Resource USM Creative & Underrated Sets v2

I think you'd be better off running Fleur Cannon/Bolt Beam/Focus Blast, because:
Fleur Cannon is a stab
Tbolt 2HKO'es Toxapex
Ice beam damages Zygarde and Lando-T without reducing your SpA
Focus Blast hits Heatran
Not much switches into a set with these moves..
Also, Flash Cannon is not needed when Fleur Cannon hits Fairies hard already, unless you want to cteam CM Clefable but who cares about that mon anyways lol
As someone who has used Specs Mag for the entirety of SM, I think his original move-set is far superior.

There is zero reason to use Ice Beam on Specs Mag. Fleur Cannon KOs Zygarde and Lando-T as you said, and it's a far more spammable move than Ice beam. The SpA reduction is irrelevant because if you kill one of those Ground mons, the job is already done, and you will almost certainly have to switch out after anyway (are you ever going to sweep with a +1 Magearna locked into Ice Beam?)

TBolt is also useless. Specs Volt Switch is a super useful pivot move that basically does the same thing as Tbolt but it eases prediction a bit. 2HKOing Toxapex is irrelevant because as soon as you hit him once, he'll know you are specs and can just switch out into a ground type. At least Volt Switch is useful when you don't have the guts to predict the Heatran switch-in but don't want to lose momentum.

Flash Cannon is surprising useful because it's still a strong STAB that is more reliable. It has a lot of random but useful uses against stuff like CM Clef (which is super scary btw), Mimikyu, Gengar etc. It's far more useful in practice than it seems on paper, and it's definitely more useful than Ice Beam which I don't think would see any use in an actual game.
 
Hey dudes, since Gastrodon is super good and becoming more common as of late, I started thinking of ways to lure it, here's a pretty splashable one I came up with:


Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Fleur Cannon
- Iron Head
- Volt Switch
- Energy Ball

The last slot on AV Magearna has always been pretty flexible - most people run HP Fire to catch Kartana, Ferrothorn and Mega Scizor but I've also seen people run Ice Beam to catch Lando and Gliscor and also not have to drop your SpA against Zygarde, or Explosion to catch Fire types like Volcarona offguard. However, if your team struggles with Gastrodon, Energy Ball is a pretty good option as it can open up the door for Pokémon such as Koko, Gren, Heatran etc. It's also nice for punishing people that try bring in Mega Swampert on your Magearna when you bring it in on Kingdra.
Here's a replay where Energy Ball Magearna nearly cost me the game as it left my Gastrodon way too low to ever get a chance to heal up to check Ash Gren - https://replay.pokemonshowdown.com/gen7ou-749293489
8 SpA Magearna Energy Ball vs. 248 HP / 252+ SpD Gastrodon: 268-316 (63 - 74.3%) -- guaranteed 2HKO after Leftovers recovery
8 SpA Magearna Energy Ball vs. 0 HP / 0 SpD Swampert: 360-424 (105.5 - 124.3%) -- guaranteed OHKO
8 SpA Magearna Energy Ball vs. 0 HP / 0 SpD Swampert-Mega: 304-360 (89.1 - 105.5%) -- 75% chance to OHKO after Stealth Rock
 
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Spe / 252 SpA / 4 Atk
Naive Nature
- Fire Blast
- Hydro Pump / Stone Edge
- Draco Meteor
- Earthquake

Replays:
https://replay.pokemonshowdown.com/gen7ou-749516082
https://replay.pokemonshowdown.com/gen7ou-747529709

Yeah. This set is all about luring and being an anti-lead. Life orb is mandatory for a power boost, although this can be replaced with choice specs for more power. This set rekts a lot of common leads like lando, skarm, ferro, tran, and kart. Intimidate is to make checking mons like lando a lot easier for this boi. Due to sala's ridiculously wide movepool, it can bust through a lot of mons like magearna on the switch with EQ, tapu bulu, koko on the switch, gliscor, and scizor, all prominent mons in the meta with its very powerful coverage moves. Overall, this boi lures many mons to their demise, and screws up a lot of leads. This gives it a niche as an effective anti metagame, anti-lead, and lure mon.
0 Atk Life Orb Salamence Earthquake vs. 248 HP / 0 Def Magearna: 216-255 (59.5 - 70.2%) -- guaranteed 2HKO

252 SpA Life Orb Salamence Hydro Pump vs. 244 HP / 152 SpD Gliscor: 294-346 (83.5 - 98.2%) -- guaranteed 2HKO after Poison Heal ( it would be OHKO for the stallbreaker variant )

252 SpA Life Orb Salamence Hydro Pump vs. 252 HP / 0 SpD Landorus-Therian: 335-395 (87.6 - 103.4%) -- 25% chance to OHKO after Leftovers recovery ( OHKO for more offensive variants )

0 Atk Life Orb Salamence Earthquake vs. 0 HP / 0 Def Tapu Koko: 278-328 (98.9 - 116.7%) -- 93.8% chance to OHKO

252 SpA Life Orb Salamence Fire Blast vs. 248 HP / 56 SpD Assault Vest Tapu Bulu: 182-216 (53 - 62.9%) -- guaranteed 2HKO after hail damage and Grassy Terrain recovery

252 SpA Life Orb Salamence Fire Blast vs. 248 HP / 8 SpD Skarmory: 367-434 (110.2 - 130.3%) -- guaranteed OHKO

0 Atk Life Orb Salamence Earthquake vs. 248 HP / 8 Def Toxapex: 169-200 (55.7 - 66%) -- guaranteed 2HKO after Black Sludge recovery

Yeah, sala is gonna break through a lot stuff with support.
 
