Pokemon Movesets of the Week
January 6th, 2013
"A Mexican Clean-Up!"
Item: Focus Sash
EV Spread: 252 Atk, 252 Spd, 4 Def
// Swords Dance / Earthquake./ Stealth Rock
Stone Edge/Rock Slide
So, what happens if you try to defeat a set-up Pokémon and Politoed managed to fell in battle? Not to worry. Terrakion I feel is the best Pokémon to clean up the house if a Pokémon sets up a lot of Quiver Dances or Swords Dances and looks like they might sweep your whole team. Focus sash allows you to take a hit, still stand, and revenge kill with a power STAB move, Close Combat and Stone Edge/Rock Slide. If the Pokémon happens to be at red health, and you know it's faster than Terrakion, use Quick Attack then. Swords Dance is only if needed for the team, Earthquake is if you are tired of Toxicroak, and Stealth Rock is if you feel like going extreme and decide to run Spikes on Ferrothorn (later in MOTW).
Partners: Terrakion has very frail defenses and absolutely hates water/grass/ground moves. Ferrothorn takes care of all of those moves. If you happen to meet a fighting type Pokémon, Tentacruel walls it like nothing, or you could be boss like me and bring out Salamence to beat it.
Counters: Scizor is a nasty little pecker (Counter w/ Tentacruel). Toxicroak (Counter with Tentacruel or just have the move Earthquake). Infernape (Counter w/ Tentacruel). Celebi, however if you have rain up and (if) it doesn't obtain Hidden Power Fire, wall it with Ferrothorn/Salamence. Your biggest pain is Breloom, but if your Sash is still up and you already have something take a spore, clear out breloom with the Close Combat/Quick Attack technique.
January 27th, 2013
"Run Forrest! Run!"
Ability: Rain Dish
Item: Black Sludge
EV Spread: 252 HP, 200 Def, 58 Spd
Subsitute / Protect
Another wall for the team, Forrest Gump! I named it this because of the speed evds, outspeeding annoying Pokémon such as Defensive Politoeds, Defensive Rotom-W, Skarmory, Donphan, etc. ) Tentacruel has always been one of my favorites when it comes to walling fighting types, grass types, fire types, water types, etc. For good reason too. Rapid Spin is there to keep away hazards for the team, especially for Salamence and Terrakion. Scald is for STAB and burn boost. I chose to run Toxic over Toxic Spikes because I feel like Toxic Spikes is a waste of a move, because you might be facing a team full of flying types, poison types, and a lot of Pokémon with the ability Levitate. Toxic helps guarantee the poison. Protect for stalling and increasing more HP from Black Sludge and Rain Dish, and Substitute is perfect for out-predicting your opponent to get up a free Toxic/Scald on the opponent.
Partners: Ferrothorn helps out Tentacruel from Psychic moves (main psyshock) and keeps the defenses up to prevent the opponent from doing damage to you. Ground coverage is Salamences job.
Counters: Anyone with a strong STAB Psychic/Ground (The Lati-twins, Hippodow, Garchomp, Landorus, etc.) move with destroy Tentacrul. However, if you predict a switch to those pokes by setting up your substitute, make them pay with Scald or Toxic. Toxicroack is your best wall against this Pokémon, good thing we have Salamence to beat it. ;)
February 18h, 2013
Item: Zoom Lens
EV Spread: 252 HP, 56 Def, 200 Sp. Atk
One of the original Pokémon comes back in the 5th Gen, struggling to make it's mark on the Metagame. However, with moves like Confuse Ray, Blizzard, and Thunder it's kind of har to tell why. Then that's when you see Lapras's rock and fighting weakness, meaning it will lose 25% of it's health every time it switches in.
Don't let this fool you, however, as Lapras can be quite the good Pokémon when use correctly, and with the right support. With Blizzard and Thunder, as well as Hydro Pump, there will be very few Pokémon that can really claim to take a attack from Lapras (who's name isn't Chansey or Blissey, mind you) The 56 Ev's in Def is to give Lapras a chance to survive physical moves such as Close Combat, or Stone Edge and Rest off the damage it has received to make it last longer, and with Hydration waking it up immediately, it won't have to fret about being KO'd unless it's already at very low HP. If you're not worried about Fighting or Rock types on the other end, then I'd suggest maxing out SAtk stat so you get as much power as you possibly can.
Partners: For this set to work, Rain Support is pretty much required, so Lapras can make use of Hydration, and the never missing Thunder and Boosted Stab Hydro Pump is quite nice as well. If you plan on having Lapras lasting long, you're going to need a rapid spinner, as well as a Pokémon who resists fighting or at least can take a hit from it.
