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Resource ORAS Creative and Underrated Sets V2 (Replays required!!!)

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azumarill.gif


Azumarill (M) @ Leftovers
Ability: Sap Sipper
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic
- Rest
- Sleep Talk

This set may appear gimmicky at first, but it is actually quite effective in practice. With Sap Sipper, Resttalk, and full spdef, Azu can easily wall Keldeo, both Zards, Weavile, Serperior, Breloom, Gyarados, and more. The amount of role compression in terms of checking different pokemon is huge for so many teams and is a great reason to use this Azu set. A common partner of preference could be Ferrothorn, which has great defensive synergy with Azu both on paper and in practice.

As far as success goes, a friend and I have used this set to get to top 10 on ladder multiple times. Give it a try and it'll definitely exceed your expectations.

Can confirm is excellent $$$

If replays are needed i have plenty in my RMT.
 
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Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Leaf Storm
- Hidden Power [Fire]
- Focus Blast
- Ancient Power

I made this set with a friend of mine and it works surprisingly well. Choice Specs Tangrowth's role on the team is to lure and wall break certain pokemon, such as Garchomp, Landorus T, Mega Sableye, and Ferrothorn. Thanks to Tangrowth's great bulk and a Regenerator, this set makes an excellent offensive pivot as well. Here are some calcs displaying Tangrowth's sheer power.
252+ SpA Choice Specs Tangrowth Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 292-348 (82.9 - 98.8%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tangrowth Leaf Storm vs. 252 HP / 4 SpD Garchomp: 354-417 (84.2 - 99.2%) -- guaranteed 2HKO
252+ SpA Choice Specs Tangrowth Leaf Storm vs. 252 HP / 0 SpD Mega Sableye: 276-325 (90.7 - 106.9%) -- 43.8% chance to OHKO
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 4 Def Tangrowth: 175-207 (43.3 - 51.2%) -- 5.1% chance to 2HKO
252+ SpA Choice Specs Tangrowth Ancient Power vs. 0 HP / 0 SpD Mega Charizard Y: 340-404 (114.4 - 136%) -- guaranteed OHKO
252+ SpA Choice Specs Tangrowth Ancient Power vs. 0 HP / 0 SpD Mega Charizard X: 220-260 (74 - 87.5%)
252+ SpA Choice Specs Tangrowth Hidden Power Fire vs. 248 HP / 176 SpD Mega Scizor: 324-384 (94.4 - 111.9%) -- 68.8% chance to OHKO
252+ SpA Choice Specs Tangrowth Focus Blast vs. 248 HP / 192+ SpD Heatran: 278-328 (72.2 - 85.1%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tangrowth Leaf Storm vs. 252 HP / 84+ SpD Clefable: 282-333 (71.5 - 84.5%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Tangrowth Leaf Storm vs. 252 HP / 8 SpD Landorus-T: 370-436 (96.8 - 114.1%) -- 81.3% chance to OHKO


Replays
http://replay.pokemonshowdown.com/ou-240280197

http://replay.pokemonshowdown.com/ou-230468735
http://replay.pokemonshowdown.com/ou-230963409

 
The lord coming at you with another set, not quite as lordly as some of my previous posts but oh well.



weavile.gif

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Iron Tail

Iron Tail Weavile. I was using a team that kinda struggled with Mega Diancie so I decided to try to bop it with weavile because, 1 on 1, Diancie can just stay in and ohko unless you get a crispy flinch. As you can imagine, it ohkos Diancie. However, Diancie is not the only thing Iron Tail hits. Like Poison Jab, it also hits Azu pretty hard (not as hard tho :[ ) allowing it to 2hko after rocks and does a very good amount to Clefable. Depending on the Clefable variant and damage rolls Clefable can go down to Knock Off + Iron Tail. OHKOs Specs Sylveon. It can get off good damage vs things like scarf ttar, opposing weavile/ice types like Mamo, terrakion, etc. It hits more than just these but i'm quite lazy so I'm sure you can figure it out. Also can lower their defence so it has that going for it. Not much else to add, sorry if this set was posted on the old thread I took a 2 month break from Pokemon so I haven't really been keeping up.

Have fun hitting.

Not trying to put this move down or anything but a fair amount of the time it is better to use a move like low kick/poison jab/filler but I've found this move to be quite useful so just throwing it out.
252 Atk Life Orb Weavile Iron Tail vs. 0 HP / 0 Def Diancie: 380-447 (157.6 - 185.4%) -- guaranteed OHKO
252 Atk Life Orb Weavile Iron Tail vs. 0 HP / 0 Def Mega Diancie: 499-588 (207 - 243.9%) -- guaranteed OHKO (Gone.)

252 Atk Life Orb Weavile Iron Tail vs. 252 HP / 172 Def Clefable: 281-333 (71.3 - 84.5%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 252 HP / 172 Def Clefable: 101-121 (25.6 - 30.7%) -- 2.6% chance to 4HKO after Leftovers recovery

Lowest roll for Knock + Tail is around 97%, highest is around 115% so unless it's bold you have a good chance of knocking it out with Knock + Iron Tail

252 Atk Life Orb Weavile Iron Tail vs. 240 HP / 0 Def Sylveon: 382-450 (97.6 - 115%) -- guaranteed OHKO after Stealth Rock

252 Atk Life Orb Weavile Iron Tail vs. 92 HP / 0 Def Azumarill: 161-191 (44.2 - 52.4%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Weavile Iron Tail vs. 0 HP / 4 Def Tyranitar: 247-291 (72.4 - 85.3%) -- guaranteed 2HKO
252 Atk Life Orb Weavile Knock Off (97.5 BP) vs. 0 HP / 4 Def Tyranitar: 90-105 (26.3 - 30.7%) -- guaranteed 4HKO
Same situation as Clef but with slightly better rolls - Knock + Iron Tail should bop scarf ttar

252 Atk Life Orb Weavile Iron Tail vs. 0 HP / 0 Def Terrakion: 294-346 (91 - 107.1%) -- 81.3% chance to OHKO after Stealth Rock
252 Atk Life Orb Weavile Iron Tail vs. 0 HP / 0 Def Mamoswine: 322-382 (89.6 - 106.4%) -- guaranteed OHKO after Stealth Rock

- Lord
 
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rotom-heat.gif

Rotom-H @ Passho Berry
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
IVs: 0 Atk
Calm Nature
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split