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Spe / 252 SpA / 4 Atk
Naive Nature
- Fire Blast
- Hydro Pump / Stone Edge
- Draco Meteor
- Earthquake

Replays:
https://replay.pokemonshowdown.com/gen7ou-749516082
https://replay.pokemonshowdown.com/gen7ou-747529709

Yeah. This set is all about luring and being an anti-lead. Life orb is mandatory for a power boost, although this can be replaced with choice specs for more power. This set rekts a lot of common leads like lando, skarm, ferro, tran, and kart. Intimidate is to make checking mons like lando a lot easier for this boi. Due to sala's ridiculously wide movepool, it can bust through a lot of mons like magearna on the switch with EQ, tapu bulu, koko on the switch, gliscor, and scizor, all prominent mons in the meta with its very powerful coverage moves. Overall, this boi lures many mons to their demise, and screws up a lot of leads. This gives it a niche as an effective anti metagame, anti-lead, and lure mon.
0 Atk Life Orb Salamence Earthquake vs. 248 HP / 0 Def Magearna: 216-255 (59.5 - 70.2%) -- guaranteed 2HKO

252 SpA Life Orb Salamence Hydro Pump vs. 244 HP / 152 SpD Gliscor: 294-346 (83.5 - 98.2%) -- guaranteed 2HKO after Poison Heal ( it would be OHKO for the stallbreaker variant )

252 SpA Life Orb Salamence Hydro Pump vs. 252 HP / 0 SpD Landorus-Therian: 335-395 (87.6 - 103.4%) -- 25% chance to OHKO after Leftovers recovery ( OHKO for more offensive variants )

0 Atk Life Orb Salamence Earthquake vs. 0 HP / 0 Def Tapu Koko: 278-328 (98.9 - 116.7%) -- 93.8% chance to OHKO

252 SpA Life Orb Salamence Fire Blast vs. 248 HP / 56 SpD Assault Vest Tapu Bulu: 182-216 (53 - 62.9%) -- guaranteed 2HKO after hail damage and Grassy Terrain recovery

252 SpA Life Orb Salamence Fire Blast vs. 248 HP / 8 SpD Skarmory: 367-434 (110.2 - 130.3%) -- guaranteed OHKO

0 Atk Life Orb Salamence Earthquake vs. 248 HP / 8 Def Toxapex: 169-200 (55.7 - 66%) -- guaranteed 2HKO after Black Sludge recovery

Yeah, sala is gonna break through a lot stuff with support.
I realized from your calcs, that this Set has a good supereffective coverage. In OU only Clef, Mega Venu, Gastro and Chansey avoid the 2HKO of any moves. I feel like Expert Belt could be a better item considering Salamences Stealth Rock weakness.

However, I feel like this is done better by nonScarf Protean Greninja.
 

HCJB

Banned deucer.
I realized from your calcs, that this Set has a good supereffective coverage. In OU only Clef, Mega Venu, Gastro and Chansey avoid the 2HKO of any moves. I feel like Expert Belt could be a better item considering Salamences Stealth Rock weakness.

However, I feel like this is done better by nonScarf Protean Greninja.
I'd say Thundurus-T also does a slightly better job than Salamence too, and has an electric immunity which is useful against Koko, in addition to sky high SpAtk. HP Ice 252 SpAtk Expert Belt can OHKO defensive Lando without rocks which is an extremely nice benchmark, then T-Bolt/Sludge Wave/Focus Blast hits pretty much all the rest of the meta similarly hard. 101 base speed is also much nicer than the 100 speed of Salamence.

Protean Greninja is always going to be the master of powerful coverage options, particularly with its speed tier, but I'd say Thund-T > special attacker Salamence (especially as they have most of the same weaknesses, but Thund-T has fewer and no pesky x4s) in almost all circumstances - with the electric immunity and sole SpAtk focus rather than running mixed like Greninja giving it some niches.
 
I'd say Thundurus-T also does a slightly better job than Salamence too, and has an electric immunity which is useful against Koko, in addition to sky high SpAtk. HP Ice 252 SpAtk Expert Belt can OHKO defensive Lando without rocks which is an extremely nice benchmark, then T-Bolt/Sludge Wave/Focus Blast hits pretty much all the rest of the meta similarly hard. 101 base speed is also much nicer than the 100 speed of Salamence.

Protean Greninja is always going to be the master of powerful coverage options, particularly with its speed tier, but I'd say Thund-T > special attacker Salamence (especially as they have most of the same weaknesses, but Thund-T has fewer and no pesky x4s) in almost all circumstances - with the electric immunity and sole SpAtk focus rather than running mixed like Greninja giving it some niches.
I get your point. The only stuff sala brings to the table is intimidate for more checking and switching in ability, wider coverage pool, and more resists to stuff like fire and water compared to thundy-t. I kinda wanted to bring sala here due to its potency as a lure because of its uncommoness and decent physical bulk due to intimidate allowing it to actually tank a hit on the switch and threaten some mons. But your point stands that 9/10 times, thundy-t and gren with protean will probably be better suited.
 

HCJB

Banned deucer.
I get your point. The only stuff sala brings to the table is intimidate for more checking and switching in ability, wider coverage pool, and more resists to stuff like fire and water compared to thundy-t. I kinda wanted to bring sala here due to its potency as a lure because of its uncommoness and decent physical bulk due to intimidate allowing it to actually tank a hit on the switch and threaten some mons. But your point stands that 9/10 times, thundy-t and gren with protean will probably be better suited.
Forgot about Intimidate, with the coverage and that ability it's easy to enough to force switches and catch things with coverage. Still with Thundy's electric immunity has a little more value in the current meta than Intimidate. Anti-meta surprises are always cool though.
 

Srn

Water (Spirytus - 96%)
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OUPL Champion
Kartana @ Salac Berry
Ability: Beast Boost
EVs: 132 HP / 116 Atk / 8 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Leaf Blade
- Sacred Sword

The following set has been a small favorite of mine recently, its a nice cleaner that functions similarly to the z-tailwind set someone posted and similar to timid kart in general but I personally think this combines the best of both into one cool set. You retain a lot of the raw power that timid kart loses, you save a z-move slot on something else, and you're still an effective kartana set at the end of the day.

The given spread allows you to retain an intact substitute vs gyro ball ferrothorn and scald toxapex while also hitting an HP number that is divisible by 4 so that you only have to sub 3 times from full health to proc salac.