Counters: As much as I hate to admit it, pretty much any super effective attack from a strong fighting or rock type will probably be enough to take out Lapras. Pokémon like Conkeldurr, or Terrakion will have Lapras running, so that's why you need a Pokémon to take those hits.
Well, it may not be the best set by any means, but here is your Zoom Lens Lapras ready to battle in the OU Tier, (with Rain Sup
March 17th, 2013
"The Great Stall"
Item: Leftovers/Lum Berry
EV Spread: 252 HP, 252 Def Or Sp/ Def (or half-&-half)
Doesn't look like much, however you'll be surprise on how good this set is. It's basically used for late game when Pokémon such as Zekrom, Reshiram, or the Kyreum twins are taken down in ubers. It's only good for what it is: stalling. It absorbs all moves because of it's fantastic DW ability, Multiscale and can start a Toxic/Protect combo as it's main priority, weakening the Pokémon while healing yourself with leftovers or you happen to recover/roost back HP, while still dragging down the opponents power. Swagger is for annoyance, and possibly giving Lugia more of an advantage. If you are afraid of the opponent still hitting a move, protect on the next turn. Lum berry is only there if you are scared of gettin poisoned or paralysis, which could ruin Lugias day.
Partners: If Lugia gets poisoned, the set is ruined. I who bring a blissey/chansey or some of heal beller to assist Lugia. Also Rapid Spinners will help it as well, getting rid of stealth rocks before sending lugia out into play.
Counters: Zekrom is its biggest counter in ubers, because of its ability to ignore Multiscale and hit hard with Bolt Strike. Also Kyreum-B, -W, and Reshiram could bring it down as well, even with Lugias high defense. Toxic as I said before, hurts lugia. Also, if you plan on stalling out or looking for a quick strike to Lugia, bring a Diagia to be immune to Toxic and absorb the swaggers and pull off the finishing blow.
April 7th, 2013
"Suicidal Can Opener"
Item: Castup Berry
EV Spread: 252 Atk, 4 Def, 252 Spd
After the exit of Deoxys-D, from its banning to ubers, It was rare to ever see any leads be able to reliably set up spikes and stealth rock, but that's where this set comes in. With its max speed of 262, Skarmory can outspeed many common OU Leads, and even without much investment in defense, as people would expect it to run, it's still pretty respectably bulky, allowing it to still take any non-boosted physical attacks that may come it's way. Even if the opponent should happen to lead with a specially-based Pokemon, the combination of Sturdy and Custap Berry guarantees that Skarmory will get Stealth Rock and at least one layer of Spikes up.
Basically anything that fits into a offense, stall, or phaze team will be a good partner for this Skarmory, as it's not meant to last long in the first place. I've gotten some very nice results using this on many more than one team, and it's not a particularly hard set to use on any means, as it will always be able to at least set up stealth rock, and a layer of spikes. Of course, a spin blocker will help this set, since you're obviously going to want to keep the hazards on the field.
This Skarmory works similarly to Deoxys-D and other suicide leads: it aims to set up Stealth Rock and as many layers of Spikes as possible before fainting. The other two moves help Skarmory's situation versus opposing leads. Brave Bird prevents Skarmory from being complete Taunt bait as well as a means for Skarmory to commit seppuku so an opposing spinner can't spin away Skarmory's entry hazards. Taunt stops slower leads from setting up entry hazards while giving Skarmory a 50% chance of preventing any opposing Breloom from using Spore.
Special Thanks: People of Smogon for suggesting the set, and helping with the description.
"Super Effective? lol"
EV Spread: 252 HP, 252 Def, 4 Sp. Def
Spiritomb is one of the few Pokémon to boast having 3 immunities to three very potent offensive types (notably Fighting), along with not receiving Super Effective damage from any move. While not the beloved Wonder Tomb, this set allows Spiritomb to use it's defensive abilities, along with a bit of it's attacking as well. Calm Mind boosts it's Special Attack and Special Defense, allowing it to tank many Special hits along with fire some off itself. After 1 Calm Mind, Max LO Starmie will not be able to OHKO Spiritomb in the rain with Hydro Pump (and can't even 2HKO without rain) and will be OHKO'd by Dark Pulse. When Spiritomb has 2 Calm Minds up, Max Volcarona (with no Quiver Dance boosts) will not be able to 2HKO with Fire Blast, and Spiritomb can with Dark Pulse. That's without factoring in Stealth Rock and Spike damage, which will cripple Volcarona. Pain Split is the most reliable form of recovery for Spiritomb. Spiritomb, with it's low HP, will usually be able to deal quite a bit of damage with this move. However, if you'd rather run something more reliable, you can replace Pain Split with rest and run a Chesto Berry. Will-O-Wisp will cripple physical attackers, aka the only way your opponent will be able to seriously hurt Spiritomb once it has a few Calm Minds up. Dark Pulse is Spiritomb's best Special STAB. It has priority in Sucker Punch and Shadow Sneak, however neither will be boosted by Calm Mind. Shadow Ball is also an option, however ghost is not the greatest attack to have alone as you will struggle against Normal types.
