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Icekickseverything
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Jul 09, 11 at 6:20am ^
∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Log in to remove this sponsored message Moveset Competition Introduction This was an idea that was made in the pearl forum by Origin and Nightwing thought it would be a good idea to bring it to the strategy forum. This thread is all about creativity, the aim of the game is that there will be a theme set, ie a fire pokemon or a trick moveset, you then choose any pokemon that fits the theme and create a moveset following RMT guidelines. You will be then judged by a judge that will change every theme, for your creativity, description on how it works and the effectiviness of the moveset. It's really no fun if everybody just gives standard smogon movesets, so creativity is nice, but at the same time Choice Band Luvdisc would never work so we also judge on how effective it appears to be. We also judge on the description, a good description would explain why everything is the way it is. Why did you choose that nature, why those EV's, why those moves, what does it perform well against, what will you need to cover with other members on the same team. Rounds will last a certain length of time if it's popular enough maybe a week, if it seems to take people awhile to get everything done then maybe 2 weeks or so. Then the winner's moveset will be placed in a Hall-of-Fame. This would function to serve as good examples, as well as possibly provide viewers with movesets they might like to try out and of course bragging rights. When judged you will recieve a score out of ten. Rules *The Forum Rules apply, they are found here *No Flaming, None, it will not be tolerated. *No Spamming, if your not posting a moveset or commenting on someone else's moveset don't post. *Do not crictise other people's movesets. *Use RMT guidelines, it is a lot easier to grade. *No Ubers *Gen 5 is now available to use. Edit: Aug 11, 11 4:23am | |
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Icekickseverything
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Jul 09, 11 at 6:22am ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Spoiler:Hall Of Fame HALL OF FAME @Haplicity Clefable w/ Toxic Orb or Flame Orb Nature: Careful (+Sp. Def, -Sp. Atk) Ability: Magic Guard EVs: 252 Hp/44 Def/212 Sp. Def -Trick -Toxic/Seismic Toss -Protect/Encore -Wish/Softboiled Stalling is the only reason one would want to use Clefable over Blissey or Chansey. Magic Guard synergizes nicely with it's held item, allowing it to avoid the residual damage and inflict it upon an opposing Pokemon. The choice between Toxic and Flame Orb is up to what you want Clefable to do. Flame Orb will allow Clefable to cripple most physical sweepers (looking at you, Machamp). Due to Magic Guard, it's immune to entry hazards and such, so it can also be used as a status absorber later on. This set really shines when combined with Hippowdon, Tyranitar, or Abamosnow; Hail being the preferred weather condition, as there aren't too many Ice types in OU. The choice between Wish and Protect, and Encore and Softboiled really come to down preference. With Wish and Protect, Clefable will be able to stall longer, stop Fake Outs, and allow it to be able to heal its team. However, Softboiled and Encore will force switches, racking up entry hazard damage, and prevent opposing walls from healing. @UUWarrior Sneasel Item: Focus Sash Nature: Jolly Ability: Inner Focus EVs: 4 HP / 252 Atk / 252 Spe Moveset: Pursuit / Fake Out / Counter / Taunt Sneasel functions very well as an UU anti-lead. Fake Out is obvious, it can be used on the majority of leads and works well at breaking opposing leads' Sashes. It also has it's uses later in the game if Sneasel is still around. Taunt is usually used afterwards and prevents the opponents set up, screwing many leads such as Spiritomb and Uxie. Counter is there to fire back physical moves aimed at Sneasel which are often used after Taunt. It also beats Ambipom leads for the knock out firing back after they use Fake Out. Finally, Pursuit is useful upon prediction of a switch. Outside of this, it can be used on turn 1 against opposing Alakazam for the OHKO, sensing they'll carry Inner Focus. @xAndreix Espeon @ Leftovers Ability: Magic Mirror Timid Nature EVs: 4 HP / 252 SpA / 252 Spe - Calm Mind - Psycho Shock - Shadow Ball - Hidden Power [Fighting] Espeon now has a few roles it can accomplish. It can switch in on Spikes/SR leads and reflect it back . Thats why its best not to lead with it to get a surprize SR in. Calm Mind turns it into a sweeper. Phsycho Shock gives STAB as well as hitting special walls hard. Shadow Ball and HP Fighting give perfect neutral coverage to accompany the STAB. This Espeon is both a sweeper and a utility pokemon, as it can switch in on skarmory, blissey, etc, reflect their non-attack moves and force em to switch out or attack while it sets up a CM. @JeremyOrOmega Waruvial Choice Scarf Adamant 252 Atk/252 Spe/ 4 HP ~Earthquake ~Dragon Tail ~Stone Edge ~Pursuit This set takes full advantage of Waruvial's already high speed. Earthquake is for STAB, and gets rid of fire types namely Heatran and Ninetale, as well as rock types like Tyranitar. Jolteon as long as it's not Scarfed itself, will be outspeeded. Dragon Tail is for the rain dance teams, as Kingdra can really wreck under rain, so it can OHKO him, or if it not a Dragon type like Dragonite or Flygon, it will PHaze them. Stone Edge is mainly just for coverage, but it scores the set the ability to say that no Zapdos, that otherwise would laugh at this set, can stay in. Pursuit is basically a need for most Choiced attackers. With its prescence, Psychics unless otherwise out of OHKO range (very rare, but it happens sometimes) have to stay in. Pursuit picks up nice STAB, like Choice Scarf Tyranitar, but the one thing that sets TTar an Waruvial apart is Waruvials Ground/Dark typing. While he has a sad 5 Weaknesses (the only REALLY major one being Ice) and 6 Resistances, and 2 Immunities. This set super affects the following types (for those who don't care to work it out themselves: Rock Fire Steel Electric Poison Dragon Bug Flying Ice Ghost Psychic 11 out of 17 types is nice coverage, not to mention the 6 that it neutrals. The Ability is Overconfidence. After the first KO, Getting him off the board is harder. @Eon80 Lucario@Black Belt/Life Orb Timid nature EVs: 252Sp.A 252Spe 4Sp.D Nasty Plot Aura Sphere Shadow Ball/Dragon Pulse/HP Ice Vacuum Wave With access to Nasty Plot, Lucario finally has a way of instantly shooting its Special Attack stat sky high very quickly. Aura Sphere never misses and is the mandatory STAB. Shadow Ball forms perfect coverage with Aura Sphere. Your coverage move is based on what you want Lucario to handle. Shadow Ball forms perfect neutral coverage with Aura Sphere as does Dragon Pulse. Both have their major uses as Dragon Pulse has wide neutral coverage while Shadow Ball can take out the likes of Gallade who would otherwise give Lucario nightmares between crippling status and powerful Fighting STABs. Dragon Pulse can KO Dragonite before it has the chance to setup. HP Ice is inferior to both of these due to the wide neutral coverage of both Shadow Ball and Dragon Pulse, but it is an option nonetheless. Vacuum Wave makes up for Lucario's slight lack in Speed and is still able to gain STAB bonus. Item choice really depends on the confidence you have in your coverage move. Black Belt saves Lucario's HP as it needs all it can keep to live through neutral hits while boosting Lucario's main attack, Aura Sphere, along with its priority move. Life Orb boosts all of Lucario's move, but at the cost of 10% of Lucario's max HP each successful hit. @Dream Spirit@ Azelf@Choice Scarf,Adamant Nature, 128Def Evs, 252Spe EVs, 128Sp.Def EVs, Trick Zen Headbutt Thunder Wave Stealth Rock My favorite Azelf Trick set. Use Trick to give that Choice Scarf away. Then, Thunder Wave is there to Paralyze, Slowing all of the pokemon. Set up Stealth Rock for switches. Zen Headbutt is STAB and can OHKO some, 2HKO most. This set cripples at least 2 pokemon or more. His EVs are to ensure he can move first, and to be able to take a hit. This set has never failed for me. @XxAndreixX Regigigas @ Leftovers Impish Nature EVs: 252 HP / 216 Def / 40 SpD - Rock Climb / Dizzy Punch - Earthquake - Iron Head - Thunder Wave While this set may seem to rely a lot on hax, Regigigas has enough bulk to attempt this. 424 HP, 341 Def and 266 SpD can take a ton of hits that arent Fighting Type. For Example, here are a few calcs: +1 LO Outrage from Max Attack Adamant Dragonite: 69% - 82% LO Close Combat from Max Attack neutral Nature Infernape: 70% - 83% LO Focus Blast from Max SpA neutral Nature Gengar: 70% - 83% As you can see, those are extreme cases and he still lives and can Thunder Wave the opponent. The EVs give him great Bulk on both sides. 