Reserving VinTwo :]
Working in a hospital rn so can't use paint.
The Way We Die (Giratina) @ Leftovers
Ability: Pressure
EVs: 240 HP / 16 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Shadow Ball / Dragon Pulse
- Protect
Vin-Tina: the agender being (which we love and accept as valid!), the myth, the legend. Max Speed, CM, Sub, Protect. This set beats CM Z-Luna in the 1v1, though it does not want to directly switch-in. Therefore, Vin-Tina is a check (bc lbh Luna has like one true switch-in in the game).
Calm Mind boosts
This set is very effective against bulky teams. However, it should be played carefully.
Alright now that I got that stupid idea out of my system, let's get to actual theory. This Gira set outspeeds (306>293, tho u can run less speed if u want), can set up on, and PP stall CM Luna. With Pressure, Luna only has four Moongeist Beam's and eight Ice Beam's, all of which Gira can easily outplay between Protect and Substitute. Yes, you have a 50-50 between Protect and CM/Sub, but it's not a 50-50 you always need to win. If Gira ever gets a Sub up on Luna, the PP stall trap is guaranteed. Just for future ghosting, you Sub turn 1 on Maelstrom, Protect turn 2 on Moongeist, Sub turn 3 on CM, Protect turn 4 on Moongeist, CM turn 5 on the last Moongeist, and then you are set. When in doubt, just Protect.
+1 0 SpA Giratina Shadow Ball vs. 0 HP / 0 SpD Shadow Shield Lunala: 246-290 (59.2 - 69.8%) -- guaranteed 2HKO
252+ SpA Lunala Moongeist Beam vs. 240 HP / 16 SpD Giratina: 318-374 (63.4 - 74.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Lunala Moongeist Beam vs. +1 240 HP / 16 SpD Giratina: 212-252 (42.3 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Lunala Ice Beam vs. 240 HP / 16 SpD Giratina: 190-224 (37.9 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Lunala Ice Beam vs. +1 240 HP / 16 SpD Giratina: 126-150 (25.1 - 29.9%) -- 0.1% chance to 4HKO after Leftovers recovery
252+ SpA Lunala Menacing Moonraze Maelstrom vs. +1 240 HP / 16 SpD Giratina: 422-498 (84.2 - 99.4%) -- guaranteed 2HKO after Leftovers recovery (literally nothing)
252+ SpA Lunala Moongeist Beam vs. +1 240 HP / 16 SpD Giratina: 212-252 (42.3 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Lunala Ice Beam vs. 240 HP / 16 SpD Giratina: 190-224 (37.9 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Lunala Ice Beam vs. +1 240 HP / 16 SpD Giratina: 126-150 (25.1 - 29.9%) -- 0.1% chance to 4HKO after Leftovers recovery
252+ SpA Lunala Menacing Moonraze Maelstrom vs. +1 240 HP / 16 SpD Giratina: 422-498 (84.2 - 99.4%) -- guaranteed 2HKO after Leftovers recovery (literally nothing)
The same stall rules also apply to any Pokémon with less than 306 speed, including Vivillon (lmao countered), Groudon, Kyogre (technically), DM, Zygarde, defensive Arc, Ferro, Celes, Smeargle (I guess), and SpDef Druddigon. The choice between Shadow Ball and Dragon Pulse is primarily based on the Pokémon on which you wish to set up. The damage output doesn't matter too much; the primary goal is to Pressure-stall low-PP attacks the strongest Pokémon in the tier rely on (like Lunala!) and potentially provide a fun win-condition.
Here's some replays featuring Vin-Tina:
https://replay.pokemonshowdown.com/gen7anythinggoes-947953881 (luckiest crit I ever did see)
https://replay.pokemonshowdown.com/gen7anythinggoes-926568889 (PP stalled an Arc-Fairy)
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