This is a set I've been using to great effect on Wobb darkspam recently. As the archetype has an inherent weakness to Keldeo, Scizor and Talonflame, I felt that having something to allow for the former to be safely trapped and to flat-out beat the other two was of utmost importance. While Rotom-W could be used to do this as it resists water, it doesn't really encourage Keldeo to come in on it as, unlike Rotom-H, Keldeo can't really do anything to it - even if it does come in on Hydro. This is where Passho comes in. As this is used on a Wobbuffet team, all Rotom needs is to take a hit so it can safely Volt Switch out, and Passho allows it to do so just fine. With the given investment, it is able to take a specs Hydro Pump from Keld after Stealth Rock damage and it can then proceed to Volt Switch off of the field, allowing for Wobbuffet. Passho means I can Volt Switch without having to worry about going down to Keldeo, which eases prediction greatly on my end and makes Keld (which would otherwise be a pain in the neck) much more manageable. However, Passho's utility doesn't just stop at Keldeo; it allows Rotom to burn Crawdaunt and Azumarill while taking minimal damage in the process, and it allows it to score traps on other offensive waters like Starmie.
  • 252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 252+ SpD Passho Berry Rotom-H: 184-217 (60.7 - 71.6%) -- guaranteed 2HKO after Stealth Rock
  • 252 SpA Choice Specs Keldeo Scald vs. 248 HP / 252+ SpD Passho Berry Rotom-H: 135-159 (44.5 - 52.4%) -- 17.2% chance to 2HKO
  • 252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 248 HP / 8 Def Passho Berry Rotom-H: 112-133 (36.9 - 43.8%) -- 98% chance to 2HKO after Stealth Rock (EZ wisp)
  • 252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 248 HP / 8 Def Passho Berry Rotom-H: 101-122 (33.3 - 40.2%) -- 33.2% chance to 2HKO after Stealth Rock (EZ-er wisp)
  • 252 SpA Life Orb Starmie Hydro Pump vs. 248 HP / 252+ SpD Passho Berry Rotom-H: 134-160 (44.2 - 52.8%) -- guaranteed 2HKO after Stealth Rock
 
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That's a really nice item choice for Rotom-H and a great lure. With it's HP being so poor and a SR weakness it makes sense why a weakness berry would be more useful on something with such an immense defensive niche and awesome offensive STABs.
 
GOD

248-mega.gif

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Thunder Punch

Tyranitar is nearly always hopelessly walled by Keldeo and has to resort to Earthquake or Superpower. Not with Thunder Punch tho. After a Dragon Dance it KO's it after Rocks, unlike Superpower or Earthquake. And it still reliably hits Skarmory as well as a more accurate move to hit Water and Flying-types.

+1 252 Atk Mega Tyranitar Thunder Punch vs. 0 HP / 4 Def Keldeo: 316-374 (97.8 - 115.7%) -- guaranteed OHKO after Stealth Rock
+1 252 Atk Mega Tyranitar Thunder Punch vs. 132 HP / 0 Def Tornadus-T: 350-414 (105.4 - 124.6%) -- guaranteed OHKO
 
GOD

248-mega.gif

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Thunder Punch

Tyranitar is nearly always hopelessly walled by Keldeo and has to resort to Earthquake or Superpower. Not with Thunder Punch tho. After a Dragon Dance it KO's it after Rocks, unlike Superpower or Earthquake. And it still reliably hits Skarmory as well as a more accurate move to hit Water and Flying-types.

+1 252 Atk Mega Tyranitar Thunder Punch vs. 0 HP / 4 Def Keldeo: 316-374 (97.8 - 115.7%) -- guaranteed OHKO after Stealth Rock
+1 252 Atk Mega Tyranitar Thunder Punch vs. 132 HP / 0 Def Tornadus-T: 350-414 (105.4 - 124.6%) -- guaranteed OHKO
I would maybe replace stone edge with a coverage move to reduce redundancy.

Rotom-h: it sucks that hpump basically incapacitates it, though :/ not to mention that 30%ish damage on rotom is more likely than not (rocks+sand, checking sciz or talon, etc.). Keldeo isn't going to come into rotom on the switch anyway because of volt switch, and having rotom KO something (so that keld could come in to revenge) seems unlikely given how relatively easy it is to tank rotom's uninvested attacks.
 
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Semi-reposting an old-ish set of mine (and SketchUp) that is still quite decent in the meta. Updated calcs to be more relevant and to showcase how this differs from your standard non-mega TankChomp.

RestTalk Defensive Pivot Mega Garchomp

445-mega.gif


Now, Mega Garchomp is normally seen as a super-powerful wallbreaker (4 attacks set, can be mixed) or a sweeper (SD).

But what's often overlooked is that very nice bulk (108/115/95) with a defensive typing (only weak to Ice, Fairy, and Dragon) that lets it beat a lot of common Volt-Turn members, and properly EV'd, lets this check/counter many of the top threats in the meta. In addition, having a pseudo-status absorber, Phaser, and Knock Off absorber all in one package is always nice. Put this thing in balanced/Bulky Offense teams which need something that is capable of checking/countering a bunch of miscellanous top-tier OU mons, while packing strong offensive power (2HKO'ing Chansey in the sand without any investment is pretty good).

Now the question you all might be asking is why ever use this set over un-Mega'd TankChomp?

While you lose out on valuable chip damage from Rocky Helmet/Rough Skin, Mega Garchomp benefits from the greatly increased bulk and the massive increase in damage (you have more attack despite being uninvested than the standard Jolly ScarfChomp, so you hit very hard, even outside of sand), so you can actually counter/check/pseudo-revenge kill (you don't outspeed but some 'mons who can outspeed and OHKO a regular MegaChomp will lose) quite a few key threats that TankChomp can't with (due to its lower defenses and attack).

Onto the set itself.

Garchomp-Mega (M) @ Garchompite
Ability: Rough Skin
EVs: 252 HP / 176 Def / 76 SpD / 4 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Rest
- Sleep Talk/Toxic/Fire Blast/Stone Edge

Max HP for obvious reasons, 4 speed to outspeed defensive Lando-T and Rotom-W. The EV spread in terms of defensive investment is fairly customizable, but I feel this is one of the better ones.

Calcs below, most of them are for things that this set handles that regular TankChomp cannot handle.

Versus Hoopa-Unbound (Sub+3 Physical Attacks+Life Orb)
252 Atk Life Orb Hoopa Unbound Hyperspace Fury vs. 252 HP / 176+ Def Mega Garchomp: 173-204 (41.1 - 48.5%) -- 9.8% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 4 HP / 0 Def Hoopa Unbound: 259-306 (85.7 - 101.3%) -- 6.3% chance to OHKO

You don't get 2HKO'd by Hoopa Unbound's Hyperspace Fury and after the defense drop, you easily OHKO it back. In comparison, Hyperspace Fury 2HKO's the standard TankChomp set ~86% of the time.

Versus Life Orb Excadrill
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 176+ Def Mega Garchomp: 165-196 (39.2 - 46.6%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Excadrill: 516-608 (142.9 - 168.4%) -- guaranteed OHKO

You hard counter unboosted Adamant Life Orb Excadrill, which is pretty useful. In comparison, regular TankChomp gets 2HKO'd after Rocks nearly 100% of the time, making it a check, not a counter.

How about if you're up against a boosted Exca?

+2 252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 176+ Def Mega Garchomp: 331-391 (78.8 - 93%) -- guaranteed 2HKO after Stealth Rock

Assuming you're at full HP, Adamant +2 Life Orb Exca can't OHKO you even after rocks. In comparison, regular TankChomp gets cleanly OHKO'd after rocks nearly 100% of the time.

Versus Mega Metagross
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 176+ Def Mega Garchomp: 147-174 (35 - 41.4%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Metagross: 240-284 (79.7 - 94.3%) -- guaranteed 2HKO

If they have Ice Punch, you can't switch in, but he can't switch on you and force you out because Ice Punch doesn't OHKO from full after SR. In comparison, TankChomp usually gets OHKO'd after SR with Ice Punch.

