Creative (and good) Movesets (READ THE OP FIRST)

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Smeargle @Focus Sash
4 HP, 252 Atk, 252 Spe
Technician, Hasty nature

-Power Split
-Extremespeed
-Mach Punch
-Encore/Destiny Bond/Block

Switch in on an opponents physical sweeper while it's boosting, Encore/Block if you wish, Power Split, spam Extremespeeds. Use speed EVs and Hasty nature if you're using Encore or Block, but you can switch those over to defense and Impish if you're running Destiny Bond.
You're pretty useless against ghosts, so I would consider a different type for priority. Sucker Punch is a pretty good choice in that regard, though obviously leaves a steel problem. Maybe forego the status move altogether and make use of that Focus Sash and Power Split combo by itself to leave yourself ample coverage.
 
Most belly drum sets have to be executed flawlessly in order for them to work. But when they do, HELLO! And yeah, it needs a salac berry desperately.

Tentacruel @ Life orb
Timid Nature
252 SpA, 252 Spd 4 HP
-Acid Spray
-Hydro Pump
-Toxic spikes/Ice Beam/giga drain
-Rapid Spin/Ice beam/giga drain

I haven't looked at this thread in forever, so I'm not too sure if this has been posted or not. I'd been getting a little sick and tired of using wall like pokemon who just get turned into setup fodder for offensive pokemon, regardless of what support they give.

So I came up with this. Tenta is fast enough to avoid some of the faster taunters in the game (save thundurus) and lay down toxic spikes. Hydro Pump makes for powerful STAB and when used together with Acid spray, will keep you from being used and abused by bulky boosters. I didn't list an ability, but you can go with any of them if you want. This is one of the few instances where I use water attacks on sun teams simply because it saves me the trouble of enemy volcorona boosting up on me.

Acid Spray and giga drain will allow you to beat jellicient as he is the most popular spin blocker. Ferrothorn makes mince meat of you but he does that no matter what anyway. For use wherever the hell you want. He's works on any type of team (save for probably trick room).
After the first Acid Spray, or second if your opponent is Helen Keller, they'd probably switch out. But thats the only fault I can find, though I'm not quite sure what the benefit of Ice Beam is.
 
@TheQuagsireFactor
This set looks good, however it needs a lot of prediction since you never know if the opponent decides to launch an attack when you switch in. Plus, it needs a spinner to get rid of entry hazards, since physical sweepers only set up late game

The Annoying Gliscor
Gliscor@Leftovers
Female
Sand Veil
Impish
252 HP 252 Spe 4 Def
Substitute
Rock Slide
Attract/Swagger
Roost/Earthquake
You heard of Sand Veil Garchomp, now let's introduce SV Gliscor! In the Sandstorm, Gliscor's evasiveness goes to 120%. Rock Slide=30% chance of flinch. Attract/Swagger=50% chance of opponent not being able to attack. Add all this up, and the opponent has a 12% chance of attacking! Hows that for hax? If any attack does get through, sub's there to stop it, and Roost + Lefties provides healing. This guy can stall unbelievably, with Rock Slide slowly whittling down the opponent's health. Gliscor has the ability, the moves and the bulk to execute such a set, and EQ can replace Roost for more coverage and in case of a PP run out, since Lefties already provides good healing. The EVs give good bulk + enough speed for flinching.
A good teammate for Gliscor will be Jirachi to ParaFlinch, and with Paralysis factored in, Gliscor has a 3% chance to be hit!
EDIT: The rate is 29% not 12%, think I used the wrong method of calculating
 
@TheQuagsireFactor
This set looks good, however it needs a lot of prediction since you never know if the opponent decides to launch an attack when you switch in. Plus, it needs a spinner to get rid of entry hazards, since physical sweepers only set up late game

The Annoying Gliscor
Gliscor@Leftovers
Female
Sand Veil
Impish
252 HP 252 Spe 4 Def
Substitute
Rock Slide
Attract/Swagger
Roost/Earthquake
You heard of Sand Veil Garchomp, now let's introduce SV Gliscor! In the Sandstorm, Gliscor's evasiveness goes to 120%. Rock Slide=30% chance of flinch. Attract/Swagger=50% chance of opponent not being able to attack. Add all this up, and the opponent has a 12% chance of attacking! Hows that for hax? If any attack does get through, sub's there to stop it, and Roost + Lefties provides healing. This guy can stall unbelievably, with Rock Slide slowly whittling down the opponent's health. Gliscor has the ability, the moves and the bulk to execute such a set, and EQ can replace Roost for more coverage and in case of a PP run out, since Lefties already provides good healing. The EVs give good bulk + enough speed for flinching.
A good teammate for Gliscor will be Jirachi to ParaFlinch, and with Paralysis factored in, Gliscor has a 3% chance to be hit!
FYI, chance of hitting through sand veil is 5/6.
The chance of hitting through flinch is 7/10.
The chance of hitting through Attract/Confusion is 1/2.

