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Strategy Pokedex Submissions

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
Submit any entries you would like to see in the Strategy Pokedex subforum. We will use this thread to discuss any entries and evaluate our peers. Here is the format used. Thanks to SSJ18 for this.

[Name of Set]
Pokemon Name @ Item
Ability: Nature
EVs
Move 1
Move 2
Move 3
Move 4

[Set Description]

[Name of Set2]
Pokemon Name @ Item
Ability: Nature
EVs
Move 1
Move 2
Move 3
Move 4

[Set Description]

[Name of Set3]
Pokemon Name @ Item
Ability: Nature
EVs
Move 1
Move 2
Move 3
Move 4

[Set Description]

[Extra Options]


[EVs]


[Troublesome Pokemon]
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
METAGAME COUNTER(Aka, Updated Stalltres)

Moltres@Leftovers
Bold/Pressure
248Hp/148Def/112SpDef
-Flamethrower
-HP Ice
-Roost
-Substitute/Toxic

A simple modification of Stalltres, this thing can work wonders to screw your opponents over. Easily surviving anything the Elite 4(lol, I made a funny) can throw at it Stalltres can easily beat all 4. The best case scenario would be coming in on Scizor's SD while there is no Stealth Rocks in play so your at full health and Sub as he switches, however as this is rarely the case your best move is to roost. From there its just a matter of dealing with whatever comes in. Any variation of Heatran will fail at ever 2HKOing Moltres and any choiced Heatran(Read: All of them) will quickly be pressure stalled out of Fire Blast/HP Ice PP as you Rost off any damage. Salamences Life Orbed Draco Meteor fails to OHKO and cripples it allowing you to Roost off damage then OHKO with HP Ice(assuming life orb recoil). Skymin would never be crazy enough to switch into this thing but you can switch into it as Seed Flare deals lol damage to you(and your immune to Earth Power) and can easily KO it with Flamethrower or HP Ice. The aforementioned Scizor fails to do anything to you with Life Orbed Technician Bullet Punch and is easily OHKO'd by Flamethrower. This set also deals well with physical threats like Lucario and Infernape.

The final slot is a toss up. Substitute helps with Stalling as well as keeping you protected from status moves but Toxic allows you to go one on one with Blissey(assuming it doesn't have Aroma Therapy and even then it is easily stalled out of PP with pressure) I personally prefer using Toxic but I have found Substitute can keep you safe from something like Salamence Draco Meteor(You survive at full health anyways, but you take a big hit)
COUNTERS: Bulky Waters/Water types are generally a bother and special note go to Suicune and Swampert who can roar you away even if you are behind a sub. Non-choiced TTar can't be PP stalled so he can set up in your face(although if you're feeling lucky you can go for a burn with Flamethrower) Obviously stealth rocks is a pain in it's side so it has to be careful when switching in. Blissey can outstall you if it has toxic, and generally any status move should be avoided. Scarfdos, as with most pokemon nowadays, is a pain in its side.


And while I'm at it:



That's Gay Stall

Breloom@Toxic Orb
Adamant/Poison Heal
44Hp/252Atk/212Spe
-Spore
-Stun Spore
-Substitute
-Focus Punch

A combination of the SubPunch and Double Powder set, but this set plays slightly different than both. The idea is to come in on something slower than you then Spore. Sub up on the switch then Stun Spore whatever comes in. With Toxic Orb healing off 1/8 of your health each turn your more than guaranteed to get a sub up against your paralyzed foe, at which point you proceed to Falcon Punch them in the face off a beastly 394 Attack stat. While this set is completely walled by Ghosts, none, not even the slow ones, enjoy being paralyzed, and pokes like Gengar and Mismagius are almost completely shut down when paralyzed.

Other Options:

You have the option to replace Focus Punch with something more neutral if you prefer. Stone Edge hits fliers hard but the 8 PP and imperfect accuracy make it a rather poor option for a stalling set. In general, as you aren't actually trying to sweep with this, Focus Punch is your best bet.


EV's:

The standard 44Hp/252Atk/212Spe for maximum health recovery and damage. No defensive EV's are used as this set is less about taking hits and more about letting the subs take hits for you. You can run Max Speed if you prefer, although you don't stand to outspeed much more than you already do other than other Breloom which usually can't be Spored/Stun Spored anyways. If you do wish to use max speed take the extra EV's out of Attack.


Counters:

Roar/Whirlwind pokemon are the best counters. Rest Talk Cresselia is the absolute best counter, taking minimal damage from Focus Punch and absorbing status' like a champ. Other than that not much. Once this guy's in he's a ******* to get rid of. Anything faster than him is quickly made slow and anything slower than him is in danger of being put to sleep. Bulky Rest Talkers can function well but many don't enjoy taking a full powered Focus Punch to the face. Hitmonlee deserves a mention as one of the only pokemon that actually runs Limber so he can absorb stun spore. While it will take a while(a LOOOOOOOOOOOOOOOOOOONG while) Dusknoir can eventually take him down, as can Spiritomb. Gengar and Mismagius can wall him, but hate being paralyzed.


Side note: The name "That's Gay" come's from my first match using this set where I systematically took down 5 of my opponents pokemon with this thing, including Zapdos, Suicune and Bronzong and my opponents only words were "That's gay" and then he left the room.



Scarfloom

Breloom@Choice Scarf
Jolly/Poison Heal
252Atk/228Spe/30Hp
-Super Power
-Seed Bomb
-Spore
-Stone Edge

It always struck me as odd that Breloom never had a choice set, and then I realized that without Focus Punch his best choice for a STAB Fighting move was Sky Uppercut. The Platinum updates have alleviated it of this problem by giving it the now very common Super Power. This set acts more as a revenge killer operating off Brelooms huge attack stat and useful resistance to Stealth Rocks allowing it to come in multiple times. 228 Speed EV's and a +Speed nature puts you at 384, one point above Jolly Weavile. Don't bother maxing speed as you'll only hit 393, one point below Jolly Aerodactyl.

Super Power is your main move here as the stat drop is negated by the fact that Breloom will most likely be switching out after attacking. Seed Bomb provides a powerful secondary STAB move that deals with Bulky Waters and Hippowdon. Spore is useful as a surprise move on pokemon who don't expect to be out sped by Breloom like Tyranitar after a single Dragon Dance. Stone Edge in the final slot is a must as it hits Flyers like Gyarados and Zapdos hard.


Offensive Lead 'Zong
Bronzong@Leftovers/Lum Berry
Relaxed/Heat Proof
252Hp/40Def/140SpAtk/76 SpDef
IV's: 31/31/31/30/31/3
-Earthquake
-Gyro Ball
-HP Electric
-Explosion

This is a specialized Bronzong I've been using for quite a while now and it's been working wonders for me so far. With most leads nowadays carrying taunt Lead Zong's don't really have the ability to set up anymore. The idea here is that being totally offensive means that Taunt is nothing more than a free turn for me. Suicide Leads are this things best friend as they tend to get a Gyro Ball to the face when they taunt, then die setting up Stealth Rocks without doing any damage. The real fun starts here however, as most players will bring in a fire type to combat Bronzong and with the combination of Heatproof and the defensive EV's very few Fire types/Fire users can actually hope to 2HKO it. Azelf, Scarftran, Infernape, Zapdos, all fail to 2HKO, and, with the exception of Zapdos, can all be 2HKO'd by Gyro Ball or Earthquake(and you can just explode in Zapdos' face) HP Electric is in case Gyarados decides he's going to try and ruin your fun. The EV spread allows you to take 2 Life Orbed Waterfalls from Max Attack Adamant Gyarados or anything else it can throw at you and 2HKO him with HP Electric. This set works especially well in tandem with something like Scizor or Forretress as it tends to ruin their main counters while sacrificing itself.