Pokemon to get rid of/weaken include mons like torn-t (especially helmet), mega scizor (can u-turn, break sub, safe pivot into rk), zapdos, celesteela, tangrowth, lati twins, zards etc. Ash-gren/scarf gren is also annoying but thankfully z-protean is gaining popularity. This list grows quite a bit because this kartana set is not a breaker, it is a cleaner. It can still kinda break cuz lol its a kart but it will ultimately fail to punch through many things that z-move sd kart could. In exchange, it can clean teams pretty effectively, outspeeding countermeasures such as torn-t or lati, scarfers like lando-t, lele, etc but it needs some help to get there like any other cleaner.

Some good partners are mons like rockium-z lando-t to lure torns, zaps, celesteelas and pressure tangs/bulus, weavile/cb tyranitar to pursuit annoying mons like lati twins / torn-t, magnezone to trap opposing scarf kartana, mega scizor, skarmory and weaken mega mawile, celesteela. Kyu-b is also a respectable partner that kills pretty much everything kart needs weakened, and has a z-move to blow too.
I would not recommend tapu bulu support bc you potentially spend a lot of turns subbing down and setting up to really take advantage of terrain.
Be sure to really take advantage of ur empty z-slot because that's one of the biggest benefits of running this kart.

anyway this set can be clutch as hell so get out there and sub on hurricane misses my friends

 
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latias.gif

Latias @ Psychium Z
Ability: Levitate
EVs: 252 HP / 164 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Recover
- Trick
This is a fun set I came up with while trying to figure out a way to use regular Latias with CM + Stored Power, which was pretty good on Baton Pass teams especially on the one by craing. Latias has really good bulk and good recovery so it can set up fairly easy. The gimmick here though is Z-Trick. Z-Trick for those who don't know, gives you a +2 boost in Speed. This means that it adds 40 more BP to Stored Power as well as allowing it to outspeed many scarfers and other faster Pokémon that would otherwise revenge it. The speed investment in EVs is for Timid Heatran and the rest goes into physical bulk to compliment the boosts of Calm Mind. This set is very situational and is very susceptible to chip damage from things like Celesteela, Ferrothorn, and Toxic/Burn. Also obviously any Dark type that isnt Protean Greninja will wall it completely unless you can pp stall it but even then its risking hax a lot. If needed however, Z-Stored Power can be used to nuke things after 1 Calm Mind, and at +0 it kills Heracross-Mega and Lopunny-Mega. That's pretty much it for this set. Really fun to use :)

http://replay.pokemonshowdown.com/gen7ou-750318851
http://replay.pokemonshowdown.com/gen7ou-750322273

more replays to come...
 
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Reuniclus reloaded



Tapu Lele @ Iapapa Berry
Ability: Psychic Surge
EVs: 248 HP / 20 Def / 136 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Draining Kiss
- Psyshock / Focus Blast

Draining Kiss is a 50 BP Fairy attack which drains 75% HP (!) of the damage done. With enough defense, Lele can now outheal damage done by opposing attacks. Iapapa Berry functions similiarly as Iapapa Zygarde while also faking Z-Move. This helps Lele accumulate with setting up alot. The EVs maximize damage and (especially) physical bulk while outspeeding Timid Magearna.


http://replay.pokemonshowdown.com/gen7ou-750870369
http://replay.pokemonshowdown.com/gen7ou-750914956
http://replay.pokemonshowdown.com/gen7ou-750892596

This Set is not consistent but you can cheese some matchups with this. A similiar Set was used against me on ladder so this is not 100% my idea.
 
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Nedor

thiccc

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Magic Room


i initially came up with this set early spl to pretty much fuck with the common archetypes at the time which are still consistent in the current meta. with a mon like mega zam, its main issues are getting revenge killed by most common scarfers (lando-t, kart, gren among other randoms) and not being able of pushing past more defensive stuff. with magic room in its arsenal, it not only negates these choice scarf users from picking you off, but preventing lefties recovery and assault vests in the case of mag and bulu is crucial. without lefties turn by turn, a mon like clefable can't outstall and
its forced out by psychic doing ~55%.


https://replay.pokemonshowdown.com/gen7ou-751856999 | good example of its use, finding an opportunity to offensively use it once shit has been worn down and put in range. p fun stuff
 


Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 36 HP / 252 Atk / 220 Spe
Naughty Nature
- U-turn
- Hidden Power [Ice]
- Brave Bird
- Wild Charge

Remember when Scarf Koko was a thing in the early stages of Sun & Moon? Pepperidge Farm remembers. Scarf Koko pressures bulky offensive/HO teams with it's blistering speed, as it can either pivot into a heavy hitter or outright attack what's in front of it with a terrain-boosted Wild Charge. The EVs in speed allow it to outspeed base 110 Pokemon by a single point. Made it Naughty nature for Wild Charge to hit as hard as it can without sacrificing the sp atk need for hidden power ice. You could slap on Hidden Power Grass to bluff against max speed Mega Swampert in rain, but Ice is usually preferred with all the Landos running around. U-turn enables you to pivot without being trapped by mons such as Tyranitar, and allows your heavy hitters to come in safely. Initially I was thinking Volt Switch, but felt that U-turn was much preferred to avoid wasting a switch if it failed against a Ground-type. Lastly, since Scarf isn't as common as the rest of the current sets, it can bluff against certain Megas such as Mega Alakazam, Mega Gyrados at +1, and Mega Lopunny, and kill them with proper bait (and hazards of course)

Calcs:
252+ Atk Tapu Koko Wild Charge vs. 0 HP / 0 Def Lopunny-Mega in Electric Terrain: 234-276 (86.3 - 101.8%) -- 50% chance to OHKO after Stealth Rock
0 SpA Tapu Koko Hidden Power Ice vs. 252 HP / 0 SpD Landorus-Therian: 204-240 (53.4 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Tapu Koko Brave Bird vs. 252 HP / 28 Def Tangrowth: 214-252 (52.9 - 62.3%) -- guaranteed 2HKO

Replays:

https://replay.pokemonshowdown.com/gen7ou-752022730
https://replay.pokemonshowdown.com/gen7ou-752024197
https://replay.pokemonshowdown.com/gen7ou-752021734
 
Anti-Mawile / Sub Gyara / Swampert Suicide Tank


View attachment 101959
Skarmory @ Rocky Helmet
Ability: Sturdy
Shiny: YES
EVs: 236 HP / 176 Def / 96 Spe
Bold Nature

Vs: 0 Atk
- Counter
- Iron Defense
- Roost
- Defog / Whirlwind

I made this Skarmory set several months back during the Nagandel meta, when I was looking to counter Paycard 's Mawile/Naga high ladder team at the time. Barring Hax, this Skarmory cannot be KO'd by any Mawile set if played correctly. Additionally , this set and spread also counters Sub Mega Gyara, another popular stall breaker set.


