The Next Best Thing

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scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
OP stolen from Silvershadow234 who stole it from Fatty. Banner stolen from Silvershadow234 who stole it from skylight.
Taking over from SS234, hence the new thread


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What is this?:

I for one, along with many others I'm sure, feel as though there is some untapped power within the RU environment. There is substantial evidence for this idea in the form of one commonality for most tiers, RU included: there always seems to be one or more new-fangled, hyped up sets that weren't originally main-stay or seen as "viable" by the community, but somehow has taken the metagame by storm. This can be seen in DPP OU (with Special Lucario transitioning to SD Lucario, Heatran eventually running items other than Choice Scarf, and the influx of ChestoRest Kingdra) in ADV (with the vaunted TyraniBoah now becoming almost an urban myth in comparison to Special and DD Tyranitar, and the increasing popularity of SupeRachi) and in BW OU (with the advent of SubSalac Terrakion, SubDisable Gengar, and ChestoRest Volcarona). Yes, some of these sets may have been found early on with respect to the creation of the tier or fairly recently, the point is, though, that there seems to be an endless supply of effective and potent sets out there yet to be discovered, especially factoring in metagame swings and the possible tier shifts. The purpose of this project will be to systematically subject each and every RU pokemon to a collective body of research in an attempt to uncover these "hidden gems", so to speak, and hopefully spark some creativity throughout the RU community.

The Process:

Each week, I will choose a different RU Pokemon, sometimes chosen by random, sometimes chosen by curiousity, of which participants will try to personally create a new set for that is not already on-site or in the process of being put on-site. Participants will be given around 3 days (depending on activity in the thread) to create their set with discussion about the particular sets being promoted throughout, and a vote will be held over 2 days to choose which user's set represented the most creative and simultaneously competivitely viable set to utilize in the current RU metagame. Once the votes are tallied and a winner is crowned, the set will be archived in the OP and the process will start all over again for the next Pokemon specimen. If there happens to be a tie, I will serve as the tiebreaker.

NEW RULE: Reserving sets is strongly discouraged because this is a community project, and reservations will only hold back discussion. If for whatever reason you have to reserve a set, you must write up your set within one hour of reserving it, or it will be reopened.

What are we looking for?:

Specifically, I want to stress the importance of the balance between creativity and viability when picking a set to post for the Pokemon in question. There's a very fine line between a "creative" set and a "gimmick", and this project is not meant to produce gimmicks, rather emphasize the ability to think outside the box when using a specific Pokemon in order to maximize it's potential. Having said that, I would also like to deviate from simple one move / item changes. For example, using Lum Berry over Life Orb on an SD Absol does nothing to show any untapped potential Absol has because we already have a basic understanding of what SD Absol is and does, it's just now better at dealing with status and has less power. The same goes for using Return over Pursuit on CB Escavalier, it doesn't yield productive discussion or results for the project. I am looking for sets that test what we think we know about checks or counters, so-called standards, and what it means to be viable. Maybe a particular option for a Pokemon looks inferior at first glance for that particular pokemon, but dig deeper and try and find what it might mean in the big picture, for the entire team.

Some things to consider:
  • What is thought to "counter" this pokemon?
  • Is there anyway to bypass this pokemon's so-called "counters?
  • What moves are seldom used on this pokemon, but have the most upside?
  • What niches can this pokemon potentially fill in the current metagame?
  • What opposing pokemon does this pokemon do well against?
  • How can this pokemon benefit its teammates?
 
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The Hall of Fame

Expert Belt Rotom-C by complete legitimiacy
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Rotom-C @ Expert Belt
Trait: Levitate
EVs: 20 HP / 252 SAtk / 236 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Leaf Storm
- Thunderbolt
- Hidden Power [Fire]

All right, Expert Belt Rotom-C has pretty much been the new standard Rotom-C in higher level play, and rightfully so. Scarf Rotom-C has always been a waste of Rotom's potential in my opinion, as it's pretty bulky, sits at a nice Speed tier anyway, and has great coverage with its STABs and HP Fire. Because Rotom-C has always been commonly seen as a Choice Scarf user in the past, this means that it tends to lure out resists to one of its STAB moves, namely Volt Switch or Thunderbolt. Lanturn, Rhydon, Ferroseed, and others are all lured out to take a Volt Switch, but they get smacked by Leaf Storm or HP Fire after "predicting" the Electric-type move. Anyway, this set has been used for a while, but it's kinda become a little more prepared for now, so it's lost its effectiveness a bit. Of course, this means that you can now bluff Expert Belt with Choice Scarf. However, against your average everyday ladder player this set still has a ton of surprise value and eliminates Electric resists very easily, allowing Rotom to just spam Volt Switch later. I'd personally use Modest because nothing around base 80 Speed uses positive natures commonly, but Timid is also good so you can be sure that you outspeed Kabutops among other things.

While it would seem that this set could be outclassed by the ChestoRest set that Molk posted, the extra damage output gained from Expert Belt can actually be really important.