252 Atk Tough Claws Mega Metagross Ice Punch vs. 252 HP / 176+ Def Mega Garchomp: 328-388 (78 - 92.3%) -- guaranteed 2HKO after Stealth Rock

Versus Mega Lopunny
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 176+ Def Mega Garchomp: 153-180 (36.4 - 42.8%) -- guaranteed 3HKO after Stealth Rock

252 Atk Mega Lopunny Ice Punch vs. 252 HP / 176+ Def Mega Garchomp: 236-280 (56.1 - 66.6%) -- guaranteed 2HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Lopunny: 180-213 (66.4 - 78.5%) -- guaranteed 2HKO

Many Lopunny's semi-often run Ice Punch, which does 2HKO you. BUT, if you switch in on a Return, unless they get a max roll on Return and Ice Punch, you can revenge kill if Lopunny has taken about 1/3-1/4 of its health in damage. In comparison, TankChomp dies to Ice Punch+Return (even before SR).

Versus Life Orb Breloom

252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 176+ Def Mega Garchomp: 165-198 (39.2 - 47.1%) -- approx. 0.4% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Dragon Tail vs. 0 HP / 4 Def Breloom: 124-147 (47.5 - 56.3%) -- 84% chance to 2HKO

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Breloom: 102-121 (39 - 46.3%) -- guaranteed 3HKO

This set has fairly good odds of beating/forcing out Breloom too-even if they spore you, you just Sleep Talk and either 2HKO or 3HKO him. In comparison, this Breloom will 2HKO regular TankChomp with Bullet Seed (averaging 3 hits) after SR.

Versus Mega-Gyarados
+1 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 176+ Def Mega Garchomp: 169-201 (40.2 - 47.8%) -- 3.9% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Gyarados: 159-187 (48 - 56.4%) -- 87.5% chance to 2HKO

If Mega Gyarados is carrying Ice Fang, you're 2HKO'd, but if Mega Gyarados is not carrying Ice Fang, and instead carrying some other coverage/Taunt/Sub, you win/force it out with Dragon Tail. Flinch hax can be problematic, but you can still Dragon Tail and Rest up to be safe. In comparison, TankChomp is 2HKO'd at +1 after SR.


Versus Mega Charizard X
You don't win this in most cases, but one useful thing is that DD Zard X can't actually scare you out as well. Normally, DD Zard X can DD up on you (if it switches in on EQ un-Mega'D) because it outspeeds and OHKO's regular Mega Garchomp with Dragon Claw after SR. But with this spread, you can actually stay in, comfortably eat the Adamant Dragon Claw (max of ~74%) and OHKO back with Earthquake, stopping it from DDing up in your face.

Versus Kabutops (in the Rain)

252+ Atk Life Orb Kabutops Waterfall vs. 252 HP / 176+ Def Mega Garchomp in Rain: 179-212 (42.6 - 50.4%) -- 1.2% chance to 2HKO

+2 252+ Atk Life Orb Kabutops Waterfall vs. 252 HP / 176+ Def Mega Garchomp in Rain: 356-421 (84.7 - 100.2%) -- 6.3% chance to OHKO

252+ Atk Life Orb Kabutops Aqua Jet vs. 252 HP / 176+ Def Mega Garchomp in Rain: 90-107 (21.4 - 25.4%) -- 0.2% chance to 4HKO
You can switch in on the Swords Dance (assuming you're at full and SR aren't up), live the Waterfall, and assuming you don't get flinched, you OHKO back. Regular TankChomp gets 2HKO'd by an unboosted Waterfall.
TL;DR: Physical threats you can counter/check/pseudo-RK that non-mega TankChomp can't include (but aren't limited to) Sub+Life Orb Hoopa Unbound (hard counter), Unboosted and +2 Adamant Life Orb Excadrill (hard counter), Mega Metagross (limited if carrying Ice Punch), Mega Lopunny (somewhat limited if carrying Ice Punch), Life Orb Breloom (soft-to-hard counter depending on RNG), Mega Gyarados (limited if carrying Ice Fang), DD Mega Charizard X (very limited), and Unboosted and +2 Adamant Life Orb Kabutops (in Rain, hard counter).

Versus (Life Orb/SubDisable) Gengar
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 76 SpD Mega Garchomp: 165-195 (39.2 - 46.4%) -- guaranteed 3HKO after Stealth Rock
You do upwards of 60% with Dragon Tail, so you always win assuming no SpDef drops, even after SR. In comparison, regular TankChomp has a nearly 50% shot of being 2HKO'd after SR. Sub-Disable Gengar also works over TankChomp, but with Rest/Talk, this set can beat it.

Versus Scarf Keldeo

252 SpA Keldeo Hydro Pump vs. 252 HP / 76 SpD Mega Garchomp: 172-204 (40.9 - 48.5%) -- 10.5% chance to 2HKO after Stealth Rock

You beat Scarf Keldeo locked into Hydro Pump 100% of the time assuming no crits. Scald is a 3HKO, and you can just Rest off the Burn. In comparison, regular TankChomp gets 2HKO'd 84% of the time by Hydro Pump after SR.

Versus Specs Keldeo

252 SpA Choice Specs Keldeo Scald vs. 252 HP / 76 SpD Mega Garchomp: 187-222 (44.5 - 52.8%) -- 25% chance to 2HKO

252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 76 SpD Mega Garchomp: 344-408 (81.9 - 97.1%) -- 18.8% chance to OHKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Keldeo: 186-220 (57.5 - 68.1%) -- guaranteed 2HKO
Okay this matchup is not great but assuming SR aren't up, Keldeo can't switch in and safely spam Scald (you can RestTalk too if needed) for a 2HKO like it can versus regular TankChomp. If Keldeo switches in on EQ and thinks it can OHKO with Icy Wind (which it can against regular TankChomp), you mostly likely get a dead Keldeo.

Versus Magic Guard Clefable

0 SpA Clefable Moonblast vs. 252 HP / 76 SpD Mega Garchomp: 188-224 (44.7 - 53.3%) -- 35.5% chance to 2HKO

+1 0 SpA Clefable Moonblast vs. 252 HP / 76 SpD Mega Garchomp: 284-336 (67.6 - 80%) -- guaranteed 2HKO

+2 0 SpA Clefable Moonblast vs. 252 HP / 76 SpD Mega Garchomp: 378-446 (90 - 106.1%) -- 43.8% chance to OHKO

0 Atk Mega Garchomp Earthquake vs. 252 HP / 172 Def Clefable: 180-213 (45.6 - 54%) -- 3.9% chance to 2HKO after Leftovers recovery

0 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 172 Def Clefable in Sand: 234-276 (59.3 - 70%) -- guaranteed 2HKO after Leftovers recovery

Without Sand, with a little bit of chip damage, you can actually beat CM+MG Clefable in a 1v1, even if you switch in on a Calm Mind, something that regular TankChomp can't even come close to. With Sand, you can easily come in on a CM+MG Clefable that goes for CM and 2HKO. Even at +2, you have slightly over a 50% chance to survive the Moonblast and 2HKO back, something that regular TankChomp obviously can't do.

Versus CM+Unaware Clefable
0 Atk Sand Force Mega Garchomp Earthquake vs. 248 HP / 252+ Def Clefable in Sand: 195-231 (49.6 - 58.7%) -- 99.6% chance to 2HKO after sandstorm damage and Leftovers recovery

Without Sand, you can't win barring some chip damage from earlier, but with Sand, you actually can win the 1v1, which is pretty huge. Regular TankChomp can 4HKO at best.