96 EVS are to ensure that you outpace max speed adamant mawile, while realistically most mawile will never run max speed, Skarmory's role as an anti-mawile tank is too necessary to afford losing to weird speed spreads.

236HP / 176 Def spread is very specific to avoid getting 2hko'd by consecutive fire, or thunder punches. You CANT adjust the HP/Def ratio without the chance of getting 2hko'd barring Hax.

This Skarmory functions as a Mawile suicide tank by luring in hits, and thus, tricking the opponent into thinking that racking up massive rocky helmet recoil is in his or her best interest. How you play this set is very specific to whether they have fire punch or not (this can be read mostly from team preview) -- yet even without this knowledge, you can play around it through its other tech.

To explain how to use this set, I'll guide through several scenarios of playing against mawile with Skarmory.


Mawile non Knock Off Tpunch
====================

Turn 2: Skarmory Switches In, Mawile takes 16% recoil damage

252+ Atk Huge Power Mawile-Mega Thunder Punch vs. 236 HP / 176+ Def Skarmory: 184-218 (55.7 - 66%) -- guaranteed 2HKO

Now the opponent thinks that they've trapped skarmory into an unwinnable position

Turn 3: Skarmory outspeeds and roosts (thus eliminating its electric weakness that turn), mawile attacks again now having racked up 32% recoil damage total.

252+ Atk Huge Power Mawile-Mega Thunder Punch vs. 236 HP / 176+ Def Skarmory: 92-109 (27.8 - 33%) -- guaranteed 4HKO

Factoring in averages, Skarmory should be at about 60% health after turn 3, while Mawile has suicided much of its own. At these damage ranges, not even switching Skarmory into Stealth Rock hampers this strategy at all.

At this point, the opponent will either SD up, switch out, or foolishly attack again into a spiked wall. My recommendation is to roost up to full health (and regain Sturdy). If they boost up with SD, you can outboost with Iron Defense (this tech also helps with other sub phys sweepers) and KO it back either through residual damage, or with Counter.

Mawile Fire Punch
============

Fire punch has the exact same BP as t-punch, so the only difference is that after tanking 1 hit, you will instead Iron Defense up, thus surviving the second hit, and therefore safe to roost up.

Knock off Mawile
===========


Knock off mawile is more annoying to play around, but with Iron Defense/Roost outspeeds and KO'ing back with Counter it isn't too much a problem. This is where you can consider Whirlwind over Defog to deal with annoying PP Stalling issues with mawile or gyarados too, but this comes at the cost of role compression.

Shoutout to Mindnight for the last minute help :3

https://replay.pokemonshowdown.com/gen7ou-704103882

(only have a quick test replay since I hid this set for months now, tho I did misclick on counter turn 10 instead of iron defensing)

EDIT: I have a replay now of using it in a practical, real battle: http://replay.pokemonshowdown.com/gen7ou-707591984


The key for Stall to dealing with Mawile is to have a defensive counter threat that outspeeds (firium clef, firium zapdos, life orb flamethrower clef). The opponent usually won't think straight if their mawile is outsped by shit like clefable or skarmory LOL. You don't need to run anything close to max speed on defensive answers to mawile either.

I should add that this Skarmory set is stiill a 3hko from Rain Swampert, tho gets easily annoyed and killed by waterfall flinches...


I have many other surprising gimmicks, but since i'm going into tour play I can't give away all my goodies ;w;

this set is an amazing idea to counter one of the hugest threats to stall. The issue is that you lose shed shell which is too important because if you swap it out you auto lose against kartana magnezone teams. I think that running shed shell and then having iron head over counter could be an option because you still manage to one v one mawile. In that case you definitely need some wish support from chansey and clef to keep skarm as healthy as possible while not using too many roosts. I would suggest running steel wing over iron head because u got similar base power but more pps which you can keep to reliably beat m mawile with wish clefable teams that manage to keep healthy mawile.

Skarmory @ shed shell
Ability: Sturdy
Shiny: YES
EVs: 236 HP / 176 Def / 96 Spe
Impish Nature

Vs: 0 Atk
- iron head
- Iron Defense
- Roost
- Defog


here i have some calcs with iron head steel wing and metal claw.
0 Atk Skarmory Iron Head vs. 92 HP / 0 Def Mawile-Mega: 60-72 (22.7 - 27.2%) -- 46.9% chance to 4HKO
0 Atk Skarmory Steel Wing vs. 92 HP / 0 Def Mawile-Mega: 52-63 (19.6 - 23.8%) -- possible 5HKO. Most of the times you get 5hko because min roll is almost 20percent
0 Atk Skarmory Metal Claw vs. 92 HP / 0 Def Mawile-Mega: 37-45 (14 - 17%) -- possible 6HKO
 
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Ok so this may of been submitted before, idk. Tl:dr; all the stuff that’s posted here, so that’s my bad if this gets removed but nonetheless, my set.

Bulky Z-Fly Landorus-T
Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Earthquake
- Fly
- Swords Dance
- Defog

Time and time people have told me this a not a set but it works wonderfully. Dropping HP Ice and U-Turn for Swords Dance and Fly makes lando so scary to deal with you don’t need hp ice for zygarde or other lando’s this spread noms away their hp with a nice Z-Fly, while the heavily infested defensive ev’s help you to keep prominent physical threats at bay. I know the idea of putting a Z move on a defensive Pokemon sounds ludicrous but personally I find myself sometimes struggling to find space for Z moves at times, so if you’re like me then this might be the thing for you! Plus not being able to have his item knocked off means u take 0 added damage from knock off! I’ll drop some calcs below for you so you can see for yourself what this lando can do.