The item choice is sort of tricky. With leftovers your guaranteed to survive pretty much every fire attack thrown at you assuming its not from SpecsTran, but a Lum Berry is useful as it lets you take on Gengar as the new 60% accuracy on Hypnosis makes it extremely unlikely that you'll be hit by it twice and also keeps you safe from Burns from the fire attacks you'll be taking. Unfortunately if you opt for Lum Berry over Leftovers there's a chance that you'll be 2HKO'd by Scarftran.
 

zrky

Smash Lol'd
Joined
Jun 1, 2008
Messages
3,265
Location
Nashville
Reap, I have nothing to say except That's GayI hate breloom with a Passion
 

jigglyppuff8

Smash Lord
Joined
Oct 10, 2006
Messages
1,241
Location
PA, USA ⊂(゚ヮ゚)⊃

"Annoy" Special
Pachirisu @ Leftovers
Pickup/Run Away
Timid ( + spe - atk )
252 HP/6 sp. atk/252 spe
~Super Fang
~Thunder Wave
~Charm
~Thunderbolt

"Annoy" Physical
Pachirisu @ Leftovers
Pickup/Run Away
Jolly ( + spe - sp. atk )
252 HP/6 atk/252 spe
~Super Fang
~Thunder Wave
~Charm
~Thunder Punch/Seed Bomb

Both of these sets are very similar and you should use the one that suits your preference of physical or special coverage...Not that it really matters since Pachi's attack stats are both 171 in these sets. Max 260 speed allows it to outspeed most neutral nature base 100s. These sets are best used in a situation against a powerful Physical attacker such as Salamance, Tyrantitar, and Gyarados. A charmed CB Earthquake does about 90% meaning that this little guy won't last long. However Pachirisu outspeeds these Pokemon most of the time so it can T-Wave before it goes down, crippling the opposing Pokemon greatly while allowing you to switch in a counter. If the opposing Pokemon is a Special threat such as Specsmance and Porygon-Z, there is little to no chance. But let's face it, if you were able to manage a T-Wave, you'll go up against either a locked or weakened opponent( Draco Meteor OHKOs Pachi, everything else is a 2HKO). IF BY SOME CHANCE YOU SURVIVE LONG ENOUGH, Super Fang is basically the only move Pachi can use that will cause "significant" damage. Other moves are in case health is below 25%.

Extra Options
These exist for Pachirisu? The only mentionable ones are Gunk Shot, Grass Knot, and Magnet Rise for who know what.

EVs
Speed and HP. That's all you need Speed and HP. Everything else will leave Pachi vulnerable.

Troublesome Pokemon
Ground types like Swampert can create a problem for Pachirisu because T-Wave has no effect on it. So will most special sweepers since they can't be charmed into lowering their attack stats.

Opinion
Pachirisu is best described by me as a Kamikaze Paper Airplane on fire. It goes down quickly while just dealing majorly minor damage to the opponent.


...YES!!! I WROTE ABOUT PACHIRISU, GOT A PROBLEM WITH THAT?
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move
I'll do this one the right way now k?



Sub Punch
Gallade@Leftovers
Adamant/Steadfast
252Hp/252Atk/4Spe
-Substitute
-Focus Punch
-Night Slash/Ice Punch
-Hypnosis/Thunderpunch/Leaf Blade

The old Sub Punch standard(why was there never one of these before?) With Gallades wonderful series of resists he shouldn't have too much trouble getting in and finding time to set up a substitute and start Focus Punching away. Night Slash is there for coverage against ghosts like Dusknoir and Gengar, but Ice Punch can be used to take on Salamence as even a -1 Ice Punch will do ~92%(guaranteed KO with Stealth Rocks support) The last slot is a bit of a toss up. Hypnosis can help you set a substitute up but the accuracy is shaky and could let you down. Thunderpunch allows you to take on Gyarados and other flying types if your not using Ice Punch. Leaf Blade may seem like an odd choice but it's your only real chance to do anything to Hippowdon and does a minimum 81% to Max Def/Max HP Impish Swampert



Bulk Up
Gallade@Lum Berry/Leftovers
Adamant/Steadfast
240Hp/252Atk/16SpDef
-Bulk Up
-Drain Punch
-Fire Punch
-Stone Edge/Leaf Blade

Gallade, by virtue of his high Special Defense, can reasonably use a Bulk Up set. The idea is to come in on something that can't really hurt you or that will switch out then proceed to Bulk Up on whatever comes in. If its an intimidater like Gyarados or Salamence you now have normal attack and +1 Defense and should be able to easily take care of them. If it's a wall like Bronzong or Forretress you can continue to set up in their faces as they fail to do any real damage to you without exploding and after 2 Bulk Ups even that will fail to OHKO. Drain Punch works amazingly on this set, allowing you to survive for a very long time by siphoning off health from your opponent. Fire Punch is crucial to this set as its your only way to get around Scizor and Forretress(You can technically beat them with Drain Punch but with only 8 PP it's best to conserve it) The last slot is all about what you fear more, Salamence/Gyarados or Swampert. After a single Bulk Up Leaf Blade is a OHKO on Swampert but you need at least 2(3 if you factor in Intimidate) to even 2HKO Bulky Gyarados. Stone Edge on the other hand easily rids you of both, but leaves you helpless against Swampert.

Lum berry is the preferred item on this set as a Burn or Toxic can ruin you quickly, however Leftovers is still a solid choice if you don't really fear status.


Extra Options
Hypnosis can be used on the Bulk Up set to give you another turn to set up but once again the poor accuracy is a turn off. Reflect can make you an even more potent wall allowing you to set up against even the mightiest of physical attackers. Stone Edge can be used on the Sub Puncher set to hit all fliers simultaneously. Night slash can be used on the bulk up set to hit Cresselia.

EV's:

As you can see I chose to use bulkier EV spreads on both sets. If you feel the added defense isn't necessary feel free to run a more offensive spread of Max Attack/Max Speed on the Sub Punch set. For the Bulk Up set it's recommended you max HP and attack so you can take special hits better while dealing maximum damage, however you can run a more bulky spread of 238Hp/136Def/136SpDef Adamant, hitting 300 in both defenses and 471 Attack after a single Bulk Up.

Troublesome Pokemon

Its that whole "What you don't have might kill you" thing. If you don't have Ice Punch on the Sub Punching set then Gliscor Walls you, but if you don't have Night Slash then Dusknoir and Rotom-A wall you(and either way Spiritomb is a bit of a problem) Without Leaf Blade on the Bulk Up Swampert can Roar away your boosts but without Stone Edge Gyarados can taunt you and set up in your face(or Salamence can just, you know, **** face) Hippowdon is a bother on both sets as you fail to 2HKO him even with max attack and leaf blade without at least a few boosts. Skarmory has trouble switching in but once it is in it can whirlwind away your Subs or Bulk Ups. Cresselia can wall you forever if you don't have Night Slash and can Will-o-Wisp your boosts away.


Swords Dance

Gallade@Life Orb
Adamant/Steadfast
64HP/252Atk/192Spe
-Swords Dance
-Close Combat
-Psycho Cut
-Ice Punch/Night Slash/Stone Edge

A Gallade with a Swords Dance under his belt is a force to be reckoned with. Close Combat is your main tool for sweeping, but after that you have some tricky choices to make to fill the remaining two moveslots. Ice Punch is highly recommended as it rips Gliscor to pieces, giving Gallade a massive advantage over Heracross and Lucario. It easily OHKOs Salamence too, even when you factor in Intimidate.