252+ SpA Expert Belt Rotom-C Leaf Storm vs. 248 HP / 116+ SpD Slowking: 391-463 (99.49 - 117.81%) -- 93.75% chance to OHKO
252+ SpA Rotom-C Leaf Storm vs. 248 HP / 116+ SpD Slowking: 326-386 (82.95 - 98.21%) -- guaranteed 2HKO

252+ SpA Expert Belt Rotom-C Leaf Storm vs. 40 HP / 216+ SpD Lanturn: 461-542 (114.96 - 135.16%) -- guaranteed OHKO
252+ SpA Rotom-C Leaf Storm vs. 40 HP / 216+ SpD Lanturn: 384-452 (95.76 - 112.71%) -- 75% chance to OHKO

252+ SpA Expert Belt Rotom-C Hidden Power Fire vs. 252 HP / 4 SpD Eviolite Ferroseed: 264-312 (90.41 - 106.84%) -- 43.75% chance to OHKO
252+ SpA Rotom-C Hidden Power Fire vs. 252 HP / 4 SpD Eviolite Ferroseed: 220-260 (75.34 - 89.04%) -- guaranteed 2HKO

252+ SpA Expert Belt Rotom-C Hidden Power Fire vs. 252 HP / 0 SpD Tangrowth: 300-355 (74.25 - 87.87%) -- 6.25% chance to OHKO after Stealth Rock
252+ SpA Rotom-C Hidden Power Fire vs. 252 HP / 0 SpD Tangrowth: 250-296 (61.88 - 73.26%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Expert Belt Rotom-C Hidden Power Fire vs. 248 HP / 8 SpD Escavalier: 331-394 (96.5 - 114.86%) -- 81.25% chance to OHKO
252+ SpA Rotom-C Hidden Power Fire vs. 248 HP / 8 SpD Escavalier: 276-328 (80.46 - 95.62%) -- guaranteed 2HKO

252+ SpA Expert Belt Rotom-C Volt Switch vs. 4 HP / 0 SpD Sigilyph: 312-370 (109.09 - 129.37%) -- guaranteed OHKO

252+ SpA Rotom-C Volt Switch vs. 4 HP / 0 SpD Sigilyph: 260-308 (90.9 - 107.69%) -- 43.75% chance to OHKO

Mixed Unburden Sceptile by Hot N Cold
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Sceptile @ Flying Gem
Trait: Unburden
EVs: 204 Atk / 224 SAtk / 80 Spd
Naive Nature (+Spd, -SDef)
- Acrobatics
- Rock Slide
- Hidden Power [Fire]
- Leaf Storm

Mixed Sceptile Unburden, this set help work like a soft wallbreaker luring a punch of mons such Roselia, Cryogonal, Moltres or Escavalier with the right support of hazards, Stealth Rock at least. The Evs spread allows to outrun Offensive Cryogonal. Also, on late game when the damage is done can work like a cleaner because Unburden + great coverage on both sides.

Hydro Pump Qwilfish by Kenny
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Qwilfish @ Focus Sash
Trait: Intimidate
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Taunt
- Destiny Bond
- Spikes
- Hydro Pump

Despite Qwilfish's higher physical Attack stat, Hydro Pump actually hits harder than Waterfall when used against a target with equal defenses. This becomes useful is quite a few situations, including hitting Steelix (pretty much dead if it faces this Qwilfish), Regirock (this includes the SpDef set) and Sandslash (for ladder play) loads harder. This set especially makes it easier to sweep with mons like Klinklang, Moltres, and other Pokemon that have trouble with those Defensive Pokemon . The Speed is used to Taunt Pokemon like Uxie and Smeargle and prevent them from setting up hazards / screens, as well as Destiny Bonding slower mons after you've set up Spikes. Destroys Custap Crustle with Intimidate and Taunt, as well as setting up at least 2 layers of hazards of its own and Destiny Bonding once its finished its job. Otherwise, this is standard suicide lead Qwilfish with Hydro Pump over Waterfall and Destiny Bond over Explosion.

Damage calcs to prove Hydro Pump hits harder, Mew is just an example:

252 Atk Qwilfish Waterfall vs. 0 HP / 0 Def Mew: 106-126 (31.08 - 36.95%) -- 76.61% chance to 3HKO

252 SpA Qwilfish Hydro Pump vs. 0 HP / 0 SpD Mew: 115-136 (33.72 - 39.88%) -- guaranteed 3HKO

ChestoRest Escavalier by Molk
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Escavalier @ Chesto Berry
Trait: Overcoat
EVs: 248 HP / 252 Atk / 8 Spd
Careful Nature
- Megahorn
- Iron Head
- Pursuit
- Rest

One of Escavalier's main flaws at the moment is that its vulnerable to being worn down over the course of the match because of its lack of reliable recovery. Chestorest patches up this flaw to an extent, providing Escavalier with a one use way to fully heal itself from any prior damage, residual damage, or status all in one turn! giving Escav way more much needed longetivity. Aside from the addition of Chestorest over Sleep Talk/Return, this Escavalier plays very similarly to almost every other Escavalier set, switching in on Pokemon such as Uxie, Sceptile, and Hp Rock Lilligant, forcing them out with a combination of bulk and typing, and either Pursuit trapping the formerly mentioned Pokemon or smacking the switch in with a really, really strong Megahorn, the only really notable difference is that this Escavalier can fully heal itself on a free turn if its sufficiently weakened, but this is very important. While Chestorest Escavalier isn't quite as strong as CB Escavalier because of the lack of a boosting item, it still has 405 Attack and a base 120 BP STAB to work with, more than enough to effectively do its job regardless in my opinion, the Pursuit might be a bit weaker, but thats not too big of a problem tbh. One final thing to note is that Chestorest Escavalier can be played both offensively and defensively, so although i used Offensive Escavalier for this example, Chestorest can be effectively used on defensive Escav as well, and if you think you need the extra special bulk feel free to change things up a bit.