I’m sure you’ve all seen these calcs before...
+1 252+ Atk Hawlucha Acrobatics (110 BP) vs. 248 HP / 244+ Def Landorus-Therian: 181-214 (47.5 - 56.1%) -- 83.2% chance to 2HKO

-1 252+ Atk Hawlucha Acrobatics (110 BP) vs. 248 HP / 244+ Def Landorus-Therian: 81-96 (21.2 - 25.1%) -- 0% chance to 4HKO

0 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. +1 152 HP / 0 Def Hawlucha: 440-518 (131.3 - 154.6%) -- guaranteed OHKO

Ok so that’s normally landos problem, he’s set up bait for hawlucha but as you see from the calc above not anymore :) here’s some more stuff that usually causes lando problems

This is assuming Mega Scizor late game
+3 64+ Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 244+ Def Landorus-Therian: 205-243 (53.8 - 63.7%) -- guaranteed 2HKO

+2 0 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 248 HP / 124 Def Scizor-Mega: 354-417 (103.2 - 121.5%) -- guaranteed OHKO

Now as the calcs shows above this lando can switch in while Mega Scizor swords dances, it sets up alongside Scizor for one turn. At this point your opponent is scared because eq alone is doing over half so they have to bp you that turn. You take the hit and remove Mega Scizor from the game.

Swords Dancing up on defensive switch ins like tangrowth, ferrothorn, clefable puts a tonne of momentum in your favour as you can hit fly-z and remove them from the game, which I think epitomises a defogger. The ability to not only defog hazards away but also kill the setters. Calcs for proof of course!

+2 0 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 252 HP / 48 Def Ferrothorn: 396-466 (112.5 - 132.3%) -- guaranteed OHKO after Leftovers recovery

+2 0 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 252 HP / 252+ Def Clefable: 456-537 (115.7 - 136.2%) -- guaranteed OHKO after Leftovers recovery

And quickly vs other lando and zygardes!
Assuming Lando has pivoted in vs you
+1 0 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 252 HP / 240+ Def Landorus-Therian: 304-358 (79.5 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock and Leftovers recovery

So if its the second time lando has had to pivot in vs you with rocks up it’s gone.

0 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 160 HP / 0 Def Zygarde: 220-261 (55.4 - 65.7%) -- guaranteed 2HKO after Stealth Rock

Vs Iapapa Double Dance you should EQ first then Z-Fly so you don’t proc the berry. Vs non berry you can eq into z fly to secure the ohko and if it coils as you sd you’re in an even better position.

Right I should stop showing calcs and drop the replay.
Note: I play this very offensively but you can see the pressure it puts on my opponent while supporting my Zard-y

https://replay.pokemonshowdown.com/gen7ou-755130223
 
Click x



Serperior @ Leftovers
Ability: Contrary
Happiness: 77
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Leech Seed
- Glare
- Leaf Storm

Serp without HP Fire? OML walled by Ferrothorn. Usually people recommend Leaf Storm+HP Fire with either SubSeed or SubGlare. This Set combines Glare and Leech Seed for maximum utility and its effectiveness can be seen from the replays. Even if you have 0 Leaf Storms left, this Set will do massive damage.

Glare is a 48 PP 100% accurate move that paralyzes everything bar Ghost and Electric Types. SubSeed can be used to force out anything while keeping the Sub that is
a) slower
b) not a Grasstype
c) lacks U-Turn

You can SubSeed Stall mons like Heatran, AV Magearna, Celesteela, KyuB etc if you Sub or Seed on the switch. However, the increasing usage of Tornadus T is annoying and thus makes Glare a very good option. You will see, that even outside of Torn-T matchups Glare is incredibly good and I consider this Serperior Set to be the best and most consistent right now.

https://replay.pokemonshowdown.com/gen7ou-755137237
https://replay.pokemonshowdown.com/gen7ou-761893759

More replays can be found on my Veil RMT
 
Metronome Torn-T
Tornadus-Therian @ Metronome
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn/Taunt
- Defog
This set is one that I used on my Balance team because it got destroyed by stall, and I also used a Z move slot. It doesn't take the Z slot, it can wall break surprisingly well, provides knock off support, U-turn momentum or taunt to help further increase wallbreaking potential, and is also a soft check to Kart. With a metronome your hurricane actually becomes incredibly powerful, and it doesn't lose power on misses so you won't need to worry. It actually has a great match-up Vs. Opposing Balance and Stall teams, because after the metronome boost it becomes quite easy for it to beat or wear down usual switch ins.
Ex:
252 SpA Metronome Tornadus-Therian Hurricane vs. 248 HP / 252+ SpD Toxapex: 218-260 (71.9 - 85.8%) (5 uses)
252 SpA Metronome Tornadus-Therian Hurricane vs. 252 HP / 208+ SpD Ferrothorn: 186-218 (52.8 - 61.9%) (4 uses)
252 SpA Metronome Tornadus-Therian Hurricane vs. 0 HP / 4 SpD Tapu Koko: 173-204 (61.5 - 72.5%) (3 uses) (Commonly tries to switch-in)
252 SpA Metronome Tornadus-Therian Hurricane vs. 248 HP / 252+ SpD Sableye-Mega: 139-163 (45.8 - 53.7%) (3 uses)

Replay Vs. Stall: https://replay.pokemonshowdown.com/gen7ou-760543759
Replay Vs. Rain: https://replay.pokemonshowdown.com/gen7ou-765098826 (Doesn't do much, but it does help me wall break in the first few turns)

Overall, now that I look at the set, I think it could be really good if used on a rain team for those never missing hurricanes. Also pairs well with physical mons because of it's ability to lure and catch some unexpected KO's.
 