Psycho Cut means Weezing and Heracross are much easier to take down, and it easily OHKOs Gengar. The potential for a critical hit also helps make up for the rather low base power. Night Slash covers Cresselia, Dusknoir and most other Ghosts and Psychics you will run into. The main reason to use Stone Edge is to take out Gyarados, but it also offers enough power to OHKO Gengar, Azelf, Starmie and assorted other weaker Psychics. It will OHKO Heracross after a Swords Dance too.

Night Slash is obviously the more powerful attack against Ghosts and Psychics, but there is a case for Shadow Sneak here. After a Swords Dance, it will OHKO Gengar and Alakazam, preventing them from finishing off Gallade before he gets a chance to attack. However, neither are likely to OHKO a full strength Gallade (Gengar will require Choice Specs or Life Orb, and Alakazam fails to OHKO even with Choice Specs), so Night Slash is generally the superior option. Still, the chance to avoid a near fatal hit can keep Gallade healthy enough to continue his sweep. Shadow Sneak will also OHKO Dugtrio, provided you have a Swords Dance set up and Life Orb. Your choice boils down to which group do you want an easier time with? Slower, bulkier opponents like Cresselia and Dusknoir, or faster, frailer enemies like Gengar and Azelf. Bear in mind that Shadow Sneak is illegal alongside Ice Punch, so you will need to replace the Ice attack with Psycho Cut or Stone Edge.


Choice

Gallade@Choice Scarf/Choice Band
Jolly/Steadfast
252Atk/252Spe/4Hp
-Close Combat
-Psycho Cut
-Ice Punch
-Night Slash

I've decided to combine these two sets as their differences are no longer great enough to warrant two different sets. With Choice Scarf you now absolutely need max speed to outspeed Skymin and Scarftran who usually stays two points above Skymin. Close Combat provides an extremely powerful STAB and will put a huge dent in whatever switches in(other than ghosts) Psycho Cut provides a strong secondary stab that hits Herracross, Infernape and Gengar hard. Ice Punch allows you to tear through Gliscor and Salamence while Night Slash gives you something to hit Dusknoir and Cresselia with. Ice Punch can be dropped for Thunder Punch to hit Gyarados. If you run choice band you can use Adamant nature but Jolly is absolutely necessary on the Scarfer.



Im going to omit the "Double Status" and "Sleeper" sets because the new 60% accuracy on Hypnosis makes them too dangerous to recommend on something as(physically) frail as Gallade.
 

ozg82889

Smash Journeyman
Joined
Mar 21, 2006
Messages
248
Location
Antioch, CA
thsi is more less a 2nd draft




no name given to the set yet
Scizor @ left overs
technician: careful nature
EVs: 252hp/80def/176 sp.def

moves:
protect
bullet punch
quick attack
super power

this is a set with a defensive ev spread unlike most other scizor's who use an offensive ev spread. this set is meant to be used in a sand storm and for optimal performance stealth rock set up and spikes and toxic spikes help too. it should be used mid to late game when you know which pokemon have a fire attack on your opponents team(most likely heatran, infernape, or salamance). by the time you send out scizor the opponents fire using pokemon should have been in switched in once(if they had not you wouldn't know they were on the opponents team) and taken damage from sandstorm and/or stealth rock. the way this works is that when the opponent has a pokemon that can't hurt scizor out you switch in scizor. using baton pass after a swords dance would be best. if you predict the opponent to attack and not switch to a counter you can use protect to give them another turn of residule damage and to regain 1/16 of you hp. the next turn either bullet punch or quick attack. with its defenses any non SE hit would not ko you above 50-60%. you then use protect and repeat. if their counter is still alive then use the proper attack as they switch in. superpower for heatran, quick attack for infernape (super power works fine too), etc. depending on the percent the pokemon is apon switching what you should do varys. if it was at 75% or lower when coming in before it took any damage then you can stay in using protect first then attacking. if it was above 75% then you should switch out after protecting for 1 turn. for non fire carrying pokemon you can spam bullet punch or quick attack with protect between each attack.

[extra options]
you can replace scizor's careful nature to give it a adamant nature to increase the damage ,but that would lower its sp.def and the main point of the set is to take little damage form non SE hits while their hp lowers to get into KO range with bullet punch or quick attack.
you can also replace superpower with roost to increase your survivability. you would be able to get back 50% of your hp back but most of the pokemon who will be switched into you will be faster and be able to easily KO you with flamethrower, fire blast, etc. you would also lack a way to hurt an incoming heatran forcing you to switch out instead of doing 50%+ to it with superpower.
another option is to replace quick attack with swords dance. doing so you will be able to increase your attack while an opponent switches or as they attack you with a non-SE hit. after a SD bullet punch would do more damage then a +0 quick attack on infernape. swords dancing on an incoming heatran would be useless though. you would then be able to OHKO it, but as most heatran are timid with a choice scarf it would outrun you and OHKO you with flamethrower.
for a SD boost it is best to have a baton passer SD then baton pass while a pokemon that poses scizor no threat is out then attack the incoming counter with the appropriate move.

[evs]
the evs were decided upon by using an overall harm applet to maximize scizor's defenses. having the evs as they are now will let you survive most non-SE hits when above 50%. with protect and leftovers you are able to survive for longer periods of time.
an adamant tyranitar holding life orb with 252 atk evs does 42-.73-52.63% and 64.24-75.58% after a dragon dance. you do 44.44-52.63% with bullet punch on a 4/0/0 and 87.72-103.51% after a baton passed SD.
Skymin does 15-18.31 with seed flare, 39.24-46.22% with air slash and 31.4-37.21% with earth power while scizor does 30-35% with bullet punch and 59.94-71.05% after a baton passed SD.

[troublesome pokemon]
the biggest problem posed to scizor is fire attacks. any physical or special fire attacks could OHKO scizor if the opponent has decent atk/ap.atk due to scizor's 4x weakness to fire. the three most common pokemon switched into in my opinion are scizor are heatran, infernape, and salamance. for heatran it is best to hit it with super power as it comes in and if it doesn't KO it switch into a pokemon that will resist most of its attacks and force it to switch or KO it if it stays in.
with infernape you should use quick attack and then proceed form there. if it was originally injured and came in with 75% or less then protect the next turn to regain 1/16 hp while it loses 1/16 hp if sandstorm is up. the next hit should KO it and if it doesn't then it is most likely using life orb and the minus 10% with sandstorm would finish it off. if it was above 75% coming in then would be at 9.77-.93% if you did the above setting it up for a revenge kill.
for salamance use bullet punch then switch out to a faster pokemon that could ko salamance after you protect for a turn. Bullet punch would do 11.69-14.03% on a 216/252/0 bold mence and 19.88-23.49% on a 4/0/0 adamant/jolly mence. any of the three coming in at or below can be KO'ed with you surviving if scizor hits at the higher end on the spectrum of its attack. for example on the 4/0/0 mence closer to 23% then 19% or with a crit. if it hits on the lower side then most likely both of you would be KO'ed. having a SD would make sure they are koed with taking any damage.
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.


Wallmaldo
Armaldo @ Lefties
Battle Armor: Impish
252 Hp/10 Atk/160 Def/88 SpDef
Stealth Rock
Knock Off
Stone Edge
Earthquake

This is probably the only thing Armaldo can do well in Standard play, but it does one hell of a job at it. After setting up Stealth Rocks, Armaldo can Knock Off the other lead's item (Ruining Sash leads and greatly annoying walls that rely on Lefties to heal), KO fragile leads (Like Infernape and Yanmega), or switch out to Knock Off later.

The only thing that really gives this set problem is Focus Sash leads. Tyranitar/Hippowdon support elimantes this problem, however, and give Armaldo extra SpDef. Take that, you firey monkey!

