Project SV RU Next Best Thing - Week 12: Hisuian Zoroark

Week 7 - Dragons
38135298_p0.jpg
:sv/salamence: :sv/noivern:

Your mission for this week will be to tame the Dragons of RU, Salamence and Noivern, and reveal their untapped potential.

Your submission should be 1 set of either Salamence or Noivern, different enough to the banned sets below, and must show viability.

:noivern: Noivern
Offensive Pivot

Noivern @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- U-turn
- Roost

:salamence: Salamence
MixMence

Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hurricane
- Earthquake
- Roost

Offensive DD 3A
Salamence @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Dual Wingbeat
- Earthquake

Submission deadline: Sunday, July 28th, 11:59 pm GMT-7
 
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Throat Spray Noivern
:sv/Noivern:
Noivern @ Throat Spray
Ability: Infiltrator
Tera Type: Normal
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Hurricane
- Focus Blast
- Dragon Pulse

While Noivern's special attack stat looks lackluster, at +1 it can do between 62-73% to Slowbro with Boomburst and has a chance to one shot with tera normal, thanks to it's high speed and the high base power of Boomburst, Noivern can revenge kill a weakened foe to get the special attack boost.
Noivern doesn't really need Dragon Pulse which can be swapped for taunt or roost for utility, we won't use Draco Meteor as it negates the Throat Spray boost, Focus Blast is chosen over flamethrower because of the damage it does to Goodra-h and Umbreon, it 2hko's both of them at +1
 
Disruptor Noivern
:SV/Noivern:
Noivern @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Water/Fairy
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Super Fang
- Taunt
- Draco Meteor
- Roost/Flamethrower
Normally, Noivern is used as a fast offense mon that can deal decent damage and pivot out. This Noivern set does something different (of course), it is a fast disruptive mon that can chunk things down and make sure that damage is going to stick.
Super fang reduces the opponents hp by half of their current hp, meaning it can do a max of 50% hp. This is great for doing consistent damage, and Noivern can use taunt afterwards to make sure that the opponent can't use a healing move afterwards. It can also stop an opponent from statusing Noivern, setting up or using hazards. Draco meteor can do good burst damage in order to finish off a foe. Finally, roost can keep Noivern healthy over the course of the game or you can use flamethrower to deal with steels/fairy types which are resistant to Draco.
Max hp and speed allows Noivern to take as many hits as possible while being quite fast (hitting bike with Draco is always nice) and the tera types are just good defensive types.
 
Trapper Salamence

Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Spin
- Hurricane
- Draco Meteor
- Roost

Standard special Mence set, but running Fire Spin over Flamethrower. Fire Spin allows for Mence to be much more of a bother to a lot of things that try to take advantage of the inaccuracy of Hurricane to try and recover HP through a game of odds. I've been in multiple interactions before where something like a Hippowdon or Fezandipiti will actively stay in on Salamence, and Fire Spin punishes this greedy interaction, forcing them to either Roar or U-Turn out and take the brunt damage of both a Hurricane and chip that comes with Fire Spin. All this set does is force more progress and try and take advantage of the usual interactions that take place between some of the more defensive options in the tier. Dropping EQ does mean that you become weaker into Empo and other Steels, but with the bluff of running a normal Mixed Mence you should be able to avoid that interaction most of the time, and Fire Spin can still put pressure on it in any case.
 
Defensive Dragon Dance Salamence
:sv/salamence:
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel / Ground
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Dragon Dance
- Iron Defense
- Dual Wingbeat
- Roost
(this is probably terrible but what else is this thing meant to do other than choiced sets...)

Use your good bulk, typing and Intimidate to defensively check stuff like Krookodile, Conkeldurr and Barraskewda early game, then set up and win later on when Flying resists and offensive counters are weakened. Tera Ground lets you wall Thundurus to set up on it, while Tera Steel helps with Cyclizar, Gardevoir and absorbing a Rock move to set up on.
 
Choice Scarf Noivern
:sv/noivern:
Noivern @ Choice Scarf
Ability: Infiltrator
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Draco Meteor
- Flamethrower
- Switcheroo

Extreme speed control. Passing Scarfs on fat mons is as effective as always. You are fast enough to outspeed +2 Timid Blastoise, +2 Adamant Revavroom, and +1 Maushold.
 
