 
Last edited:

Camerupt @ Cameruptite
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Earth Power
- Rock Slide
- Earthquake

This wallbreaker 2hkos pretty much everything with only Stealth Rock support:

0 Atk Camerupt Earthquake vs. 0 HP / 0 Def Hariyama: 190-225 (44.2 - 52.4%) -- 78.5% chance to 2HKO after Stealth Rock

0 Atk Sheer Force Camerupt Rock Slide vs. 252 HP / 252+ Def Mantine: 148-176 (44.3 - 52.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 252+ SpD Mega Steelix: 414-488 (116.9 - 137.8%) -- guaranteed OHKO

252+ SpA Sheer Force Camerupt Fire Blast vs. 252 HP / 252+ SpD Mega Audino: 169-201 (41.2 - 49%) -- 78.5% chance to 2HKO after Stealth Rock

252+ SpA Sheer Force Camerupt Earth Power vs. 252 HP / 252+ SpD Seismitoad: 196-232 (47.3 - 56%) -- guaranteed 2HKO after Stealth Rock

244 speed EVs ensures out speeding base 50s like Mega Audino and Vileplume, maybe run 252 EVs to outspeed Mega Steelixes and Mega Audinos who run speed for the same purpose.

Earthquake is really only for 2hkoing Hariyama so if you don't care much for that you can run Stealth Rock, Explosion, Substitute, Growth or Rock Polish instead.

After a Rock Polish it outspeeds base 74s who run max speed and nature like offensive Seismitoad and Mantine.
 
Last edited:

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
^ Rock Slide should probably be used over AncientPower because it OHKOs Mantine after SR iirc, or at least comes very close to

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Stealth Rock
- Fire Blast
- Earth Power
- Yawn

The EV spread can be changed to whatever, it doesn't affect this set. Yawn puts incoming Mantine / Hariyama / whatever to sleep and puts them in a tough spot - if they switch MegaRupt could get another kill, but if they stay in to try and KO it they're left with a sleeping pokemon that can be taken advantage of by MegaRupt's teammates.
 

CanadianWifier

Run Away With Me
idk why you chose the 3 mega pokemon first for this project, they're the most 1-dimensional pokemon in nu.. especially so with mrupt
this is what I came up with, lol:

Camerupt-Mega @ Cameruptite
Ability: Sheer Force
EVs: 252 HP / 252 SpA / 4 SpDef
IVs: 0 Spe
Quiet Nature
- Fire Blast
- Earth Power
- Rock Slide
- Growth

For use in Sunnyroom. I got literally fucking destroyed by this one time, iirc the turns of set up included a Carbink with Heat Rock. Set up Sunny Day, then Trick Room, then Explode, then win. If you can get off a Growth, which is surprisingly easy on turn 1 as 99% of people will be scared shitless and switch-in a "resist", then you're chilling at +2 +2 in sun in Trick Room, and you pretty much bet a kill every turn with Fire Blast barring a Protect, or Immunity.
Set is super self explanatory, and it does what it needs to: kill everything with a fucking volcanic eruption.
 
So I've been running this set as my fire spam check/ special tank-

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 172 SpD / 84 Spe
Calm Nature
- Flamethrower
- Earth Power
- Rest
- Sleep Talk

The evs guarantee a 3hko from Timid Specs Typhlosion after rocks, whilst outspeeding M-Steelix with no speed investment by 1 point. You can run 252 SpDef to guarantee a 3hko from Modest Specs Typhlosion if you want.
Barring any water or ground moves, this Camel is bulky as hell and hits ridiculously hard. Also screws up sleep powder sweepers such as plume, lilligant and vivillion.
This set has so many switch in opportunities and crushes souls when i reveal rest and my opponent has to wear down my camel again. Obviously appreciates a mon that can handle water and ground moves, so I from a core with Defensive Pelipper.
Will try and upload replays in the future.
 
"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."

This project isn't just about picking a mon with a colourful movepool and trying to come up with the most random or "innovative" set. This project is p much for analyzing a pokemon further than the standard sets, finding a way to get past it's solid checks and counters to provide a certain niche on a team, which may even turn into the standard set. If you guys don't like this week's mon then don't post a set for it. Nobody wants the little negative comments that you leave with your post, so please refrain. Anyways my set for this week is...

upload_2015-2-1_19-21-1.png

Camerupt-Mega @ Cameruptite
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Earthquake
- Rock Slide
- Fire Blast
- Substitute

Physically Biased Sub 3 Attacks Fast MegaRupt. Mega Camerupt has an Attack stat of 120, which is often overlooked by the majority of builders. This Camerupt set allows it to bypass pretty much all of it's usual counters like Hariyama or Mantine. Any max speed MegaRupt is honestly the only way to run MegaRupt imo, unless it's defensive as you outspeed uninvested Base 50's which is one of the most common speed tiers for defensive mons. Fire Blast still hits extremely hard even without investment. This set allows Camerupt to get by almost all of it's normal checks while still being fun and innovative!

252+ Atk Mega Camerupt Earthquake vs. 0 HP / 0 Def Hariyama: 256-303 (59.6 - 70.6%) -- guaranteed 2HKO - you outspeed if no investment and 2HKO
252+ Atk Sheer Force Mega Camerupt Rock Slide vs. 252 HP / 0 Def Mantine: 296-350 (88.6 - 104.7%) -- guaranteed OHKO after Stealth Rock
252+ Atk Sheer Force Mega Camerupt Rock Slide vs. 252 HP / 252+ Def Mantine: 200-236 (59.8 - 70.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery - Phys Def Mantine can't switch in twice
 
Status
Not open for further replies.

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

Top