Pokemon Movesets of the Week

May 30th, 2010

"Wolf Orignal #1"

Nature: Naive
Ability: Blaze
EVs: 252 spd, 150 spa,
102 atk, 2 def

Moves:

 Fire Blast
 Close Combat
 Grass Knot
 Mach Punch

This is my favorite pokemon and he can be used in many ways. But what i've done here is made him able to hit hard physically and with his special atk and with prority move he can finish off an opponent with low health. The grass knot counters his weaknesses in most cases one hitting them. He is hard to deal with and very versatile and a set i came up with on my own, but not to say some will say i've seen it before and we all know they are just haters.

Written by Wolfman

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June 20th, 2010

"The Unmovable Flower"

Nature: Careful
Ability: Suction Cups
EVs: 252 hp, 4 def, 252 sp def

Moves:
/ Rock Slide/SeedBomb
 Curse
 Amnesia
 Recover 

This should be used as a late game wall or after you have got rid of the fighting types. Pairing this Plant up with any of the sand streamers in the Game T-Tar or Hippodwon will boost the already high Sp.Def by another 50%. The main plan is during after you got rid of the epic weakness mainly of the physical side, try and set up on a few curses to boost the Defence up to make it more of a Wall. After you have got a few Curses in to make it more wall worthy you can use Anisema to boost the already high Sp.Def and pair with the Sand Boost that brings total Sp.Def to 860 after one Anisema. and after a few curses it can do some damage and recovery off damage with reliable Recover

Written By
Conor

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July 11th, 2010


"Fireheart"

Nature: Jolly
Ability: Blaze
Item: Salac Berry
EV Spread: 252 atk, 252 spd, last 6 ev's depends on your max hp stat (see below)

Moves:
 Substitute
 Belly Drum
 Fire Punch
/ Earthquake/Thunder Punch

I know this is the standard 'Belly-zard', but I wanted to take this opportunity to show just how good this strategy can be, and why Charizard is my favourite pokemon. Bring Charizard in on a sleeping foe or something that will switch out, and set up substitute, followed by a belly drum. This will take your hit points down to 25%, thereby activating your blaze ability and your salac berry (this only works if your total hp is divisable by 4, so you may need to adjust your ev training accordingly). If you achieve this, and providing you have max attack and speed, you will have 1068 attack, 492 speed, and a fire punch with 112.5 power. Need I say anymore?
 
Writen by:
Eliteraptor

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August 1st, 2010


"The Sweeping Bouquet"

Nature: Timid
Ability: Natural Cure
Item: Salac Berry
EV Spread: 252 Sp. Atk, 252 Spd, 4 hp

Moves:
 Leech Seed
 Hidden Power [Ice/Fire]
 Earth Power
 Seed Flare

The All-purpose grass cleaner, this shaymin set acts as a standard sweeper as well as an anti-stall pokemon: Seed Flare is for mandatory STAB that deals heavy damage to all that doesn't resist and comes with a handy 40% chance of lowering the opponent's Sp.Def, Earth Power lets you deal with Heatran who is your main counter as well as other grounded fire and steel types, HP Ice deals with the occasional dragons and coupled with leech seed allows you to beat zapdos one on one, Hidden Power Fire covers non-grounded steels [Skarmory & Bronzong (especially when used in conjunction with leech seed), as well as opposing grass types], Leech Seed serves as an anti-stall for non-grass types and allows you to effectively deal with blissey and snorlax.
  
Written By:
Adon

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August 22th, 2010


"Shine"

Nature: /Impish/Careful
Ability: Levitate
Item: Leftovers/Lum Berry
EV Spread: 252 Def, 252 Sp. Def, 4hp

Moves:
 Cosmic Power
 Baton Pass
 Rock Polish
 Explosion 

Solrock is one of those Pokémon that you wouldn’t expect to see in the OU metagame. In fact, I don’t think I’ve ever seen any other than my own. I don't know why, maybe it’s because Smogon has taught people to stick with their OUs since NUs are incompetent, which isn’t true. I’ve made this Pokemon before I knew smogon, and I hope it is one that proves Smogon is wrong. Solrock’s ability to pass cosmic power makes it a nuisance. Throw in some speed boosts, and any sweeper can get the defence it needs, or simply time to set up. Almost anything would love the boosts, from the sweepers to the walls. Solrock’s versatility in passing is just too good, and with something to pass ingrain like smeargle you will find no trouble with this strategy. You would switch in Solrock on something you know he can resist, and either Cosmic Power or Rock Polish on their switch, depending on if you will need the extra speed. As the cosmic powers build up, the enemy will soon find their attacks, including the super effective ones, merely dent Solrock. Then, you would simply baton pass once your HP gets too low. A switch-in with a super effective move (like a Swampert with waterfall, for example) will still be unable to stop Solrock from getting about 2 to 4 turns to boost before it baton passes. And if you are faced against a phazer or a taunter, you can always use explosion to make the wasted effort somewhat useful.