Sunny Day Entei by Kenny
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Entei @ Heat Rock
Trait: Pressure
EVs: 252 Spd / 252 Atk / 4 SAtk
Adamant Nature
- Sunny Day
- Flare Blitz
- SolarBeam
- ExtremeSpeed

The mighty fire dog! This is an offensive weather setter, which is a bit harder to find than a defensive Sun setter. It's role is to set sun and possibly wreck havoc on the opponent's team with an extremely strong Flare Blitz. This Entei also absolutely destroys Hail, with the combination of Sunny Day and Flare Blitz. Solar Beam is a stronger alternative to HP Grass that wrecks any Water type's that resist Flare Blitz, and Entei still beats Qwilfish with Sun up (Waterfall doesn't 2HKO, which is pretty nice.) All in all, this set is pretty effective with or without a full Sun team.

Stallbreaker Sigilyph by august
on your wings (Sigilyph) @ Flame Orb
Trait: Magic Guard
EVs: 248 HP / 56 Def / 204 Spd
Timid Nature
IVs: 0 Atk
- Calm Mind
- Whirlwind
- Roost
- Psychic / Psyshock

this set pretty much destroys stall mercilessly. i use this with spikes and psyshock whenever im stall weak... cryogonal gets destroyed by psyshock so it has no chance to spin and just sr + 1 layer of spikes allows you to beat spiritomb. with 0 atk ivs and a timid nature, foul play is doing ~38% and you easily just whirlwind it away until it is forced to rest. once it has to rest it loses. simple as that

flame orb lets you feign cm shift or cosmic power and also prevents status like paralysis

Healing Wish Mesprit by Molk
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Mesprit @ Leftovers / Life Orb
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- U-turn
- Psychic
- Thunderbolt
- Healing Wish

This Mesprit set is quite a good addition to offensive teams that need a bulky Fighting-type resist while keeping up some offensive presence imo. Even without much investment in Mesprit's defenses, Mesprit can take quite a few relatively hard hits thanks to its naturally good 80/105/105 bulk, and doesn't get worn down as quickly as other defensive Pokemon because of its immunity to Spikes and Toxic Spikes, which often proves invaluable. Once Mesprit switches in, its often able to force quite a few switches because of its good Special Attack stat and the threat of the multiple sets that Mesprit can run, making it exceptionally good at grabbing momentum with a well played U-turn. The most important part of this set, though, is Healing Wish. Healing Wish is quite the unique and useful move on Mesprit, and it can turn a potential loss into a guarenteed win in the blink of an eye. By using Healing Wish, Mesprit can basically sacrifice itself at any point in the match and fully heal a teammate more suited to the situation This is especially useful for giving powerful attackers such as CB Druddigon, or dangerous sweepers such as Quiver Dance Lilligant a second chance. It can also prove useful as a way to revive a defensive Pokemon, preventing an opponent that would've torn through your team at that point otherwise from beating you. Psychic and Thunderbolt give pretty good coverage together imo, although you do struggle against certain Pokemon such as Steelix and Escavalier, so running Hidden Power Fire over either Thunderbolt or U-turn is an option, although the utility of the latter is often missed. The given Evs let Mesprit hit as hard as possible while being able to U-turn out of jolly Smeargle and tie with positive natured base 80s such as Kabutops and opposing Mesprit, although if you think you need more bulk for Mesprit's specific role running less Speed is definitely an option, just dont go under 260 Speed, as that leaves you vulnerable to neutral natured base 80's.

RestTalk Drudiggon by DittoCrow
Druddigon is a great mon for this since there are a lot of ways you can go with it, such as offensive, defensive, and interesting moves like Pursuit, Flamethrower, and Glare. I posted this in the np thread the other day but think it deserves some more discussion:

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Druddigon (M) @ Leftovers
Trait: Rough Skin
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature
- Dragon Claw
- Hone Claws
- Rest
- Sleep Talk

Druddigon has excellent typing and enough bulk for it to be effective defensively. Specially defensive Druddigon walls so many threats; some examples are: Sceptile, Lilligant, Rotom-C, Rotom, Galvantula, Manectric, Typhlosion, Slowking, and serve as a backup check to things like Magmortar and Accelgor. It also makes a great sleep absorber since it matches up well against Grass-type Pokemon. Hone Claws puts a twist on the standard specially defensive set, as it allows Druddigon to set up on walls such as Amoonguss (lacking Clear Smog), Clefable, Lanturn, and Qwilfish. Thus, vs defensive oriented teams without a phazer, this set can actually pull off a sweep. You can even use Dragon Tail over Dragon Claw on a Spikes-stacking team which is really annoying.