Versus Specs/CM Raikou

252 SpA Choice Specs Raikou Hidden Power Ice vs. 252 HP / 76 SpD Mega Garchomp: 348-412 (82.8 - 98%) -- 25% chance to OHKO after Stealth Rock
Specs Raikou can't revenge kill you from full and you can switch in on CM Raikou as it CMs/Subs and win. Regular TankChomp gets OHKO'd 75% of the time by Specs or +1 HP Ice after SR.

Versus Serperior

252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 76 SpD Mega Garchomp: 185-218 (44 - 51.9%) -- 11.7% chance to 2HKO

252 SpA Life Orb Serperior Dragon Pulse vs. 252 HP / 76 SpD Mega Garchomp: 161-192 (38.3 - 45.7%) -- guaranteed 3HKO
You check Serperior from full if SR aren't up, as Dragon Pulse+Leaf Storm never brings you down so you can switch in on Dragon Pulse and go for the Dragon Tail to phaze. Regular TankChomp can't do this, even from full.
TL;DR: Special threats you can counter/check/pseudo-RK that non-mega TankChomp can't include (but aren't limited to) Life Orb and Sub/Disable Gengar (hard counter), Scarf Keldeo (soft counter), Specs Keldeo (soft-to-hard check), CM+Magic Guard Clefable (soft-to-hard check outside of sand, hard counter with sand), Unaware+CM Clefable (hard counter only with sand), Specs and CM Raikou (hard counter), and Serperior (check/phazing ability)

Overall, this isn't necessarily the best set for Mega-Garchomp, but IMO it's equally viable as the more offensive sets and a good set for certain defensive/bulky offense teams. Pair it with a slow pivot and a way to get rid of hazards/lay your own (Skarmory/Mandibuzz/Forretress/Defog Scizor are all good choices), and it'll shine even more. Cleric support is always appreciated as many of the things that this set counters/hard checks can muscle past a worn down Mega Garchomp.
 
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I would maybe replace stone edge with a coverage move to reduce redundancy.

Rotom-h: it sucks that hpump basically incapacitates it, though :/ not to mention that 30%ish damage on rotom is more likely than not (rocks+sand, checking sciz or talon, etc.). Keldeo isn't going to come into rotom on the switch anyway because of volt switch, and having rotom KO something (so that keld could come in to revenge) seems unlikely given how relatively easy it is to tank rotom's uninvested attacks.
I use it more for when I need an emergency pivot out of it when it comes in on a double/faint. It usually Scalds when they're both on the field (which Rotom takes comfortably) and it tends to come in when something faints to burn damage. I just creeped Pump on the off chance that it did use it. If you want to take Pump more comfortably you can use 248/252 calm (actually, that sounds more useful considering it leaves more leeway (60-71 as opposed to maxing out at 74.5-ish - will edit spread in post) while still allowing a safe wisp on Azu and Daunt). Anyway, I tend to get more use out of using it to wisp Azu and Crawdaunt (its forced to jet due to weird speed tier, and they will often go for it as it takes a large chunk normally) - both of which are major bugbears for the team.
 
latios.gif


Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Recover ( by far the better move on this set to 1v1 skarmory better so dont use Defog imo on this set)
- Heal Block

Heal Block Latios's main goal is to surprise its usual answers and be able to defeat them 1v1 or severely damage them for later. Things like Clefable ( Heal Block on predicted switch in and you have a decent chance to 2HKO), Spdef Skarmory (beaten 1v1 as shown here at http://replay.pokemonshowdown.com/1v1-284434337 (also that draco woulda killed at its level of hp)), Slowking, Togekiss, and other fatmons are all annoyed by the loss of their forms of recovering HP. While it is useful, it does mean that you sacrifice coverage and the ability to use Defog efficiently, so it fits right on teams with hazard removal already and in need of a way to stop fatmons from healing while doing high amounts of damage with its STABS.

252 SpA Life Orb Latios Psyshock vs. 252 HP / 172 Def Clefable: 179-212 (45.4 - 53.8%) -- 41.8% chance to 2HKO
0 SpA Clefable Moonblast vs. 0 HP / 4 SpD Latios: 182-216 (60.8 - 72.2%) -- guaranteed 2HKO
This means that Latios Heal Blocks, Psyshocks, eat up the Moonblast and have a decent chance to KO unless SpA drops or other forms of hax. Weaken it first before trying this though.

252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 212+ SpD Slowking: 192-227 (48.7 - 57.6%) -- 95.7% chance to 2HKO
252 SpA Life Orb Latios Psyshock vs. 252 HP / 184 Def Slowking: 82-97 (20.8 - 24.6%) -- possible 6HKO after Leftovers recovery
0- Atk Slowking Dragon Tail vs. 0 HP / 0 Def Latios: 74-88 (24.7 - 29.4%) -- 99.9% chance to 4HKO
Beats it 1v1 if it has Dragon Tail.

252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 252+ SpD Skarmory: 125-147 (37.4 - 44%) -- guaranteed 3HKO
252 SpA Life Orb Latios Psyshock vs. 252 HP / 0 Def Skarmory: 64-75 (19.1 - 22.4%) -- possible 5HKO
0 Atk Skarmory Iron Head vs. 0 HP / 0 Def Latios: 87-103 (29 - 34.4%) -- 4.7% chance to 3HKO
Able to beat it 1v1 unless you choke as shown in the replay.

252 SpA Life Orb Latios Psyshock vs. 248 HP / 252+ Def Togekiss: 129-152 (34.5 - 40.7%) -- 47.7% chance to 2HKO after Stealth Rock
Weaken it a bit and it dies.
 
I mean I've been testing and always am testing a bunch of different sets for the sake of seeing what's out there and to take advantage of the meta so been playing around with this one.

clefable.gif


Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 104 Def / 152 SpD
Sassy Nature
IVs: 0 Atk
- Moonblast
- Fire Blast
- Soft-Boiled
- Substitute

For context this set is paired up with Wisp Zard-X which allows it to come freely on the tankchomps roaming about that normally can just EQ for free. My logic as far as what I'm testing (still working on an EV spread) is the amount of switch ins that Clefable usually forces out into dedicated steels such as Jirachi and Heatran, hence the Sub factor. Life Orb is for additional power so you have the ability to break stuff like Skarmory with Fire Blast. I guess the coverage move as always is team dependent but yes more or less it's to tackle some conventional switch ins to Clefable more reliably as a generic tank.

http://replay.pokemonshowdown.com/ou-286093641 - Vertex and myself testing teams and sets.
 
I mean I've been testing and always am testing a bunch of different sets for the sake of seeing what's out there and to take advantage of the meta so been playing around with this one.

clefable.gif


Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 104 Def / 152 SpD
Sassy Nature
IVs: 0 Atk
- Moonblast
- Fire Blast
- Soft-Boiled
- Substitute

For context this set is paired up with Wisp Zard-X which allows it to come freely on the tankchomps roaming about that normally can just EQ for free. My logic as far as what I'm testing (still working on an EV spread) is the amount of switch ins that Clefable usually forces out into dedicated steels such as Jirachi and Heatran, hence the Sub factor. Life Orb is for additional power so you have the ability to break stuff like Skarmory with Fire Blast. I guess the coverage move as always is team dependent but yes more or less it's to tackle some conventional switch ins to Clefable more reliably as a generic tank.

http://replay.pokemonshowdown.com/ou-286093641 - Vertex and myself testing teams and sets.