Writen By:
Buzzy

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September 12th, 2010


"The Unexpected Physical Wall"

Nature: Impish
Ability: Intimidate

Item: Leftovers
EV Spread: 252 HP, 252 Def, 4 Atk

Moves:
 Reflect
 Thunder Wave
 Confuse Ray
 Stomp

The Defence stat itself is not 735, but a -1 attack means a + def for you. So basically its 735 With Reflect. Of course if the opponent switches you lose that +1 def (Intimidate wears off). This is not your normal Stantler, you see it’s great for countering those Physical Sweepers that Trainers are sure to throw at you. Oh yes, this Stantler is indeed the one to choose against Earthquakes and Stone Edges. it works well against the “Punches” to, countering them anyway. If you’re worried about a sweeper that’s going to try and take down Stantler with a Focus Punch, use Thunder Wave then a Confuse Ray and problem solved. After that, start consistently using Stomp and hope for a flinch to add to the frustrating parafusion tactic. Stantler has medium ranged ATK, that’ll do some good damage with stomp. So there you go, the unexpected physical wall known as Stantler. If used properly works great against sweepers. I hope you have fun with this one.

Written By:
Thrusty
Edited By:
Silver August

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October 3rd, 2010


"Echo of Annoyance!"

Nature: Jolly
Ability: Wonder Guard

Item: Focus Sash
EV Spread: 252 Atk, 252 Spd

Moves:
/ Will-o-Wisp/Toxic
 Confuse Ray
 Protect
/ X-Scissor/Shadow Sneak

This Shedinja set is meant to be an annoying wall/staler instead off a sweeper. Will-o-Wisp or Toxic is a matter off preference and what your team needs. Protect is to scout out your opponents and Confuse Ray is just an annoying move in general. Confuse Ray also gives you the chance to avoid hits from Pokémon who could KO you. X-Scissor and Shadow Sneak is a matter off preference once again. Shedinja can wall any team not prepared for death. I for one must say this is more a gimmick set, but boy did I have fun using it from time to time. I lead off with this Shedinja, since Stealth Rock or any spikes aren’t up yet. Shedinja basically has a problem with any Pokémon carrying a Super Effective more and with entry hazards, and thus a Rapid Spinner and a Pokémon able to take on Ghost, Dark, Flying, Fire and Rock moves would be a good partner, so Empoleon (wall) and Heatran (sub torment) would fit the job together with Shedinja. The EVs are straight forward since Shedinja can only take 2 hits anyway, no matter how you EV it. Now, everyone, enjoy annoying the heck out off your opponent.

Written By:
Shade

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October 24th, 2010

"Spur" (Any Alt. Forme)

Nature: Calm
Ability: Levitate

Item: Leftovers
EV Spread: 236 HP, 20 Sp. Atk, 252 Sp. Def

Moves:
 Charge
 Pain Split
/ Thunder Bolt/Thunder
// Confuse Ray/Rain Dance/Subsitute

This is an interesting set that makes use of the rather useless Charge attack. The Basic Rundown of the set is to Charge, allowing you to deal more damage with your next Electric Attack while at the same time, boosting its Sp. Def. If you haven’t already figured it out, this is a Special Wall, a very effective one at that. The best part is that the Sp. Def boosts stack and don’t wear off when it uses an electric attack. Once a few of these are set up, Rotom can be next to unstoppable as a Special Wall. Pain Split is Rotoms’ main form of recovery, and also gives it a form of offence against foes that resist its Electric Attacks. Thunderbolt is Rotoms main form of offence, and when charged, its Base Power doubles to a staggering 190. Thunder Can also be used if Rotom is running Rain Dance or has Rain Support, and when Charged doubles to an even more staggering 240 Base Power. Both these moves also have a chance of Paralysis, which is always welcome. Confuse Ray is the typical annoyer move, and it does its job well by allowing Rotom to set up Charges as needed to beef up its Sp. Def and let loose with a powerful Electric Move as needed, while Substitute takes Rotom's walling to a new level, making it immune to Status Afflictions and giving it a chance to bite back should it be hit by a potential KO Move. Rain Dance should only be considered if Rotom can’t get Rain Support and wants to run Thunder. Leftovers is the Typical Recovery Item, and Levitate works wonders on Rotom, giving it immunity to a Physical Type that could screw it over otherwise. The Reason I didn’t pick the regular Rotom for this is because the Appliance forms get added Def and Sp. Def, making them much better as walls. Overall this is an unexpected set that can easily mess up an opponent.