Choice Scarf Spiritomb by Kenny
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B) (Spiritomb) @ Choice Scarf
Trait: Pressure
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Trick
- Dark Pulse
- Foul Play
- Hidden Power [Grass]
  • Makes Kabutops mad ( outspeeds and ohkos)
  • Tricks defensive Cryo, stopping it from spinning
  • Outspeeds Adamant Gallade and OHKOs with Foul Play
  • Beats Sandslash (not a huge accomplishment but still cool)
  • B)
  • If Scarf isn't needed it can trick it away to cripple something trying to set up/a defensive pokemon.

OTR + 3 Attacks Gallade by Molk
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Gallade (M) @ Life Orb
Trait: Justified
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Close Combat
- Zen Headbutt / Psycho Cut
- Leaf Blade

This is rather similar the OTR Gallade Tagliatelle21 posted above me, but instead of using Swords Dance, this Gallade gives up the ability to boost its attack for access to a third coverage move (in this case Leaf Blade) to hit Pokemon such as Slowking harder (and also to make sure Gallade isn't 100% walled by Spiritomb). Gallade is a really threatening offensive Pokemon, and often tears slower teams to shreds with its power, but faster pokemon can easily revenge kill it because of its only decent Speed stat and lack of access to a decent priority move (lol Unstabbed Shadow Sneak). Trick Room lets gallade turn the tables on opponents that rely on faster opponents to revenge kill Gallade, allowing it to go before things such as Sceptile and Scarf Emboar and simply Close Combat them to death before they can put an end to Gallade's reign of terror. Furthermore, this Gallade can support other slow members of its team with its own Trick Room, giving things like Slowking, Aggron, Escavalier, and Druddigon a big buff even if Gallade can't sweep at that moment and time, and because of Gallade's decent special bulk, it should be able to set up at least one Trick Room per match. Because this Gallade set doesn't have Swords Dance like the previous OTR Gallade, i decided to add a Life Orb as the main item to boost Gallade's unboosted Close Combat as much as possible and to make up for the lack of a boosting move.

Mixed Emboar by Swamp-Rocket
First entry ever plz don't kill me ;_;

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Emboar @ Expert Belt / Life Orb
Trait: Blaze
EVs: 128 Atk / 204 SAtk / 176 Spd
Naive Nature
- Fire Blast
- Superpower
- Grass Knot / Hidden Power Ice
- Wild Charge

Mixed attacking Emboar. Because both of its attacking stats are pretty high and it gets a Fighting STAB it can work out pretty well and beat up bulky offensive teams and it does decent as a wallbreaker as well. Fire Blast and Superpower are mainstays, with Fire Blast over Flare Blitz in order to 1. surprise common switch ins and 2. actually 1HKO Steel-types such as Steelix and Tangrowth. Expert Belt does a pretty good job at bluffing in this case. Wild Charge, with the given EVs, 2HKOs the on-site Slowking w/out any hazards factoring in Leftovers which is nice. Grass Knot can be used in order to kill Rhydon, Alomomola, Poliwrath and Quagsire, but if Druddigon is being an issue than you can use Hidden Power Ice to nab a 2HKO on any non-specially defensive variants.

EVs outspeed Max Speed base 55s, the Attack EVs allow it to 2HKO 252/144 Slowking, and dumps the rest into Special Attack. Expert Belt is preferred but a Life Orb can work too...

Swords Dance Bluff Scyther by Hot N Cold
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Scyther @ Eviolite
Trait: Technician
EVs: 248 HP / 8 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Aerial Ace
- Swords Dance
- Roost

I posted this set on a while on the Project Rarelyused, this set is a Bulky Scyther set standard but with a twist. U-turn is a better option so far over Bug Bite, Bug Bite is strong because Eviolite but U-turn gives momentum on early-mid games like a Choice Scyther while that this Scyther works like a pseudo choice mon, bluffer the item while that you can catch off some opponents on late game (mostly on last mon). On the Evs spreads, you can run 252 evs on Atk over in HP if you need more offensive Scyther but with a less bulk and looks better like a Choice Scarf users on a calc because the exact damage w/ 252 evs on HP. This set works similar like Scizor Iron Plate / Lum Berry or Occa Berry in Over Used tier.

Lure Kabutops by Dcae
Kabutops @ Ice Gem
Trait: Battle Armor
EVs: 252 Spd / 96 SAtk / 160 Atk
Naughty Nature
- Rapid Spin
- Aqua Jet
- Stone Edge
- Blizzard

One of the biggest stops to the standard Swords Dance Kabutops is Tangrowth, which can safely take boosted Stone Edge and KO with a Grass move. This set is designed to lure in Tangrowth and obliterate it with Blizzard. 96 SpA EVs with Ice Gem guarantee an OHKO on Tangrowth after Stealth Rock damage.

