Blast
Member of the Alien Nation
Approved by Montsegur, taken over from Kavatika's original thread here
Standard and common sets are generally effective. After all, that's why they're common and standard. But sometimes a less-common set can be effective. In fact, brand-new sets can be quite effective as well. This thread is for new and creative movesets that can be quite effective, as well as old movesets that have fallen out of favor but have become quite effective in the NU metagame.
What is a new and creative, good moveset?
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Hall of Fame:
WishPass Leafeon by Soulgazer
Hex Rotom by Finchinator
Focus Sash + Endeavor Vivillon by Brawlfest
Assault Vest Lanturn by Sweet Jesus
Offensive Garbodor by Blastral
Lead SD Rampardos by Can-Eh-Dian
Mixed Swellow by Brawlfest
Electivire by hollywood
Expert Belt + Taunt Sawk by Punchshroom
Lum Berry + Rock Tomb Sawk by Sweet Jesus
Wide Lens + Hypnosis Poliwrath by Karane
Future Sight Mesprit by Orphic
Miltank by marilli
Toxic Klinklang by Chef Rice
Standard and common sets are generally effective. After all, that's why they're common and standard. But sometimes a less-common set can be effective. In fact, brand-new sets can be quite effective as well. This thread is for new and creative movesets that can be quite effective, as well as old movesets that have fallen out of favor but have become quite effective in the NU metagame.
What is a new and creative, good moveset?
- It successfully pulls off a role, and is not strictly outclassed by others.
- It takes advantage of metagame trends.
- It has had some success. Post replays / logs to strengthen your case.
- It is an existing set that for whatever reason isn't common.
- Its use is meant to prey on specific facets of the metagame.
- It might be able to surprise and demolish Pokemon that normally counter the usual sets, but does not become a gimmick in order to do so.
- Using a Pokemon that has no business being used in NU, for the sake of using it in NU.
- Movesets that are inferior and ineffective compared to existing movesets, or use an obscure move for the sake of hitting an even more obscure check or counter.
- Movesets that are utterly impractical or are horribly outclassed by another Pokemon.
- You must test your set before posting it here. Don't post something just because it "might" work, post it because it does.
- Include a readable format and description for all sets, explain what it does and why it's worth running in the metagame.
- Don't post joke or troll sets, this is for serious and competitive sets only.
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Hall of Fame:
Nonon (Leafeon) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Leaf Blade
- Wish
- Protect
- Heal Bell
one of my favorite set for leafeon (well, for the meta before drops, but i am sure that it can still work). works very well on ~fat~ teams that would like wish support and a cleric, esp. teams with Garbodor, Mantine, etc. stuff that lacks real recovery, but able to beat what would force out Leafeon. there's honestly not much to say about this set besides that its rly underrated and that it works! EVs can be changed, I just need mine to outspeed Sawk but you can lower that to outspeed like 80s or 70s if you want.
Ability: Chlorophyll
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Leaf Blade
- Wish
- Protect
- Heal Bell
one of my favorite set for leafeon (well, for the meta before drops, but i am sure that it can still work). works very well on ~fat~ teams that would like wish support and a cleric, esp. teams with Garbodor, Mantine, etc. stuff that lacks real recovery, but able to beat what would force out Leafeon. there's honestly not much to say about this set besides that its rly underrated and that it works! EVs can be changed, I just need mine to outspeed Sawk but you can lower that to outspeed like 80s or 70s if you want.
(Rotom) @ Spell Tag
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Will-O-Wisp
- Volt Switch
- Hex
This is the Rotom set I've been using on a couple of builds recently (specifically, on my teams vs FLCL for week two of SPL and Cased for week four of SPL) (PS: To those who asked, yes I did lie about the Rotom set I used week two so I could use it again in the future). Unfortunately, it didn't get much time to shine in either of those games, but Vileman and ium can confirm that this set is often effective.
With ground type SR users / special tanks (think Stunfisk, Rhydon, and even Torterra) being so common in the current metagame, having a pokemon that can render them, more or less, useless if things go well is really helpful. The idea behind this Rotom is to bluff choice (specs or scarf), Will-O-Wisp something like Stunfisk, Rhydon, Hariyama, Quagsire, etc. and then Hex them for a ton of damage. At worst, they switch out once burnt or don't take a ton from Hex and are still crippled and weakened while at best, the threat is totally neutralized thanks to Rotom. This opens up a path for some sweepers to clean late game that appreciate these pokemon gone. Specifically, I think Klinklang is the best partner as it cannot do much of anything with Stunfisk or Quagsire still alive, but most teams lack secondary answers to Klinklang and if they have them, then they're not solid counters like these grounds are. Other pokemon that can synergize well with this Rotom (in terms of taking advantage of the pokemon it cripples) are: Zangoose, Scyther, Mawile, and Bouffalant (sure there are others, but these just are off the top of my head). I elected to use Spell Tag (it's a clone of Spooky Plate for those who don't know what Spell Tag does) as it can help bluff Specs with Shadow Ball, bluff Scarf with Volt Switch, and power up Hex/Shadow Ball when I need them to hit pokemon hard enough. I know people like Cased and others have used Sub+Wisp+Hex in the past and I'm sure other variations of Hex+Status Rotom have been toyed around with, but I feel as if this is the best and surprisingly most uncommon variant of it in the metagame, so I encourage people who are curious to try it out and see how it does for them. In the Hide tags below I will post some many relevant calcs to show the effectiveness of this set.