Written By:
Gold Geno

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November 14th, 2010

"The Elephant Tire'"

Nature: Adamant
Ability: Sturdy

Item: Leftovers/Muscle Band
EV Spread: 252 Atk, 4 Def, 252 Spd

Moves:
 Earthquake
 Stone Edge
Rock Polish
///Ice Shard/Assurance/Rapid Spin/Seed Bomb

Aww Donphan, such a killer if used right, but it's too slow, or is it? After a single Rock Polish the low speed of 199 turns into a decent 398, not the best but it's unpredicted. Nature wise just keep with Adamant to get as much power as you can during the battle. With items it’s either a Power or Survival since Muscle band can get you needed kills while Leftovers can keep Donphan in longer. Now we get to the Moveset. Ok, fhe StoneQuake Combo has pretty nice coverage and is used to sweep like crazy. Rock Polish is your main power card here, as you use it on a switch or good prediction you can turn this slow truck wheel into a speeding car wheel. Now the most important bit is choosing the last move, Ice Shard is priority which can do some damage before you get revenge killed or do some revenge killing yourself, as well as take care of Dragon-Types. Assurance takes care of Defensive Ghosts like Dusknoir and Rotom who come in and block Rapid Spin on prediction. Rapid Spin gives you the advantage to get rid of Entry Hazards on the field. Lastly, Seed Bomb is pretty much for the Water/Ground or Water/Rock-Types like Swampert and Omastar..

Written By:
Conor

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December 5th, 2010

"Steamroller'"

Nature: Adamant/Jolly
Ability: Scrappy

Item: Leftovers/Liechi Berry/Salac Berry
EV Spread: 252 HP, 252 Atk, 4 Def

Moves:
 Substitute
 Focus Punch/Reversal 
 Body Slam
 Milk Drink 

Ever looked at Miltank’s amazing speed, offensive ability, good movepool and decent offence? Requested by the League Master himself, here is a different taste to Miltank. This is just one off the offensive sets Miltank COULD run. The idea behind this set is to set up a sub as fast as you can and start spamming Focus Punch/Body Slam as much as you can. I prefer Body Slam over Return factoring the possible paral-hax. Considering Scarrpy allows you to hit Ghost Type Pokemon, Fight/Normal gives you perfect coverage. This means you got a free move slot to fill to your desire. I chose Milk Drink since Miltank has good natural bulk, and a sub user loves instant recovery when it’s not suffering the 4 moveslot syndrome. All with all, you could run Reversal with a Pinch Berry and recover up with Milk Drink after activation, but personally, I think that’s to risky and not worth it when you have access to Focus Punch. Enjoy your meat served raw to your punching burger.

Written By:
Shade

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December 26th, 2010

"DSWoman"

Nature: Calm
Ability: Synchronize

Item: Lum Berry
EV Spread: 252 HP, 252 Sp. Def, 4 Sp. Atk

Moves:
 Calm Mind
 Psychic 
 Pain Split
/ Toxic/Grudge

This set takes advantage of Gardevoir’s Defensive Aspects. Calm Mind allows Gardevoir to bulk up defences while still enabling it do some damage. Psychic is a fantastic move, and lowering Sp.Def is always good when the Pokémon in question is normally a Special Attacker. Pain Split allows Gardevoir to heal itself and do damage at the same time. the final Move depends on personal preference; Toxic has always been a good move on walls and stallers ,and gives Gardevoir a chance to be a bit more 3-dimensional.Grudge on the other hand, allows Gardevoir to make up for its shortcoming against Physical Attackers and anything that might be boosted beyond its ability to wall. The Syncho-Lum Combo has always been a favourite of mine, even if it is one use. Poisoning or Paralyzing a Pokémon with their own attacks, then healing it off is sure to annoy Trainers. The EVs are built to keep Gardevoir in as long as possible, and with HP maxing out at 340 and Sp.Def at 361, you can’t deny that it’s going to be taking some hits, especially after Calm Mind. The other 4 EVs give it a little extra power when it needs to attack. The Calm Nature boosts its Sp.Def further while causing no negative effects to the set. Overall, Gallade's femme fatale is sure to be the bane of many Pokémon...it’s hard to believe this thing is still in the NU Tier!

Written By:
Gold Geno
Edited By:
Silver August

June 6th 2010

"Playful Prankster"

Nature: Adament
Ability: Technician
EVs: 252 atk, 252 spd, 4 hp

Moves:
 Fake Out
 Payback
 Double Hit
 Seed Bomb 

This is a moveset that I came up with when experimenting with Ambipom. I like to throw out Ambipom once I have stealth rocks out and Fake Out for a possible kill. Payback is great when dealing with Gengar and usually scores a OHKO. Double Hit is the main move for dishing out damage and destroys subs. Seed Bomb is here to dish out major damage to Swampert switch ins. This Ambipom saves me from a lot of sweepers and because of this, my favorite Pokemon.
 