Thank you everyone for your submissions!

:noivern: It is time to vote for your favorite set! :salamence:

Noivern @ Throat Spray
Ability: Infiltrator
Tera Type: Normal
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Hurricane
- Focus Blast
- Dragon Pulse

While Noivern's special attack stat looks lackluster, at +1 it can do between 62-73% to Slowbro with Boomburst and has a chance to one shot with tera normal, thanks to it's high speed and the high base power of Boomburst, Noivern can revenge kill a weakened foe to get the special attack boost.
Noivern doesn't really need Dragon Pulse which can be swapped for taunt or roost for utility, we won't use Draco Meteor as it negates the Throat Spray boost, Focus Blast is chosen over flamethrower because of the damage it does to Goodra-h and Umbreon, it 2hko's both of them at +1
Noivern @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Water/Fairy
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Super Fang
- Taunt
- Draco Meteor
- Roost/Flamethrower
Normally, Noivern is used as a fast offense mon that can deal decent damage and pivot out. This Noivern set does something different (of course), it is a fast disruptive mon that can chunk things down and make sure that damage is going to stick.
Super fang reduces the opponents hp by half of their current hp, meaning it can do a max of 50% hp. This is great for doing consistent damage, and Noivern can use taunt afterwards to make sure that the opponent can't use a healing move afterwards. It can also stop an opponent from statusing Noivern, setting up or using hazards. Draco meteor can do good burst damage in order to finish off a foe. Finally, roost can keep Noivern healthy over the course of the game or you can use flamethrower to deal with steels/fairy types which are resistant to Draco.
Max hp and speed allows Noivern to take as many hits as possible while being quite fast (hitting bike with Draco is always nice) and the tera types are just good defensive types.
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Spin
- Hurricane
- Draco Meteor
- Roost

Standard special Mence set, but running Fire Spin over Flamethrower. Fire Spin allows for Mence to be much more of a bother to a lot of things that try to take advantage of the inaccuracy of Hurricane to try and recover HP through a game of odds. I've been in multiple interactions before where something like a Hippowdon or Fezandipiti will actively stay in on Salamence, and Fire Spin punishes this greedy interaction, forcing them to either Roar or U-Turn out and take the brunt damage of both a Hurricane and chip that comes with Fire Spin. All this set does is force more progress and try and take advantage of the usual interactions that take place between some of the more defensive options in the tier. Dropping EQ does mean that you become weaker into Empo and other Steels, but with the bluff of running a normal Mixed Mence you should be able to avoid that interaction most of the time, and Fire Spin can still put pressure on it in any case.
Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Steel / Ground
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Dragon Dance
- Iron Defense
- Dual Wingbeat
- Roost

Use your good bulk, typing and Intimidate to defensively check stuff like Krookodile, Conkeldurr and Barraskewda early game, then set up and win later on when Flying resists and offensive counters are weakened. Tera Ground lets you wall Thundurus to set up on it, while Tera Steel helps with Cyclizar, Gardevoir and absorbing a Rock move to set up on.
Noivern @ Choice Scarf
Ability: Infiltrator
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Draco Meteor
- Flamethrower
- Switcheroo

Extreme speed control. Passing Scarfs on fat mons is as effective as always. You are fast enough to outspeed +2 Timid Blastoise, +2 Adamant Revavroom, and +1 Maushold.

Voting deadline: Thursday, August 2nd , 11:59 pm GMT-7
 
Heatranator once again wins this week's Next Best Thing with Stallbreaker Noivern!

:sv/noivern:
Noivern @ Heavy-Duty Boots
Ability: Frisk
Tera Type: Water/Fairy
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Super Fang
- Taunt
- Draco Meteor
- Roost/Flamethrower

Normally, Noivern is used as a fast offense mon that can deal decent damage and pivot out. This Noivern set does something different (of course), it is a fast disruptive mon that can chunk things down and make sure that damage is going to stick.
Super fang reduces the opponents hp by half of their current hp, meaning it can do a max of 50% hp. This is great for doing consistent damage, and Noivern can use taunt afterwards to make sure that the opponent can't use a healing move afterwards. It can also stop an opponent from statusing Noivern, setting up or using hazards. Draco meteor can do good burst damage in order to finish off a foe. Finally, roost can keep Noivern healthy over the course of the game or you can use flamethrower to deal with steels/fairy types which are resistant to Draco.
Max hp and speed allows Noivern to take as many hits as possible while being quite fast (hitting bike with Draco is always nice) and the tera types are just good defensive types.