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Will-O-Wisp
- Volt Switch
- Hex
This is the Rotom set I've been using on a couple of builds recently (specifically, on my teams vs FLCL for week two of SPL and Cased for week four of SPL) (PS: To those who asked, yes I did lie about the Rotom set I used week two so I could use it again in the future). Unfortunately, it didn't get much time to shine in either of those games, but Vileman and ium can confirm that this set is often effective.
With ground type SR users / special tanks (think Stunfisk, Rhydon, and even Torterra) being so common in the current metagame, having a pokemon that can render them, more or less, useless if things go well is really helpful. The idea behind this Rotom is to bluff choice (specs or scarf), Will-O-Wisp something like Stunfisk, Rhydon, Hariyama, Quagsire, etc. and then Hex them for a ton of damage. At worst, they switch out once burnt or don't take a ton from Hex and are still crippled and weakened while at best, the threat is totally neutralized thanks to Rotom. This opens up a path for some sweepers to clean late game that appreciate these pokemon gone. Specifically, I think Klinklang is the best partner as it cannot do much of anything with Stunfisk or Quagsire still alive, but most teams lack secondary answers to Klinklang and if they have them, then they're not solid counters like these grounds are. Other pokemon that can synergize well with this Rotom (in terms of taking advantage of the pokemon it cripples) are: Zangoose, Scyther, Mawile, and Bouffalant (sure there are others, but these just are off the top of my head). I elected to use Spell Tag (it's a clone of Spooky Plate for those who don't know what Spell Tag does) as it can help bluff Specs with Shadow Ball, bluff Scarf with Volt Switch, and power up Hex/Shadow Ball when I need them to hit pokemon hard enough. I know people like Cased and others have used Sub+Wisp+Hex in the past and I'm sure other variations of Hex+Status Rotom have been toyed around with, but I feel as if this is the best and surprisingly most uncommon variant of it in the metagame, so I encourage people who are curious to try it out and see how it does for them. In the Hide tags below I will post some many relevant calcs to show the effectiveness of this set.
252 SpA Spell Tag Rotom Hex (130 BP) vs. 252 HP / 240 SpD Eviolite Rhydon: 174-205 (42 - 49.5%) -- 86.3% chance to 2HKO after burn damage
252 SpA Spell Tag Rotom Shadow Ball vs. 252 HP / 240 SpD Eviolite Rhydon: 108-127 (26 - 30.6%) -- guaranteed 3HKO after burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 252 HP / 4 SpD Quagsire: 289-342 (73.3 - 86.8%) -- guaranteed 2HKO after Leftovers recovery and burn damage
252 SpA Spell Tag Rotom Shadow Ball vs. 252 HP / 4 SpD Quagsire: 178-211 (45.1 - 53.5%) -- 2% chance to 2HKO after Leftovers recovery
252 SpA Spell Tag Rotom Shadow Ball vs. 252 HP / 252+ SpD Quagsire: 118-141 (29.9 - 35.7%) -- guaranteed 3HKO after Leftovers recovery and burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 252 HP / 252+ SpD Quagsire: 193-228 (48.9 - 57.8%) -- guaranteed 2HKO after Leftovers recovery and burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 0 HP / 128 SpD Assault Vest Hariyama: 172-204 (40 - 47.5%) -- 50.8% chance to 2HKO after burn damage
252 SpA Spell Tag Rotom Shadow Ball vs. 0 HP / 128 SpD Assault Vest Hariyama: 106-126 (24.7 - 29.3%) -- 99.7% chance to 3HKO after burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 252 HP / 252+ SpD Malamar: 178-210 (47.3 - 55.8%) -- 21.5% chance to 2HKO after Leftovers recovery (Rest Malamr is a bitch, so figured I'd throw this in)
252 SpA Spell Tag Rotom Hex (130 BP) vs. 4 HP / 252 SpD Assault Vest Muk: 109-129 (30.9 - 36.6%) -- guaranteed 3HKO after burn damage (still cannot touch the best Assault Vest user in NU)
252 SpA Spell Tag Rotom Shadow Ball vs. 252 HP / 240 SpD Eviolite Rhydon: 108-127 (26 - 30.6%) -- guaranteed 3HKO after burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 252 HP / 4 SpD Quagsire: 289-342 (73.3 - 86.8%) -- guaranteed 2HKO after Leftovers recovery and burn damage
252 SpA Spell Tag Rotom Shadow Ball vs. 252 HP / 4 SpD Quagsire: 178-211 (45.1 - 53.5%) -- 2% chance to 2HKO after Leftovers recovery
252 SpA Spell Tag Rotom Shadow Ball vs. 252 HP / 252+ SpD Quagsire: 118-141 (29.9 - 35.7%) -- guaranteed 3HKO after Leftovers recovery and burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 252 HP / 252+ SpD Quagsire: 193-228 (48.9 - 57.8%) -- guaranteed 2HKO after Leftovers recovery and burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 0 HP / 128 SpD Assault Vest Hariyama: 172-204 (40 - 47.5%) -- 50.8% chance to 2HKO after burn damage
252 SpA Spell Tag Rotom Shadow Ball vs. 0 HP / 128 SpD Assault Vest Hariyama: 106-126 (24.7 - 29.3%) -- 99.7% chance to 3HKO after burn damage
252 SpA Spell Tag Rotom Hex (130 BP) vs. 252 HP / 252+ SpD Malamar: 178-210 (47.3 - 55.8%) -- 21.5% chance to 2HKO after Leftovers recovery (Rest Malamr is a bitch, so figured I'd throw this in)
252 SpA Spell Tag Rotom Hex (130 BP) vs. 4 HP / 252 SpD Assault Vest Muk: 109-129 (30.9 - 36.6%) -- guaranteed 3HKO after burn damage (still cannot touch the best Assault Vest user in NU)
Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Quiver Dance / Energy Ball
- Sleep Powder
- Endeavor
Endeavor Vivillon is the only Vivillon to be using in my eyes. As most of the NU tier knows, Vivillon makes for a great offensive lead, capable of shutting down opponents with the most accurate Sleep Powder in NU, and getting early kills and sweeps in for its team after a single boost, especially with its accurate Hurricane as a STAB. However, Endeavor Vivillon takes this a step further, easily wearing down common threats it otherwise cannot touch such as Regirock or Probopass, opening massive holes for teammates such as Mawile to smash through. Energy Ball can be used over Quiver Dance to avoid having to waste Endeavor on shit like Rhydon. Endeavor really epitomizes Vivillon's ability to cripple the opponent's team in its entirety before the game even begins, and allows one to get the full utility out of a lead Vivillon.