96 SpA Ice Gem Kabutops Blizzard vs. 252 HP / 0 SpD Tangrowth: 362-426 (89.6 - 105.44%) -- guaranteed OHKO after Stealth Rock

This set functions well on teams that use strong physical attackers that get shut down by Tangrowth, and also benefits from Hail due to 100% accurate Blizzard. Also, an option is to invest more in Special Attack EVs and then run Life Orb to boost up the other moves, but this method preserves Kabutops ability to switch in on Entei especially.

Healing Wish Wallbreaker Clefable by Kenny
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Clefable @ Life Orb
Trait: Magic Guard
EVs: 252 Atk / 252 SAtk / 4 HP
Brave Nature
- Double-Edge
- Fire Blast
- Healing Wish
- Softboiled

Like the set atomicllamas posted, this is pretty much the wallbreaking set with a unique move slapped on: Healing Wish, which adds to its utility a little bit. Healing Wish is just a really cool ass move to have on your team for healing up that injured sweeper for finishing the game =).Most of the time, once you get the opportunity to use Healing Wish, the opponent's check or counter to the Pokemon you aim to heal will be eliminated, making it very easy to sweep through the rest of a team with that provided second chance. Also, no one expects Healing Wish from this thing either, especially when they see you use Double-Edge and assume you're the standard offensive set which helps it get it off that much more easily. This is especially cool for a situation like if you're facing Spiritomb, a Pokemon offensive Clefable has quite a bit of trouble with, you can simply use Healing Wish as it comes in to get in a weakened Pokemon that can easily beat it, such as Lum Hone Claws Durant or Aggron, potentially finishing up the game.

SubPass Medicham by Dcae
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Medicham @ Leftovers
Trait: Pure Power
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Substitute
- Baton Pass
- Hi Jump Kick
- Ice Punch / Psycho Cut

This is a Sub attacker set, with the added bonus of Baton Pass. Not only does Baton Pass give it a lot of momentum, but it can also pass its Substitute in tough situations.The Substitute comes into handy to avoid Will-o-Wisp and status in general, while also giving Medicham a layer of protection. Jolly max speed is chosen here in order to outspeed Smeargle and Sub on the Spore, as well as Speed tie with other max Jolly/Timid base 80s such as Kabutops. SubPass is an effective strategy to avoid a counter and pass to the perfect mon to take on the counter. The main counter depends on the move choice. No matter what, pivot Slowking is a decent answer to this, but Baton Passing Substitute to something like Lilligant renders it mere setup bait. However, Ice Punch allows Medicham to touch Spiritomb, while making you weak to Qwilfish. On the other hand, running Psycho Cut makes you lose to Spiritomb, although keep in mind that with the premises of this set, you always can SubPass out. This mon fits well on offensive teams, and can even be part of a Volturn core thanks to Baton Pass.

Offensive Tank Steelix by Molk
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Steelix @ Life Orb
Trait: Sheer Force
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Stealth Rock
- Iron Tail / Iron Head
- Earthquake
- Rock Slide / Fire Fang / Crunch

Although Steelix is usually used as a physically bulky support Pokemon, between its access to Sheer Force, several moves that get a benefit from the ability, including some decently powerful STAB moves, and a decent Attack stat, Steelix might just have potential as an offensive tank, switching in on various threats such as Cinccino and Inflicting as much pain as possible. Because of Steelix's naturally massive physical bulk, even without a significant amount of defensive investment it can take quite a few hits and serve as a decent check to many physical attackers such as Cinccino, Escavalier, Aggron, and Druddigon, so a lack of bulk usually shouldn't be a huge problem. Anyways, on to the set itself, its pretty straightforward overall. Stealth Rock is still used on Steelix simply because of how great of a utility move it is, although a fourth offensive move could possibly be used if you feel offensive Steelix needs it. Both Iron Tail and Iron Head get the Sheer Force boost, which makes both of them pretty powerful for something thats only coming off of a base 85 Attack stat. The move choice is basically personal preference Iron Tail inflicts as much pain as possible to the opponent, even threatening to 2HKO quite physically bulky opponents such as Musharna after Stealth Rock, although its inaccurate. Iron Head never misses, but has a slightly lower base power than Iron Tail. Although Earthquake doesn't get the Sheer Force boost, its still used as a powerful, consistent Ground-type STAB that pairs decently well with Steelix's Steel-type STAB. The last moveslot is once again up to personal preference, Rock Slide provides decent neutral coverage overall with Earthquake and Steelix's Steel-type move, hitting Rotom-N, Rotom-C, and Moltres specifically hard, while Fire Fang gets a strong hit on Ferroseed, while OHKOing Durant and Escavalier reliably. Crunch is useful against Slowking and other bulky Psychic-types such as Uxie and Mesprit.