252 HP for general defence, 216 in Def and Impish nature give him a bonus point and the rest go to SpD. Rock Climb / Dizzy Punch are for STAB and both offer a nice 20% confusion rate that forms parafusion with Thunder Wave. Iron Head rounds out Parafusion by both giving you a 30% chance to flinch and coverage against Rock and Ghost types (except Rotom). Earthquake gives you coverage against steel types and is a good move to use in general, Leaving only Rotom and Shedinja who resist everything this set has, and both can be paralysed. This set needs some teammates in order to work to full efficency. A fighting resist like Cresselia and Weezing is perfect to take those hits that he cant take. A teammate that can benefit from paralysed foes such as Heatran and Machamp is very useful, as this set focuses on Paralysis. @Haplicity Crawdaunt Nature: Brave (+ Attack, - Speed) EVs: 252 Attack/ 252 Health Special IVs: 0 Speed Ability: Adaptability Item: Life Orb or Choice Band -Crabhammer -Crunch -X Scissor/Brick Break/Aerial Ace -Swords Dance/Substitute/What you didn't choose for slot 3 This set is designed to take advantage of Crawdaunt's unique typing and its new toy in the fifth generation, Adaptability. This is a set designed to work in Trick Room (if you couldn't already tell). It hits hard, very hard. Its near perfect STAB coverage of Crabhammer and Crunch decimates almost everything (only resisted by a small number of Pokemon). Your item choice depends on your play style. Life Orb offers decreased damage and decreased survivability for the ability to change up your moves, while Choice Band gives you raw power. Naturally, if you go with Choice Band you'll need to have four offensive moves. However, if you like the versatility that Life Orb offers, Substitute or Swords Dance can be excellent if you can predict a switch. The former offers extra protection while the latter boosts your physical damage to sky high numbers. X-Scissor helps take care of those nasty Grass Pokemon that can ruin your sweep. Aerial Ace is an alternative to X-Scissor, albeit less powerful, and can help you take out those annoying Water-Fighting or Grass-Fighting Pokemon that hinder your sweep. Brick Break is a nice in between, giving Crawdaunt perfect coverage (except on the rare Toxicroak). If you really want to, Brick Break can be replaced with Superpower, but I dislike using it as the stat drop really hurts your momentum. @MagnetBoy Surprise!!(Bidoof) @ Leftovers Unaware Impish 236HP/4Atk/152Def/116Sp.Def Swagger/Yawn SuperFang Waterfall Toxic To all who just automatically hate Bidoof without actually checking any of its many capabilities (or Bibarel for that matter), I hate you deeply. With this set and Unaware, Bidoof can take down just about any wall you throw at it. EVs and nature combine for useable bulk, with a bit more into Defense since its only weakness is Fight, and most Fighting moves are physical (bar AuraSphere). Unaware, though, means that when I Swagger, the opponent's sharp Attack boost has no effect on me. But if you don't wanna risk it coming back to haunt you later, then you can Yawn away stuff too. Swagger is nearly infinitely better, though. I just remember using it for some time and having reasonable success with it. As I said, this is a wall breaker, so confusion combined with halving the opponents' HP just about every turn means that I can almost always rely on this guy to take down those annoying Happinys and such. Waterfall is for when Misdreavus comes in expecting Return or QuickAttack STAB. Since this is meant for wall breaking, Toxic is the best thing you can really hope for in the last slot. You may opt for T-Wave I suppose, since this can only take so many hits, but I've never tried it. Confusion plus SuperFang alongside increasing poison damage means that HP continues to drop while it's hard to get a move in to cure. There are a lot of walls in Little Cup, but this brings them down hard. Unaware means that no defense or special defense boost by the opponent will take any effect until Bidoof is KOd eventually. So, the unique ability to completely avoid being hit by boosts and to hit right through them falls unto Bidoof as an absolute saving grace, going by its low base stats. Whatever resists Waterfall will fall to Toxic after a SuperFang or two, as long as they're not running Rest or Refresh. But confusion from Swagger will assist in preventing this sometimes, so don't panic. When Bidoof must take a more defensive role, its bulky spread comes into play. It often stops sweepers cold as well, as they can't up their attack against the buck-toothed beast. Making this Bidoof a BatonPass recipient is an excellent idea, as if maybe a Bellsprout uses SwordsDance and Agility (I think it can learn that) to get a +2 boost in both speed and attack, Bidoof turns each of those into +4 boosts upon receiving them. This would be the most perfect example for this set, since it has zero investment into speed and minimum into attack and would immensely appreciate the help. As with all Pokemon, RapidSpin support and throwing out some entry hazards of your own are always excellent methods of assisting our little beaver buddy. Dual screens would also greatly benfit it since foes already can't boost their attacking power. As for prediction, you need to know when to SFang and when to use Waterfall. Swagger can be used whenever, since whatever comes in will have rid itself of confusion. Toxic is tricky, and it's best not to reveal it immediately. Try allowing a switch or two, that way you can predict more of who may come in. Then just Toxic when you find yourself struggling, and time another one correctly to nail the eventual switch-in. And remember, Poison and Steel types can't be poisoned but will eventually fall to a few SuperFs and a Waterfall or two. So just beware of Bronzors and Gastlys when poisoning, and you should do alright. Porygons may also be a little troubling, since if they run Download they're far better special attack stats will be powered up. Don't worry if you begin to lure in Misdreavus and such, getting rid of Ghost-types (Gastly again) is a large function of this set. Obviously, knowing when to switch is a must too, but prepare to cause quite a few! @JeremyOrOmega Lapras Leftovers Adamant Water Absorb 252 Atk/252 HP/4 Spe ~ Dragon Dance ~ Avalanche ~ Waterfall ~ Ice Shard Simple Revenge/Sweep Set, made for use as a late game pokemon. So after your Stallers have had their fun, being walruses (walri?) and mammoths, this guy comes in. First one either Revenge Kills the pokemon thats in (via Ice Shard), of if it can be beaten by the Hail/Stealth Rocks, Dragon Dance a few times. Avalanche is there since even after a few Dragon Dances, Lapras is still gonna be outspeeded by a lot of stuff. Might as well have an extremely powerful STAB option for moments like that. Waterfall is secondary STAB, and it is my sweeping option. After a few dances, this set's mediocre Attack, and infinitesimal speed sky high. This set is best used hen keeping to NU. In ou it just doesn't stand up to faster, stronger, and bulkier sweepers. The only main theat of UU is Lanturn, but with proper team support, it can be taken care of. Obviously, Walrein and Snover are team support, and Sneasel is a good companion, since its a physical attacker, which sadly, hail teams often lack (Bar Mamoswine, but this is NU) and Glaceon can be used for a Special Sweeper. @MagnetBoy Banette @ Liechi Berry Lonely 76Atk/180Sp.Atk/252Spe Will-O-Wisp/ThunderWave/Toxic CalmMind EvilEye SuckerPunch/ShadowSneak/ShadowClaw Poor, poor Banette. It's an abandoned toy that spends every night searching for the child that disowned it. It's always reminded me of the Island of Misfit Toys, from Rudolph the Red-Nosed Reindeer. So whatever switches into you will assume you're going for the usual suicide TrickRoomer. However, EvilEye has finally brought Banette a new trick up his sleeve. Will-o-wisp is reccommended in the first slot, as it helps to bluff a