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Quiver Dance / Energy Ball
- Sleep Powder
- Endeavor
Endeavor Vivillon is the only Vivillon to be using in my eyes. As most of the NU tier knows, Vivillon makes for a great offensive lead, capable of shutting down opponents with the most accurate Sleep Powder in NU, and getting early kills and sweeps in for its team after a single boost, especially with its accurate Hurricane as a STAB. However, Endeavor Vivillon takes this a step further, easily wearing down common threats it otherwise cannot touch such as Regirock or Probopass, opening massive holes for teammates such as Mawile to smash through. Energy Ball can be used over Quiver Dance to avoid having to waste Endeavor on shit like Rhydon. Endeavor really epitomizes Vivillon's ability to cripple the opponent's team in its entirety before the game even begins, and allows one to get the full utility out of a lead Vivillon.
Lanturn @ Assault Vest
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
- Scald
- Ice Beam
- Volt Switch
- Hidden Power [Grass]/Hidden Power [Fire]
Lanturn can play a similar role as hariyama even though it packs a lot less power. It's special bulk is slightly better than the already insanely specialy defensive sumo and assault vest also lets this big boy max out his offensive power. While it's special attack is nothing incredible, lanturn's coverage is pretty insane and scald and volt switch secondary effects make it even harder to switch in. The only things that usualy don't mind switching in are toad, quagsire and ferroseed. While lanturn is usualy too weak to make hidden power worth it, a full investment in special attack makes your specialy defensive boss a true pain to properly switch-in.
Hp grass is put first cause you might as well volt switch on ferro, but getting the kill on toad does require prediction as it will outspeed you so if you really want to play safe and your team struggles with ferro you might want to consider hp fire. I guess there's some speed investment that could be worth it but I don't play enough these days to really know what's worth outspeeding in his lower speed tier.
Couple o' calcs
252+ SpA Lanturn Hidden Power Grass vs. 252 HP / 4 SpD Quagsire: 288-340 (73 - 86.2%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Vileplume Giga Drain vs. 4 HP / 252 SpD Assault Vest Lanturn: 114-134 (29 - 34.1%) -- 2.7% chance to 3HKO
252+ SpA Lanturn Ice Beam vs. 252 HP / 0 SpD Vileplume: 166-196 (46.8 - 55.3%) -- 17.6% chance to 2HKO after Black Sludge recovery
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
- Scald
- Ice Beam
- Volt Switch
- Hidden Power [Grass]/Hidden Power [Fire]
Lanturn can play a similar role as hariyama even though it packs a lot less power. It's special bulk is slightly better than the already insanely specialy defensive sumo and assault vest also lets this big boy max out his offensive power. While it's special attack is nothing incredible, lanturn's coverage is pretty insane and scald and volt switch secondary effects make it even harder to switch in. The only things that usualy don't mind switching in are toad, quagsire and ferroseed. While lanturn is usualy too weak to make hidden power worth it, a full investment in special attack makes your specialy defensive boss a true pain to properly switch-in.
Hp grass is put first cause you might as well volt switch on ferro, but getting the kill on toad does require prediction as it will outspeed you so if you really want to play safe and your team struggles with ferro you might want to consider hp fire. I guess there's some speed investment that could be worth it but I don't play enough these days to really know what's worth outspeeding in his lower speed tier.
Couple o' calcs
252+ SpA Lanturn Hidden Power Grass vs. 252 HP / 4 SpD Quagsire: 288-340 (73 - 86.2%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Vileplume Giga Drain vs. 4 HP / 252 SpD Assault Vest Lanturn: 114-134 (29 - 34.1%) -- 2.7% chance to 3HKO
252+ SpA Lanturn Ice Beam vs. 252 HP / 0 SpD Vileplume: 166-196 (46.8 - 55.3%) -- 17.6% chance to 2HKO after Black Sludge recovery
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Explosion
Max Attack Garbodor can actually pose as a decent offensive threat and lure while still being a reliable Spikes-stacker. Fully invested Gunk Shot is strong and in particular has enough power to 2HKO even bulky variants of Xatu (252+ Atk Garbodor Gunk Shot vs. 248 HP / 204+ Def Xatu: 165-195 (49.5 - 58.5%) -- 98.4% chance to 2HKO) as well as 2HKOing stuff like Rotom after Stealth Rock. Explosion is great for just weakening physical walls and luring stuff that would come in for free against Garbo. The set is pretty customizable too: you can run Seed Bomb over either Explosion or Toxic Spikes if you hate Rhydon and Quagsire, and you can run Sash + Weak Armor on a suicide lead, but Garbo's typing is clutch and I like to make use of it throughout the game.