Week 8 will be published shortly.
 
Week 8 - Mew
44513681_p0 (1).png

Despite move cuts in SV, the original Pokemon still has the deepest movepool out here coupled with perfect stats, let's see if Mew can beat the NUBL allegations and utilize its vast tool box for great results!

  • NP 3 attacks
  • Demon Mew (Iron Defense+Calm Mind)

Submission deadline: Sunday, August 4th, 11:59 pm GMT-7 (may run longer depending on the amount of submissions)
 
Reserving cm + Taunt

Last Time (Mew) @ Covert Cloak
Ability: Synchronize
Tera Type: Fairy
EVs: 252 HP / 28 Def / 228 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Psychic Noise/ Psyshock
- Draining Kiss

So here is the Mew set. It is a very potent stallbreaker with it's serviceable natural bulk, access to Calm Mind and Taunt stopping silly shenanigans from Umbreon, Hippowdon and other stuff. Psychic Noise stops recovery on Pokemon like Gastrodon, Slowbro and Jirachi though Taunt can do it too. Psyshock is thus an option to blast through special walls like Gastrodon and Milotic. Taunt also stifles set up attempts from Blastoise and Revavroom. Draining Kiss + Tera Fairy is a lethal combo.
 
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Defensive Utility
:sv/mew:
Mew @ Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 156 SpD / 100 Spe
Tera Type: Fairy / Steel
Jolly Nature
- Spikes
- Knock Off
- Taunt / Will-O-Wisp / Night Shade
- Pain Split

bring back roost tm plz gf Mew used to run similar sets to this in previous generations, taking advantage of its excellent bulk and wide support movepool. Taunt is Taunt, Will-O-Wisp burns physical attackers that might try to exploit the set's passivity, and Night Shade is spammable against non-Normals. (Seismic Toss would probably be preferred in this tier but isn't available anymore). The speed outruns Gyarados and Slither Wing.
 
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Suicide Lead Mew
:sv/mew:
Mew @ Red Card/Mental Herb
Ability: Synchronize
Tera Type: Ghost
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes/Toxic Spikes
- Steel Beam
- Taunt

This set is inspired by the UU hazard lead set, with a few changes though. This mew set aims to get as many hazards up as it can while denying the opposing mons before dieing as quickly as possible.
Stealth rocks are of course, mandatory on a suicide lead. You can then choose one of spikes or toxic spikes, with spikes having more wide ranging impact and toxic spikes being devestating against certain teams. Steel beam means Mew can kill itself as quickly as possible while still doing decent damage (much better then explosion in my opinion as you can ko froslass, terrakion and kleavor using this move). Taunt prevents opposing mons from getting up hazards, though mew isn't the fastest lead in the world so the team should be prepared if hazards go up on your side.
The ev spread outspeeds kleavor while making sure mew can always survive two steel beam recoil damage due to its health being odd, reaching 403 hp. Rest is in defense to help it survive longer to get up more hazards, though special attack investment could be done if wanted.
The items are customisable. Red card swaps out a mon that hits mew, meaning kleavor is being switched out immediately and any rapid spinner is not able to stay in. Mental herb allows mew to beat other taunt users, which can mean a froslass or terrakion trying to taunt it will be met with a taunt themselves.
 
Block at home
:gs/mew:
Mew @ Binding Band
Ability: Synchronize
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Spin
- Taunt
- Calm Mind
- Draining Kiss

Mew lost Block in gen 9 (horrible event), but that doesn't mean that the trapping dream is dead. This is a very basic CM Mew set outside of the fact that Fire Spin is chosen over another move like Earth Power as it kind of covers the same matchups but can also catch players thinking they have some time to stop Mew from doing its thing. Covert Cloak is not 100% obligatory so Binding Band can help KOing stuff faster before they click too many buttons.
 
Thank you everyone for your submissions!