X-Scissor is a viable option over Earthquake, with better Power and the ability to OHKO Azelf and Celebii, but with lesser type coverage.

Rock Polish Sweeper
Armaldo @ Life Orb/Lum Berry/Lefties
Battle Armor: Adamant
8 Hp/252 Atk/252 Spd
Rock Polish
Stone Edge
Earthquake
X-Scissor

Essentially a slower, bulkier version of the once-popular Rock Polish Rampardos. After a single RP, Armaldo will be able to just outspeed a Modest, 252 Spd Scarftran and OHKO it with EQ. Stone Edge and X-Scissor will be your main sweeping moves. Bug, Rock, and Ground get surprisingly good type coverage, taking care of Zapdos, Salamence (Before Inimidate kicks in, I think), Infernape, Gyarados, Heatran, Azelf, Tyranitar, and several others I can't think of right now.

The item is really up to you. Life Orb adds sweeping power, but also wears Armaldo down. Lum Berry allows you to stay in on Brelooms and KO them with X-Scissor, and Lefties adds bulkyness.

Sadly, unlike the more popular physical sweepers, Shrimpy here lacks a way to deal with Steel-types. I suppose you could slap HP Fire on there... But with 70 Base SpAtk, it isn't worth it.

Spinner/Stallmaldo
Armaldo @ Lefties
Battle Armor: Impish
252 Hp/170 Def/88 SpDef
Rapid Spin
Knock Off
Body Slam/Toxic
Stone Edge/Earthquake/Aqua Tail

Not the best set out there, but if you're looking for a quirky Spinner/Knocker, this is your guy. After spinning away problems, Armaldo can paralyze sweepers and/or poison walls, and knock a few dents in other Pokemon.

The attacking move can be a bit of a difficult position. Stone Edge provides a powerful, semi-reliable STAB move, EQ has great coverage, and Aqua Tail comes out of nowhere to surprise Gliscor (is he even used anymore?). It should be noted that even without Atk EVs, Armaldo still has a great Atk of 314.

Extra Options

Aqua Tail, Rapid Spin, Ancientpower, Superpower, Rock Blast, Swords Dance, Seismic Toss

Aqua Tail can slam a few Pokemon that aren't weak to SE or EQ, and is useful in the Fire-filled UU environment. Stone Edge is normally a better choice, although it has less PP.

Rapid Spin can be used on any set, but Armaldo is weak to Stealth Rocks, limiting it's usefulness.

Ancient Power has a tiny chance of raising all of his stats. Not reliable at all, but you can test your luck.

Superpower is a powerful Fighting-type option, but SE and EQ already hit everything it can without the drawback of losing stats.

Rock Blast can break through Subs, and potentially do more damage than SE.

Swords Dance is worth mentioning for sweeping sets. Armaldo has an awsome Base Atk of 120, and he easily breaks the 750-Atk barrier with just one SD.

Seismic Toss hurts Skarm, Forretress, and other Steels a bit.

Counters

Armaldo's biggest enemy is a fellow Bug-type. He's become a metagame God with the introduction of Platinum. Most Pokemon simply call him 'Scis-', because that's all they have time to say before he Bullet Punches them into the void. We call this monster 'Scizor.'

Scizor might be the one Pokemon Armaldo can't faze whatsoever. Sure, you could Knock Off a Life Orb, but he'll be too busy Dancing to take care. Rock Polish can outspeed him, but he doesn't care as long as he has the rediculously powerful and fast Bullet Punch. Not to mention none of his attack options hurt the little bugger. (Ha, get it? Bugger...?)

Asides from Scizor, Armaldo has a few other enemies. Stealth Rocks take away 25% of his HP, Skarm completely walls him, and Milotic gives him trouble.

Armaldo's bigest thing holding him back is that although he can do alot of stuff, he is outclassed in nearly everything. He can be a spinner and knocker at the same time, but so can Tentacruel, who is faster, can absorb Toxic Spikes, and doesn't get demolished by Stealth Rock. Shrimpy can try to speed-boost weep, but Rampardos and Metagross are more powerful and faster.

EVs

For defensive sets, 252 Hp/170 Def/88 SpDef is the preffered EVs. For offensive, the standard 252 Atk/252 Sp/6 whatever is necessary, due to his slow speed.

I've recently learned that Scarftrans now carry 390 Speed. This means that Armaldo will need to be Jolly, with 212 Spd EVs to outspeed him after a Rock Polish. Pump the extra EVs into his HP or Def.

General Opinion

I love Armaldo, but he isn't that great. It seems that everything he can do, someone else can do better. His pros are his sheer bulkiness, ability to utilize Knock Off, good STAB moves, and good typing, whilst his cons are his sluggishness, lack of a large (well, usable) movepool, Scizor, and Stealth Rocks. While he'll probably never grasp his claws fully into standard play, he fills a quirky nitche very nicely.

I suspect he's a beast in UU play.
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
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Temple University, Philadelphia
It's not really anything special... but here goes anyways.


ORLY's Porygon2
Porygon2 @ Leftovers
Trace: Bold
232 HP/136 Def/80 SpA/60 SpD
-Recover
-Thunderbolt/Charge Beam
-Ice Beam/Icy Wind
-HP (Ground)

Description+EVs+Options

I optimized the HP, but the defenses to a lesser degree. The defenses are enough to take various hits from many threats. A tad more SpA can be used to have a better chance of KOing some Pokes, but I'm okay with the chances now. Def and SpD are reversible if you need a different tank. Def is at 136 to get a bonus point. Recover is mandatory.

Thunderbolt puts Gyarados to rest, however you can replace it with Charge Beam if you think Gyara will switch or you want the extra SpA. It also helps against Blissey. Trace lets you copy copy abilities so you can counter just about everything. Ice Beam can ohko Dragons if you want to use it. Icy Wind 2hkos dragons, but because of the speed drop you can also use it as a pseudo Thunder Wave. Sadly, you won't outrun them after the Icy Wind without major speed investment.

A max speed, neutral natured base 70 after being hit by Icy Wind hits 157.7 Spe. If it rounds down, you need 8 Spe EVs to outrun them; if it rounds up, you need 12 Spe EVs to outrun them. A no speed, neutral natured base 100 after bing hit by Icy Wind hits 155.7 Spe. If it rounds down, you need no EVs to outrun them; if it rounds up, you need 4 Spe EVs to outrun them. I guess you could just take EVs out of your lesser defensive stat or SpA. Outrunning standard Brelooms after Icy Wind is guaranteed.

HP Ground is used to counter Heatran, but it's very likely that Heatran won't be staying in after you copy it's Flash Fire. If you do get hit by Earth Power or something, HP Ground is very nice to have around. HP Fire can go there to hit the Scizors that happen to be everywhere.

Porygon2 has a lot of options, but I won't list the rest of them because that would change the whole point of this set. At first glance, this set looks really "slow". In practice, Recover gives you so much staying power, it doesn't even matter.

Counters
Snorlax, Cresselia, basically, any wall that takes special hits well and can set-up. Electivire coming in on your electric move can also be a pain since it usually carries Cross Chop. If you outpredict your foe, you might be able to land HP (Ground). If Gyarados is coming in, don't expect it to stay for long. Uhmm... yeah. I'm not cut out for writing Pokemon descriptions.




Mega-Beaver
Bibarel @ Leftovers/Pinch Berry
Simple: Impish
216 HP/40 Atk/252 Def
-Curse
-Amnesia
-Quick Attack
-Super Fang/Waterfall

Description+EVs+Options
Amnesia puts your SpD 624, Curse gives you 480 Def and 432 Atk. That's only 4 Atk lower than Azumarill. Super Fang lets you chip away at defensive walls until Quick Attack deals superior damage. Waterfall is also a good option for another STAB move.