Ability: Aftermath
EVs: 252 Atk / 252 Spe / 4 HP
Adamant Nature
- Spikes
- Toxic Spikes
- Gunk Shot
- Explosion
Max Attack Garbodor can actually pose as a decent offensive threat and lure while still being a reliable Spikes-stacker. Fully invested Gunk Shot is strong and in particular has enough power to 2HKO even bulky variants of Xatu (252+ Atk Garbodor Gunk Shot vs. 248 HP / 204+ Def Xatu: 165-195 (49.5 - 58.5%) -- 98.4% chance to 2HKO) as well as 2HKOing stuff like Rotom after Stealth Rock. Explosion is great for just weakening physical walls and luring stuff that would come in for free against Garbo. The set is pretty customizable too: you can run Seed Bomb over either Explosion or Toxic Spikes if you hate Rhydon and Quagsire, and you can run Sash + Weak Armor on a suicide lead, but Garbo's typing is clutch and I like to make use of it throughout the game.
Rampardos @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Superpower
- Swords Dance
I've been using lead Rampardos a lot lately on offensive teams to beat Lead Crustles and teams that rely on Xatu for hazard support and this is the set that i've been using. Swords dance is really cool on lead Rampardos because it can put an enormous amount of pressure on the opponent from turn 1, especially against more defensive teams. Adamant is used because you outspeed Jolly Crustle as Adamant Rampardos anyways and the extra attack can allow you to OHKO Regirock at +2 with Superpower.
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Superpower
- Swords Dance
I've been using lead Rampardos a lot lately on offensive teams to beat Lead Crustles and teams that rely on Xatu for hazard support and this is the set that i've been using. Swords dance is really cool on lead Rampardos because it can put an enormous amount of pressure on the opponent from turn 1, especially against more defensive teams. Adamant is used because you outspeed Jolly Crustle as Adamant Rampardos anyways and the extra attack can allow you to OHKO Regirock at +2 with Superpower.
Swellow @ Life Orb
Ability: Scrappy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Boomburst
- Heat Wave / Hidden Power [Grass]
- Brave Bird
- U-turn / Roost
MixLlow is like my new favorite thing, because honestly in the current metagame Toxic Orb Swellow is simply too easily walled, and Specs Swellow's choice lock will never do. The great thing about this variant of Swellow is that it can abuse its decently powered Brave Bird to bait out amongst one of the most common pokemon in the metagame AV Yama for an easy OHKO after a little bit of prior damage, alongside many other traditional specially bulky pokemon Swellow wouldn't be able to get past. Furthermore, with a Life Orb it still retains a lot of the power Specs Swellow had, but also with the flexibility of running coverage such as Heat Wave or HP Grass to easily pummel through opponents, making it a lot more adaptable to the current metagame and with its blazing speed cutting off a lot of the tier's top threats.
4 Atk Life Orb Swellow Brave Bird vs. 0 HP / 128 Def Hariyama: 369-437 (86 - 101.8%) -- 12.5% chance to OHKO
4 Atk Life Orb Swellow Brave Bird vs. 248 HP / 8 Def Flareon: 220-261 (66 - 78.3%) -- guaranteed 2HKO after Leftovers recovery
4 Atk Life Orb Swellow Brave Bird vs. 248 HP / 0 Def Cryogonal: 363-426 (105.8 - 124.1%) -- guaranteed OHKO
252 SpA Life Orb Swellow Heat Wave vs. 92 HP / 0 SpD Klinklang: 174-205 (61.2 - 72.1%) -- guaranteed 2HKO
252 SpA Life Orb Swellow Boomburst vs. 252 HP / 0 SpD Garbodor: 196-231 (53.8 - 63.4%) -- guaranteed 2HKO
252 SpA Life Orb Swellow Hidden Power Grass vs. 252 HP / 0 SpD Eviolite Rhydon: 239-286 (57.7 - 69%) -- guaranteed 2HKO
Ability: Scrappy
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Boomburst
- Heat Wave / Hidden Power [Grass]
- Brave Bird
- U-turn / Roost
MixLlow is like my new favorite thing, because honestly in the current metagame Toxic Orb Swellow is simply too easily walled, and Specs Swellow's choice lock will never do. The great thing about this variant of Swellow is that it can abuse its decently powered Brave Bird to bait out amongst one of the most common pokemon in the metagame AV Yama for an easy OHKO after a little bit of prior damage, alongside many other traditional specially bulky pokemon Swellow wouldn't be able to get past. Furthermore, with a Life Orb it still retains a lot of the power Specs Swellow had, but also with the flexibility of running coverage such as Heat Wave or HP Grass to easily pummel through opponents, making it a lot more adaptable to the current metagame and with its blazing speed cutting off a lot of the tier's top threats.