Calm Mind + Signal Beam Slowking by Nails
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@ Leftovers
Trait: Regenerator
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Slack Off
- Calm Mind
- Scald
- Signal Beam/Fire Blast/Psyshock (ew)/Toxic (only if you're me)

Play it like a defensive Slowking until you can stack a cm or two and not get killed and then blast their counter with whatever you want. The EVs are the best for any Slowking; since you can't counter Moltres with max SpD anyways it's better to go physically defensive. The 48 speed outruns min speed Spiritomb, I usually run more but creeping tomb is HUGE for Slowking. Signal Beam is better than Fire Blast or HP Grass because beating opposing Slowkings and grass types is better than beating grass types, and other waters are either free setup (Lanturn), take heavy damage from Scald (Kabutops), or are really scary and better left to be handled by another mon (Gatr). Psyshock only beats Amoongus and Cryogonal, both of whom are easier to deal with than Slowking.

I'l posting this despite HnC's post because Signal Beam is an important innovation.

Anti-Lead Archeops by Nails
Archeops @ Flying Gem
Trait: Defeatist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Taunt
- Acrobatics
- Head Smash
- U-turn

Lead it, you taunt the uxie/qwilfish/smeargle/etc so it can't lay hazards and then uturn for free momentum. Acrobatics and head smash are there for nuking stuff. A fantastic hit and run pkmn. Defeatist head smashes still hurt a lot. Taunt lets it stay useful even while in defeatist since you're still fast.

Tailwind Whimsicott by atomicllamas
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Whimsicott @ Leftovers
Trait: Prankster
EVs: 248 HP / 252 Def / 4 SDef / 4 Spd
Bold Nature(Impish with U-turn)
- Encore
- Memento/U-turn
- Tailwind
- Stun Spore

Okay so this Whimsicott plays a lot like standard Whimsicott, but it actually uses its fourth slot way better than the standard set, being able to support its teammates via tailwind and memento. This allows a dangerous sweeper set up, or a hard hitting mon to just come in and poop on the opposing team under tailwind (+2/+2 omastar in tailwind please, where is your god now manectric?). The minor adjustment in EVs is actually pretty useful, as it allows my Whimsicott to switch into all of your Whimsicott (barring taunt or stun spore) and encore before you do anything. But this set is really cool offering major speed control (paralysis and tailwind), while supporting its team with encore and memento, or gaining momentum with U-turn. Stuff like SD Kabutops, Ferraligatr, or Samurott, work really well as teammates, as well as stuff like SS Omastar, CB Emboar or CB Rhydon.

Choice Scarf Durant by TropiOUs
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Durant @ Choice Scarf
Trait: Swarm
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Iron Head
- X-Scissor
- Superpower
- Rock Slide / Stone Edge

  • Fast as fuck scarfer with ok power, typing, and movepool.
  • Swarm because fuck Hustle making me miss.
  • Adamant because it is fast as fuck and still outspeeds important mons like Lilli at +1 and because the extra power is more helpful than beating Scarf Galvantula and Manectric.
  • Rock move because Thunder Fang is not worth it without Hustle.
  • Doesn't care about priority because of its decent physical bulk and steel type unlike some other RU scarfers that are vulnerable to either Aqua Jet Sucker Punch or ExtremeSpeed
  • Did I say you only fear missing with the Rock move?

Rain Dance Moltres by Magcargo 2
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Moltres @ Life Orb / Damp Rock
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest / Timid Nature
- Rain Dance
- Hurricane
- Hidden Power [Water] / Hidden Power [Grass]
- Fire Blast / Roost

This set takes a twist on the standard Moltres by giving it Rain Dance. With Rain Dance, Moltres is not only able to use its STAB Hurricane reliably, but it is able to 2HKO its biggest counter, Regirock, with a Modest Hidden Power Water.

In the NBT, the goal is to make a Pokemon run an alternate moveset to defeat its usual counters. While this set does not beat any of Moltres's common counters (apart from Regirock), it has the merit of defeating common counters to dedicated Rain teams. Many Rain teams have problems defeating Grass-types, such as Roselia and Ferroseed. Moltres has no problem tearing up any Grass-types that Rain teams have trouble with, as its STAB Hurricane and Fire Blast are powerful enough to defeat nearly every grass-type in RU.

Because this set is dedicated for rain teams, it is best to run an alternate weather setter, such as Uxie to preserve the rain. Common Rain abusers, such as Kabutops are also good partners, as once Moltres has removed their counters, they can sweep with ease.

Metal Burst Smeargle by The Leprechaun
Smeargle @ Focus Sash
Trait: Own Tempo
EVs: 252 Spd / 252 HP
Timid Nature
- Spore
- Stealth Rock
- Spikes
- Metal Burst

Standard spikes support but takes an extra mon out. With this set you can take out 2 of your opponent's pokes with minimal effort as well as getting at least one layer of spikes/ rocks up. Kinda operates similarly to how Froslass worked in UU.

Physical Knock Off Tangrowth by Nails
Tangrowth @ Leftovers
Trait: Regenerator
EVs: 252 HP / 136 Def / 120 SDef
Impish Nature
- Sleep Powder
- Knock Off
- Power Whip
- Earthquake

Couple things about this set, knock off > leech seed in most situations since they'll switch out of leech seed and growth doesn't need healing. EQ is better than AC and deserves a slash because you hit entei so much harder when he tries to switch into sleep powder. Power whip is stronger than giga drain and as mentioned earlier, with regen and crazy bulk you don't really need healing on top of that. And the SDef EVs help for general tanking of mixed attackers, since I've generally found max defense unnecessary. A lot of times I run less defense than that, 252 HP / 80 Atk / 176 SDef Careful has been my standard for a while. Knock off deserves a first slash on the set, and EQ a later slash imo.