The chance of hitting through all 3 is 5/6*7/10*1/2 = 7/24 = 29.1%

Granted, I think I may be off on Sand Veil, but the total percentage is much closer to 30% than 12%.
 

Pocket

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Hitting through Sand Veil for a 100% move is 4/5
For the Rock Slide flinch, you should account for the 10% chance of a miss

Hitting through (Sand Veil) + (Rock Slide Flinch) + (Attract) = (4/5) * (9/10)(7/10) * (1/2) = 25.2%

Hitting through (Sand Veil) + (Rock Slide Miss) + (Attract) = (4/5) * (1/10) * (1/2) = 4.0%

So chance of hitting through all of those variables is 29.2% which is surprisingly similar to your answer, lol!
 
A good set I was running with high success is Psych-Up Jellicent. (Psych Up/Recover/Scald/Will-O-Wisp, although Will-O-Wisp can be replaced with Shadow Ball for coverage)

The main Purpose is to counter Quiver-Dancing Volcarona into a sweep of your own. Here is a log showing how I stole a sweep.
Battle between Opponent and Arigolderchi started!

Tier: Standard OU
Rule: Unrated
Rule: Sleep Clause
Rule: Freeze Clause
Rule: Species Clause
Rule: Wifi Battle
Rule: Self-KO Clause

Arigolderchi sent out Jellicent!
Opponent sent out Eifi! (Espeon)

Start of turn 1
Arigolderchi called Jellicent back!
Arigolderchi sent out Bronzong!

The foe's Eifi used Light Screen!
Light Screen raised Opponent's team special defense!

Start of turn 2
The foe's Eifi used Reflect!
Reflect raised Opponent's team defense!

Bronzong used Trick!
Bronzong switched items with the foe's Eifi!
Bronzong obtained one Light Clay!
The foe's Eifi obtained one Choice Band!

Start of turn 3
Opponent called Eifi back!
Opponent sent out Urugamosu! (Volcarona)

Bronzong used Gyro Ball!
It's not very effective...
The foe's Urugamosu lost 15% of its health!
The foe's Urugamosu's Flame Body activates!
Bronzong was burned!

The foe's Urugamosu restored a little HP using its Leftovers!
Bronzong is hurt by its burn!

Start of turn 4
Arigolderchi called Bronzong back!
Arigolderchi sent out Jellicent!

The foe's Urugamosu used Quiver Dance!
The foe's Urugamosu's Sp. Att. rose!
The foe's Urugamosu's Sp. Def. rose!
The foe's Urugamosu's Speed rose!

The foe's Urugamosu restored a little HP using its Leftovers!

Start of turn 5
The foe's Urugamosu used Quiver Dance!
The foe's Urugamosu's Sp. Att. rose!
The foe's Urugamosu's Sp. Def. rose!
The foe's Urugamosu's Speed rose!

Jellicent used Psych Up!
Jellicent copied the foe's Urugamosu's stat changes!

The foe's Urugamosu restored a little HP using its Leftovers!

Start of turn 6
The foe's Urugamosu used Bug Buzz!
It's not very effective...
Jellicent lost 73 HP! (18% of its health)

Jellicent used Scald!
It's super effective!
The foe's Urugamosu lost 23% of its health!

The foe's Urugamosu restored a little HP using its Leftovers!
Jellicent restored a little HP using its Leftovers!

Start of turn 7
The foe's Urugamosu used Quiver Dance!
The foe's Urugamosu's Sp. Att. rose!
The foe's Urugamosu's Sp. Def. rose!
The foe's Urugamosu's Speed rose!

Jellicent used Scald!
It's super effective!
The foe's Urugamosu lost 19% of its health!

The foe's Urugamosu restored a little HP using its Leftovers!
Jellicent restored a little HP using its Leftovers!

Start of turn 8
The foe's Urugamosu used Fiery Dance!
It's not very effective...
Jellicent lost 80 HP! (19% of its health)

Jellicent used Psych Up!
Jellicent copied the foe's Urugamosu's stat changes!

Opponent's light screen wore off!
The foe's Urugamosu restored a little HP using its Leftovers!
Jellicent restored a little HP using its Leftovers!