4 Atk Life Orb Swellow Brave Bird vs. 0 HP / 128 Def Hariyama: 369-437 (86 - 101.8%) -- 12.5% chance to OHKO
4 Atk Life Orb Swellow Brave Bird vs. 248 HP / 8 Def Flareon: 220-261 (66 - 78.3%) -- guaranteed 2HKO after Leftovers recovery
4 Atk Life Orb Swellow Brave Bird vs. 248 HP / 0 Def Cryogonal: 363-426 (105.8 - 124.1%) -- guaranteed OHKO
252 SpA Life Orb Swellow Heat Wave vs. 92 HP / 0 SpD Klinklang: 174-205 (61.2 - 72.1%) -- guaranteed 2HKO
252 SpA Life Orb Swellow Boomburst vs. 252 HP / 0 SpD Garbodor: 196-231 (53.8 - 63.4%) -- guaranteed 2HKO
252 SpA Life Orb Swellow Hidden Power Grass vs. 252 HP / 0 SpD Eviolite Rhydon: 239-286 (57.7 - 69%) -- guaranteed 2HKO
Electivire @ Life Orb
Ability: Motor Drive
EVs: 216 Atk / 56 SpA / 236 Spe
Lonely Nature
- Wild Charge
- Earthquake
- Ice Punch
- Hidden Power Grass
Electivire sounds so good on paper but usually sucks ass in practice. I built around this set a while back because I felt that the metagame wasn't sufficiently prepared for it, and it has lived up to expectations pretty well. Life Orb is basically necessary because running Choice Band doesn't really allow you to utilize Electivire's good coverage, and it gives it a harder time against bulky Ground-types. Life Orb recoil sucks on top of Wild Charge recoil, but there's no better alternative that gives you the same wallbreaking capabilities this set offers.
No Ground-type likes to switch into Electivire. Hidden Power Grass hits Quagsire for 81% minimum and always 2HKOes SpDef Rhydon after Stealth Rock, guaranteed by the 56 SpA EVs. Ice Punch takes out the rare Torterra and obviously has killer coverage alongside Wild Charge. Earthquake covers Lanturn, though few will try to switch in. 236 Speed with a neutral nature outspeeds Timid Mesprit. You can't outspeed Jolly Sawk or Kangaskhan without running a +Speed nature, and 236 neutral outspeeds Adamant variants of both.
Defensive Mega Audino pretty much shits on this set, so be sure to carry something specifically to kill it. You do 3HKO Mega Audino with Wild Charge, but in the process, you'll also basically die and probably won't end up doing much anyways because of Wish/Protect or Rest. Sheer Force Mawile is a pretty great partner because you can lure in bulky Ground-types with Electivire, while Mawile destroys Mega Audino.
Anyways, after about a week of having Electivire in the metagame, I thought it was pretty shit, but now I think it's pretty underrated, at least among good players.
Ability: Motor Drive
EVs: 216 Atk / 56 SpA / 236 Spe
Lonely Nature
- Wild Charge
- Earthquake
- Ice Punch
- Hidden Power Grass
Electivire sounds so good on paper but usually sucks ass in practice. I built around this set a while back because I felt that the metagame wasn't sufficiently prepared for it, and it has lived up to expectations pretty well. Life Orb is basically necessary because running Choice Band doesn't really allow you to utilize Electivire's good coverage, and it gives it a harder time against bulky Ground-types. Life Orb recoil sucks on top of Wild Charge recoil, but there's no better alternative that gives you the same wallbreaking capabilities this set offers.
No Ground-type likes to switch into Electivire. Hidden Power Grass hits Quagsire for 81% minimum and always 2HKOes SpDef Rhydon after Stealth Rock, guaranteed by the 56 SpA EVs. Ice Punch takes out the rare Torterra and obviously has killer coverage alongside Wild Charge. Earthquake covers Lanturn, though few will try to switch in. 236 Speed with a neutral nature outspeeds Timid Mesprit. You can't outspeed Jolly Sawk or Kangaskhan without running a +Speed nature, and 236 neutral outspeeds Adamant variants of both.
Defensive Mega Audino pretty much shits on this set, so be sure to carry something specifically to kill it. You do 3HKO Mega Audino with Wild Charge, but in the process, you'll also basically die and probably won't end up doing much anyways because of Wish/Protect or Rest. Sheer Force Mawile is a pretty great partner because you can lure in bulky Ground-types with Electivire, while Mawile destroys Mega Audino.
Anyways, after about a week of having Electivire in the metagame, I thought it was pretty shit, but now I think it's pretty underrated, at least among good players.
Sawk @ Expert Belt
Ability: Sturdy / Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Zen Headbutt / Earthquake
- Taunt
I've been having a lot of success with Taunt Sawk lately. It manages to trip up almost every single defensive switch-in to Sawk while leaving them completely open to a number of annoying / dangerous Pokemon that can be good teammates for Sawk. Its most notable trait is denying recovery, which can prevent the likes of Vileplume, Musharna, Gourgeist, Quagsire, and Pelipper from getting off scotfree after taking Sawk's attack and forcing it out. It also thwarts status moves from Weezing and Gourgeist, while also stopping Garbodor from taking advantage of Sawk with entry hazards. While this can put Sawk at some risk, preventing these Pokemon from doing what they want can put yourself in a much more favorable position.
The beauty of Taunt Sawk is that there are a large number of Pokemon that can take advantage of the opponent that Sawk Taunts. The offensive Steel-types, aka Mawile and Klinklang, are eager to set up in front of the now helpless Vileplume, Musharna, and Gourgeist (Mawile resists Foul Play at least), while also covering for Sawk if they do decide to attack instead of heal. Sneasel very much appreciates having the physically bulky Pokemon like Pelipper and Weezing worn down before its sweep, and Taunt Sawk does an excellent job of keeping them that way; Sneasel can also come in on Musharna's STABs (or even Gourgeist's Foul Play if it carries Eviolite) and Pursuit trap, pretty much rendering the target unable to stand up to Sawk later.