72 SpA EVs will net you 100% kill on offensive Keldeo with rocks up if that's something you're interested in.
 
hydreigon.gif


Hydreigon @ Leftovers
Ability: Levitate
EVs: 240 HP / 96 SpA / 172 Spe
Modest Nature
- Dark Pulse
- Focus Blast / Earth Power / Dragon Breath
- Roost
- Taunt

http://pokemonshowdown.com/replay/ou-231438733
http://replay.pokemonshowdown.com/ou-216318015
http://replay.pokemonshowdown.com/ou-231674833
http://pokemonshowdown.com/replay/ou-242793882

Stallbreaker Hydreigon. I've been using this set on and off for months and its simply amazing, it should be way more common. Hydreigon has a phenomenal defensive typing and, as the replays show, when you invest in bulk and Roost you become one hell of an annoying obstacle. Taunt prevents so many things from setting up on you and allows you to abuse a very spammable Dark Pulse against the majority of the tier. Focus Blast or Earth Power is chosen for your coverage based on what you need more help covering for your team but Focus Blast quickly obliterates Tyranitar, Bisharp, Crawdaunt and Mega Gyarados. Earth Power just has better accuracy and can get rid of Heatran easier. What's great is that you can easily maintain momentum by Roosting on U-Turn from anything barring Scizor, as well as some Superpower users, as after the first you can safely Roost. The speed is meant to outspeed Stallbreaker Mew, but you can shoot for less speed and add more to SpA or bulk. 136 EVs for example outspeeds Jolly Bisharp, Tyranitar, Tyrantrum and certain Garchomp. Expert Belt is an option if you want more SpA, but Leftovers are far more consistent.

Hydreigon is simply one of the best defensive Dark types in OU and that potential is often glossed over for more conventional and, imo, outclassed LO and choice sets. It's bulk is so good it very frequently Roosts on things that carry weak coverage like HP Ice Manectric/Raikou without fear, and Taunt shuts down CM variants. It's very resilient, especially since it doesn't take Spikes damage and neutral SR damage. It pairs well with so many things, like most Steel types to take Dragon, Ice and Fairy attacks. It's very reliable.

EDIT: Finally, while I haven't tried it out yet, Dragon Breath is decent for a secondary STAB and benefits more than Dragon Pulse with the 30% Paralysis rate. This can benefit Hydreigon further through paraflinching from Dark Pulse. Works very well with Paralysis support in general.
 
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Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Solarbeam
- Dragon Dance
- Earthquake

This is very straightforward. I don't have to explain how nuke-like +nature Fire Blast is under the sun. Spam it unless you want to be faster than the Pokemon you know your opponent will revenge kill you with (i.e. Keldeo, Starmie, Mega Lopunny, Scarf Tar). In that case, Dragon Dance on the switch or take a neutral hit. Earthquake is for Heatran, Mega Charizard X, and Tyranitar. Really fun to use and versatile in that I often use it as a lead (like regular Charizard Y) and then as a sweeper. I'll try and grab some replays later.

I've actually used this set before (although with a modest nature iirc, and flamethrower > fire blast cuz screw missing), and i had a lot of fun with it. Not only that, but it works. The +1 in Atk is actually useful since Zard Y can't even ohko defensive tran with eq without investment in atk, and it is also EXTREMELY easy to bluff a zard x, especially when you dd but don't mega. Say the opponent switches to hippo on dd, you can then mega and solarbeam the hippo, while becoming a huge threat since zard now also has the speed along with sheer power with its strong special attacks in the sun.
Semi-reposting an old-ish set of mine (and SketchUp) that is still quite decent in the meta. Updated calcs to be more relevant and to showcase how this differs from your standard non-mega TankChomp.

RestTalk Defensive Pivot Mega Garchomp

445-mega.gif


Now, Mega Garchomp is normally seen as a super-powerful wallbreaker (4 attacks set, can be mixed) or a sweeper (SD).

But what's often overlooked is that very nice bulk (108/115/95) with a defensive typing (only weak to Ice, Fairy, and Dragon) that lets it beat a lot of common Volt-Turn members, and properly EV'd, lets this check/counter many of the top threats in the meta. In addition, having a pseudo-status absorber, Phaser, and Knock Off absorber all in one package is always nice. Put this thing in balanced/Bulky Offense teams which need something that is capable of checking/countering a bunch of miscellanous top-tier OU mons, while packing strong offensive power (2HKO'ing Chansey in the sand without any investment is pretty good).

Now the question you all might be asking is why ever use this set over un-Mega'd TankChomp?

While you lose out on valuable chip damage from Rocky Helmet/Rough Skin, Mega Garchomp benefits from the greatly increased bulk and the massive increase in damage (you have more attack despite being uninvested than the standard Jolly ScarfChomp, so you hit very hard, even outside of sand), so you can actually counter/check/pseudo-revenge kill (you don't outspeed but some 'mons who can outspeed and OHKO a regular MegaChomp will lose) quite a few key threats that TankChomp can't with (due to its lower defenses and attack).

Onto the set itself.

Garchomp-Mega (M) @ Garchompite
Ability: Rough Skin
EVs: 252 HP / 176 Def / 76 SpD / 4 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Rest
- Sleep Talk/Toxic/Fire Blast/Stone Edge

Max HP for obvious reasons, 4 speed to outspeed defensive Lando-T and Rotom-W. The EV spread in terms of defensive investment is fairly customizable, but I feel this is one of the better ones.

Calcs below, most of them are for things that this set handles that regular TankChomp cannot handle.

Versus Hoopa-Unbound (Sub+3 Physical Attacks+Life Orb)
252 Atk Life Orb Hoopa Unbound Hyperspace Fury vs. 252 HP / 176+ Def Mega Garchomp: 173-204 (41.1 - 48.5%) -- 9.8% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 4 HP / 0 Def Hoopa Unbound: 259-306 (85.7 - 101.3%) -- 6.3% chance to OHKO

You don't get 2HKO'd by Hoopa Unbound's Hyperspace Fury and after the defense drop, you easily OHKO it back. In comparison, Hyperspace Fury 2HKO's the standard TankChomp set ~86% of the time.

Versus Life Orb Excadrill
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 176+ Def Mega Garchomp: 165-196 (39.2 - 46.6%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Excadrill: 516-608 (142.9 - 168.4%) -- guaranteed OHKO

You hard counter unboosted Adamant Life Orb Excadrill, which is pretty useful. In comparison, regular TankChomp gets 2HKO'd after Rocks nearly 100% of the time, making it a check, not a counter.

How about if you're up against a boosted Exca?

+2 252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 176+ Def Mega Garchomp: 331-391 (78.8 - 93%) -- guaranteed 2HKO after Stealth Rock

Assuming you're at full HP, Adamant +2 Life Orb Exca can't OHKO you even after rocks. In comparison, regular TankChomp gets cleanly OHKO'd after rocks nearly 100% of the time.