Start of turn 9
The foe's Urugamosu used Fiery Dance!
It's not very effective...
A critical hit!
Jellicent lost 300 HP! (74% of its health)
The foe's Urugamosu's Sp. Att. rose!

Jellicent used Recover!
Jellicent regained health!

Opponent's reflect wore off!
The foe's Urugamosu restored a little HP using its Leftovers!
Jellicent restored a little HP using its Leftovers!

Start of turn 10
The foe's Urugamosu used Fiery Dance!
It's not very effective...
Jellicent lost 70 HP! (17% of its health)

Jellicent used Recover!
Jellicent regained health!

The foe's Urugamosu restored a little HP using its Leftovers!
Jellicent restored a little HP using its Leftovers!

Start of turn 11
The foe's Urugamosu used Hidden Power!
Jellicent lost 83 HP! (20% of its health)

Jellicent used Psych Up!
Jellicent copied the foe's Urugamosu's stat changes!

The foe's Urugamosu restored a little HP using its Leftovers!
Jellicent restored a little HP using its Leftovers!

Start of turn 12
The foe's Urugamosu used Fiery Dance!
It's not very effective...
Jellicent lost 77 HP! (19% of its health)

Jellicent used Scald!
It's super effective!
The foe's Urugamosu lost 58% of its health!

The foe's Urugamosu restored a little HP using its Leftovers!
Jellicent restored a little HP using its Leftovers!

Start of turn 13
The foe's Urugamosu used Fiery Dance!
It's not very effective...
Jellicent lost 77 HP! (19% of its health)
The foe's Urugamosu's Sp. Att. rose!

Jellicent used Scald!
It's super effective!
The foe's Urugamosu lost 40% of its health!
The foe's Urugamosu fainted!

Jellicent restored a little HP using its Leftovers!
Opponent sent out Dugtrio!


Start of turn 14
Jellicent used Will-O-Wisp!
The foe's Dugtrio was burned!

The foe's Dugtrio used Earthquake!
Jellicent lost 72 HP! (17% of its health)

Jellicent restored a little HP using its Leftovers!
The foe's Dugtrio is hurt by its burn!

Start of turn 15
The foe's Dugtrio used Sucker Punch!
But it failed!

Jellicent used Recover!
Jellicent regained health!

Jellicent restored a little HP using its Leftovers!
The foe's Dugtrio is hurt by its burn!

Start of turn 16
Jellicent used Scald!
It's super effective!
The foe's Dugtrio lost 75% of its health!
The foe's Dugtrio fainted!

Opponent sent out Dracolosse! (Dragonite)

Start of turn 17
Jellicent used Will-O-Wisp!
The foe's Dracolosse was burned!

The foe's Dracolosse used Dragon Dance!
The foe's Dracolosse's Attack rose!
The foe's Dracolosse's Speed rose!

The foe's Dracolosse is hurt by its burn!

Start of turn 18
Jellicent used Scald!
It's not very effective...
The foe's Dracolosse lost 32% of its health!

The foe's Dracolosse used Outrage!
Jellicent lost 211 HP! (52% of its health)

Jellicent restored a little HP using its Leftovers!
The foe's Dracolosse restored a little HP using its Leftovers!
The foe's Dracolosse is hurt by its burn!

Start of turn 19
Jellicent used Recover!
Jellicent regained health!

The foe's Dracolosse used Outrage!
Jellicent lost 225 HP! (55% of its health)

Jellicent restored a little HP using its Leftovers!
The foe's Dracolosse restored a little HP using its Leftovers!
The foe's Dracolosse is hurt by its burn!
The foe's Dracolosse calmed down!
The foe's Dracolosse became confused!

Start of turn 20
Jellicent used Recover!
Jellicent regained health!

The foe's Dracolosse is confused!
It hurt itself in its confusion!
The foe's Dracolosse lost 12% of its health!

The foe's Dracolosse restored a little HP using its Leftovers!
The foe's Dracolosse is hurt by its burn!

Start of turn 21
Jellicent used Scald!
It's not very effective...
The foe's Dracolosse lost 23% of its health!
The foe's Dracolosse fainted!

Opponent sent out Fushigibana! (Venusaur)

Start of turn 22
Opponent called Fushigibana back!
Opponent sent out Eifi! (Espeon)

Jellicent used Will-O-Wisp!
Jellicent's Will-O-Wisp was bounced back by Magic Mirror!
Jellicent was burned!

Jellicent is hurt by its burn!

Start of turn 23
Jellicent used Scald!
A critical hit!
The foe's Eifi lost 100% of its health!
The foe's Eifi fainted!