Expert Belt is my item of choice. While Black Belt provides a stronger consistent boost to its super powerful STAB move, Expert Belt instead boosts Sawk's coverage moves against their intended targets. Most of Sawk's switch-ins still aren't bothered very much by Black Belt boosted Close Combat anyway, and few neutral targets appreciate a Close Combat in the first place. On the other hand, Expert Belt gives Taunt Sawk even better corebreaking ability than it already has. Calcs:
Taunt Sawk can afford to be more reckless if weakening said threats helps set up your wincons, which is what this Sawk is primarily meant to do anyway; you can even have Sawk die in a blaze of glory if it means damaging said threats beyond repair. You can tailor this Sawk's moveset to your needs as well; this Sawk variant only mildly annoys Pelipper for example, but if weakening it is crucial to your gameplan (ex: SD Samurott), you can slap Thunder Punch on Sawk to sort yourself out.
Ability: Sturdy / Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Zen Headbutt / Earthquake
- Taunt
I've been having a lot of success with Taunt Sawk lately. It manages to trip up almost every single defensive switch-in to Sawk while leaving them completely open to a number of annoying / dangerous Pokemon that can be good teammates for Sawk. Its most notable trait is denying recovery, which can prevent the likes of Vileplume, Musharna, Gourgeist, Quagsire, and Pelipper from getting off scotfree after taking Sawk's attack and forcing it out. It also thwarts status moves from Weezing and Gourgeist, while also stopping Garbodor from taking advantage of Sawk with entry hazards. While this can put Sawk at some risk, preventing these Pokemon from doing what they want can put yourself in a much more favorable position.
The beauty of Taunt Sawk is that there are a large number of Pokemon that can take advantage of the opponent that Sawk Taunts. The offensive Steel-types, aka Mawile and Klinklang, are eager to set up in front of the now helpless Vileplume, Musharna, and Gourgeist (Mawile resists Foul Play at least), while also covering for Sawk if they do decide to attack instead of heal. Sneasel very much appreciates having the physically bulky Pokemon like Pelipper and Weezing worn down before its sweep, and Taunt Sawk does an excellent job of keeping them that way; Sneasel can also come in on Musharna's STABs (or even Gourgeist's Foul Play if it carries Eviolite) and Pursuit trap, pretty much rendering the target unable to stand up to Sawk later.
Expert Belt is my item of choice. While Black Belt provides a stronger consistent boost to its super powerful STAB move, Expert Belt instead boosts Sawk's coverage moves against their intended targets. Most of Sawk's switch-ins still aren't bothered very much by Black Belt boosted Close Combat anyway, and few neutral targets appreciate a Close Combat in the first place. On the other hand, Expert Belt gives Taunt Sawk even better corebreaking ability than it already has. Calcs:
Many of these KOes would not be attained without the help of Expert Belt: you won't 3HKO Musharna with 65 BP Knock Off, nor can u 3HKO Gourgeist with boosted Knock Off + 2 unboosted Knock Offs (subjecting Sawk to more unecessary damage). Although against the Poison-types, Expert Belt becomes slightly less necessary if one opts for Mold Breaker Earthquake (Black Belt would be the item of choice again).252+ Atk Expert Belt Sawk Zen Headbutt vs. 252 HP / 252+ Def Weezing: 144-170 (43.1 - 50.8%) -- 50% chance to 2HKO after Stealth Rock and Black Sludge recovery
252+ Atk Expert Belt Sawk Knock Off (97.5 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 170-202 (45.4 - 54%)
252+ Atk Expert Belt Sawk Knock Off vs. 252 HP / 252+ Def Gourgeist-Super: 115-137 (30.7 - 36.6%)
252+ Atk Expert Belt Sawk Knock Off (97.5 BP) vs. 240 HP / 252+ Def Colbur Berry Musharna: 108-128 (24.9 - 29.5%)
252+ Atk Expert Belt Sawk Knock Off vs. 240 HP / 252+ Def Musharna: 146-173 (33.7 - 39.9%) -- guaranteed 3HKO
252+ Atk Expert Belt Sawk Zen Headbutt vs. 252 HP / 160+ Def Garbodor: 202-238 (55.4 - 65.3%) -- guaranteed 2HKO
252+ Atk Expert Belt Mold Breaker Sawk Zen Headbutt vs. 252 HP / 252+ Def Vileplume: 180-214 (50.8 - 60.4%) -- 87.5% chance to 2HKO after Black Sludge recovery
Taunt Sawk can afford to be more reckless if weakening said threats helps set up your wincons, which is what this Sawk is primarily meant to do anyway; you can even have Sawk die in a blaze of glory if it means damaging said threats beyond repair. You can tailor this Sawk's moveset to your needs as well; this Sawk variant only mildly annoys Pelipper for example, but if weakening it is crucial to your gameplan (ex: SD Samurott), you can slap Thunder Punch on Sawk to sort yourself out.
Sawk (M) @ Lum Berry
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Knock Off
- Rock Tomb
Standard unchoiced sawk with a lum berry over expert belt because sturdy often causes people to want to status sawk since they aren't ohko'ing him (and because the walls that switch into him have loads of status moves).