Written By: Pink

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June 271th 2010

"Doomsday"

Nature: Adamant
Ability: Inner Focus
Item: Focus Sash
EV Spread: 56 HP, 252 Atk, 200 Spd

Moves:
 Dragon Dance
 Dragon Claw
 Extremespeed
// Earthquake/Thunder punch/ Aqua Tail

A trusty lead dragon that is capable of ripping apart both prepared and unprepared teams, depending on his final moves his counter lead can range from a small amount to a sole pokemon. Dragon Claw to rip through the less physically bulky leads and extremespeed to finish 'em off. Otherwise use DD on an expected switch or use of stealth rocks, after one DD he is capable of blowing apart at least two of your opponents pokemon, a great advantage to have in any battle; he can also serve as both a late game sweeper and a decent revenge killer if the need arises, truly deserving the title "Doomsday". Just be careful that if u decide to switch him out that u keep stealth rocks off the field and this dragon will truely shine above all others.

Writen by:
Adon

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July 18th, 2010


"Sweeper Surprise"

Nature: Timid
Ability: Levitate
Item: Life Orb
EV Spread: 252 Sp. Atk, 252 Spd, 4 hp

Moves:
 Shadow Ball
 Sludge Bomb
 Thunderbolt
 Destiny Bond

This set is pretty much your standard Sp. Sweeper Gengar except exchanging what would normally be Psychic for Destiny Bond. Yes this means Gengar cant give Fighting Types Super-Effective damage, but Poison STAB with Life Orb will still get the job done. Based on my experience, if you play your cards right Gengar can swiftly take down abot 2 of our opponents pokemon before it' time to unvail the "surprise". Gengar's HP should be low at this point and one more attack can easily spell Gengar's demise because of Life Orb. If you're lucky the situation will put your opponent in the mind set that thsi si their chance to KO Gengar and they'll go for the kill, this is when you use Destiny Bond, effctivly taking down yet another part of the foe's team if they fell for the trap. However Priority moves and Pokemon who can out run Gengar are the main counters to this trick, so as awsome at the set is, it' still depends on the skill & knowledge of its Trainer.
 
Writen by:
Silver August

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August 8th, 2010


"D-Sucka"

Nature: Jolly/Impish
Ability: Inner Focus
Item: Black Sludge
EV Spread: 168 hp, 168 Def, 168 Spd or 88 hp, 236 Def, 184 Spd,

Moves:
 Pluck
// Confuse Ray/Super Fang/Attract
 Toxic
 Roost 

Funny, this set i've been using is only a year old and it hasn't been copied by any site. Crobat has always been a pain to many trainers. Fastest Hypnosis pokemon, Nasty Plotter, but what about a unique stall set? Now these days, competitive trainers will be caught-off guard easily against this pokemon set because it's unheard of. Pluck helps Crobat get any berries that will either help it(Like Liechi/Salac), or just ruin trainers berry strategies like Endure+Custap Berry. Also, it will help Crobat damage any pokes weak to it with stab which is a plus. Confuse Ray:Perfect for encouraging switches while getting some extra damage on the side if the opponent decides to stay. It's also good for slowing down tanks, sweepers, and etc if it lasts long enough. Super Fang: An HG/SS exclusive that will always destory any walls/counters/switchins that aren't Ghost. Attract:The All-Mighty move that will potentially stop a pokemon in it's tracks. The chances of the pokemon being immobilized by love...it's scary yet lovely(Suggest the Crobat should be female if you are brave enough to use this move). Toxic is one of the best things in Crobat's arsenal. Each turn the pokemon is slowly dying no matter what. Roost...add this with Toxic and the previous moves...you basically have one of the ultimate annoyers ready to kill many pokes. It can even slow down a Dragon Dance Dragonite! This pokemon works for either the singles or doubles environment and it can affect the outcome of your battles if used correctly.

Written by:
GMTarik

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August 29th, 2010


"SpeedyCounter"

Nature: Adamant
Ability: Sandveil

Item: Yache Berry
EV Spread: 252 Atk, 252 Def, 4 HP

Moves:
 Ice Fang
 X-Scissor
 Earthquake
 Rock Polish


This set is made specifically to counter Flying-types and Dragon-types. But it can counter many things as you see. Send it out against something it can take hits from to get up a Rock Polish and you have a fast hard hitting power house.  It can take alot of physical moves and only about two, maybe 3 special attacks if the move does regular damage. Keep Gliscor alive and switch in when it is needed and it can provide an easy win and ruin opponents strategy. Feel free to figure out your own use for this set also..