relatively predictable set. If the opponent switches out, as it usually will, CM for the Sp.Def boost, as it seems. But you now burn/poison/paralyze your foe yet again, they stay in to try and prevent another boost. Again, W-o-W works well since a special attacker will most likely switch in due to fear of having their attack stats halved. Now that your preperation is done, they stay in to try and bring you down despite their wound. But now you use EvilEye, and the boosted power of it will shock your opponent since Banette is usually seen to run a physical set. But yet another surprise comes in the form of whatever you decide on for the last slot. ShadowSneak is a more reliable priority move then SuckerPunch, but lacks SP's power. ShadowClaw is really only listed for its STAB and better critical hit ratio. Be warned that it will allow any normal-type to wall this set entirely, however, namely Noctowl which can proceed to murder you quickly with a ShadowBall or two. EVs allow you to outspeed a good amount in the lower tiers, while also giving you solid power for an often-overlooked Sp.Atk base stat of 83. Hey, there's worse out there, right? Remaining EVs are thrown into Attack for maximum confusion level as far as in your opponent's mind. Liechi for when either Noctowl hits you with NightShade once or twice and just for getting hit in general. Besides, your physical attack is really only there for when you're "in a pinch". Nature pumps the less-invested-in Attack stat, while cutting the less-needed Defense stat seeing as both of my immunities are to types that are usually physical. For team support, you're gonna want something that can use Fighting-type moves, and since this works best in lower tiers you may wish to arm yourself with a Machoke or a Hitmontop. Try to switch this in on a well-predicted ExtremeSpeed, Return, BrickBreak, CloseCombat, etc. You may be tempted to come in on Arcanine's ES, however its relative bulk and immunity to W-o-W will erase most, if not all, of its fears of you. Look more for things like Linoone. The ability choice is actually very important here, as all can allow for completely different strategies. Should you run Frisk, then it helps to feign a support set or that you may be carrying Trick. Insomnia, however, alows you yet another kind of move to switch in on with total immunity. Noctowl's ability to wall this set should again be noted. Especially with the new addition of Tinted Lens increasing its use. It holds Hypnosis quite often, and has been known to even combine it with DreamEater, and avoiding sleep is often quite useful for any sweeper. Especially such a frail one. Finally, we have Cursed Body. This gives you the chance to switch in on physical attackers even easier, since if you predict a BrickBreak and get hit with IcePunch instead, you have almost a one in three chance of disabling that move for your opponent. This makes them even more likely to switch out, giving you the oppurtunity to use CM more often. @Eon80 Jolteon@Leftovers/Balloon/Petaya Berry Timid nature EVs: 252SpA 252Spe 4SpD Substitute Thunderbolt HP Ice/HP Grass Shadow Ball/Signal Beam Moveset/Item This is a general blend of 2 Smogon sets Jolteon has in Gen IV to turn it into a common Sub+3 Attacks set. The difference is, Jolteon doesn't really have an "official" Sub+3 Attacks set from Smogon. The goal is to come in on something that either fears Jolteon, or is unable to hurt it. While they switch to their counter, you get some shelter from behind a Sub to ease prediction. The opponent will likely guess its a standard SubPasser after Lefties recovery and attack with something Jolteon doesn't directly fear in order to try and nail the recipient that doesn't end up coming. Thunderbolt is the necessary STAB move Jolteon needs. HP Ice lets Jolteon comfortably KO all forms of Gliscor, Dragonite, and Flygon when its behind a Sub. Shadow Ball is Jolteon's best 3rd attack; allowing it to lay the smackdown on the likes of Gengar and Victini. Leftovers is the item of choice to feign a SubPasser set and to cancel out passive damage through weather. EV Corner Nothing flashy here. Jolteon's HP is too low to invest in much defense so max Speed and Special Attack. Extra 4 EVs can go anywhere but HP(especially if you use Balloon or Petaya Berry as the hold item) as that would make its HP divisible by 4. Optional Changes There's a few things you can consider changing on Jolteon. HP Grass can be used if Swampert and Mamoswine really bug you, though the latter risks being 2HKOed by Shadow Ball anyway. Signal Beam can be used to destroy Celebi instantly, but Shadow Ball should 2HKO all but the most defensive variants anyway. You can use Balloon to rid Jolteon of its only weakness, but once you get hit without a Sub, it's gone. Petaya Berry gets a mention since you are using a Sub set. When using Petaya Berry as your item, just treat it like any other set that uses the "Sub down to Berry" strategy. This is dangerous though since, without a Sub, Jolteon will fall to almost any priority move at 25% health due to his pathetic physical defense. Since this is a Sub set, entry hazard support is welcome; especially since Jolteon won't be running Life Orb as its item. @MagnetBoy Hariyama @ Leftovers ThickFat Adamant 188HP/252Atk/68Sp.Def BulkUp/FakeOut Superpower StoneEdge BulletPunch/FocusPunch Alright so I'm not really sure if I'll get the creativity points I was hoping for, because now that I think about it I can't prove my reasoning. But my little sister got some Pokemon book at a garage sale one time from a while ago (only went up to Hoenn) and it was all lists of the Top 10 Whatevers. Villians, Fire-types, legendaries, everything. So I was just seeing what was in it a few days ago and Hariyama was ranked as the #7 Fighting-type! And I was all HOO HA but now I can't really prove that. But still... So as for the actual set, the reccommended options are listed first as Hariyama's general bulk as far as HP combined with decent investment to protect it somewhat against incoming Pyschics and AirSlashes makes it a quite valuable sweeper. So with this hulking sweeper, you use Lefties to assist in recovery on your massive Health Points total. Nature should be Adamant always, and the given EVs allow you to sustain heavy damage while consistently fulfilling your maximum potential. For your moves, the first slot depends on what you prefer. BulkUp boosts are nearly gauranteed thanks to your solid defensive stats here, while FakeOut breaks Sashes on the most common check to Hariyama: Endeavor sets. It also allows this to function as a half-decent attacking lead, but only in UU due to its lack of speed in general and the fact that Machamp outshines it. Also, it is important to remember that Superpower's recoil is negated by BulkUp(s). StoneEdge nails Flying-types, or RockSlide does the same if you worry about accuracy and/or prefer flinching over critical hits. Lastly, you can pick between priority (for those of you who aren't too good at predicting) or FocusPunch to knock the switches that you'll always cause into oblivion. If you choose the former, then you can possibly forgo the Rock-type move since you now have something to deal double damage against the usually-frail Flying-types which continue to be the bane of Hariyama's existence. This would potentially free up a slot for FocusPunch if you like both, but that leaves you with a weak move, an unreliable move, and a move that drops your Atk and Def every time you use it. If you aren't the predicting type but wish to use FocusPunch regardless, then you could swap Superpower for ForcePalm since the paralysis rate offers a chance to either allow you to outspeed your foe or force a switch rather than pray for one. If you're the one who always goes for the big blow and so hates the power drop from Superpower to ForcePalm, I geuss just use FocusPunch when something is locked into a move that has bad-ish accuracy like StoneEdge or Thunder and hope for a miss. To counter this, your opponent basically has to be carrying a Mismagius in UU, a Gengar in OU, or something similar (Haunter?). These can switch into your Fighting STAB(s) with immunity and outspeed you to score lethal Psychics and eventually wear you down. Avoid Ghost-types like the plague and you should fare reasonably well. To support this, it is best to have something to scout out a Flying-type and eliminate it to get you in safer. This way, you can get in and get some BulkUps in with hardly