Bibarel can take a physical hit before it Curses, but a special one will usually leave it too weak to do much else. After you set-up though, you're practically impenetrable. Rest+Chesto berry is your only reliable recovery option. It also rids you of annoying status effects your foe may use on you after you set-up. The beaver is slow, so make sure you Rest at the right moment.

Bulkier Beaver
Bibarel @ Leftovers
Simple: Impish
252 HP/252 Def/4 SpD
-Curse/Defense Curl
-Amnesia
-Toxic/Yawn/Stalling move
-Rest

Description+EVs+Options
Pair this up with some entry hazards and you'll be walling/PP stalling for eternity. If you really want to use an attacking move, Charge Beam is a nice option to get your SpA stat up to 302. That's about average at best. A second Charge Beam boost will get you up to 458, a threatening number. EVs are for maxed out Defenses. Because Curse gives you +2, while Amnesia gives you +4.


Counters

Phazers. The first set doesn't deal with status/repeated hits/super effectives that well. The second set usually only gets to see the light of battle once before it becomes useless. Bibarel isn't that hard to defeat since it's 3 weaknesses are all pretty common.


SP Waves
Honchkrow @ Life Orb
Insomnia: Lonely
252 Atk/252 SpA/4 Spe
-Sucker Punch
-Superpower
-Heat Wave
-Thunder Wave/Hidden Power (Ice/Electric)

Description+EVs+Options
Honchkrow got a lot of new toys with Platinum. Sucker Punch lets you finish off weakened foes, pick off those fragile sweepers, and makes foes think twice before attacking. Superpower gives it its first physical fighting move to grab very good physical coverage. After Superpower drops your stats, your foe might think, "Oh! This is a perfect moment to set-up my SDLuke on his switch!". WRONG! Heat Wave lets you use your just as amazing SpA stat to kill off any pesky Steels that are in your way. If something like Gyarados or Salamence comes in, they're not safe either. You can land a Thunder Wave to cripple them, limiting their sweeping abilities. Then you can bring out something like CM Raikou to finish them off, since they're probably not going to use Earthquake on a Flying-type.

Offenses are maxed out. The 4 points in Spe puts you at 3 points above no Spe, =natured base 70s. Even those Metagross who think they can have the upper hand with 8 EVs in Spe will still be outrun and hit by a Heat Wave. Insomnia is there to give you another switch in opportunity, like into Breloom. Super Luck can be used if you want, but I don't think a 12% critical rate is that reliable. That's about the odds of dropping your foe's SpA with Psychic.

Counters
I don't like countering my own Pokemon. It makes me feel like they suck.



Polish-Sub-Liechi
Torterra @ Liechi Berry
Overgrow: Adamant
8 HP/252 Atk/248 Spe
-Substitute
-Rock Polish
-Seed Bomb
-Rock Slide/Stone Edge/EQ/Crunch

Description+EVs+Options
The EVs allow you to perfectly outspeed +1 Spe, =natured base 90s after a Polish. That means scarfluke and scarfgon-z won't be messing around with you. A Timid nature could be considered to allow you to outrun +1 Spe, =natured base 100s and +1 Spe, +natured base 90s. The HP allows you to substitute 4 times if you ever need the chance. Your final speed stat is 420, so yes. You outrun scarftran (417) *applause*

Overgrow+Liechi+Seed Bomb stings. Wood Hammer isn't used because the recoil isn't very appealing after you have 1/4 HP. Your final moveslot helps you cover whatever you fear most. Rock lets you hit those flying and fire types that would otherwise cause you trouble (salamence). EQ helps hit steels and fires (heatran). Crunch hits those ridiculously fat walls like Cressy and Dusknoir. Coverage is very limited, and Substitute is very hard to sacrifice. If you're feeling brave and foolish, you can opt out of sub for another attack.


The Pentagon
Metagross @ Leftovers
Clear Body: Adamant
80 HP/252 Atk/36 Def/4 Spe/136 SpD
-Meteor Mash
-Earthquake/Ice Punch/Thunder Punch
-Iron Defense
-Light Screen

Description+EVs+Options
The HP EVs allow for optimal leftovers recovery while the defenses hit 305 and 250 respectively. Just double those numbers to see what you'll have after a boost. Bring this out after you see your foe's Metagross counter and use the respective defense raising move. You'll be taking just about ANY attack without a sweat. Modest Heatran deals 75% maximum with Fire Blast with Light Screen up. Atk is maxed because Metagross just isn't Metagross without rippling biceps, or whatever it has inside those gargantuan arms. Speed is set so that you tie others trying to outspeed you with zero speed. You can use another point if you'd like. Just take one from either of the defenses.

I chose to use Meteor Mash and Ice Punch because Metagross needs STAB, and I'm sure as hell not going to use Zen Headbutt; Bullet Punch on the other hand is much too weak. Also, Earthquake could be replaced for predictability reasons. You'll get walled by just about every Steel, Fire, and Water type without it, but an elemental punch could offer some very noteworthy coverage. Earthquake could be used with Ice Punch for very good type coverage. Preference comes in here. Pursuit isn't recommended since you're not forcing many switches. Have fun ****** stuff with this guy!
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
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In the Air, Using Up b as an offensive move
Another one to add:




Screener
Gardevoir@Light Clay
Timid/Trace
160Hp/252Def/96Spe
-Light Screen
-Reflect
-HP Ground/Wish
-Wish/Thunder Wave/Thunderbolt/Protect

With Deoxys-S banned into ubers there's some new pokemon looking to fill the hole. This is my variation and it's worked quite well at this point. Trace is amazing on this Gardevoir as it lets you switch in on many types of pokemon with ease like Heatran and Vaporeon. In fact this thing loves Bulky Waters as none can deal that much damage to it and let it set up rather easily. The Speed EV's allow it to switch into Kingdra, trace it's Swift Swim and out speed it. HP Ground allows it to act as a solid Heatran counter but as this set is not made to be offensive you can drop it for even more team support. Wish allows it to be even more of a team player healing others on your team. If you drop HP Ground for wish then put Protect in the last slot which will let you set up screens, heal then survive to set up again if needed.




Choice
Gardevoir@Choice Scarf/Choice Specs
Modest/Trace
252SpAtk/252Spe/4Hp
-Thunderbolt
-HP Ice
-Psychic/Shadow Ball
-Trick/Focus Blast

Often overlooked in favor of her supporting abilities, Gardevoir is still a very capable special attacker with one real bonus over the likes of Azelf/Alakazam, access to Thunderbolt, allowing her a pseudo BoltBeam combination. The final two slots are up for grabs, Psychic gives a powerful STAB move and Trick allows you to theoretically cripple something like Blissey but the Ghost/Fighting combination of Shadow Ball and Focus Blast give you even more amazing type coverage.

Trace is the superior ability here as it offers more chances to switch in, but being able to bounce Toxic or Will-O-Wisp back could be useful. Its more up to preference.

Extra Options

Not much really. Any other options are used better by other pokemon.

EV's

160Hp/252Def/96Spe with a +Speed nature on the Screen set is optimum, allowing you to both take phsyical hits well and outspeed any swift swim pokemon you might switch in to. If you don't see Swift Swimmers as a threat then you can drop the Speed EV's into HP and use a +Def Nature, or you can shift some to Special Defense for a slightly more even spread.

Counters

Pursuit users. The screener set takes <50% from even a CB Tyranitar Pursuit when Reflect is up and switching but the choice set dies like JFK passing by a grassy knoll(Too early?) The Screener set absolutely hates being statused as it needs a few turns to set up and an unlucky full paralysis can ruin it, as can toxic or burn keeping it from switching in later. Taunters quickly destroy the Screener and many pokemon can take the chance to set up while you are.