Writen By:
Wolfman

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September 19th, 2010


"The Kraken"

Nature: Adamant
Ability: Intimidate

Item: Life Orb
EV Spread: 252 Atk, 252 Spd, 4 HP

Moves:
 Dragon Dance
 Waterfall
/ Earthquake/Stone Edge
/ Bounce/Ice Fang

To start off, the goal of this power house is to try to switch in on a Pokémon you know your enemy will call back in an attempt to counter the Kraken. Get at least one Dance in, two if you know you can survive the next hit. After the boosts you got yourself a near indestructible rampaging serpent, and with double attack + 30% from Life Orb and double speed, this can easily become an early game or late game sweeper. Each move has its own role. Waterfall is your main STAB and can pretty much kill or dent anything that doesn't resist after it's boost(s), Earthquake takes care of the electric types that will try and kill this Pokémon to prevent a sweep and can deal with Steel and Water types who resist Waterfall, Stone Edge takes out Pokémon who both resist waterfall and immune to Earthquake like the likes of Dragonite and Zapdos, we finally get a new greatly added move to Dos's move pool, Bounce, it receives STAB from and takes care of Grass types and being it's most powerful move in this set this will KO or dent anything in its way and finally Ice Fang steals with Pokémon with 4x weakness to it like Dragonite, Gliscor and Flygon but deals less damage to the likes of grass types.

Written By:
Conor

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October 10th, 2010

"Cleric 'Nite'"

Nature: Careful
Ability: Inner Focus

Item: Leftovers
EV Spread: 252 HP, 214 Sp. Def, 44 Spd

Moves:
 Roost
 Heal Bell
 Thunder Wave
 Dragon Claw

This Dragonite is bulky rather than using its Typical DD move set it has Thunder Wave in order to slow down enemies or to slow down Pokémon that setup for countermeasure the main idea behind this Dragonite is to heal Pokémon of status and quickly while switching into a big hit it can survive an Ice Beam from most Pokémon that have it with stab just be careful on life orb dragon claw is its only means of attack but it packs enough power to do damage to more frail Pokémon the idea is Defence and heal not attack so it’s Wise to pair it up with a Dual screen steel type like Bronzong or Metagross

NOTE: Heal Bell can only be obtained through the gamecube game Pokemon XD.

Written By:
Kamui

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October 31st, 2010

"Fast As A Hare"

Nature: Adamant
Ability: Overgrow

Item: Liechi Berry/Life Orb
EV Spread: 12 HP, 252 Atk, 246 Spd

Moves:
/ Stone Edge/Crunch
 Rock Polish
 Earthquake
/ Woodhammer/Seed Bomb

At first glance, one may perceive Torterra to be unsuited for play due to its exploitable weaknesses, such as those to common offensive types like Fire and Ice. With Rock Polish, Torterra becomes a potent late-game threat due to its dual STAB moves and above-par Attack stat. After a boost, Torterra's abysmal Speed with the EV's provided doubles from 206 to 412, allowing it to outpace many potential foes. Torterra's Grass / Ground typing grants it a resistance to common moves such as Earthquake and Stone Edge, along with Stealth Rock and immunity to Thunderbolt, and more importantly, Thunder Wave. Torterra's STAB Earthquake can plow through some of the most common Pokémon in; while it's STAB Wood Hammer removes bulkier Pokémon from play, at the cost of some recoil. However once activated the Liechi Berry increases Torterra's Attack stat to 524. With Overgrow active, the power of Wood Hammer will be further multiplied by 1.5, allowing This Tortoise to muscle through even Pokémon who resist grass-type attacks and get to the finish. Crunch and Stone Edge provide neutral coverage with Stone Edge taking care of Gyarados & Dragon Types. Ensuring this Turtle will win the race!

Written By:
Nyeem

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November 21st, 2010

"Bulkplosion'"

Nature: Modest
Ability: Blaze

Item: Leftovers/Heat Rock
EV Spread: 252 HP, 252 Sp. Atk, 4 Spd

Moves:
 Sunny Day
 Blast Burn/Heat Wave/Flamethrower
 Extrasensory
 Solarbeam

Normally you'd expect a Sweeper Set. It only makes sense. The Typhoon of Explosions is a superb Sp. Attacker with good speed to boot. This set throws that logic out the window. The EVs are reminiscent of the Sweepers EVs except, the 252 EVs that normally go into Speed go into HP instead and vice versa. Now the Moveset itself is what completely throws people off. Sunny Day could be considered the "core" of the set, seeing as it makes Solarbeam a one turn move, increases the power of its Fire-Type moves and even weakens Water-Type moves. The Fire-Type move you pick depends on what exactly you want for the Set: Insane power but losing a turn (Blast Burn), good power but low PP (Heat Wave) or decent but reliable power (Flamethrower). Extrasensory is there mainly for type coverage and it does the job well. The flinch chance is less present due to Typhlosion’s speed, but it’s still useful when it comes into play and Solarbeam lays the smack down on those pesky Water-Types that try to trash this Flaming Typhoon. Leftovers is there for added recovery, but you can run a Heat Rock if you want to extend the time Sunny Day is in effect. Blaze is all Typhlosion has as of this generation for abilities, and it’s decent at best. Modest is a staple on sweeper Typhlosions and it’s still quite useful here seeing that as it’s still is a Sp.Attker, and it doesn’t need the Attack. All-in-all, an unpredictable Set that can be the bane of many unprepared Trainers.