I'll include some comments too on growth as a pkmn too, giga drain + focus blast is best if you need to switch into scalds, but since I run Slowking on most teams with Tangrowth and I generally use Slowking as my Slowking counter I can get away with using physical sets. The EVs are extremely metagame based, and team based, and after max HP pretty much any combination of SDef and Def is going to work depending on what teammates you have.

Tanga Berry Lure Uxie by Hot N Cold
Uxie @ Tanga Berry
Trait: Levitate
EVs: 136 HP / 4 Def / 228 SAtk / 140 Spd
Bold Nature
- Stealth Rock
- Psychic
- Hidden Power [Fire]
- Giga Drain

Here my set that I created does time, Tanga Berry Uxie lures bug physical steel types mostly like Escavalier or Durant with Hidden Power Fire, helps too against special bug stab attacks like Galvantula, Giga Drain helps to beat Kabutops, Rhydon and Sandlash easier. Stealth Rock because is necessary.

228 SpA Uxie Hidden Power Fire vs. 4 HP / 0 SpD Durant: 372-440 (144.18 - 170.54%) -- guaranteed OHKO

228 SpA Uxie Hidden Power Fire vs. 248 HP / 8 SpD Escavalier: 200-236 (58.3 - 68.8%) -- guaranteed 2HKO

228 SpA Uxie Hidden Power Fire vs. 248 HP / 8 SpD Occa Berry Escavalier: 100-118 (29.15 - 34.4%)

228 SpA Uxie Hidden Power Fire vs. 248 HP / 252+ SpD Escavalier: 148-176 (43.14 - 51.31%) -- 62.5% chance to 2HKO after Stealth Rock

defensive calcs:

+1 252 Atk Life Orb Hustle Durant X-Scissor vs. 140 HP / 0+ Def Tanga Berry Uxie: 246-290 (75.46 - 88.95%) -- 12.5% chance to OHKO after Stealth Rock

252+ Atk Choice Band Escavalier Megahorn vs. 140 HP / 0+ Def Tanga Berry Uxie: 241-285 (73.92 - 87.42%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Scolipede Megahorn vs. 140 HP / 0+ Def Tanga Berry Uxie: 144-172 (44.17 - 52.76%) -- 18.36% chance to 2HKO
 
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Gallade @ Leftovers
Trait: Justified
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Swords Dance
- Drain Punch / Close Combat
- Psycho Cut / Zen Headbutt / Night Slash

A sort of OTR Gallade, if you will. Functions the same way as any other OTR set. Set up a Trick Room, boost your attack and win. This is the set that effectively sent Cofagrigus to UU, and it works well on Gallade as well. Gallade's speed is fairly lackluster, and the Trick Room can enable you to outspeed the threats you usually wouldn't. The choice of Drain Punch or Close Combat is simply whether you want the recovery, and therefore longevity, or the sheer power provided by CC. The move you use in the last slot is dependant on which STAB you want: The accurate one or the powerful one. You can also choose Night Slash, or even something like Leaf Blade, as otherwise you are completely stopped cold by Spiritomb.

This is a good set use it jajajajajajajajaja
 
Gallade (M) @ Leftovers
Trait: Steadfast (just found out justified is illegal)
EVs: 8 SDef / 248 HP / 252 Atk
Adamant Nature
- Will-O-Wisp
- Substitute
- Focus Punch
- Night Slash

Pretty self-explanatory, WoW to cover gallade's horrible defensive stat and to catch physical attackers coming in to take it out. Once the opponent is burnt, sub become far easier to get up so powerful focus punches can be handed out. Night slash is the coverage move of choice so that ghosts and psychics don't wall it completely.
 
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Gallade @ Choice Scarf
Trait Justified
EVs: 252 Atk/4 Def/252 Spe
Jolly Nature
-Close Combat
-Trick
-Night Slash
-Zen Headbutt

Gallade is often seen as some sort of set up sweeper, or even as a special wall, meaning that the best way to kill Gallade is to outspeed him/revenge kill him. This set, however, aims to surprise the opponent as its fully invested base 80 speed with a choice scarf and a positive nature is actually extremely good, outspeeding every unboosted threat in RU bar timid Accelgor and (lol) Ninjask. At first glance, this set may seem outclassed by Medicham who has higher attack, however, thanks to Night Slash and defenses that aren't destroyed by a light breeze, Gallade can actually beat ghosts on his own and screw over defensive teams with trick, without dying immediately afterwards. Gallade also has quite a few more opportunities to switch in. Even without a boost or a band, his moves still hit extremely hard due to his base 125 attack.
 