What's new though is rock tomb over ice punch which was only hitting colbur xatu and eggy. Rock tomb has been doing really well because it brings good coverage in terms of typing (and has good accuracy unlike other rock type moves) but it has this really nice secondary effect that reduces the amount of prediction sawk requires even more. Here's a couple of examples of situations in which rock tomb has been useful for me:
Opponent has a non scarfed missy/haunter/rotom, I have sawk in. Going for any standard sawk move could imply sawk will take big damage without dealing much (if any). Now with rock tomb, I'm sure to come out victorious! If he stays in, the target takes big damage and ends up slower than me. If he switches, whatever is coming in is instantly slower than me meaning I can use whatever move pleases me to KO the switch-in the next turn.
Opponent wants to take advantage that I have a sawk in to roost off some damage with scyther. Well I'm 1 hit away of having your scyther be slower than me which I will then proceed to ohko!
Opponent leads with sash vivillion. Whatever he does, at the end of the turn, vivillon is at 1hp and slower than me (lum berry curing sleep powder and confusion hax from hurricane)
Opponent leads with sash archeops wanting to endeavor me after he sets his rocks. Well not with rock tomb, he's gonna have to switch it out and keep that endeavor for later while my sturdy is still intact (though rocks are up so yeah got to get rid of that for sturdy).
So yeah, generaly speaking, rock tomb is just a great way of breaking sashes, hitting flyings and bugs super effective and playing safe on possible faster switch-ins since after a speed drop, sawk outspeeds everything but a handfull of scarf mons.
Ability: Sturdy
EVs: 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Earthquake
- Knock Off
- Rock Tomb
Standard unchoiced sawk with a lum berry over expert belt because sturdy often causes people to want to status sawk since they aren't ohko'ing him (and because the walls that switch into him have loads of status moves).
What's new though is rock tomb over ice punch which was only hitting colbur xatu and eggy. Rock tomb has been doing really well because it brings good coverage in terms of typing (and has good accuracy unlike other rock type moves) but it has this really nice secondary effect that reduces the amount of prediction sawk requires even more. Here's a couple of examples of situations in which rock tomb has been useful for me:
Opponent has a non scarfed missy/haunter/rotom, I have sawk in. Going for any standard sawk move could imply sawk will take big damage without dealing much (if any). Now with rock tomb, I'm sure to come out victorious! If he stays in, the target takes big damage and ends up slower than me. If he switches, whatever is coming in is instantly slower than me meaning I can use whatever move pleases me to KO the switch-in the next turn.
Opponent wants to take advantage that I have a sawk in to roost off some damage with scyther. Well I'm 1 hit away of having your scyther be slower than me which I will then proceed to ohko!
Opponent leads with sash vivillion. Whatever he does, at the end of the turn, vivillon is at 1hp and slower than me (lum berry curing sleep powder and confusion hax from hurricane)
Opponent leads with sash archeops wanting to endeavor me after he sets his rocks. Well not with rock tomb, he's gonna have to switch it out and keep that endeavor for later while my sturdy is still intact (though rocks are up so yeah got to get rid of that for sturdy).
So yeah, generaly speaking, rock tomb is just a great way of breaking sashes, hitting flyings and bugs super effective and playing safe on possible faster switch-ins since after a speed drop, sawk outspeeds everything but a handfull of scarf mons.
Poliwrath @ Wide Lens
Ability: Water Absorb
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: NaN Atk
- Hypnosis
- Vacuum Wave
- Focus Blast
- Scald / Hydro Pump
I was using this set quite a lot on the ladder when the tier was filled with balanced squads with mantines, pelippers and fast mons like tauros, floatzels etc. One gripe I had with offensive poliwrath is missed every f*cking move when it needed to. So I thought of this set as it provides a cool pivot for offensive teams that usually get rekt by the fast mons above. Hypnosis seems like a bad move to run but you basically get 2 chances to land it as people switch in their counter like mantine/pelipper/garbodor assuming the rest talk set. Hydro pump and Focus blast hit decently hard and vacuum wave checked common things like tauros, floatzels etc at the time. Idk if its that good anymore tho lol.
Ability: Water Absorb
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: NaN Atk
- Hypnosis
- Vacuum Wave
- Focus Blast
- Scald / Hydro Pump
I was using this set quite a lot on the ladder when the tier was filled with balanced squads with mantines, pelippers and fast mons like tauros, floatzels etc. One gripe I had with offensive poliwrath is missed every f*cking move when it needed to. So I thought of this set as it provides a cool pivot for offensive teams that usually get rekt by the fast mons above. Hypnosis seems like a bad move to run but you basically get 2 chances to land it as people switch in their counter like mantine/pelipper/garbodor assuming the rest talk set. Hydro pump and Focus blast hit decently hard and vacuum wave checked common things like tauros, floatzels etc at the time. Idk if its that good anymore tho lol.
Mesprit @ Mind Plate
Ability: Levitate
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Psychic
- Future Sight
- Energy Ball
- Signal Beam
This thing is doing so much work for me right now, honestly, it's a lord. Future sight hits so hard, and dark types like Liepard don't switch into much offensive pressure if they attempt to block the Future Sight. Future Sight annihilates physical walls for Swellow, Zangoose, and other physical sweepers. Also people forget that you've set up an FS, and try to boost, then get bopped. It's so much fun, and definitely worth a try.