Written By:
Gold Geno
Edited By:
Silver August

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December 12h, 2010

"Pack-a-Punch Boulder"

Nature: Adamant
Ability: Rock Head/Sturdy

Item: Leftovers/Muscle Band
EV Spread: 4 HP, 252 Atk, 252 Def

Moves:
/ Stone Edge/Earthquake
 Sucker Punch 
 Substitute
 Focus Punch 

Well as a slow attacker and having terrible typing what else you can do is set up substitute this keeps one turn of keeping a safe hit in from the expected water and grass attackers that will come in on golem, so while you sub on the switch, you prepare to use Focus Punch and do some serious damage, Ok Item wise it between Power or More Subs as Muscle band not as powerful as Choice Band but you have a choice between your moves and Leftovers in two turns you can get up a new Sub to hide the boulder behind, the Choice between Stone Edge and Earthquake is a hard choice since both receive Stab but it's still the fight over Power over Accuracy as Stone Edge has 180 base power but 80% acc and even hits flyers, Grass and Water types with more damage or Earthquake with 150 base power and Great Acc with 100% But Flyers are immune and ineffective against Grass types, Ok last move ofc has to be the Sucker Punch this is quite useful with the ghost and gives Golem  the boost of speed which can kill faster threats and ghost that are immune to Focus Punch. As a great person says, Can you stop the mighty boulder from falling? You can put Golem here to the test and sees what happen.

Written By:
Conor

June 13th 2010 

"Wolly The Amp"

Nature: Calm
Ability: Static
EVs: 252 hp, 252 def, 4 spd

Moves:
 Charge
 Discharge
 Thunder Wave/Magnet Rise

 Signal Beam

The core move of this set is Charge. Switch in on a pokemon you’re able to scare off or can set up upon. After charging up you boost your SpD and next turn you’re still able to deal damage for 2 turns, so in the end you won’t lose on your damage output and yet rise your SpD. The investment in Def is so you won’t die to an EQ from the likes of Flygon. Signal Beam is for coverage. The combination of Electric and Bug is rather efficient in OU since only Camerupt, Shedinja, Nidoking, Nidoqueen and Steelix resist this combination. Wolly can act as a parahax supporter as well. If you choose to run Magnet Rise over Thunder Wave to take your only weakness away then Toxic Spikes support is appreciated. With Toxic Poison and Magnet Rise coupled with Charge Wolly is able to stall for a while and ditch damage in the meantime. Thunder Wave isn’t really needed since I prefer to run Discharge anyway. Since Ampharos doesn’t have access to a reliable recovery move Wish support is appreciated as well.

Written By Shade
Edited By Silver

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July 4th, 2010

"Diablos" 
 
Nature: Adamant
Ability: Pressure
Item: Life Orb
EV Spread: 4 HP / 252 Atk / 252 Spd
 
Moves:
 Stone Edge
 Extreme Speed
 Flare Blitz
 Howl 
 
This set is a backup sweeper set, and should be used as such.  Before sending this out, use a main sweeper that can take down bulky Water, Ground, and Rock types.  Things like T-Tar, Suicune, Vaporeon, Hippodown, etc.  When using Entei, Rapid Spin support is useful, and entry hazards are nice to insure some OHKOs.  Use Howl when you predict a switch.  ExtremeSpeed is very useful if hitting first is incredibly needed.  Or, if you need a non-rock/fire move that can hit just a little bit harder then Claw Crush.  Stone Edge is so you can nail things like Gyarados, Salamence, and Dragonite.  Flare Blitz is for your necessary STAB and to prevent Entei from being walled by Steel types.
 
Writen by:
SimplyBidoof

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July 25th, 2010


"Technitop"

Nature: Adamant
Ability: Technician
Item: Life Orb
EV Spread: 252 HP, 252 Atk, 4 Def

Moves:
 Fake Out
 Mach Punch
 Bullet Punch
 Sucker Punch

Love it or hate it, Hitmontop is gifted with a unique move set that's a lot more than just a gimmick. With nothing but Priority moves, speed (ironically) doesn't matter with Technitop since it'll always go first. Unless it's low on HP you'll want to start with a Fake Out as it's a free attack that can often guarantee a KO the next turn. However if you predict your opponent will switch to a Ghost-type, then Bullet Punch is your best option Mach Punch is Techinop's primary attack as well as its source of STAB while Sucker Punch is your best counter against most Psychic and Ghost-types, especially if you're about to faint and have your opponent in a mindset to attack. Though weak on their own,with Technician and Life Orb in effect, all of Technitop's moves are given insane power boosts that make each of them a serious threat to anything that doesn't resist them (note that Sucker Punch is the only move unaffected by Technician). EVing Techinop in HP is essential to ensure it can stay in the game longer while still being able to pay the cost for the boost Life Orb provides. The set isn't the easiest to obtain but it’s a lot of fun and can undoubtedly be a game changer.