Versus Mega Metagross
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 252 HP / 176+ Def Mega Garchomp: 147-174 (35 - 41.4%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Metagross: 240-284 (79.7 - 94.3%) -- guaranteed 2HKO

If they have Ice Punch, you can't switch in, but he can't switch on you and force you out because Ice Punch doesn't OHKO from full after SR. In comparison, TankChomp usually gets OHKO'd after SR with Ice Punch.

252 Atk Tough Claws Mega Metagross Ice Punch vs. 252 HP / 176+ Def Mega Garchomp: 328-388 (78 - 92.3%) -- guaranteed 2HKO after Stealth Rock

Versus Mega Lopunny
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 176+ Def Mega Garchomp: 153-180 (36.4 - 42.8%) -- guaranteed 3HKO after Stealth Rock

252 Atk Mega Lopunny Ice Punch vs. 252 HP / 176+ Def Mega Garchomp: 236-280 (56.1 - 66.6%) -- guaranteed 2HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Lopunny: 180-213 (66.4 - 78.5%) -- guaranteed 2HKO

Many Lopunny's run Ice Punch, which does 2HKO you. BUT, if you switch in on a Return, unless they get a max roll on Return and Ice Punch, you can revenge kill if Lopunny has taken about 1/3-1/4 of its health in damage. In comparison, TankChomp dies to Ice Punch+Return (even before SR).

Versus Life Orb Breloom

252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 176+ Def Mega Garchomp: 165-198 (39.2 - 47.1%) -- approx. 0.4% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Dragon Tail vs. 0 HP / 4 Def Breloom: 124-147 (47.5 - 56.3%) -- 84% chance to 2HKO

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Breloom: 102-121 (39 - 46.3%) -- guaranteed 3HKO

This set has fairly good odds of beating/forcing out Breloom too-even if they spore you, you just Sleep Talk and either 2HKO or 3HKO him. In comparison, this Breloom will 2HKO regular TankChomp with Bullet Seed (averaging 3 hits) after SR.

Versus Mega-Gyarados
+1 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 176+ Def Mega Garchomp: 169-201 (40.2 - 47.8%) -- 3.9% chance to 2HKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Mega Gyarados: 159-187 (48 - 56.4%) -- 87.5% chance to 2HKO

If Mega Gyarados is carrying Ice Fang, you're 2HKO'd, but if Mega Gyarados is not carrying Ice Fang, and instead carrying some other coverage/Taunt/Sub, you win/force it out with Dragon Tail. Flinch hax can be problematic, but you can still Dragon Tail and Rest up to be safe. In comparison, TankChomp is 2HKO'd at +1 after SR.


Versus Mega Charizard X
You don't win this in most cases, but one useful thing is that DD Zard X can't actually scare you out as well. Normally, DD Zard X can DD up on you (if it switches in on EQ un-Mega'D) because it outspeeds and OHKO's regular Mega Garchomp with Dragon Claw after SR. But with this spread, you can actually stay in, comfortably eat the Adamant Dragon Claw (max of ~74%) and OHKO back with Earthquake, stopping it from DDing up in your face.

Versus Kabutops (in the Rain)

252+ Atk Life Orb Kabutops Waterfall vs. 252 HP / 176+ Def Mega Garchomp in Rain: 179-212 (42.6 - 50.4%) -- 1.2% chance to 2HKO

+2 252+ Atk Life Orb Kabutops Waterfall vs. 252 HP / 176+ Def Mega Garchomp in Rain: 356-421 (84.7 - 100.2%) -- 6.3% chance to OHKO

252+ Atk Life Orb Kabutops Aqua Jet vs. 252 HP / 176+ Def Mega Garchomp in Rain: 90-107 (21.4 - 25.4%) -- 0.2% chance to 4HKO
You can switch in on the Swords Dance (assuming you're at full and SR aren't up), live the Waterfall, and assuming you don't get flinched, you OHKO back. Regular TankChomp gets 2HKO'd by an unboosted Waterfall.
TL;DR: Physical threats you can counter/check/pseudo-RK that non-mega TankChomp can't include (but aren't limited to) Sub+Life Orb Hoopa Unbound (hard counter), Unboosted and +2 Adamant Life Orb Excadrill (hard counter), Mega Metagross (limited if carrying Ice Punch), Mega Lopunny (somewhat limited if carrying Ice Punch), Life Orb Breloom (soft-to-hard counter depending on RNG), Mega Gyarados (limited if carrying Ice Fang), DD Mega Charizard X (very limited), and Unboosted and +2 Adamant Life Orb Kabutops (in Rain, hard counter).

Versus (Life Orb/SubDisable) Gengar
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 76 SpD Mega Garchomp: 165-195 (39.2 - 46.4%) -- guaranteed 3HKO after Stealth Rock
You do upwards of 60% with Dragon Tail, so you always win assuming no SpDef drops, even after SR. In comparison, regular TankChomp has a nearly 50% shot of being 2HKO'd after SR. Sub-Disable Gengar also works over TankChomp, but with Rest/Talk, this set can beat it.

Versus Scarf Keldeo

252 SpA Keldeo Hydro Pump vs. 252 HP / 76 SpD Mega Garchomp: 172-204 (40.9 - 48.5%) -- 10.5% chance to 2HKO after Stealth Rock

You beat Scarf Keldeo locked into Hydro Pump 100% of the time assuming no crits. Scald is a 3HKO, and you can just Rest off the Burn. In comparison, regular TankChomp gets 2HKO'd 84% of the time by Hydro Pump after SR.

Versus Specs Keldeo

252 SpA Choice Specs Keldeo Scald vs. 252 HP / 76 SpD Mega Garchomp: 187-222 (44.5 - 52.8%) -- 25% chance to 2HKO

252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 76 SpD Mega Garchomp: 344-408 (81.9 - 97.1%) -- 18.8% chance to OHKO after Stealth Rock

0 Atk Mega Garchomp Earthquake vs. 0 HP / 4 Def Keldeo: 186-220 (57.5 - 68.1%) -- guaranteed 2HKO
Okay this matchup is not great but assuming SR aren't up, Keldeo can't switch in and safely spam Scald (you can RestTalk too if needed) for a 2HKO like it can versus regular TankChomp. If Keldeo switches in on EQ and thinks it can OHKO with Icy Wind (which it can against regular TankChomp), you mostly likely get a dead Keldeo.

Versus Magic Guard Clefable

0 SpA Clefable Moonblast vs. 252 HP / 76 SpD Mega Garchomp: 188-224 (44.7 - 53.3%) -- 35.5% chance to 2HKO

+1 0 SpA Clefable Moonblast vs. 252 HP / 76 SpD Mega Garchomp: 284-336 (67.6 - 80%) -- guaranteed 2HKO

+2 0 SpA Clefable Moonblast vs. 252 HP / 76 SpD Mega Garchomp: 378-446 (90 - 106.1%) -- 43.8% chance to OHKO

0 Atk Mega Garchomp Earthquake vs. 252 HP / 172 Def Clefable: 180-213 (45.6 - 54%) -- 3.9% chance to 2HKO after Leftovers recovery

0 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 172 Def Clefable in Sand: 234-276 (59.3 - 70%) -- guaranteed 2HKO after Leftovers recovery

Without Sand, with a little bit of chip damage, you can actually beat CM+MG Clefable in a 1v1, even if you switch in on a Calm Mind, something that regular TankChomp can't even come close to. With Sand, you can easily come in on a CM+MG Clefable that goes for CM and 2HKO. Even at +2, you have slightly over a 50% chance to survive the Moonblast and 2HKO back, something that regular TankChomp obviously can't do.