Ability: Levitate
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Psychic
- Future Sight
- Energy Ball
- Signal Beam
This thing is doing so much work for me right now, honestly, it's a lord. Future sight hits so hard, and dark types like Liepard don't switch into much offensive pressure if they attempt to block the Future Sight. Future Sight annihilates physical walls for Swellow, Zangoose, and other physical sweepers. Also people forget that you've set up an FS, and try to boost, then get bopped. It's so much fun, and definitely worth a try.
Miltank @ Rocky Helmet / Leftovers
Ability: Sap Sipper
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Milk Drink
- Body Slam
- Thunder Wave / Toxic
- Heal Bell / Stealth Rock
This set isn't new or creative: it's just really underrated. I've faced this type of set on the ladder many times, always did its job vs me, yet everyone was saying this set's bad. Miltank is bulky as hell and chews hits from a lot of "problem Pokemon" such as LO Tauros, Archeops, 1v1. Before you say this set is passive and shit, this actually doesn't lose momentum at all because of fucking Thunder Wave, which is an OP move. Lanturn doesn't like switching into Body Slams that much, Torterra / Rhydon can't actually do anything back unless they have SD, and almost no Torterra carry SD because they need 2 stabs and Stone Edge to hit Xatu unless CB which obviously can't SD. On more stallier teams u can just carry toxic over twave to speed this process up, but lets be honest twave helps on any team. Also carry a switch-in to fighters / stuff that use fight / dark coverage like malamar. This is the only issue given that these are also a lot of problem Pokemon (Sawk / Malamar, mainly) which i often carry a creative answer for, but many bulkymons need similar type of team support anyways so it's not like this is anything new. If Heal Bell on a more bulkier team, you can safely run RestTalk Granbull for recovery. On a team with more offense, Miltank can carry Stealth Rock which is great because you get to parahax Xatu which is always fun. There's so much this switches into in the current meta, and there's so little that can actually switch in on a paralysis (grounds / electrics / gurdurr / malamar) without being utterly crippled given that the meta is fast. Miltank is a threat, and not just on full stall.
252 HP makes HP even, letting me get more bang for my buck for using milk drink, which i'll be pressing a lot. 16 Speed also outspeeds neutral base 70s, actually put in a bit more speed because a lot of things creep around that, miltank can afford to spare like 20+ extra EVs in speed and still check all the necessary stuff, and going first with a para move really games the odds in your favor in just about everything. Sap Sipper is cooler on bulkier slowteams that can have issues with Lilligant if sleep powder hits every time. If not carry thick fat I guess. I know hollywood's just gonna claim this set as his but fuck him haha.
Ability: Sap Sipper
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Milk Drink
- Body Slam
- Thunder Wave / Toxic
- Heal Bell / Stealth Rock
This set isn't new or creative: it's just really underrated. I've faced this type of set on the ladder many times, always did its job vs me, yet everyone was saying this set's bad. Miltank is bulky as hell and chews hits from a lot of "problem Pokemon" such as LO Tauros, Archeops, 1v1. Before you say this set is passive and shit, this actually doesn't lose momentum at all because of fucking Thunder Wave, which is an OP move. Lanturn doesn't like switching into Body Slams that much, Torterra / Rhydon can't actually do anything back unless they have SD, and almost no Torterra carry SD because they need 2 stabs and Stone Edge to hit Xatu unless CB which obviously can't SD. On more stallier teams u can just carry toxic over twave to speed this process up, but lets be honest twave helps on any team. Also carry a switch-in to fighters / stuff that use fight / dark coverage like malamar. This is the only issue given that these are also a lot of problem Pokemon (Sawk / Malamar, mainly) which i often carry a creative answer for, but many bulkymons need similar type of team support anyways so it's not like this is anything new. If Heal Bell on a more bulkier team, you can safely run RestTalk Granbull for recovery. On a team with more offense, Miltank can carry Stealth Rock which is great because you get to parahax Xatu which is always fun. There's so much this switches into in the current meta, and there's so little that can actually switch in on a paralysis (grounds / electrics / gurdurr / malamar) without being utterly crippled given that the meta is fast. Miltank is a threat, and not just on full stall.
252 HP makes HP even, letting me get more bang for my buck for using milk drink, which i'll be pressing a lot. 16 Speed also outspeeds neutral base 70s, actually put in a bit more speed because a lot of things creep around that, miltank can afford to spare like 20+ extra EVs in speed and still check all the necessary stuff, and going first with a para move really games the odds in your favor in just about everything. Sap Sipper is cooler on bulkier slowteams that can have issues with Lilligant if sleep powder hits every time. If not carry thick fat I guess. I know hollywood's just gonna claim this set as his but fuck him haha.
Klinklang @ Leftovers
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Gear Grind
- Toxic
- Substitute
- Shift Gear
Sup guys I have a cool klinklang set to share with you all. Its pretty much the standard set but with toxic instead of return. Toxic is useful for poisoning Quagsire which is probably the best counter to Klinklang. Barrier Musharnas think they can setup on Klinklang and then they get toxic'd; synchronize doesn't work either because of Klinklang's immunity to toxic.
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Gear Grind
- Toxic
- Substitute
- Shift Gear
Sup guys I have a cool klinklang set to share with you all. Its pretty much the standard set but with toxic instead of return. Toxic is useful for poisoning Quagsire which is probably the best counter to Klinklang. Barrier Musharnas think they can setup on Klinklang and then they get toxic'd; synchronize doesn't work either because of Klinklang's immunity to toxic.
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