HCJB

Banned deucer.
Metronome Torn-T
Tornadus-Therian @ Metronome
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn/Taunt
- Defog
This set is one that I used on my Balance team because it got destroyed by stall, and I also used a Z move slot. It doesn't take the Z slot, it can wall break surprisingly well, provides knock off support, U-turn momentum or taunt to help further increase wallbreaking potential, and is also a soft check to Kart. With a metronome your hurricane actually becomes incredibly powerful, and it doesn't lose power on misses so you won't need to worry. It actually has a great match-up Vs. Opposing Balance and Stall teams, because after the metronome boost it becomes quite easy for it to beat or wear down usual switch ins.
Ex:
252 SpA Metronome Tornadus-Therian Hurricane vs. 248 HP / 252+ SpD Toxapex: 218-260 (71.9 - 85.8%) (5 uses)
252 SpA Metronome Tornadus-Therian Hurricane vs. 252 HP / 208+ SpD Ferrothorn: 186-218 (52.8 - 61.9%) (4 uses)
252 SpA Metronome Tornadus-Therian Hurricane vs. 0 HP / 4 SpD Tapu Koko: 173-204 (61.5 - 72.5%) (3 uses) (Commonly tries to switch-in)
252 SpA Metronome Tornadus-Therian Hurricane vs. 248 HP / 252+ SpD Sableye-Mega: 139-163 (45.8 - 53.7%) (3 uses)

Replay Vs. Stall: https://replay.pokemonshowdown.com/gen7ou-760543759
Replay Vs. Rain: https://replay.pokemonshowdown.com/gen7ou-765098826 (Doesn't do much, but it does help me wall break in the first few turns)

Overall, now that I look at the set, I think it could be really good if used on a rain team for those never missing hurricanes. Also pairs well with physical mons because of it's ability to lure and catch some unexpected KO's.
Doesn't seem like the best of ideas to me personally, given the low accuracy of Hurricane and the low-ish max PP (which stalls itself out naturally when compounded with that low accuracy). Seems like it would be prone to let you down when you absolutely needed it to take out a member of the opposite team. Maybe on a rain team as you say, but even then I think more upfront power is generally better for rain rather than having to wait a few turns to power up.
 

Srn

Water (Spirytus - 96%)
is an official Team Rateris a Forum Moderatoris a Community Contributoris a Top Tiering Contributor
OUPL Champion
Doesn't seem like the best of ideas to me personally, given the low accuracy of Hurricane and the low-ish max PP (which stalls itself out naturally when compounded with that low accuracy). Seems like it would be prone to let you down when you absolutely needed it to take out a member of the opposite team. Maybe on a rain team as you say, but even then I think more upfront power is generally better for rain rather than having to wait a few turns to power up.
With a metronome your hurricane actually becomes incredibly powerful, and it doesn't lose power on misses so you won't need to worry.
Low pp is a fair complaint in combination with shaky accuracy, but I'd like to compare to another tried and true metronome user mamoswine. Icicle crash and eq both have 16 pp, and idt mamo ever really depletes itself of all the pp of either move.
Besides, this torn is just one way to help pressure balance, it is in no way supposed to be the sole pokemon responsible for handling stall or anything. It's just an option you can use to help pressure balance, an alternative to the rocky helmet pivot when your z-move is spent, and that's fine.
 

HCJB

Banned deucer.
Low pp is a fair complaint in combination with shaky accuracy, but I'd like to compare to another tried and true metronome user mamoswine. Icicle crash and eq both have 16 pp, and idt mamo ever really depletes itself of all the pp of either move.
Besides, this torn is just one way to help pressure balance, it is in no way supposed to be the sole pokemon responsible for handling stall or anything. It's just an option you can use to help pressure balance, an alternative to the rocky helmet pivot when your z-move is spent, and that's fine.
No I know it doesn't lose Metronome power, still depending on 70% accuracy to hit repeatedly seems like a bad idea. When it misses, it can often give your opponent an opportunity use a recovery move, somewhat ruining the cited calcs and requiring a quite a measure of luck. Normally with Torn-T, the 70% accuracy is acceptable in some ways due to Regenerator and its confuse chance (or because you're running Z-move/AV/Helmet to ensure accuracy/longevity/punishment) - but that doesn't mean to say it's a good candidate for Metronome, especially when Torn-T really appreciates Heat Wave/Superpower/Knock Off coverage which ruins the Metronome momentum, and especially when there's still a lot of bulky steels in the tier that you will have to use this coverage on (Heatran, Skarmory, Celesteela, Magnezone, etc).

I'd say that Mamo is different in that ground/ice has solid neutral coverage so there's a decent chance you might be using the moves in succession, plus Icicle Crash has 90% accuracy which is quite a lot better than the 70% of Hurricane. When you have two solid STABs rather one, PP issues really aren't too much of a problem. Besides, PP was more of a minor point, but a valid one if you're talking about stall counter-play.

For me personally, this set is "outclassed by standard sets", which is one of the stipulations about why sets shouldn't be posted here, and what is accomplishes (somewhat sketchily pressuring balance and stall) is done by both the Z-Hurricane set and by a lot of other mons that work with much more consistency. Not taking up a Z-move is not a good enough reason to run a set if its consistency is dubious.

Not trying to be overly down on the set, just trying to share an opinion. I don't think anything more needs to be said, as the cases for running/not-running the set are established - and it's good to avoid bogging down this thread with the discussion of one particular set. If people really like the set or see its merits, then they're going to be running it regardless of what I've said.
 