Versus CM+Unaware Clefable
0 Atk Sand Force Mega Garchomp Earthquake vs. 248 HP / 252+ Def Clefable in Sand: 195-231 (49.6 - 58.7%) -- 99.6% chance to 2HKO after sandstorm damage and Leftovers recovery

Without Sand, you can't win barring some chip damage from earlier, but with Sand, you actually can win the 1v1, which is pretty huge. Regular TankChomp can 4HKO at best.

Versus Specs/CM Raikou

252 SpA Choice Specs Raikou Hidden Power Ice vs. 252 HP / 76 SpD Mega Garchomp: 348-412 (82.8 - 98%) -- 25% chance to OHKO after Stealth Rock
Specs Raikou can't revenge kill you from full and you can switch in on CM Raikou as it CMs/Subs and win. Regular TankChomp gets OHKO'd 75% of hte time by Specs or +1 HP Ice after SR.

Versus Serperior

252 SpA Life Orb Serperior Leaf Storm vs. 252 HP / 76 SpD Mega Garchomp: 185-218 (44 - 51.9%) -- 11.7% chance to 2HKO

252 SpA Life Orb Serperior Dragon Pulse vs. 252 HP / 76 SpD Mega Garchomp: 161-192 (38.3 - 45.7%) -- guaranteed 3HKO
You check Serperior from full if SR aren't up, as Dragon Pulse+Leaf Storm never brings you down so you can switch in on Dragon Pulse and go for the Dragon Tail to phaze. Regular TankChomp can't do this, even from full.
TL;DR: Special threats you can counter/check/pseudo-RK that non-mega TankChomp can't include (but aren't limited to) Life Orb and Sub/Disable Gengar (hard counter), Scarf Keldeo (soft counter), Specs Keldeo (soft-to-hard check), CM+Magic Guard Clefable (soft-to-hard check outside of sand, hard counter with sand), Unaware+CM Clefable (hard counter only with sand), Specs and CM Raikou (hard counter), and Serperior (check/phazing ability)

Overall, this isn't necessarily the best set for Mega-Garchomp, but IMO it's equally viable as the more offensive sets and a good set for certain defensive/bulky offense teams. Pair it with a slow pivot and a way to get rid of hazards/lay your own (Skarmory/Mandibuzz/Forretress/Defog Scizor are all good choices), and it'll shine even more. Cleric support is always appreciated as many of the things that this set counters/hard checks can muscle past a worn down Mega Garchomp.

Wasn't this originally piloted by TCMK? I've only ever seen him actually use this and I thought he came up with it, but its possible you both did separately or something. The EVs look very solid and I can attest that the set worked extremely well during XY; but i have little experience using it ORAS (i did try once but for a short period of time).

Also I feel like I can't just comment on other sets without posting my own, so here it is:

serperior.gif

Law Of The Jungle (Serperior) @ Leftovers
Ability: Contrary
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground] / Hidden Power [Fire]
- Substitute / Taunt
- Synthesis / Leech Seed

A lot of slashes on this one, but if you want to pick just one set, I would go with the original subsynth set from my RMT. The coverage option is team dependent, and sub is amazing vs offense, but taunt has somewhat similar functions and works better vs stall. Synthesis is critical on a semistall team to maintain longevity and to beat out stuff like chanseys in conjunction with taunt, but subseed is also incredibly annoying to deal with. 56 HP EVs give me a Leftovers number and add a little extra bulk to ease switching into Pokemon such as Clefable. A more detailed [and team specific] description can be found in my RMT.
 
Wasn't this originally piloted by TCMK? I've only ever seen him actually use this and I thought he came up with it, but its possible you both did separately or something. The EVs look very solid and I can attest that the set worked extremely well during XY; but i have little experience using it ORAS (i did try once but for a short period of time).

I have no idea who that actually is, but this is probably entirely possible! I just have a love of making bulky sets on...everything, whether it's good or bad.
 
stunfisk.gif

Stunfisk @ Rocky Helmet
Ability: Static
EVs: 252 HP / 72 Def / 152 SpA / 32 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Discharge
- Yawn / Scald

Say hello to the based lord itself; Stunfisk is actually pretty sweet in the current conditions of the metagame. It is a nice stop to VoltTurn on hyper offensive teams due to a combination of its movepool, stat spread, weight and sweet typing which allows for it to be solid when it comes to role compression. It takes a crispy 40 BP hit from Grass Knot, allowing it to wall electrics consistently in conjunction with its ease in taking HP Ice, and its typing allows it to take on the birds which commonly give HO a hard time. With the given EV spread, it nets a 2HKO on AV Raikou after Stealth Rock 96.5% of the time (although moving more investment from defense is an option if you want to alleviate that 5%) and takes 2 Shadow Balls from Gengar after Stealth Rock with Rocky Helmet.

I prefer Rocky Helmet as it allows it to punish U-turn and take on TalonBurd to much greater effect. However, Leftovers is a very valid option as it allows Stunfisk to take them on repeatedly with much more ease. If Leftovers is used, use a spread of 252 HP / 84 Def / 152 SpA / 20 SpD with the same nature to take 2 specs HP Ices from Raikou (while specs rai sucks, its better to prep just in case)

edit: Got some replays now:
These don't show off its matchup v.s. VoltTurn, but calcs show this reasonably well:
  • 252 SpA Choice Specs Raikou Hidden Power Ice vs. 252 HP / 32 SpD Stunfisk: 176-208 (41.7 - 49.2%) -- guaranteed 3HKO
  • 252 SpA Life Orb Raikou Hidden Power Ice vs. 252 HP / 32 SpD Stunfisk: 153-182 (36.2 - 43.1%) -- guaranteed 3HKO
  • 252 SpA Raikou Hidden Power Ice vs. 252 HP / 32 SpD Stunfisk: 118-140 (27.9 - 33.1%) -- guaranteed 4HKO
  • 152+ SpA Stunfisk Earth Power vs. 0 HP / 32 SpD Assault Vest Raikou: 138-164 (42.9 - 51%) -- 96.5% chance to 2HKO after Stealth Rock
  • 252 SpA Mega Manectric Hidden Power Ice vs. 252 HP / 32 SpD Stunfisk: 132-156 (31.2 - 36.9%) -- 75.4% chance to 3HKO
  • 152+ SpA Stunfisk Earth Power vs. 0 HP / 0 SpD Mega Manectric: 254-302 (90.3 - 107.4%) -- guaranteed OHKO after Stealth Rock
  • 252 SpA Rotom-H Overheat vs. 252 HP / 32 SpD Stunfisk: 178-211 (42.1 - 50%)
  • 252 SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 32 SpD Stunfisk: 162-192 (38.3 - 45.4%) -- guaranteed 3HKO
  • 252+ SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 32 SpD Stunfisk: 178-210 (42.1 - 49.7%) -- guaranteed 3HKO
  • 252 SpA Thundurus Hidden Power Ice vs. 252 HP / 32 SpD Stunfisk: 124-148 (29.3 - 35%) -- 15.1% chance to 3HKO
  • 252 SpA Thundurus Grass Knot (40 BP) vs. 252 HP / 32 SpD Stunfisk: 84-100 (19.9 - 23.6%) -- possible 5HKO
  • +2 252 Atk Talonflame Flare Blitz vs. 252 HP / 72 Def Stunfisk: 304-358 (72 - 84.8%) -- guaranteed 2HKO
  • 152+ SpA Stunfisk Discharge vs. 0 HP / 4 SpD Talonflame: 254-302 (85.5 - 101.6%) -- guaranteed OHKO after Rocky Helmet damage
  • 152+ SpA Stunfisk Earth Power vs. 0 HP / 4 SpD Roosting Talonflame: 288-338 (96.9 - 113.8%) -- 75% chance to OHKO
Lanturn fills this role well on bulky offense, but I'll leave that to mac1275 as I don't have access to the set we used atm.
 