a worry at all. Or even better, a Uxie with Memento can cripple an opposing sweeper, especially one that could threaten Hariyama like Mismagius, and force them out leaving you free to come in as they do so and FocusPunch the incoming opponent. This works well as it may feign a SubPuncher set. @MagnetBoy Dialga @ Leftovers Calm 252HP/100Def/16Sp.Atk/140Sp.Def -Toxic -IronDefense -StealthRock/Roar -FlashCannon/DragonPulse/MetalBurst This Dialga basically is a defensive version of what is almost always seen as a special sweeper. And although it has very good reason to use its frightening power to shred teams to pieces, this cause its stellar defensive capabilities to be often overlooked. It has a ridiculous nine resistances, as well as an ever-important resistance to Poison-type moves. At first glance this seems irrelevant due to the general lack of Poison-type moves or Pokemon in Ubers, but Toxic is the general bane of all sweepers' existence. So if you have any sort of prediction skills, but can't find a way tp switch this behemoth in, then you should probably get that checked out. The EVs allow a significant Sp.Def stat next to a Defense stat that doesn't get quite as much attention EV-wise since it gets doubled by ID anyways. Nature boosts it nonetheless, and cuts the unused Atk. Lefties make you stick around for even longer in the event that something actually manages to dent you. On the matter of Toxic, it is the essential move to this set. Bring Dialga in on, well, just about anything, but hopefully something that will switch out courtesy of the sheer terror that Dialga tends to induce in foes. Now that you have one opponent out of the way, you can IronDefense as they take their leave. If they don't exit, then one of your emergency STAB moves can usually deal with them after a few turns of Toxic damage. Assuming they run though, you Toxic the switch-in. Now that Dialga appears to be either a status-spreader or a special sweeper, usually something like a Blissey or Manaphy will come in with some sort of an idea of walling you (as if it could anyway). Anyway, as your would-be counter begins to set up, you actually set up yourself with IronDefense. You may have noticed that a lot of my sets are based on confounding the other battler, and this is no different. Your challenger should be sufficiently baffled, which means that you can go ahead and begin supporting with either Roar or StealthRock. Once your 'counter' starts attacking with something that can barely hurt you (SeismicToss is next to useless due to max investment and a titanic HP base stat to begin with), you can poison them as well and continue to spread status to assist your teammates. This monster is ridiculously tough to KO, so it has few real counters. Remember that Manaphy will scoff at Toxic in the rain, and that Blissey will tend to do the same against your attacks. Your only two weaknesses are to Ground and Fighting, which leaves you a bit vunerable to EarthPower. Opposing Dialga are really the only things that will totally stop you in your tracks, as they will resist your attack unless you run EarthPower yourself. Incoming EQs may seem deadly, but IronDefense usually negates their threat. CloseCombat suffers a similar fate, although AuraSphere may eventually wear you down from the likes of Lucario and, again, other Dialga. Your brother Palkia tends to run EarthPower as well, and occasionally AuraSphere, so be on the lookout for him. Anything that draws in one of the many moves that can't touch Dialga makes a strong pair with it, especially sweepers that both appreciate your scouting or entry hazards and lure in Toxic. Other scouts that reveal another Dialga can also be useful. I prefer to use this to assist my Kyogre, as it can force out Infernapes that would otherwise threaten my Dialga with Fighting STAB or EQ. By the time they dare to return, I'll usually have already boosted my Defense sky-high. Otherwise I just cripple them with Toxic to continue my same strategy. Once Dialga has ruined most of the opposing team, it can often be used to pick off highly-weakened enemies with whichever attacking move you run. As far as other possibilities, DragonPulse hits opposing Dragons while FlashCannon gets a mention for STAB receival. MetalBurst allows you to skip out on Sp.Atk EVs and dump them into a defensive stat or even speed. Be warned that it requires a decent amount of prediction though. The support move is up to you, as it depends entirely on what your team requires. SR kills off Ho-oh, and can help break down opposing walls such as Lugia. And a bit ofextra damage isn't really a good thing for anything. If you use Roar, then you can scout out the other team and even assist yourself in spreading status if something simply refuses to switch out. It also rids yourself, at least temporarily, of other Dialga which have been mentioned several times. Keep in mind that with StealthRock you will require a Fir move soemwhere on your team to incinerate Forretress, or you could even pack Flamethrower/FireBlast yourself for a surprise bonus on enemies. Steel tends to leave a lot to be desired in coverage, and Dragon only hits other Dragons for double and everything else for neutral (bar Steel, again drawing Dialga with its unique neutrality). @Eon80 Altaria@Leftovers Natural Cure Careful nature EVs: 236hp 176SpD 96Spe Roost Dragon Dance/Perish Song/Roar/Haze Dragon Claw/Dragon Tail Heal Bell Moveset: Altaria has the best supporting movepool of all Dragons and this allows it to shine as a top supporting choice in UU. Heal Bell and Roost form the crux of the set as it allows Altaria to come in early on in the game to rid teammates of status problems and heal itself before switching out of a hard counter. Draogn Dance and Draogn Claw let it fill a unique role of Supporting Sweeper. This Altaria can sweep late-game if Steel types are non-existent, but keep in mind that its main job is to keep its teammates healthy throughout the match. EV Corner/Item/Nature/Ability: The EVs focus on Altaria's great special bulk and rare ability as a Dragon/Flying type to take Ice Beams and force opponents to waste PP. The leftover EVs go into Speed so you can get Roost in before these Ice Beams to cushion the 2nd shot. Leftovers is the best item for Altaria as it should be coming in frequently to heal teammates, but may not always have time to use Roost to heal itself if a setup sweeper comes in on it. Careful is used to tank more special attacks, but Impish is a possibility with Altaria's decent physical defense stat. Natural Cure is the best ability for Altaria to use so Toxic won't cripple it for the remainder of the match. Optional Changes: The main changes come with Altaria's 2nd moveslot which can dictate what it does mid-late game. Perish Song can be used as a way of stopping a setup sweeper from staying in to finish the sweep. Roar can force out a dangerous setup sweeper attempting to use Altaria as setup fodder. Haze can nulify any attempts as a stat booster and will make Altaria similar to a bulky Milotic. Dragon Tail can be used as your STAB if you want the extra switch effect it has. Keep in mind that Altaria is severely outclassed in OU by its fellow Dragons and should only be used in the UU Tier. @xProdx Drapion@Leftovers Ability: Sniper Nature: Jolly EV's: 252 HP / 4 Atk / 252 Spe Moves: ~ Toxic Spikes ~ Night Slash ~ Earthquake ~ Whirlwind Moveset: Drapion may be uncommon in UU, but it can get its job done. He can be a nice Physical Wall, Physical Sweeper, or a good Toxic Spiker. With its 110 Def and its 95 base Spe it can gets its job done well. It's 90 base Atk may be decent at best, but a crit from its Sniper will deal somevery nasty damage. Due to it's bulk and speed, it can easily get two layers of Toxic Spikes in. Night Slash is there for the STAB and the Sniper. Earthquake is its best attacking option as it covers Steels and Poisons, two of Toxic Spikers worst nightmare. Whirlwind is obviously there for phazing. EV's/ Nature/ Item/ Ability: Well they are quite simple. Max HP EV's + its already good Defenses gives it great bulk and allows it to tackle the likes of some special sweepers such as Mismagius, Rotom, and Choiced Alakazam. Max Spe is so that he can use its good Spe and setup Toxic Spikes before any damage is taken and usually lets it attack its opponent. Leftovers are there for the recory and so that it gets some extra bulk. Finally Sniper is there to be paired up with Night Slash to have the