Jellicent restored a little HP using its Leftovers!
Jellicent is hurt by its burn!
Opponent sent out Fushigibana! (Venusaur)

Start of turn 24
Jellicent used Scald!
It's not very effective...
The foe's Fushigibana lost 39% of its health!
The foe's Fushigibana was burned!

The foe's Fushigibana used Growth!
The foe's Fushigibana's Attack rose!
The foe's Fushigibana's Sp. Att. rose!

Jellicent restored a little HP using its Leftovers!
Jellicent is hurt by its burn!
The foe's Fushigibana restored a little HP using its Leftovers!
The foe's Fushigibana is hurt by its burn!

Start of turn 25
Jellicent used Scald!
It's not very effective...
The foe's Fushigibana lost 40% of its health!

The foe's Fushigibana absorbed light!

Jellicent restored a little HP using its Leftovers!
Jellicent is hurt by its burn!
The foe's Fushigibana restored a little HP using its Leftovers!
The foe's Fushigibana is hurt by its burn!

Start of turn 26
Jellicent used Scald!
It's not very effective...
The foe's Fushigibana lost 7% of its health!
The foe's Fushigibana fainted!

Jellicent restored a little HP using its Leftovers!


It can also be used against baton pass teams to make the battle into an annoying stall-war. Also if you are willing to risk a calm mind war against Reuniclus then the first to crit wins...
 
Psych Up is such an awesome move against Calm Minders, and that Jellicent set uses it well since it can wall a lot of Calm Mind users (and also Volcarona!) Other good users of Psych Up include Blissey and probably Milotic. Scald / Dragon Tail / Psych Up / Recover could be useful if you got Milotic Burned or something in advance.
 
Not sure how creative it is, but I came up with an Arbok set I've never seen before while trying to build a PTBC team.

The whole idea is to create as much havoc as possible in the opponent's team, it's not designed for KOs but it's pretty fun to use just for the sheer amount of switches it triggers, and it has the added value of not using Coil as the main option (which everyone and their mom runs nowadays)

Jolly Arbok@Black Sludge w/ Intimidate

~Switcheroo
~Gunk Shot/Poison Jab
~Aqua Tail/Dragon Tail
~Screech/Coil

Switcheroo and Black Sludge are self-explanatory, Gunk Shot goes over Poison Jab because, again, this isn't designed for KOs so the extra power is preferred and not the otherwise crucial accuracy, Aqua Tail is an interesting coverage move in that it's very unexpected and Screech goes in the final slot for the set's main purpose of scaring the opponent and forcing him into a switch. Dragon Tail and Coil are the alternatives to make this a more offensive set but due to lesser coverage and lacking the element of surprise they remain as alt-choices.
 
Not sure how creative it is, but I came up with an Arbok set I've never seen before while trying to build a PTBC team.

The whole idea is to create as much havoc as possible in the opponent's team, it's not designed for KOs but it's pretty fun to use just for the sheer amount of switches it triggers, and it has the added value of not using Coil as the main option (which everyone and their mom runs nowadays)

Jolly Arbok@Black Sludge w/ Intimidate

~Switcheroo
~Gunk Shot/Poison Jab
~Aqua Tail/Dragon Tail
~Screech/Coil

Switcheroo and Black Sludge are self-explanatory, Gunk Shot goes over Poison Jab because, again, this isn't designed for KOs so the extra power is preferred and not the otherwise crucial accuracy, Aqua Tail is an interesting coverage move in that it's very unexpected and Screech goes in the final slot for the set's main purpose of scaring the opponent and forcing him into a switch. Dragon Tail and Coil are the alternatives to make this a more offensive set but due to lesser coverage and lacking the element of surprise they remain as alt-choices.
Coil would be the preferred option if you're intent on using Gunk Shot, since Gunk Shot has a horrible accuracy, and Coil raises Attack, Defense, and Accuracy. Also, I would make Arbok as specially bulky as possible since Coil doesn't boost Sp. Defense, and you don't want it to be taking any Earth Powers or Psychics.
 
Re: Other Creative (and good) Movesets (READ THE OP FIRST)


Bibarel (M) @ Leftovers
Trait: Simple
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk) / Naughty Nature (+Atk, -SDef)
- Curse
- Amnesia
- Waterfall
- Return/Quick Attack/Charge Beam

This set is fairly simple (pun completely intended), yet effective. It revolves around Bibarel's ability Simple. Team Preview is essential on this set. Look at who your opponent will probably switch-in. If you see a Scrafty, use Curse on your first turn. If you see a Thundurus, use Amnesia on your first turn. After boosting your defences, simply Curse Up and sweep. You'll have to eliminate Jellicent first, as she's immune to both of Bibarel's STABs. Not as big of an issue, but you must be careful when you see a pokemon that is a common user of Fighting priority moves (such as Vacuum Wave and Mach Punch). The last moveslot is your choice between power or priority. If you wanted to, you could even run Charge Beam to hit Jellicent... but I personally think that would be overkill. Only run a Naughty nature if you run Charge Beam.
 