Mow edit?



General Purpose
Gardevoir @ Leftovers
Trace: Modest
236 HP/ 136 Defense/ 24 Special Defense/ 112 Speed
10 IV for Attack
Psychic
Grass Knot
Will-O-Wisp
Wish

This set functions as a counter to standard physically bulky Pokemon, able to survive a hit and answer accordingly. More typically defensive Pokemon are weak to grass at the higher base power values and cannot whether repeated Grass Knots. Harder hitters are burned and crippled for the remainder of the match by Will-O-Wisp. The few Pokemon that don't really mind either are also generally harmless and are easy targets for Wish passing. Psychic is purely for STAB damage.

While Psychic and Wish are permanent to this set, Grass Knot and Will-O-Wisp can be replaced with any generic secondary attack and any random status move. This includes Hidden Power, Thunderbolt, Shadow Ball, Focus Blast, Energy Ball, Charge Beam, Icy Wind, or Signal Beam over Grass Knot. Will-O-wisp can just as much be replaced with Hypnosis, Thunder Wave, Confuse Ray, or Toxic. If you're insane, you can run Hypnosis and Dream Eater. Overall though, the set I have listed is probably the best.

EVs are set to outspeed neutral speed natured Tyranitar and bulky Gyarados, providing an easy burn status to both, while maximizing Leftovers healing towards a generic defensive spread. IV of Attack is set to 10 to minimize possible confusion damage while maintaining a legitimate PID combination for Modest and Female (as all Gardevoir should be). Modest is used to maximize stats without investment required for Special Attack.

As Gardevoir effectively gains Fire Type immunity when switching into Heatran, it is relatively safe to switch Gardevoir into Heatran and Will-O-Wisp immediately, as most Heatran are choiced and forced to switch, offering a free burn to anything coming in. If Heatran does not switch, you have a great opportunity to Wishpass instead while stalling out the locked Fire attack. That said, beware any Heatran not locked onto a Fire attack. This includes Life Orb, or any Heatran locked onto anything other than Fire.

Anything with Pursuit or CB Pursuit will hurt Gardevoir. However, as Pursuit is physical and you can choose not to switch, your counters will not threaten you very well after a Will-O-Wisp. This is particularly useful for those locked Heatrans switching out from an immune Gardevoir to a counter.

If you burn an incoming Guts Heracross, good luck.
 

Rumikun

Smash Apprentice
Joined
Sep 26, 2005
Messages
173


[Scarfdos]
Zapdos @ Choice Scarf
Pressure: Timid
4 HP/ 252 Special Attack/ 252 Speed
Thunderbolt
Heatwave
HP Ice/Grass 70
U-turn

[IVs]

30 Attack and 30 Defense for HP Ice 70, 30 Attack and 30 Special Attack for HP Grass 70

[Set Description]

This Zapdos set functions equally well in all stages of the game, being an amazing starter and an amazing sweeper at any point in the battle. This Zapdos sports 492 Speed as a speed natured base 100 with Scarf. This out speeds almost any common threats, including neutral natured base 110 scarfers (478) and beats all Dragon Dance users after 1 use except speed natured Salamence (ties at 492). This set also sports 349 Special Attack, which is enough to 2HKO many Pokemon relying on their bulkiness. This works particularly well as a starter, able to 2HKO suicide leads on the 2nd turn, avoiding things like Azelf Explosion or any hit from Aerodactyl. Should you fear a counter, simply U-turn out instead to maintain the advantage. Many pokemon simply have no way to deal with this.

[Extra Options]

None really worth mentioning. HP Grass is a viable option over Ice, but Ice seems to function better.

[EVs]

Simply max Speed and Special Attack. IVs are 30 for Attack and Defense to supply optimal potential down to the point while maintaining a legitimate PID combination with Hidden Power Ice. The alternative for HP Grass also has one legitimate PID combination.

[Troublesome Pokemon]

Stay away from anything with Ice Shard. While Zapdos has a good chance of beating anything 1 vs 1, it loses much of it's ability as a counter at half health without Wish support. Beware Heatran switch-ins with Heatwave. Luckily, Heatran can be dealt with easily if it switches into thunderbolt instead, as you are guaranteed to out speed all versions and threaten a 2HKO. Stealth Rock support helps greatly for this.

Keep in mind that all counters are no longer counters if they switch into a U-turn.
 
D

Deleted member

Guest


#376 Metagross
Typing: Steel / Psychic
Ability: Clear Body
80/135/130/95/90/70

Choice Band

Metagross @ Choice Band
Clear Body / Adamant
252 HP / 232 Att / 16 Def / 8 Spd
Meteor Mash
Earthquake
Bullet Punch / Pursuit / Explosion
Bullet Punch / Pursuit / Explosion

CB Gross doesn't **** around. KO stuff with 600 attack. Don't guess wrong. EVs let you live Dugtrio CB Earthquake and outspeeds Smogon's CB Metagross.

Starter

Metagross @ Lum Berry
Clear Body / Adamant
240 HP / 80 Att. / 188 SpD.
Stealth Rock
Explosion
Meteor Mash / Ice Punch / Thunder Punch / Earthquake
Pursuit / Bullet Punch / Reflect

Suicide Lead, effectively copies Azelf, but beats Tyranitar leads designed to take out Azelf. While screwed by Taunt, retains ability as a normal attacker. Eats Gengar for breakfast. EVs let you live 2 STAB Life Orb Shadow Ball from Gengar.

Agiligross

Metagross @ Life Orb
Clear Body / Adamant
124 HP / 252 Att / 132 Spd
Meteor Mash
Earthquake
Explosion / Ice Punch / Thunder Punch / Substitute
Agility / Rock Polish

Be fast and kill stuff without a choice lock. EVs outspeed Choice Scarf Timid Heatran after a +2 speed boost.

Other Options:

Hammer Arm, Trick, Magnet Rise, Iron Defense, Light Screen, Iron Head. Rain Dance if you're insane.

EVs:

Do whatever you need Metagross to do. It can fill many roles. After that, maximize the pain.

Troublesome Pokemon:

Anything with good Fire or Ground attacks. Garchomp and Heatran work here. Metagross is usually walled on its best attacking types, Steel and Ground, and the opponent may make an effort to status you, since Metagross is usually pretty slow. Watch out for things with sleep or burn inducing moves. Metagross is too dangerous to have legitimate counters.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
You can post those standard sets, yes...But just add the set to your original Gallade post. Your Gallade is the most formatted so far. Congrats.
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
Full Support
Uxie @ Leftovers
Levitate: Bold
252 HP, 252 Defense, 4 Sp. Defense
Stealth Rock
Yawn
Knock Off/ U-Turn
Thunderbolt/ U-Turn

This is an excellent support set that is able to come into a hand-full of pokemon while setting up for his own teammates. Stealth Rock is as useful as ever, disabling focus sashes and making sweeps for pokemon such as Lucario and Scizor a lot easier. Yawn works perfectly with it, forcing your opponent to continuously switch and take SR damage or let something go to sleep. Knock Off can be used to remove Life Orb, Leftovers, or pretty much any item that may be annoying you. Thunderbolt rounds off the set so you can make a decent switch-in to Gyarados, while also meaning you aren't permanently crippled by Taunt. U-Turn can be used over either of the attacking moves to get a light hit in on switches, since Uxie tends to force some with Yawn.