chance to KO, or at least deal a good deal of damage, to an opponent. Optional Changes: Taunt can be used over whirlwind, as Taunt stops walls from using their recovery moves and from setting up entry hazards, but beware of common counters or switch-ins such as Nidoking and Weezing. If you don't want to risk the chance with Night Slash + Sniper then Crunch would be your choice, if you do go with Crunch then Battle Armor would be a better ability to have for coverage over crits. @Eon80 Terakion @ Life Orb Trait: Justice Heart EVs: 252 Atk / 4 SDef / 252 Spd Adamant Nature (+Atk, -SAtk) - Stone Edge - Rock Polish - Earthquake - Close Combat/Holy Sword Introduction Take a moment to consider everything about this thing. Rock and Fighting give it too strong offensive STABs. It has access to EQ and X-Scissor. It can actually outspeed Dory with a Rock Polish boost. It 2HKOs Skarm with Stone Edge and KOs it from 50% health on down 100% of the time. It actually has usable bulk with 91/90/90 defenses. It's ability boosts its Attack stat every time it gets hit with a Dark move. Other than having base 120 in every stat like Arceus, what else could you ask for? Moveset This is one of the strongest physical sweepers introduced in Gen 5 and it has incredible power. The movset itself is simple enough. Come in on some random Dark move or any other attack Terakion resists(though Dark moves will activate Justice Heart) and use Rock Polish. From there, you can use Terakion's powerful moves to blast through a weakened team. Stone Edge and Close Combat are your 2 STAB moves, both of which are extremely powerful. Earthquake is there so you don't have to resort to Close Combat as much since Terakion does have respectable bulk. Ability/Nature/EVs Ability is Justice Heart as that is Terakion's only ability and it gives an Attack boost for every Dark attack Terakion is hit with. Adamant is chosen as the nature for a couple of reasons. The main reason is that even without a Rock Polish boost, Terakion can outspeed the positive natured base 90 Speed crowd(neutral natured base 105s are beat as well) by hitting 315 Speed. The second is that Terakion can boost its Speed with Rock Polish if need be. EVs are simple. Max Attack and Max Speed to hit like a fast truck. Optional Changes There's a couple of things you can change. You can use a Jolly nature to outspeed more things without a boost, but considering that Terakion can actually 2HKO Skarmory with Stone Edge, the power loss is too much. Rock Slide can be used for more accuracy and a flinch rate, but again, the power loss is usually too significant. If Grass and Psychic types really bug you, then you can opt for X-Scissor over EQ, but EQ lets Terakion selectively use Close Combat and preserve its defenses. Finally, Holy Sword can be used if the defense drops from Close Combat are not to your liking. If you do opt for Holy Sword, then X-Scissor becomes more of an option. Holy Sword is a great answer to Bulk Up users like Zuruzukin and Roobushin. How to play with it Basically, you'll want some special sweeper like Latios for example to soften up a team with strong, deadly blows. Usually, that will draw out a Special Wall which will allow Terakion to come in and setup a sweep on a weakened team. For defense, if you have something that can draw in Dark attacks,(again, Latios can do this) that will only make Terakion more deadly than it already is as it will then be able to attempt a sweep with +2 Speed and +1 Attack. @Toast Zapdos @ Life Orb/Leftovers Lightningrod 252 Sp.A/252 Hp/6 Def Modest --------- Substitute Agility Thunderbolt Hidden Power (Ice) Life Orb can be used for more power, and leftvoers can be used if you want a more defensive set. Just jend this in on something that Zapdos usually beats (like Yanmega or Gyarados) or something with low attack stats (most walls) and use sub on the switch or while they use a status move. You are then free to use agility at least once (with 470 speed, thats probably all you'll need) and sweep with its 383 special attack and the bolt-beam combo. A rapid spinner is very helpful to preserve its hp. Mamoswine gives this set some problems, especially if it has thick fat, as Ice shard deals over 1/2 damage, so scizor is a good partner to this, as it covers up Zapdos's weaknesses and isn't killed by EQ like most other steel types. @MagnetBoy Munchlax @ Leftovers Thick Fat Brave 0 Spe IVs 236HP/196Atk/12Def/60Sp.Def -Return/BodySlam -ZenHeadbutt -Earthquake -IcePunch/Thunderpunch/FirePunch As the holder of the entire metagame's lowest base Speed stat, Munchlax becomes literally impossible to outrun in a TrickRoom setting. Lefties let it recover 2 HP per turn, since there's no room for Recycle on this set for an Oran Berry. Brave pumps Atk and lets you be even slower, and the EVs maximize your overall potential as far as bulk and power. Your first slot is for STAB, and it's up to you if you don't mind the power drop for the handy paralysis chance that BodySlam carries. ZenHeadbutt is actually very useful, as it helps against pesky Mankeys and such. Earthquake hits Houndoom, Growlithe, and Ponyta. The last move is open to overall coverage, although personally I run IcePunch to handle troublesome Gligars that try to ruin my fun. Thunderpunch hits Mantyke, but it's not much of a threat to you as far as KO'ing you. FirePunch can handle Turtwig and Shieldon, but again they shouldn't scare you very much if at all. You'll want to put this on a team with a slow physical wall as well, as despite godly HP you'll eventually fall to repeated MachPunches, etc. Shieldon works great, as it is also capable of functioning under TrickRoom circumstances with low base speed and high defenses on both ends. You'll also, obviously, need something to actually setup TrickRoom. Porygon can do this and also support your team after doing so, as it too is pretty slow. Ralts is a highly underrated TrickRoom setter, mainly because that's all it can really do. But it does it well nonetheless, and should be considered. When using this, watch out for Magby. If its armed with MachPunch, it can take you down if it escapes EQ's grip. Preserve your PP on Earthquake, as its a very vital move here. @Obiwankenobi Slowking @ Leftovers Ability: Own Tempo Careful Nature (+SpD -SpA) EVs: 252HP / 252Def / 4SpD Moves: -Curse -Slack off -Waterfall -Zen Headbutt/Return This set surprises most of your opponents expecting Slowking to be special. The EVs are concentrated on Slowking's weak point: it's defense. Curse further boosts the said defense as well as giving it some offensive capabilities by boosting Attack. All of these for the cost of lowering his Speed which he doesn't mind losing. Waterfall is your main STAB and the choice between Zen Headbutt or Return is whether you want double STAB or maximum coverage. Slack off alongside Leftovers grants maximum survivability once you get those Curses up. As for abilities, it doesn't really matter but Own Tempo is there just in case you find yourself with an opponent using Swagger or any move that triggers conusion for that matter. Overall, Slowking doesn't look much of a threat but if played wisely, it can tear through teams like a beast. Don't let it's dumb looking expression fool you. @MagnetBoy Smeargle @ Choice Specs Own Tempo Modest 4HP/252Sp.Atk/252Spe -HydroPump -Thunderbolt -AuraSphere -DarkPulse/ShadowBall/Aeroblast/SpacialRend The first three moves of this set give you coverage across nine different types (Ground, Rock, Fire, Water, Flying, Dark, Steel, Normal, Ice) So the final slot is something of a toss-up. DarkPulse and ShadowBall offer similar coverage, so you could choose either of them to hit Ghosties with. Aeroblast hits Fight, Bug, and Grass to bring your coverage up to twelve types. SpacialRend is the most powerful special Dragon-type attack besides DracoMeteor (which is counterproductive to some extent) and RoarofTime (which leaves you immoblized and unable to switch for a turn) and offers excellent neutral coverage other than the Steels which you can already nail. As the title says, this assumes you can recieve a NastyPlot, a few CalmMinds, etc. The Specs help, but not enough on their own. Obviously, Smeargle can run a physical set with identical coverage and a Band. However, special attacks simply seem to be more powerful. HPump > Waterfall, Thunderbolt > VoltTackle/Spark, etc. Try and pair this with a solid Passer, because this is enough of a risk on its own. Celebi has great stats and can