Written by:
Silver August

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August 15th, 2010


"Nasty Surprise"

Nature: /Impish
Ability: Clear Body
Item: Leftovers
EV Spread: 252 HP, 252 Def, 4 Spd

Moves:
 Curse
 Counter
 Avalanche
 Explosion 

Yes, I know, this exact set is on smogon, but there isn't a whole lot of versatility with it.  Its quiet simple to use.  First, throw up as many Curses as possible.  Avalanche if nessicary...then when you see a Metagross, T-Tar, Heracross, etc, use Counter (Taken you predict an attack.  If not, use Avalanche.  Or take the opportunity to throw up another curse).  It'll normally land a OHKO, which is why I call this set nasty surpise.  The reason for overdosing in defense is so Regice will survive banded attacks from them.  I mean, Choice Banded Meteor Mash from a Metagross?

 *note* If used on a stall team, consider running hail as well.
 
Written By:
SimplyBidoof

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September 5th, 2010


"The Flying Fox"

Nature: Timid
Ability: Volt Absorb

Item: Zap Plate
EV Spread: 252 Sp. Atk, 252 Spd, 4 Sp. Def

Moves:
 Thunderbolt/Charge Beam
 Discharge
 Magnet Rise
//Hidden Power (Ice or Grass)/Shadow Ball/Signal Beam

As a few of you might know this is one of the Pokemon that started with me on SL. Discharge is your main option in this set (yea for once it's not Thunderbolt) Discharge should hit both opponents while you pair up with a ground type/Electivire so they won't get hurt. Magnet Rise is the most important move of this set, to get this set working Jolts must be faster than the Earthquake, use Magnet rise and your weakness to ground has now become an immunity, the option over Thunderbolt or Charge Beam is that Charge beam can give you a 63% chance to boost your sp.att and can deal with flyers like Togekiss if you sense it's about to use Aura Sphere and get a free boost out of it. Or it's just the matter of power over power-up as T-bolt has great power but lacks the boost. Last move in this set is really important as it can get rid of counters and keep this set going, HP Ice gets rid of Flygon, GLiscor and Dragonite because of their 4x weakness to Ice and also deals with other Ground types, HP Grass counters Swampert, Water/Rock, Water/Ground or any other Rock or Ground types most likely be carrying earthquake to attempt to stop the floating fox. Finally, Signal beam deals with Celebi and T-tar. Also suggest pairing Foxy here with CB Dugtrio in my view, or even CS Mamoswine or for an interesting event, Electivire.

Written By:
Conor

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September 26th, 2010


"Nobody Likes Lag!"

Nature: Quiet
Ability: Own Tempo

Item: Lagging Tail
EV Spread: 108 HP, 180 Sp. Atk, 220 Sp. Def

Moves:
 Trick
/ Calm Mind/Slack Off
 Surf

 Psychic

The Basic rundown of this set is to Trick the Lagging Tail to the opponent, Calm Mind to raise its attack Power (and give it added bulk, which is always welcome) and Attack Away! This Set can flat-out Cripple sweepers and Mess up Scarf Trickers, many of which are naturally faster than Slowbro and will attempt to Trick the Scarf onto it, resulting in a rather unwanted Gift in return. This set can also mess up Trick Room teams as the Lagging Tail will always make you move last, regardless of whether Trick Room is up or not. Calm Mind gives Slowbro the Added Power and Bulk it needs to bring down it's now crippled enemies, well Slack Off allows it to heal off any damage it may have taken during the turn it took Tricking the Lagging Tail onto the Opponent. Surf and Psychic round this set off with Reliable and Powerful STAB attacks that can become flat-out devastating once Calm Mind is up. Slowbro gets Sp. Def and HP EVs for the Bulk it needs for Tricking the Tail without getting knocked out, well the Sp. Atk EVs, combined with Calm Mind and its STAB Attacks, make it a deadly Force to be reckoned with. This set is also a good Switch Forcer, and thus can help rack up SR and Spikes Damage.

Written By:
Gold Geno

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October 17th, 2010

"Endolith! The Poison Hugger!"

Nature: Impish
Ability: Sturdy

Item: Grip Claw
EV Spread: 248 HP, 216 Def, 44 Sp. Def

Moves:
 Wrap
 Encore
 Toxic
 Rest

Ok first Shuckle MUST be paired with a Sandstorm user more likely Tyranitar or Hippowdon for the Sp.def boost, this is why you put most EVs into Def and HP. Move-wise the only direct damage move is Wrap, Yes it is a weak move but you won't be using it for power wise but to keep Pokémon in the field, so you try and use Wrap on a switch to someone who thinks they can get a free boost from Shuckle, that’s where Encore kicks into play for example the Opponent uses a Dragon Dance Gyarados well it will be struck into Dragon Dance and it can't leave the battle, use set up Toxic and let the pain strike, With damage of Sand, Wrap and Toxic going at it per turn it last only a few rounds. Most important is the recovery move known as Rest, Yes it will leave Shuckle open for two turns without the help of sleep talk but with it High Def and Sand Boosted Sp.def it might be able to stay in and continue to stall, or you can use Wish help or Heal Bell/Aromatherapy if you want Shuckle out of sleep earlier than said. This set needs a lot of prediction so if you’re going to attempt this move set I'd be careful but have fun stalling with the Epic Wall.