Dual Screen
Uxie @ Light Clay
Levitate: Jolly
252 HP, 4 Defense, 252 Speed
Memento
Reflect
Light Screen
U-Turn/ Stealth Rock

Uxie, despite being the most defensive of the three legendary pixies, was blessed with a wonderful 95 base speed stat to abuse. This can put the opponent in a lot of pain with Dual Screens and his 130 base defenses. Memento is the featured move on this set because it gives Uxie an edge over other Dual Screeners, meaning your opponent is even more crippled for your next pokemon to come in and easily set up. U-Turn is a great option on this set as it allows Uxie to live another day for those blasted screens. Stealth Rock is the superior choice if you want to use this as a pure "do or die" strategy, awfully useful early to mid game.

Trixie Pixie
Uxie @ Choice Scarf
Levitate: Impish
252 HP, 104 Defense, 152 Speed
Trick
Stealth Rock
U-Turn
Yawn/ Knock Off

This set makes an excellent starter for any team, as it gives the user both an offensive and defensive edge early game. With the current EV spread, you beat all the suicide starters out there, the fastest being Aerodactyl. This allows you to Trick the scarf onto them and take away their Sash, heavily crippling them. If they Taunted you trying to avoid the setup, they are now forced to switch out or be setup fodder to the rest of your team. This allows you to scout out the new switch-in with U-Turn, allowing you to get the appropriate match-up. Stealth Rock is useful on any team, and it is generally Uxie's job to set it up: especially during the early game. Yawn can force more switches to rack up Stealth Rock damage and allows you to further abuse U-Turn even further, or Knock Off can be used for when your scared of something getting the scarf.... and liking it!

[Extra Options]
Rest and Sleep Talk can be put on almost any pokemon for durability, but Cresselia does it a whole lot better. Toxic and Thunder Wave are there in the form of delivering status, but again be sure not to make it an inferior Cresselia. Offensiely it can utilize Calm Mind and Water Pulse, thought there's nothing really special at that. Ultimately, Uxie has a lot of similar options as Cresselia, so any set the spaceduck can pull off Uxie can usually try to mimmick.

[EVs]
Max HP over anything else: this helps to balance out her defenses and makes her take the most amount of hits needed. Otherwise, hit a magic speed number and pour the rest in defenses. The max you should go on the "Trixie Pixie" set is 417, which allows you to beat the fastest Taunter allowed in OU, Electrode, and Trick it before it can stop you.

[Troublesome Pokemon]
Uxie's biggest problem is finding out what to do after it has done its job: without being able to Yawn the opponent or set up Stealth Rock with an extra turn, late-game is just hell for the little pixie as she becomes less and less useful, usually having to rely on U-Turn or non-STABed Thunderbolts to do any damage. In the truest since of the word "counter", one does not exist since nothing likes losing their item, falling asleep, or being forced into an unfavorable match-up. However, once it loses the ability to do the first two options you should have little trouble in getting around it.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
OK, well so far JV hasn't replied to my PM's or emails to get our subforum up, but just know that I'm still working on it. :)
 

chubb-o-wub

Smash Journeyman
Joined
Feb 24, 2007
Messages
494
Location
Midwest
What happened to the Rate That Pokemon stiockies in the Rating Room? Isn't this just a ripoff of it?
 

0RLY

A great conversation filler at bars and parties
Joined
Nov 18, 2007
Messages
2,681
Location
Temple University, Philadelphia
I'm adding all my sets that I come up with to my post on the first page, just in case this thread ends up getting like 50 pages long.
 

roy is my boi

Smash Journeyman
Joined
Mar 30, 2007
Messages
362
Location
&lt;3 Tifa Lockheart
Another Anti-Lead Bronzong
Bronzong @ Lum Berry
Adamant/ Heat Proof
252Atk/ 132Spe/ 124 Special Defence
Explosion
Gyro Ball
EarthQuake
Payback
My version of Pink Reaper's Anti Lead Bronzong. The purpose of mine is to OHKO (or 2hko) most leads. Gyro Ball/Payback is for Azelfs and Gengars, Earthquake is for Infernapes, and Explosion is for everything else. Taunt does not effect this lead at all and basically lets me hit them once for free. Gryo Ball 2HKOs Azelfs and Alakazams and Weavile leads (watch out for counter ;_;). Basically every thing

Pink Reaper said on his set works for mine too, so look at his set for the description LOL.

Other Options:
Instead of Payback, you could put on either StealthRocks, Rain Dance, or even Trick Room, depending on your team.

EV's:
The EVs are made for you to almost OHKO the standered Hippodown with Explosion, outspeed the Anti-Lead Machamp, and take the FireBlasts from Azelves and Infernapes. If outspeeding Machamps is not your priority, or if you use TrickRoom instead of Payback, change your nature to Brave and put the Speed EVs into HP/ Def, and take away your Speed IVs to supercharge your Gyro Ball.

Counters:
Well, even though most people would not try to hit you with EQ, if your opponent hits you with one, its basically GG. But other than that, the biggest counter for this set is, lol, Bronzong leads, and Fortress leads. Their part Steel typing seriously effs up your Explosion, only doing crap damage>.>

Okay the next set is something I found on Smogon and is pretty sexy imo
Cresselia @ Flame Orb
Ability: Levitate
EVs: 252 HP/160 Def/96 SDef
Calm nature (+SDef, -Atk)
- Psycho Shift
- Trick
- Rest
- Ice Beam

For those unfamiliar with the move Psycho Shift basically moves the status to the opponent, it does not activate Heatran's Flash Fire and is basically a 100% accurate Burn move. I love throwing status back at the opponent too.

If you look at the RMT forum as of recent you will see it littered with a sickening amount of physical sweepers. I simply did not think that was acceptable, so I threw one of my old friends back on to this team. Even if you Burn a CBTar that is going to Crunch you it will do laughable amount of damage. If you really want to screw with people Trick the Flame Orb to a foe Blissey. It will basically make it really hard for them to keep on coming in on everything else on this team and of course when everything that is a threat is crippled thanks to this you can start prepping a sweep with Suicune or Salamence. Trick serves another purpose here. Instead of getting locked into mindless Trick wars with Choice items I just send this baby in and if the opponent is using a metagross or Jirachi to Trick they pretty much screw themselves over. Ice Beam is for Dragons and odd things like Breloom who is very annoying otherwise. (cut and pasted from a RMT on Smogon)
 
D

Deleted member

Guest
since you already have a stab move with MM, I think HP fire would be the way to go.

Interesting set, you might want to note how hard dugtrio destroys you.
 

0RLY

A great conversation filler at bars and parties
Joined
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Messages
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Dugtrio is a just 3 turds stuck together anyways. It gets to kill one Poke, then something that you can't touch comes in, sets up, and the rest of your team is at it's mercy.
 

JesiahTEG

Smash Master
Joined
Jan 30, 2007
Messages
4,126
Location
Rochester, NY
Ok guys, pretty much every staff member sees no problem with giving us the subforum, so it should be up really soon. *Fingers crossed*
 

zrky

Smash Lol'd
Joined
Jun 1, 2008
Messages
3,265
Location
Nashville
YAY, ill be happy to know what the best movesets are:)YAY, ill be happy to know what the best movesets are:)

I realized one, that's probably seen like a million times but works:) (yes im a competitive noob and im proud)


Aww it's so cute:) F.E.A.R.
hasty/jolly/naive/timid@focus sash
-endeavor
-quick attack
-toxic
-thunderbolt/blizzard

Preferred at lower levels where will get attacked first so you can use endeavor while having 1HP. Then hoping the opponent doesn't have a priority move you use quick attack and you might just kill a Garchomp with a ****ING RATTATA!

Counters, really anything that has priority moves or if they use protect. Wether attacks such as sandstorm or hail can really kill this guy, so be careful about that.Please mention if there is something else.

EVs would definitely go to speed (just in case) and whatever else you want sense the other moves are backups.

and that is my first one that has probably been seen WAY to many times.