function as a backup special sweeper (you'll need one). Mr. Mime can also do this, as well as give poor Smeargle some assistance from Dual Screens, Safeguard, paralysis, or even work with CM instead. @RazeHell Froslass @ Choice Scarf Modest nature EVs: 252 Sp.At / 252 Speed / 4 HP Ability: Cursed Body Moves: Ice Beam Shadow Ball Thunderbolt HP Fight / Destiny Bond Basically, I like to call this set an anti-sweep set, though she's still a magnificent revenge killer. Nature Modest, so she can inflict more damage and maybe score that extra kill. Ability I really like Froslass's DW ability, so I'm sticking with that. At any rate, it's possibly than her other ability, which only works in hail. (Snow Cloak would be better if you're running hail, though) EVs Not much to say here, just the standard pumping of offense and speed. Move along now. Moves Ice Beam Requisite STAB move. If you're felling a little crazy, you can replace with Blizzard, but I highly recommend against it, unless you're running a hail team. Dragonites be weary. Shadow Ball Another STAB move. Works wonders against other ghosts, like Gengar. Thunderbolt For coverage. Gyarados fears this like it fears God. Also a good choice against Infernapes. Hidden Power Fight / Destiny Bond Here's the meat of the dilemma when with this moveset. You could go with HPF for excellent coverage, but admittedly, it's a pretty bad move on Froslass. Destiny Bond is another option, and a very viable one at that. Basically, if you decide a to use this, a pokemon on your opponent's side is going down. Spoiler:My very long spiel about Destiny Bond Unfortunately, Froslass is stopped cold if paralyzed and she can't even touch Blissey. Also watch out for Shadow Sneak (thankfully pretty rare) and Bullet Punch (Scizor is Froslass's worst nightmare) @Toast Deoxys-S @ Life Orb 252 Att/252 Sp.A/4Spe Naughty/Rash Nature ------- Extremespeed Drain Punch Shadow Ball Psychic EVs+Nature The given Nature (Main one is Naughty) and Evs give D-S 317 Attack, 289 Special attack, and 397 speed (Swap attack and Sp.A if you choose Rash). The speed allows you to outspeed scarfers and agility users that reach a speed of 396. It also gives decent Attack and Special Attack. Moves Extremespeed -- Good priority move. Great for revenge killing. Drain Punch -- With its Gen V power boost, it can also be used as a great revenge killing move and has the nice side effect of healing. Also works well for taking down Steel types and the ever common tyranitar. Psychic -- Pretty self explanatory, every set needs STAB. Shadow Ball -- SB gives thi set perfect coverage. This is its main attacking move versus both Ghosts and opposing Psychics. Item(s) Life Orb is the only allowed item this round. It's still very helpful since it boosts both Attack and Special attack, making D-S's mixed sweepeing ability that much better. Drain Punch helps you with the Damage it gives, and since you outspeed everything but a few rare pokes it shoudln't be too hard to find time to use it. @Eon80 Dragonite (M) @ Leftovers Trait: Multiscale EVs: 108 HP / 84 Atk / 100 SDef / 216 Spd Jolly Nature (+Spd, -SAtk) - Dragon Dance - Dragon Claw - Fire Punch - Waterfall Moveset: The moveset is really pretty simple when you think about it. DD up and prepare your sweep. Dragon Claw is your STAB move as locking yourself into Outrage will only invite Steel types common on Sandstorm and stall rain teams. Fire Punch punishes those Grass types trying to use sun to their advantage while Waterfall does a number on the likes of Scizor and Skarmory in the rain along with hammering Rock and Ground types commonly found in SS teams. The flinch chance is cool as well. EVs/Nature/Ability/IVs: Since you will need 2 DDs to get ahead of Chlorophyll and Sand Rush Pokes, Jolly nature is used to reach 275 Speed. With the 2 DDs, Attack EVs aren't needed nearly as much so enough EVs to reach 325 are used. You can then beef up your special bulk to utilize Dragonite's higher defensive stat. The ability is obvious here. Multiscale is loads better than Inner Focus as it softens that innitial attack to let you get that 2nd Dragon Dance needed to outpace everything. Leftovers keeps you at full hp under SS conditions so your ability isn't rendered useless. Optional Changes: You could go for a more offensive EV spread for more power. Earthquake can be used in place of Waterfall if you're concerned about things like Jirachi and Metagross in the rain. Lum Berry is an option if you want protection against status during your setup. Aqua Tail can be used instead of Waterfall. More power, less reliability. I personally like reliability, but it's your choice. @Team Hydro Aura@ Quagsire@Leftovers EV's: 240 HP, 252 Sp. Def, 16 Atk Nature: Careful Ability: Unaware Curse Earthquake Waterfall Recover Although Quagsire can be seen as mediocre at best, this set can be utilized to bring out his full potential thanks to his new DW ability, Unaware. For those who don't know; Unaware ignores the opponents stat changes. This makes Quagsire a perfect counter for most set up sweepers, and able to set up himself. The EV's of course are made to withstand most special attacks and physical attacks until Quagsire is able to set up himself. EQ and Waterfall are mainly for Quagsire's main STABs, good power, and excellent coverage. The main thing to look out for with Quagsire are Pokemon with Grass Knot and Nattorei's. I usually find Natts to be a pain with Quagsire due to just Power Whips power on him and of course Leech Seed's annoyance. That's why I usually like to carry a nice counter Reuniclus with HP Fire or Focus Blast with, of course, Magic Guard. Two main common sweepers that seem to get my Quag with Grass moves are Chandelure(Energy Ball O:<) and Thundurus. It's great for taking out/setting up on/preventing from setting up Excadrill, ConkelDURR, DDos, Ulgamoth, Cloyster, Jirachi, Scizor, Swampert, Tyranitar, and Metagross for a few honorable mentions to counter. I would make sure to try and prevent Quagsire's being poisoned(<-mainly) or burned, though, as that really ruins him. Rapid Spinners and Aromatherapy are some suggestions(Chansey is a beast this gen if your going for a stall team =D Or there's Celebi... And don't forget Tentacruel, Foretress, or an Excadrill of your own for spinning). Using Quagsire is really up to your preference and team. If you seem to be weak to set-up sweepers(So many dragons this gen...) Quagsire is pretty good. If you just want a water counter, Gastrodon may be better. Make sure you have something can solidly take a grass move(Sap Sipper FTW? Sawsbuck calls out to you). Entry Hazards also are a big help for Quagsire, once again making Foretress a nice partner. But again, for preference and teammates. Quagsire could also be used in other tiers, as he remains UU. The funnest thing to do is bring him out on a player who doesn't know about Quagsire's ability and continues to set up. The "WTF" is good for a nice lol. But don't always plan on it. ;P @Captain Boo@ Serperior@Coba Berry 252 HP | 6 SpA | 252 Spe Timid Overgrow ~Safeguard ~Taunt ~Glare ~Giga Drain Serperior is regarded as a bad doubles pokemon, but I beg to differ. Serperior is among the top pokemon in Unova for speed, in a tie with Whimsicott. Sitting at 116, he outspeeds the #1 threat in VGC, the three Genies. In addition, he also outpaces the likes of Terrakion, which is very common. Anyone that plays VGC 2011 should be well informed that the variety in it is very sparce, and strategies, while powerful, are easy to see coming, among these strategies, these are usually the most prominent: Trick Room(Reuniclus and Amoonguss, predictable as heck) Tailwind(Tornadus usually) Beat Up+Justified(Terrakion and Whimsicott) Landorus+Thundurus lead Acrobatics+Flight Gem on virtually anything with STAB. Serperior is gifted in the fact that he can stop all of these, easily. Serperior, as mentioned before, has amazing speed, giving him the ability to use an extremely fast Glare to paralyze foes attempting to seek benefits from Tailwind. When a Trick Room team faces you, you can throw up Safeguard to totally cripple Amoonguss' main function on a Trick Room team, and Taunt stops its Rage Powder and forces it into a pathetic Giga Drain. Landorus cannot avoid paralysis via its Ground typing from Glare, and neither can Thundurus or Tornadus. Glare can also cripple the likes of sweepers such as Haxorus and Hydreigon immediately. Giga Drain scores a solid 2HKO on Justified Terrakion, wasting