Life Orb Hydreigon

Hydreigon (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Fire Blast

It's a set from Under Used i appreciate a lot, he has a niche in OU i think that the new offensive set reinforce perfect balancing which would give make you want to play it and hopeful that he will go back in OU. Despite as his weakness to the fairy, with Flash Cannon it surprises to the oppenent
but i admit he does not hard hit to Clefable or Mamoswine if Aurora Veil is active, Hydreigon will stay still a good mon's in OU i hope that rising. Some damage calculations interessing : 252 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 0 SpD Landorus-Therian: 324-382 (84.8 - 100%) -- 6.3% chance to OHKO after Leftovers recovery
252 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 0 SpD Landorus-Therian: 324-382 (84.8 - 100%) -- 81.3% chance to OHKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Hydreigon Draco Meteor vs. 160 HP / 28 SpD Zygarde: 546-642 (137.5 - 161.7%) -- guaranteed OHKO
252 SpA Life Orb Hydreigon Draco Meteor vs. 0 HP / 0- SpD Kyurem-Black: 655-772 (167.5 - 197.4%) -- guaranteed OHKO
252 SpA Life Orb Hydreigon Draco Meteor vs. 0 HP / 4 SpD Tornadus-Therian: 292-344 (97.6 - 115%) -- 81.3% chance to OHKO
252 SpA Life Orb Hydreigon Draco Meteor vs. 0 HP / 4 SpD Tornadus-Therian: 292-344 (97.6 - 115%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Hydreigon Dark Pulse vs. 240 HP / 0 SpD Mew: 330-393 (82.2 - 98%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Hydreigon Dark Pulse vs. 240 HP / 0 SpD Mew: 330-393 (82.2 - 98%) -- 68.8% chance to OHKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Hydreigon Flash Cannon vs. 252 HP / 4 SpD Clefable: 242-286 (61.4 - 72.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Hydreigon Fire Blast vs. 0 HP / 4 SpD Magearna: 268-317 (89 - 105.3%) -- 31.3% chance to OHKO
252 SpA Life Orb Hydreigon Fire Blast vs. 0 HP / 4 SpD Magearna: 268-317 (89 - 105.3%) -- 68.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Hydreigon Fire Blast vs. 252 HP / 208+ SpD Ferrothorn: 411-484 (116.7 - 137.5%) -- guaranteed OHKO
252 SpA Life Orb Hydreigon Fire Blast vs. 248 HP / 156 SpD Celesteela: 260-307 (65.4 - 77.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Hydreigon Fire Blast vs. 248 HP / 8 SpD Skarmory: 403-476 (121 - 142.9%) -- guaranteed OHKO

Replays: http://replay.pokemonshowdown.com/gen7ou-766628675
 
Reuniclus reloaded



Tapu Lele @ Iapapa Berry
Ability: Psychic Surge
EVs: 248 HP / 20 Def / 136 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Draining Kiss
- Psyshock / Focus Blast

Draining Kiss is a 50 BP Fairy attack which drains 75% HP (!) of the damage done. With enough defense, Lele can now outheal damage done by opposing attacks. Iapapa Berry functions similiarly as Iapapa Zygarde while also faking Z-Move. This helps Lele accumulate with setting up alot. The EVs maximize damage and (especially) physical bulk while outspeeding Timid Magearna.


http://replay.pokemonshowdown.com/gen7ou-750870369
http://replay.pokemonshowdown.com/gen7ou-750914956
http://replay.pokemonshowdown.com/gen7ou-750892596

This Set is not consistent but you can cheese some matchups with this. A similiar Set was used against me on ladder so this is not 100% my idea.
https://www.smogon.com/forums/threa...il-further-notice.3622343/page-6#post-7688169

This is the earliest sketch of where that Lele came from that I can remember. It's more flexible than reuni but struggles to have sustain at all against steel heavy teams unlike reuni.
 
Here is a rather odd looking core that I've been finding very good at closing out games recently:
Descriptions hidden within spoilers:

Fat Passho Volcarona
1530987071961.png

Volcarona @ Passho Berry
Ability: Flame Body
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Quiver Dance
- Roost
- Fiery Dance
- Bug Buzz
So with most volc these days running QD/Fire/Z-Psychic/Ground I found that people try to offensively answer Volcarona with stuff like Greninja, (M-)Gyarados, Lati@s, etc... Most of these look to hit it with a water type move or psyshock or whatever. You basically just eat the water move, set up in their face and then kill with bug buzz. This is an amazing defensive answer to a lot of popular pokemon as well (assuming rocks aren't up, obviously). Kartana, Magearna, Mega-mawile, Mega-scizor, ferrothorn, even Medicham sometimes, are free switches. Even when you can't take a hit, there is always the nice bonus of punishing a contact move with flame body, which can deter fake-outs, u-turns and other safe moves. EVs let it outspeed Torn-T after one QD. Could probably make a case to outspeed Gren, but then you'll lose some bulk in matchups like offensive lando, which currently can't OHKO after rocks with EQ.

252 SpA Choice Specs Greninja Hydro Pump vs. +1 248 HP / 4 SpD Passho Berry Volcarona: 147-174 (39.4 - 46.6%) -- guaranteed 3HKO
252 SpA Choice Specs Greninja-Ash Water Shuriken (20 BP) (3 hits) vs. +1 248 HP / 4 SpD Passho Berry Volcarona: 108-129 (28.9 - 34.5%) -- approx. 1.4% chance to 3HKO
252 Atk Mold Breaker Gyarados-Mega Waterfall vs. 248 HP / 208+ Def Passho Berry Volcarona: 147-174 (39.4 - 46.6%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 248 HP / 208+ Def Passho Berry Volcarona: 118-139 (31.6 - 37.2%) -- 83.2% chance to 3HKO
Free Sweep Example
https://replay.pokemonshowdown.com/gen7ou-772597833

OH BABY: https://replay.pokemonshowdown.com/gen7ou-777916126

So you're probably thinking "that garb set is totally walled by Heatran", and you'd be right, so look look no further than

Waterium-Z Lure Toxapex
1530987390373.png

Toxapex @ Waterium Z
Ability: Regenerator
EVs: 248 HP / 130 Atk / 130 SpD
Impish Nature
- Liquidation
- Toxic
- Recover
- Haze
You know how every heatran these days thinks they're really cool for running OP magma trap into taunt+earthpower to kill toxapex? Well, it's time for the URCHINS TO RISE.

130 Atk Toxapex Hydro Vortex (160 BP) vs. 0 HP / 0 Def Heatran: 270-320 (83.5 - 99%) -- 75% chance to OHKO after Stealth Rock

Absolutely obliterated. The fat sets can't do enough damage to avoid the 2HKO. This set isn't only useful as a lure either. With toxapex's new offensive prowess, you can bop other stuff that likes to naively switch in. A brief sampling;

Blacephalon (OU Choice Scarf) Hydro Vortex 190.2 - 224.2%
Volcarona (OU Quiver Dance) Hydro Vortex 129.9 - 153%guaranteed OHKO
Excadrill (OU Sand Rush Sweeper) Hydro Vortex 118 - 139.6%guaranteed OHKO
Alakazam-Mega (OU Special Sweeper) Hydro Vortex 80 - 94.4%guaranteed 2HKO
Tapu Lele (OU Choice Scarf) Hydro Vortex 64 - 75.8%guaranteed 2HKO
Tapu Koko (OU Offensive Pivot) Hydro Vortex 57.6 - 68.3%guaranteed 2HKO

You get the point.