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Gallade (M) @ Leftovers
Trait: Justified
EVs: 252 Atk / 200 HP / 56 Spd
Adamant Nature
- Swords Dance
- Drain Punch
- Zen Headbutt / Night Slash / Shadow Sneak
- Will-O-Wisp

This is the standard Bulky SD Gallade, but instead of a coverage move, Will-O-Wisp is used. Will-O-Wisp is cool since it cripples stuff like spirotomb and Scyther, while also allowing easier setup against foes like Druddigon. The first two moves are self-explanatory, while the Third move is up to personal preference. If you want a priority move, use Shadow Sneak. If you want to hit psychic types hard, use Night Slash. If you want a secondary STAB move, use Zen Headbutt.
 
Burned Lefties Druddigon still 2HKOes with Outrage and Spiritomb beats Gallade when burned as well. I think a coverage move might be better unless there are some better things that Will-O-Wisp is used for. Otherwise I would just use a SpDef Gallade with Will-O-Wisp to lure in and cripple stuff like Spiritomb and Escavalier.
 
Gallade (M) @ Leftovers
Trait: Justified
EVs: 252 SDef / 252 HP / 4 Atk
Careful Nature
- Wish
- Knock Off
- Toxic/Protect
- Drain Punch
Say hello to special pivot Gallade.
While his wish passing leaves a lot to be desired, wish and drain punch make for a great combo for keeping his HP up high. Knock off is very helpful in RU, it can cripple all kinds of things, and sine the majority of scarfers in this tier are specially based, Gallade can remove the scarf from your opponent's team for a fast sweeper of your own to come in later and wreck. Toxic is also there for general utility, but you can use Protect to receive wishes safely.
 
Gallade.png

Gallade (M) @ Leftovers
Trait: Justified
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Substitute
- Will-O-Wisp
- Close Combat
- Stone Edge/Psycho-Cut

a better Will-o-Wisp Gallade, Gallade can cause many switches, and this can be taken advantage with Substitute, And you can burn Spiritomb, Qwilfish and Other Gallade and Kill Moltres and Entei with Stone edge, psychic types can be a problem but this can be solved with a dark type like Spiritomb, its a soo useful set
 
My turn to chime in. I think this set fits pretty well considering Gallade has always been a fairly straightforward offensive Pokemon:

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Gallade (M) @ Life Orb
Trait: Justified
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Drain Punch
- Stone Edge
- Psycho Cut / Night Slash / Leaf Blade

Straightforward Sub + 3 Attacks set. Sub shields Gallade from status and revenge killers and it's easy to get one in on the switches Gallade will force. Drain Punch is the chosen STAB move; it works a lot like Giga Drain does for Sub Sceptile. It's a solid STAB move with good power and the healing side effect lets Gallade run Life Orb. Stone Edge crushes Moltres and Sigilyph, which are two pretty common switch-ins to Gallade. Psycho Cut lets Gallade handle Qwilfish, Amoonguss, and fellow Fighting-types with much greater ease. Night Slash is there if you want coverage on bulky Psychic-types such as Uxie, Mesprit, and Slowking. Also allows Gallade to destroys Golurk as well. About the only reason Leaf Blade is an option is if your team really hates Alomomola. I guess it's also cool to insta-kill Quagsire and lay the hurt even more on Rhydon. Perhaps the only reason Close Combat is not used on this set is so Gallade can run a Life Orb with greater ease to boost the power of its other moves. The fact it can run Life Orb helps to make up for the power loss with Drain Punch.
 
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Gallade (M) @ Life Orb
Trait: Justified
EVs: 252 Atk / 252 HP / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Close Combat
- Zen Headbutt / Psycho Cut
- Leaf Blade

This is rather similar the OTR Gallade Tagliatelle21 posted above me, but instead of using Swords Dance, this Gallade gives up the ability to boost its attack for access to a third coverage move (in this case Leaf Blade) to hit Pokemon such as Slowking harder (and also to make sure Gallade isn't 100% walled by Spiritomb). Gallade is a really threatening offensive Pokemon, and often tears slower teams to shreds with its power, but faster pokemon can easily revenge kill it because of its only decent Speed stat and lack of access to a decent priority move (lol Unstabbed Shadow Sneak). Trick Room lets gallade turn the tables on opponents that rely on faster opponents to revenge kill Gallade, allowing it to go before things such as Sceptile and Scarf Emboar and simply Close Combat them to death before they can put an end to Gallade's reign of terror. Furthermore, this Gallade can support other slow members of its team with its own Trick Room, giving things like Slowking, Aggron, Escavalier, and Druddigon a big buff even if Gallade can't sweep at that moment and time, and because of Gallade's decent special bulk, it should be able to set up at least one Trick Room per match. Because this Gallade set doesn't have Swords Dance like the previous OTR Gallade, i decided to add a Life Orb as the main item to boost Gallade's unboosted Close Combat as much as possible and to make up for the lack of a boosting move.

 
Celever, Wish is illegal with Justified because it is a gen 3 event move while Justified is a Dream World ability. Just a heads up, I'm gonna start voting in about 1-2 hours so please change it ASAP!
 
Sorry for double post.

You may begin voting now!

You have seven different sets to choose from. Unfortunately, Celever's set is disqualified from voting due to legality issues (yeah I can be mean at times). Remember to check for legalities when posting your sets!
 
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