its boosts from Whimsicott, and it does a number on offensive Jellicent while it feebly attempts to get past Serperior's nice defenses. Coba Berry ensures Serperior can take a Flight Gem Acrobatics from Tornadus with about 30% health left. The EVs are to give maximum speed to ensure it outpaces almost the entire metagame, the remaining are dumped into HP to increase his nice defenses more so. This Serperior is best paired with an offensive partner that has nice coverage on a variety of common VGC pokemon, notably the Genies, Reuniclus, Amoonguss, Terrakion, Whimsicott and Chandelure/Volcarona. I, personally, have used this Serperior to great avail with a Choice Scarf Samurott to fake Pledge moves and take out several threats with STAB Hydro Pump or an unexpected lightning fast Ice Beam to Landorus' face. It worked wonders with such and I never changed it. @Captain Boo@ Claydol@Leftovers/Light Clay 252 HP | 176 Def | 82 SpD Calm Levitate ~Reflect ~Light Screen ~Ally Switch ~Earth Power Claydol has long been one of my favourite pokemon, with its unique typing and excellent support movepool, but he's very cursed without access to recovery, when most other walls possess it to some degree, but I'll digress eventually towards Game Freak's neglect of this awesome pokemon. Sporting fantastic defenses and levitate, Claydol makes an excellent triples support. This is only accentuated by access to dual screens, which are arguably better in triples/doubles than in singles. Claydol's great defenses allow him to throw up walls of light to shield his team and greatly reduce their injuries. In addition, Claydol is also immune to two of common multi-hit moves in Earthquake and Discharge and resists the ever common Rock Slide, but suffering a weakness to Surf, which is a minimal cost for such a useful slew of resistances. Ally Switch is what really makes Claydol stand out. Positioned on the sides, Ally Switch will swap the user and the pokemon opposite to Claydol's position places, and it also has a priority of +1. Ally Switch is indispensable in this support pokemon because Claydol resists key types, namely Ground, Electric, Fighting, and Rock. Claydol, sporting fantastic defenses can easily shield an ally from a predicted attack because of his 60/105/120 defenses. Ally Switch also has the benefit of removing Claydol from range of the pokemon that is on his side, and can rescue a teammate from a 4x effective attack(Aggron etc.) in Ally Switch. It's a very unpredictable switch, and with Wide Guard support, Claydol's team will not go down easily. The last slot is dedicated to an attack so he's not completely messed up by taunt, and Earth Power is generally the most flexible option, as it does not require team synergy to avoid damage from Earthquake, and Ground STAB is really nice. He won't be doing too much damage with the EVs and nature given, but his solid attack will help in taking down those weak to it. The EVs are no particular numerical value, but are used to balance his defenses a bit more than that of a standard set. More defense is used to protect from his weaker defense and max HP is given on a defensive pokemon with such bad base HP. The nature is to ensure Claydol still maintains his special bulk with a fantastic stat of 120. The hold item is a toss up of preference, most will go with Leftovers due to Claydol's lack of recovery. However, if you're feeling confident, the extra 3 turns of screens can help greatly for protection. In addition, a pokemon with Heal Pulse would encourage the use of Light Clay instead. Among the pokemon that benefit from Ally Switch that readily come to me, Empoleon stands out as a significant partner. Empoleon is weak to fighting, electric, and ground, all of which Claydol does not mind taking. Claydol hates Ice, Water, Dark, Ghost, and Grass attacks, which are all resisted by Empoleon, save Grass. Offensive parteners(middle position) are slow, bulky set-up sweepers. [color=#666666]This message was edited on 2011-07-17T01:24:02-07:00. | |
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Icekickseverything
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Jul 09, 11 at 6:24am ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Theme- Music (Relate it to an Artist, Song or just whatever)
Judge- Ice Ice Baby Due Date- 15th of July | |
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MagnetBoy
Meandering to the beat of my own drummer
(moderator) Pokémon Strategy ![]() total posts: 5889 since: Jul 2010 |
Jul 09, 11 at 6:32am ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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I feel a strong urge to use Vanilluxe and claim relevance to Vanilla Ice. Plus general kissup points
EDIT: Oh Vanilluxe, how badly you suck ------------------- Have cool sets? Post in the Moveset Competition and see how you stack up!
Wanna earn badges? Try the NeoLeague! Pumped for Pokemon X and Y? We are, so we made a FORUM! | |
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Team Hydro Aura
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Jul 09, 11 at 7:00am ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Lugia's Song is my favourite Pokemon song, sooo... :3
![]() Restalking Lugia Lugia@Leftovers 252 HP, 240 Def, 16 Speed Impish Natured Trait: Pressure Rest Sleep Talk Dragon Tail Zen Headbutt/Waterfall Restalking Lugia is a great phazer. With entry hazards up, this thing can plow through teams with such an unexpected set. Dragon Tail of course for phazing, and the fourth slot is your choice for a filler move. Zen Headbutt is a good STAB but has bad accuracy and doesn't hit Darkrai. Waterfall isn't a stab, but can be affected by weather (ex. Good for teams with Kyogre, bad when facing Groudons). It's also good for taking Darkrai's Dark Void's and hopefully phazing or KOing back. If you don't like Dragon Tail's accuracy, Roar is of course always an alternative. Dragon Tail is preferred, however, due to the damage it deals and the large amount of dragons used in ubers... ------------------- | |
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MagnetBoy
Meandering to the beat of my own drummer
(moderator) Pokémon Strategy ![]() total posts: 5889 since: Jul 2010 |
Jul 09, 11 at 7:51am ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Icekickseverything I apologize, but I simply couldn't find anything useful for Vanilluxe. So here's Plan B:
Exploud @ Choice Scarf Scrappy Modest 8HP/252Sp.Atk/248Spe -HyperVoice -Surf -Overheat -IceBeam With the randomness of this thing's movepool, it has every right to laugh in the face of all who praise Hydreigon. With the theme being music, and simply the look of this monster, I don't think much explanation is needed in choosing it. This thing has a respectable base 91 Sp.Atk, and therefore hits an equally respectable 309 with a positive nature. HyperVoice is 135BP STAB, and is your go-to move. Surf hits the Rock-types that HyperVoice can't, while Overheat incinerates Steel-types. IceBeam gets the Dragons, Gliscor, and Landorus. As for speed, you suck. 68 base Speed gets you to 258 at best, but with a neutral nature the best you're gonna get to is 235. With one less point you're at 234, which with a Scarf puts you at 351. This is enough to outspeed base 110s like Gengar and, importantly, the Latis. The extra point just gets you to 352, which doesn't tie with anything else since the Genies are 353 at base 111. So you get an extra point to chuck into HP, which isn't much but it's still bulky by comparison at 320. The nature is Modest since you need any power you can get, and can revenge kill weakened Lati@s with IceBeam even with a neutral nature. The EVs have been explained, and the item has as well. This leaves Scrappy, which is quite entertaining to use since Soundproof doesn't really do much and you don't miss many moves with the DW ability. If you revenge kill something with your STAB, and a relatively frail Ghost-type comes in, you can dent them too as they try to boost on a failed prediction of a switch. And the best part is that the fastest Ghost-type is Gengar, and you outspeed him as has been mentioned. You'll still need something to take down Dusclops though, but I honestly still haven't figured out how to counter him besides Toxic so good luck with that. Rock-types and Steel-types can be removed with a wee bit of prediction. Edit: Jul 11, 11 12:57pm ------------------- Have cool sets? Post in the Moveset Competition and see how you stack up!