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Sorry to double post, but its a different day for me now :/
kabutops.gif

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
IVs: 29 HP
- Giga Drain
- Aqua Jet
- Stone Edge
- Swords Dance

There are a number of things which give Kabutops trouble when it tries to sweep; two of these are Gastrodon and Quagsire, which otherwise hard wall it. However, Kabutops has a strange movepool which contains all of Absorb, Mega Drain and Giga Drain. This allows it to break through these otherwise problematic Pokemon with minimal prior damage. Even with an adamant nature, Kabutops can easily deal heavy damage to these Pokemon and use them for its own benefit, being able to use them to actually prolong its life. I've never really liked carrying water coverage on Kabutops despite the rain boost because it just stacks with its teammates' coverage moves, which I feel is completely redundant. Therefore, when I carry moves like Low Kick, I will always use it over Waterfall. This has been done here. However, if you really like carrying Waterfall, just use it over Aqua Jet instead (although I like the cleaning utility it provides, allowing you to net damage on Pokemon like Talonflame, Bisharp and Breloom without risking being picked off before you can get any damage off and reducing your reliance on rain to clean up).
 
I don't really see a reason to use that set if Waterfall in the rain already 2hko's Quagsire and Gastrodon is both uncommon and able to avoid the 2hko from Giga Drain if it runs 144 spdef (curse set) Rapid Spin, Waterfall and Low Kick are all way more important than Giga Drain.
 
375px-485Heatran.png

Heatran @ Leftovers/Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flame Charge
- Fire Blast/Flamethrower
- Earth Power
- Substitute/Will-O-Wisp/Toxic/Taunt/Flash Cannon/Ancient Power

Usage tips:

This set should be used as a late game cleaner or a setup sweeper.
If you manage to get a sub and a couple of Flame Charges you can very well sweep due to Heatran's high base SpAtk.
Basically Heatran comes in on
something he walls (especially Latis after they drop a draco :] and if they are low), sets up a sub and then uses Flame Charge.
You can change up the last move depending on what you like or what your team needs the most.
With a Flame Charge, Heatran should be able to outspeed most of your opponent's team and clean up or just straight up sweep (be wary of Choice Scarf users, like Keldeo).
If Ttar is kinda low and he comes in on Heatran (even if Ttar is scarfed) Heatran is able to outspeed after a Flame Charge and KO with Earth Power, if it isn't using Flash Cannon.
Using Leftovers or Life Orb depends on what last move you are using. Leftovers is mandatory with Substitute.

Drawbacks:

This set has no way of hitting Talonflame, and it can setup easily on this Heatran variant, so something like Scarfed Ttar, TankChomp or Scarfed Bisharp could help.
This also has no way of beating Garchomp (as no Heatran set does), nor Lando-T, so pokemon like Keldeo, Kyurem-Black or Weavile would be good partners for this set, as the last 2 beat Lati twins.

Overall, its a pretty fun and unique set to use :]
 
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375px-485Heatran.png

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flame Charge
- Fire Blast
- Earth Power
- Substitute

This set should be used as a late game cleaner or a setup sweeper.
If you manage to get a sub and a couple of Flame Charges you can very well sweep due to Heatran's high base SpAtk.
Basically Heatran comes in on
something he walls (especially Latis after they drop a draco :] and if they are low), sets up a sub and then uses Flame Charge.
At that point,it should be able to outspeed most of your opponent's team and clean up or just straight up sweep (be wary of Choice Scarf users, like Keldeo).
If Ttar is kinda low and he comes in on Heatran (even if Ttar is scarfed) Heatran is able to outspeed after a Flame Charge and KO with Earth Power.
Of course, this set has its drawbacks. For example i don't run Flash Cannon just because Earth Power provides much more coverage.
This has no way of hitting Talonflame, and it can setup easily on this Heatran variant, so something like Scarfed Ttar, TankChomp or Scarfed Bisharp could help.
This also has no way of beating Garchomp (as no Heatran set does), nor Lando-T, so pokemon like Keldeo, Kyurem-Black or Weavile would be good partners for this set, as the last 2 beat Lati twins.
Overall, its a pretty fun and unique set to use :]
I like the concept of this but I'm having troubles understanding why you'd need sub. Flash Cannon or Stone Edge could be ran in place to threaten Fairies or Talonflame and MChar Y. Your item choice is also subpar considering it'd need as much power as it can get to attempt to clean. So I believe Life Orb would be the better item on such a set.
 
I mean I've been testing and always am testing a bunch of different sets for the sake of seeing what's out there and to take advantage of the meta so been playing around with this one.

clefable.gif


Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 104 Def / 152 SpD
Sassy Nature
IVs: 0 Atk
- Moonblast
- Fire Blast
- Soft-Boiled
- Substitute

For context this set is paired up with Wisp Zard-X which allows it to come freely on the tankchomps roaming about that normally can just EQ for free. My logic as far as what I'm testing (still working on an EV spread) is the amount of switch ins that Clefable usually forces out into dedicated steels such as Jirachi and Heatran, hence the Sub factor. Life Orb is for additional power so you have the ability to break stuff like Skarmory with Fire Blast. I guess the coverage move as always is team dependent but yes more or less it's to tackle some conventional switch ins to Clefable more reliably as a generic tank.

http://replay.pokemonshowdown.com/ou-286093641 - Vertex and myself testing teams and sets.

Why is clefable better suited to sub on rachi and heatran switches (as opposed to just fire blasting in the case of rachi or switching out in the case of heatran)? You cant touch heatran anyway, so you incur an unnecesary cost of 25%, and you could do the same to rachi without the 25% as well. :o

Even in your replay against skarm, it looks like you just wasted 50% when you could have fire blasted on the switch (at the very least, 25% when you subbed on skarm for some reason).
 
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I like the concept of this but I'm having troubles understanding why you'd need sub. Flash Cannon or Stone Edge could be ran in place to threaten Fairies or Talonflame and MChar Y. Your item choice is also subpar considering it'd need as much power as it can get to attempt to clean. So I believe Life Orb would be the better item on such a set.

Yeah maybe you're right. But i think having Sub is nice in general to get more Flame Charges and be shielded from Aqua Jets.

I guess Ancient Power would be better than Stone Edge to get some random boosts :)

You would only need Flash Cannon for fairies, which Heatran either walls, or just wants them gone in order to clean up, since they are generally bulky. Thats why i run Scizor with this set.

Well, I guess u rly need Leftovers if you are using sub to regain some HP.
 
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