Written By:
Conor

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November 7th, 2010

"Firin' Mai Lazers!'"

Nature: Modest
Ability: Simple

Item: Leftovers/Life Orb
EV Spread: 252 Sp. Atk, 4 Sp. Def, 252 Spd

Moves:
 Charge Beam
 Ice Beam
 Surf
 Super Fang

Charge Beam is the main move of this set. Use it, and there’s a 70% chance that Bibarel’s Sp. Attack stat will be boosted 2 stages (after Simple), raising it from a horrid 229 to a decent 458. Surf is for a great STAB move, and it will also provide the nearly perfect coverage of Normal/Water, which is only resisted by Empoleon and Shedinja. Charge Beam will take a dent out of Empoleon after the +2 boost, but if you see a Shedinja, just switch. Ice Beam offers more coverage, and will allow you to hit the popular Dragon-types that Normal-type moves will only hit for neutral. Ice type moves are also just a great addition when you're playing in the OU tier. You should run Super Fang so you’re not walled up by the likes of Blissey, Lanturn, Milotic, etc. And finally, whether you run Leftovers or Life Orb is totally preference. If you want Bibarel's moves to hit extra hard, then run Life Orb. If you want it to stay out longer (since it's Bibarel, it doesn't have godly defenses) then use leftovers.

Written By:
SimplyBidoof

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November 28th, 2010

"Burning Palm Thrust'"

Nature: Adamant
Ability: Guts

Item: Flame Orb
EV Spread: 252 HP, 252 Atk, 4 Def

Moves:
 Fake Out
 Close Combat 
 Facade
/Bullet Punch/Sucker Punch 

For this set you basically use fake out to allow flame orb to activate then use Bullet Punch or Sucker Punch to hit your opponent before they hit you. Close Combat is there for STAB and raw power; but it may lead to you switching out Hariyama after the attack as you’ll have to deal with the Def drop. Facade is basically in the set for its immense power as well, it gets 140 base power after your Hariyama becomes burned (thanks to Flame Orb) and then you get your Guts boost making it an impressive and very strong attack. The only way of dealing any damage to Ghost-Types with this set is Sucker Punch or Bullet Punch, so keep in mind if you opt for Sucker Punch it allows Pokémon like Gengar and Mismagius to set up a sub, actually if you use Sucker Punch and your opponent is smart enough it allows Mismagius to set up fully which isn’t good. Also both these moves take priority which makes up for Hariyama’s sluggish speed, So just be careful with your choice and your opponents going to be taking quite a hard hit from the beefy sumo.

Written By:
Joshua
Edited By:
Silver August

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December 19h, 2010

"Thunder"

Nature: Modest/Timid
Ability: Static/Lightning Rod (5th Gen only)

Item: Choice Scarf/Choice Specs
EV Spread: 4 HP, 252 Sp. Atk, 252 Spd

Moves:
 Thunderbolt/Discharge
 Switcheroo 
 Flamethrower/Overheat
/ Hidden Power (Ice/Grass)/Signal Beam 

Manectric always used to be in Jolteon’s Shadow. D/P/Pt changed that a little, since Manectric gained 2 good fire moves, Overheat and Flamethrower, something Jolteon lacks. HG/SS gave Manectric something that makes it stand out even more compared to the “other fast electric type sweepers”…. Switcheroo. Switcheroo made Manectric one off the best options for Choiced Electric pokemon. Manectric can act as a powerhitter with Choice Specs and as revenge killer with a Choice Scarf. Besides, Choice Scarf cripples Stall pokemon most off the time more then Specs does. The nature and Item are a matter off preference, speed-power, speed-speed, power-speed and power-power. Fire + Grass gives good coverage and Grass allows you to hit Ground/Water pokemon x4 effective, which helps since Electric and Fire won’t do much to them. HP Ice is HP Ice and doesn’t need much more explanation (BoltBeam combo, anti-Dragon, blabla) and Signal Beam is… no much more then a filler. My personal preference is Modest Scarf, since it helps Revenge Killing DD Users and stuff like that. On this note, enjoy.

(Ps. Static is Manectric’s best ability in Gen 4… but Lightningrod gained a new effect in Gen 5 which makes it the best ability for this set if you plan to use it in Gen 5)

Written By:
Shade
 

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