Wanna earn badges? Try the NeoLeague! Pumped for Pokemon X and Y? We are, so we made a FORUM! | |
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Pikachu
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Jul 09, 11 at 9:14am ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Never done this before so here's my entry :3
Aerodactyl (F) @ Choice Band Rock Head Jolly (+ Speed - Sp. Atk) 252 Atk|252 Spd| 4 Sp. Def • Dragon Claw • Earthquake • Fire Fang • Stone Edge So the theme is music, and I decided to go with Aerosmith. I used Aerodactyl for obvious reasons. But I was more inspired by the song "Pink" by them more than anything. Aerodactyl has great speed and attack making it good for quite a few things, usually a lead taunter or a revenge killler, but I chose a physical sweeper. Choice Band makes good use of its 105 Base Attack. So it let's me hit others with force before they can hit me (usually) The nature boosts your speed while hindering special attack, which isn't Aero's strong point anyway. And it leaves attack able to be used at good potential. With 252 speed EV's invested, it let's its speed reach a max of 457, outspeeding quite a lot of poke's. And with 252 EV's in attack, it let's its attack become 372, hitting quite hard. The moves I picked were for various covers, Earthquake being there for Electric types who think they can shock me down, and also coverage from fire types (like magmortar) Stone Edge is a stab that gets boosted to BP of 150 and takes care of flying types, Ice types, Bug and hits anything that doesn't resist it hard. Fire Fang is there to stop not only Ice types but Grass, Bug and steel types as well. It is used mainly for Scizors and Bronzong whoe would otherwise wall the hell out of me. And the last move I chose was Dragon Claw. It hits anything and everything that doesn't resist it. And takes care of Pesky Dragon types who may or may not be expecting it. We all know that Aero is an annoying lead to deal with, especially when your team relies heavily on set up poke's. But I feel that it could also be a deadly sweeper hitting hard and fast, hopefully taking out others before it gets taken out itself. Edit: Jul 15, 11 7:21am ------------------- ![]() | |
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Splitr
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Jul 09, 11 at 9:37am ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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![]() Kricketune @ Choice scarf ability: Technician Nature: Adamant EV: 252 att / 252 speed / 4 hp Moves: bug bite, aerial ace, return, Brickbreak With his new ability all his weaker moves are now powerfull. the item makes his weak speed good and with that he can become a nice revenge killer. Because he has choice scarf he gets adamant nature to make sure the +Att = perfect revenge kill and dont let the enemy live with 5% HP or something. The ev spread is normal, attack and speed boost and 4 to put in hp as i didnt know what else to give it to. bug bite & aerial ace both have base power of 60 that goes *1,5 with technician. Return is because its mostly neutral to anything and has great power already. for the last slot im doubting between BrickBreak or NightSlash. im going for BB because it has 5 more attack power. Edit: Jul 09, 11 2:53am -------------------
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MagnetBoy
Meandering to the beat of my own drummer
(moderator) Pokémon Strategy ![]() total posts: 5889 since: Jul 2010 |
Jul 09, 11 at 5:25pm ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Lol three of four entries already are Scarfed. Oh, and Pachirisu1123 you love music so get on over here
By the way Pikachu22310 you do know that the Scarf would lock you into Taunt, right? ------------------- Have cool sets? Post in the Moveset Competition and see how you stack up!
Wanna earn badges? Try the NeoLeague! Pumped for Pokemon X and Y? We are, so we made a FORUM! | |
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Pikachu
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Jul 09, 11 at 5:53pm ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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MagnetBoy
Taunt is there as an emergency\filler only. I never did this, so reading over my post, I've realized I made a few mistakes xD and a lot of spelling errors ._. But its okay, there's always next round (you know, if I'm not harassed by a certain moderator named Icekickseverything) -_- ------------------- ![]() | |
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MagnetBoy
Meandering to the beat of my own drummer
(moderator) Pokémon Strategy ![]() total posts: 5889 since: Jul 2010 |
Jul 09, 11 at 6:10pm ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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quote Pikachu22310I see your point. Still, Aero has a very good physical movepool so he really shouldn't be resorting to filler on a Choice set lol. ------------------- Have cool sets? Post in the Moveset Competition and see how you stack up!
Wanna earn badges? Try the NeoLeague! Pumped for Pokemon X and Y? We are, so we made a FORUM! | |
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| Eon80 |
Jul 09, 11 at 7:37pm ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Pikachu22310 Double Edge is your friend with Rock Head
I'll come up with an entry later once I determine the song I want to use. ------------------- | |
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Shawn Yasumara
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Jul 09, 11 at 9:53pm ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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![]() Manectric @ Choice Scarf Ability:Lightningrod Modest Nature (+Special Attack,-Attack) Volt Switch Overheat Hidden Power Grass Switcheroo This set is designed to be a revenge killer or wall crippler,but with a Lightningrod boost it can even become a deadly sweeper. Volt Switch offers STAB,and gives a free switch into something else.HP Grass and Overheat offer nearly flawless coverage with Volt Switch,hitting everything but Dragons,allowing Manectric to revenge kill many different Pokemon.Switcheroo allows Manectric to turn walls that it can't get past,such as Hippowdon and Blissey,into dead weight for the remainder of the match. -------------------
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| CrazeMatt |
Jul 09, 11 at 10:39pm ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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Based off the song: Wild Thing.
Ursaring (F) @ Lum Berry Trait: Guts EVs: 252 Atk / 128 Def / 128 Spd Sassy Nature (-SDef, +Spd) - Thrash - Shadow Claw - Swagger - Bulk Up Edit: Jul 09, 11 7:17pm ------------------- Poisoned by your touch
I'm sickened by your smile | |
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Jeevs
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Jul 09, 11 at 11:13pm ^
re: ∞ Moveset Competition II ∞ Theme- Forgotten Threats
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With Tired Eyes, Tired Minds, Tired Souls, We Slept - Explosions in the Sky ![]() Munchlax @ Eviolite Sassy (Thick Fat) 252 Def / 252 Sp.D / 4 Atk ~Curse ~Amnesia ~Rest ~Return / Body Slam
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