:mew: It is time to vote for your favorite set! :mew:

Last Time (Mew) @ Covert Cloak
Ability: Synchronize
Tera Type: Fairy
EVs: 252 HP / 28 Def / 228 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Psychic Noise/ Psyshock
- Draining Kiss

So here is the Mew set. It is a very potent stallbreaker with it's serviceable natural bulk, access to Calm Mind and Taunt stopping silly shenanigans from Umbreon, Hippowdon and other stuff. Psychic Noise stops recovery on Pokemon like Gastrodon, Slowbro and Jirachi though Taunt can do it too. Psyshock is thus an option to blast through special walls like Gastrodon and Milotic. Taunt also stifles set up attempts from Blastoise and Revavroom. Draining Kiss + Tera Fairy is a lethal combo.
Mew @ Heavy-Duty Boots
Ability: Synchronize
EVs: 252 HP / 156 SpD / 100 Spe
Tera Type: Fairy / Steel
Jolly Nature
- Spikes
- Knock Off
- Taunt / Will-O-Wisp / Night Shade
- Pain Split

bring back roost tm plz gf Mew used to run similar sets to this in previous generations, taking advantage of its excellent bulk and wide support movepool. Taunt is Taunt, Will-O-Wisp burns physical attackers that might try to exploit the set's passivity, and Night Shade is spammable against non-Normals. (Seismic Toss would probably be preferred in this tier but isn't available anymore). The speed outruns Gyarados and Slither Wing.
Mew @ Red Card/Mental Herb
Ability: Synchronize
Tera Type: Ghost
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes/Toxic Spikes
- Steel Beam
- Taunt

This set is inspired by the UU hazard lead set, with a few changes though. This mew set aims to get as many hazards up as it can while denying the opposing mons before dieing as quickly as possible.
Stealth rocks are of course, mandatory on a suicide lead. You can then choose one of spikes or toxic spikes, with spikes having more wide ranging impact and toxic spikes being devestating against certain teams. Steel beam means Mew can kill itself as quickly as possible while still doing decent damage (much better then explosion in my opinion as you can ko froslass, terrakion and kleavor using this move). Taunt prevents opposing mons from getting up hazards, though mew isn't the fastest lead in the world so the team should be prepared if hazards go up on your side.
The ev spread outspeeds kleavor while making sure mew can always survive two steel beam recoil damage due to its health being odd, reaching 403 hp. Rest is in defense to help it survive longer to get up more hazards, though special attack investment could be done if wanted.
The items are customisable. Red card swaps out a mon that hits mew, meaning kleavor is being switched out immediately and any rapid spinner is not able to stay in. Mental herb allows mew to beat other taunt users, which can mean a froslass or terrakion trying to taunt it will be met with a taunt themselves.
Mew @ Binding Band
Ability: Synchronize
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Spin
- Taunt
- Calm Mind
- Draining Kiss

Mew lost Block in gen 9 (horrible event), but that doesn't mean that the trapping dream is dead. This is a very basic CM Mew set outside of the fact that Fire Spin is chosen over another move like Earth Power as it kind of covers the same matchups but can also catch players thinking they have some time to stop Mew from doing its thing. Covert Cloak is not 100% obligatory so Binding Band can help KOing stuff faster before they click too many buttons.

Voting deadline: Thursday, August 8th , 11:59 pm GMT-7
 
Congratulations to Forest Guardian for winning week 8 of Next Best Thing with Taunt Calm Mind Mew!

:gs/mew:
Mew @ Covert Cloak
Ability: Synchronize
Tera Type: Fairy
EVs: 252 HP / 28 Def / 228 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Psychic Noise/ Psyshock
- Draining Kiss

So here is the Mew set. It is a very potent stallbreaker with it's serviceable natural bulk, access to Calm Mind and Taunt stopping silly shenanigans from Umbreon, Hippowdon and other stuff. Psychic Noise stops recovery on Pokemon like Gastrodon, Slowbro and Jirachi though Taunt can do it too. Psyshock is thus an option to blast through special walls like Gastrodon and Milotic. Taunt also stifles set up attempts from Blastoise and Revavroom. Draining Kiss + Tera Fairy is a lethal combo.
 
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