This is my Typhlosion:

Typhlosion @ Power Herb
EV's: 4 HP / 252 SAtk / 252 Spe
Trait: FlashFire / Blaze
Nature: Timid (+Speed, - Attack)
-Eruption / Overheat
-Solar Beam
-Focus Blast
-HP [Ice]

I used this in the D/P/Pt and HG/SS era, and it performed wonderfully.
 
^^The problem is, even that set is outclassed completely in OU by Heatran, who has better bulk, better typing, and a better movepool, which means it's pretty much not worth using.

Looks like it could be pretty destructive in UU or RU, though.

And now for a set of my own: Anti-weather support Starmie

Starmie @ Leftovers
Trait: Natural Cure
Nature: Timid (+Speed, - Attack)
EVs: 4 HP/252 SpA/252 Spe
>Recover
>Rapid Spin
>Thunderbolt/Thunder
>Ice Beam/Blizzard

With this set, Starmie sacrifices STAB for the ability to Rapid Spin support and carry BoltBeam at the same time. The EVs are IMO the only EV spread worth using on Starmie no matter what you use it for. In this set, you can choose to counter (or support!) Rain or Hail effectively with Thunder over Thunderbolt or Blizzard over Ice Beam, or even both! Additionally, even a Starmie carrying no STAB can still force water-weak pokemon out in the early game by pretending to carry STAB.
 
^Standard Rapid Spin set



Sceptile@Focus Sash
Unburden; 4 HP / 252 SAtk / 252 Spe; Modest
-Sunny Day
-SolarBeam
-HP [Fire]
-Focus Blast

Excadrill/Rain sweeper/stupid weather shit tries to KO you, you use Sash, change weather, get 2x speed, don't die to damaging weather because it's Sun now, and kill what tried to kill you. This thing is FAST. Oh and nobody uses Sun but if they do just use HP/Solarbeam. Or be cool cause you're Sceptile and they'll faint in your presence.

DISCLAIMER: This isn't anti-meta and I have no clue if it'll work on your team. It works on mine though.
 
@TM13, you have a wonderful point, and I'm certainly not saying this set is amazing, it's just a cool weather check that's unexpected. (If Cloyster isn't set up, you can just Focus Blast it first though)
 
@TM13, you have a wonderful point, and I'm certainly not saying this set is amazing, it's just a cool weather check that's unexpected. (If Cloyster isn't set up, you can just Focus Blast it first though)
Yeah. I'd actually run a Rash or Mild nature instead of Modest, because even though Sceptile is frail it may not always be OHKO'd every time. As for Cloyster, standard Sash variants can take the FB like a champ, Shell Break, then OHKO with Icicle Spear.
 
Victini @ Leftovers
Adamant
72 HP / 252 Atk / 20 Def / 164 Spe
Substitute
Thunder Wave
V-create
Fusion Bolt

252 Attack is a given. 164 Speed to outspeed standard Nine-tails and Adamant Excadrill (without Sand). 72 HP and 20 Defense for bulk. (Also to avoid extra stealth rock damage)

Set up a Substitute on something you wall, like Reuniclus, Ninetails, Ferrothorn, Bronzong, Forretress...etc. Thunder Wave the switch in as they break your substitute. Substitute down until they get paralyzed or switch to an appropriate counter. (The next time you substitute up, they no longer have a good counter due to the counter being paralyzed) Proceed to V-create or Fusion Bolt the counter until it dies. You will never be outsped even with the V-create speed drops due Thunder Wave. If you are lucky, you can 2hko most opponents and still have a Substitute up for the next opponent.

Gets walled by Water / Ground Pokemon, which all mostly bulky walls.

Teammates:
Hydreigon - Resists / immune to Water / Ground STABs. Resists Ghost, Dark, Ground and Water. Victini resists fighting and ice. Specs Draco meteor should deal with Gastrodon, Quagsire or Swampert easily.
 
For the teammates section, wouldn't Latios be better, as he has a stronger Draco Meteor? The only thing Hydreigon has over Latios is U-Turn (and Fire Blast/Dark Pulse), so you might as well use it.
 
ditto choice scarf
hidden power fire.
this ditto is made to kill venosure in the sun. and we all know how hard that is
 
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