It goes without saying that you do lose some defensive prowess, but you still can survive important hits like Lando earthquake, kart, leafblade 2hko, char Y. The only things that can OHKO outright are Lele and Hoopa, and you weren't staying in on those anyway. Not caring about knock-off is also nice. Makes weavile free. I run toxic over T-spikes because there are lots of pokemon that are absorbers and/or immune these days and I prefer to use toxic to hit a key target by tanking a hit and switching out.
Tran doesn't know what hit em
https://replay.pokemonshowdown.com/gen7ou-772594457

Hazard removal is necessary with these boys. As you can see in the replays I like running a core of AV exca + Wish Clefable to keep the team up.
 
Last edited:
Belly Drum Mimikyu

Wait, Mimikyu doesn't have access to belly drum. But it can use it pretty consistently with the help of another mon setting it up.



Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Copycat
- Shadow Sneak
- Shadow Claw
- Play Rough

Copycat allows a mon to use the last move used in battle. With the help of another mon we can make sure that this move is Belly Drum. There are a few mons that allow you to do this but so far Ive found the most success with Snorlax.




Snorlax @ Toxic Orb
Ability: Thick Fat
EVs: 252 HP / 252 Def
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Belly Drum
- Yawn
- Block
- Protect

What you need is a trapping move, a sleeping move and of course the move you want to Copycat. In this case Belly Drum. The goal of this set is to trap and sleep a mon and then ideally next turn die to Toxic damage from your Toxic Orb after using Belly Drum. Then next turn you send in Mimikyu and copycat the Belly Drum ideally leaving you at +6 behind a Disguise. Since there is no set way on how to do this, you will have to be creative and plan ahead based on the mon you trap. Hopefully the replays below will give a better understanding on how to pull this off and the different ways you can pull this off

Replays
Protect after Yawn
https://replay.pokemonshowdown.com/gen7ou-774607462

Yawn into Belly Drum giving the optimal sleep turn counts as you die.
https://replay.pokemonshowdown.com/gen7ou-774141349

Sometimes you will have to click Belly Drum more than once
https://replay.pokemonshowdown.com/gen7ou-773714622
 

1_TrickPhony

BSS Circuit Co-host
Belly Drum Mimikyu

Wait, Mimikyu doesn't have access to belly drum. But it can use it pretty consistently with the help of another mon setting it up.



Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Copycat
- Shadow Sneak
- Shadow Claw
- Play Rough

Copycat allows a mon to use the last move used in battle. With the help of another mon we can make sure that this move is Belly Drum. There are a few mons that allow you to do this but so far Ive found the most success with Snorlax.




Snorlax @ Toxic Orb
Ability: Thick Fat
EVs: 252 HP / 252 Def
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Belly Drum
- Yawn
- Block
- Protect

What you need is a trapping move, a sleeping move and of course the move you want to Copycat. In this case Belly Drum. The goal of this set is to trap and sleep a mon and then ideally next turn die to Toxic damage from your Toxic Orb after using Belly Drum. Then next turn you send in Mimikyu and copycat the Belly Drum ideally leaving you at +6 behind a Disguise. Since there is no set way on how to do this, you will have to be creative and plan ahead based on the mon you trap. Hopefully the replays below will give a better understanding on how to pull this off and the different ways you can pull this off

Replays
Protect after Yawn
https://replay.pokemonshowdown.com/gen7ou-774607462

Yawn into Belly Drum giving the optimal sleep turn counts as you die.
https://replay.pokemonshowdown.com/gen7ou-774141349

Sometimes you will have to click Belly Drum more than once
https://replay.pokemonshowdown.com/gen7ou-773714622
It already has Swords Dance. Why exactly do you want belly drum. Also these replays don't really show anything, just that low level players will lose to any cheese strategy. Shadow Sneak isn't nearly good enough to beat enough mons in this meta, even at +6. I just don't see the reward being large enough vs anyone with a strong balance core.
 
Belly Drum Mimikyu

Wait, Mimikyu doesn't have access to belly drum. But it can use it pretty consistently with the help of another mon setting it up.



Mimikyu @ Ghostium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Copycat
- Shadow Sneak
- Shadow Claw
- Play Rough

Copycat allows a mon to use the last move used in battle. With the help of another mon we can make sure that this move is Belly Drum. There are a few mons that allow you to do this but so far Ive found the most success with Snorlax.




Snorlax @ Toxic Orb
Ability: Thick Fat
EVs: 252 HP / 252 Def
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Belly Drum
- Yawn
- Block
- Protect

What you need is a trapping move, a sleeping move and of course the move you want to Copycat. In this case Belly Drum. The goal of this set is to trap and sleep a mon and then ideally next turn die to Toxic damage from your Toxic Orb after using Belly Drum. Then next turn you send in Mimikyu and copycat the Belly Drum ideally leaving you at +6 behind a Disguise. Since there is no set way on how to do this, you will have to be creative and plan ahead based on the mon you trap. Hopefully the replays below will give a better understanding on how to pull this off and the different ways you can pull this off

Replays
Protect after Yawn
https://replay.pokemonshowdown.com/gen7ou-774607462

Yawn into Belly Drum giving the optimal sleep turn counts as you die.
https://replay.pokemonshowdown.com/gen7ou-774141349

Sometimes you will have to click Belly Drum more than once
https://replay.pokemonshowdown.com/gen7ou-773714622
I think there is merit to this strategy (after all, Aurora Veil teams in lower tiers dedicate 2 mons to setting it up), but I don't think Mimiyku specifically is a good user of it. It already has two options for boosting moves (Swords Dance and Z-Splash), and the low Base Power of its moves combined with its mediocre Attack stat means that it's not hitting hard even at +6. Azumarill doesn't have Disguise, but it hits quite a bit harder, can more easily get a free turn as it forces out mons so easily, and doesn't need Snorlax's help Your opponents also made some bad plays, sometimes saccing mons for no reason even after you revealed Copycat.

There's several other candidates for this, both in OU and in other tiers. I'd recommend you try them too, and see which works best.
 

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