"Ill sit On You" Guaranteed 1 kill:)
Impish@Razor Claw/Leftovers Own Tempo
252HP/6atk/252def
-Explosion
-Knock Off/Surf
-Toxic
-Wish

It almost guarantees you one kill. First you set up Toxic, then you just use knock off or surf (annoy the enemy). And when necessary, use Explosion as a last resort.
Counters to this would definitely be fighting types, but his good defense should keep from getting OHKO.

EVs go in HP, attack, and defense. HP and defense to keep those OHKO at bay, and attack gives a little boost for knock off.
Surf is to give him a variety in typing and a little extra kick of power as opposed to knock off.
Again if there is anything you see fit to be changed just let me know:)
 

RoyalBlood

Smash Ace
Joined
May 4, 2008
Messages
764
Location
Mexico


En Garde! lame name ;_;

Gardevoir @ Expert Belt
Trace: Modest
252 Sp. Attack/252 Speed/6 Sp. Defense

Psychic
Thunderbolt
Hidden Power Ground
Shadow Ball

Set Description:

An all-out Gardevoir sweeper set designed to deal with a lot of Pokemon and obliterate them with the excellent Sp. Attack. HP is there to deal with some of Gardevoir counters.
Just when Houndoom, Tyranitar or Metagross switch in they get hit with HP Ground for a large chunk of damage (if not a OHKO) not to mention Gardevoir is faster than the last two. Shadow Ball hits Lati@s and Shedinja who would otherwise wall this set. Also the Magneton family falls prey to HP Ground while Gardevoir outspeeds them before they can Magnet Rise. Just go out there and hit things :3


Extra Options:

*252 Speed ----> 252 Defense/6 Speed to avoid getting OHKO by Heracross unless he's wearing a Choice Band >_>
*252 Sp. Attack/252 Speed EVs/6 HP + Timid to outrun Adamant Heracross and OHKO with Psychic
*^All the above plus Choice Scarf to outrun Jolly Heracross

EVs:

Max Sp. Attack that with Gardevoir's 125 base and Modest goes up to 383 Sp. Attack with a very nice Sp. Defense and a decent Defense, combine it with Expert Belt and Gardevoir will be OHKOing many? things. 252 Speed EVs allows her to reach 259 Speed that it's a respectable stat.

Troublesome Pokemon:

Heracross >_> OHKOs you with Mega Horn and also outruns you if you're not running a speed enhacing nature D=
I can't think of others, help?
 

Pink Reaper

Real Name No Gimmicks
BRoomer
Joined
Feb 14, 2007
Messages
8,333
Location
In the Air, Using Up b as an offensive move


En Garde! lame name ;_;

Gardevoir @ Expert Belt
Trace: Modest
252 Sp. Attack/252 Speed/6 Sp. Defense

Psychic
Thunderbolt
Hidden Power Ground
Shadow Ball

Set Description:

An all-out Gardevoir sweeper set designed to deal with a lot of Pokemon and obliterate them with the excellent Sp. Attack. HP is there to deal with some of Gardevoir counters.
Just when Houndoom, Tyranitar or Metagross switch in they get hit with HP Ground for a large chunk of damage (if not a OHKO) not to mention Gardevoir is faster than the last two. Shadow Ball hits Lati@s and Shedinja who would otherwise wall this set. Also the Magneton family falls prey to HP Ground while Gardevoir outspeeds them before they can Magnet Rise. Just go out there and hit things :3


Extra Options:

*252 Speed ----> 252 Defense/6 Speed to avoid getting OHKO by Heracross unless he's wearing a Choice Band >_>
*252 Sp. Attack/252 Speed EVs/6 HP + Timid to outrun Adamant Heracross and OHKO with Psychic
*^All the above plus Choice Scarf to outrun Jolly Heracross

EVs:

Max Sp. Attack that with Gardevoir's 125 base and Modest goes up to 383 Sp. Attack with a very nice Sp. Defense and a decent Defense, combine it with Expert Belt and Gardevoir will be OHKOing many? things. 252 Speed EVs allows her to reach 259 Speed that it's a respectable stat.

Troublesome Pokemon:

Heracross >_> OHKOs you with Mega Horn and also outruns you if you're not running a speed enhacing nature D=
I can't think of others, help?
Blissey counters you pretty well >.>
 
D

Deleted member

Guest
as does most anything with a physical move. gardevoir with absolutely no defense huh? you could put the same set on something else with equal or better results.
 
D

Deleted member

Guest


Smogon's Flareon Sets Suck
Flareon @ Life Orb
Mild, Flash Fire
60 Attack/ 224 Special Attack/ 224 Speed
30 IV for Defense

-Fire Blast
-Superpower
-Shadow Ball
-Substitute

This is a mixed Flareon set based on the fighting/ ghost attacking combination used in tandem with STAB Fire. Flareon's special options for Fire are significantly better than Fire Fang, and further move to exploit Steel's commonly lower base Special Defense.

The EVs are set to OHKO Blissey, Tyranitar, and other things generally weak to fighting. Then Speed is set to 222 to outrun neutral speed natured Tyranitar, as well as all base 60 Speed Pokemon and under. The remaining EVs are dumped into Special Attack. 30 IV for Defense is the best legal PID combination.

This set can function as a Scizor counter, able to switch in on Stealth Rock and take 2 Bullet Punch or a +2 Bullet Punch and OHKO back. Heatran isn't a fan of Superpower either.

Try to avoid Gyarados and Salamence.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
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Location
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Just a suggestion~

Since we don't have the subforum yet, why doesn't Jesiah just add the currently made movesets to the OP? Definately not the full things, but the names of the Pokemon with a hyperlink to the post. I think that would be useful seeing as we don't currently have the forum.
 

zrky

Smash Lol'd
Joined
Jun 1, 2008
Messages
3,265
Location
Nashville
then why not give it a flame plate, it's 10% less damage but you don't get your HP taken away.

Skyler, that is a good idea for the time being.
 

TehBo49

Smash Ace
Joined
Feb 14, 2008
Messages
589
Location
In an alternate universe, where Brawl does not suc
Haxmin

Shaymin-S @ Leftovers/Yache Berry
Timid
Serene Grace
252 HP/16 Sp Atk/224 Spe
-Seed Flare
-Air Slash
-Substitute
-Leech Seed/Earth Power/HP Ice

This set is designed to either sweep through the opponent or stall them to death. Serene Grace gives Air Slash a 60% flinch rate allowing Skymin to kill the opponent off while they are immobilized. Seed Flare speeds up this process while providing a powerful, secondary STAB move. In general, it's best to use Seed Flare only when necessary due to its low PP & shaky accuracy.

Substitute is pretty much standard for any Skymin set, as it prevents Ice Shard from killing it off & stops Thunder Wave from neutralizing it. The last slot depends on the rest of your team. Leech Seed can help in stalling, especially against Blissey, while Earth Power stops Heatran. HP Ice provides extra type coverage & kills Dragonite.

The HP EVs allow Skymin to make a 101 Substitute & survive Seismic Toss. Timid nature & 224 speed EVs allow Skymin to outspeed neutral speed Scarftran & the standard Weavile. The remainig EVs are put in special attack to increase power.

Counters
Anything with Ice Shard poses a threat to this set. Pokemon with higher speed like Crobat & Jolteon (with HP Ice) will also beat it. Heatran works if Skymin isn't carrying HP Ground. Pokemon with Inner Focus will be unaffected by Air Slash, but still have to worry about Seed Flare & his other moves. Regice will wall all of its attacks & avoid Seed Flare's special defense drop, but still has to watch out for Air Slash & Leech Seed.
 
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