May 19th, 2013
"Morning Glory Mk.II"
Item: Life Orb/Leftovers
EV Spread: 252 Atk, 252 Spd, 4 HP
/ Wild Charge / Will-o-wisp
This ladies and gentlemen was the very first MOTW The Silver League ever had, an old favorite of mine that was lost when we decided to start achieving these, now redone for the current generation at its peak! This set’s goal is all about crippling your opponent and offering them relentless brute force. Nature and EVs are standard for a physical sweeper who’s putting all their chips into hitting as hard as possible. The ability is where crippling the foe comes into play, dropping their attack (assuming its on a physical threat) may encourage a switch out, which allows you to either predict their next action or safely go in for an attack.
As for the moves, Flare Blitz is your STAB, an awesome attack with awesome force, yeah its recoil will be hefty, but we’ll get to remedying that in a sec. Extremespeed is why this set isn’t listing Jolly, because with the strongest priority in the game, you won’t even need that extra bit of speed. Now Wild Charge is where things vary, the classic set ran Will-o-Wisp, which would further slice the foe’s attack stat but also chip away their HP every turn, however with Pokémon like Volcarona or Chandelures running around, Arcanine can easily find himself cornered and helpless in every way, so Wild Charge is a way out, PLUS offers up a way to take on those pesky water-types. Morning Sun is Arcanine’s wonderful recovery move that makes up for the HP lost from Flare Blitz or just battles at all and in the era of “weather wars” this move has a lot more potential depending on the team. Item wise, Life Orb would be ideal for the most potential damage, but if you want to play reserved and not have to rely TOO heavily on Morning Sun for recovery, Leftovers isn’t a terrible idea either.
To me it’s an old set that holds up great, and can only benefit from the way the current meta-game has developed, so here’s to the set that launched the Movesets of the Week!
June 16th, 2013
Ability: Clear Body
EV Spread: 252 HP, 252 Atk, 4 Def
Stone Edge / Rock Slide
This set is brought to us by the random gods of Soft Resetting, inspired by my Regirock’s perfect Atk and Def IVs and coincidental 1 in Speed, so what better time to take the classic Tank set and give it a cursive spin! Curse is the clutch of this set, taking advantage of its already blistering Def and acceptable attack and making them even better, if your Speed IV is low then this makes the set all the better, especially if you’re running this in trick room...just try not to waste precious time if you do that (here’s hoping Gen 6 fixes the turn problem...). Now your STAB, Stone Edge or Rock Slide ultimately depends on you, I personally hate Stone Edge because of Low PP and the fact it always misses for me...but Rock Slide is more accurate and more PP, plus with Curse buffs, the power doesn’t make THAT big a difference. Stone Edge DOES have a higher crit ratio, while Rock Slide’s effect will NEVER get off unless you’re in trick room, so bare that in mind. Drain Punch works WONDERS for this guy too, a handy attack that’ll hit alright and recover his HP to-boot, he needs all the HP he can get. EQ Vs say...Ice Punch is debatable, but ultimately this guy is not going to survive an encounter with a grass type, so unless you want to gamble, or Sturdy becomes available legally...I think you should leave Grass Types to the other teammates.
EVs are standard for the set, maximize bulk and maximize its hitting power, if only so you’re not relying on Curse, just in case you’re not in a safe place to start playing whack-a-mole. Item is obvious, a bit of HP every turn so you’re not relying on Drain Punch to do all the work. Experience is revealing that Regirock can REALLY take a hit, even from his own weaknesses, so all in all....the rest of the Regies are gonna be such a drag to get through....why can’t Seismic Toss come back!? OH right....Blissey.
"The Sap Queen of Harvestone, Nilly!"
Ability: Sap Sipper
Item: Life Orb
EV Spread: 252 Atk, 252 Spd, 4 HP
Well, my birthday is next week so you know what? Let’s get special with this week’s set which is basically Moofensive, but you know what? It’s also the set of Milly’s evil twin sister...Nilly!
Miltank has always been one of my favorites but this flavor of Miltank is the first time I take it to the offensive route rather than the defensive. EVs are your standard sweeper, max speed, max attack, a bit of HP, all the bunch coming at you as fast as possible. Moofensive is helped by the inclusion of the Dream World ability Sap Sipper which not only boosts Miltank’s attack every time someone tries to throw a grass move at her, it basically gives her a 2nd immunity! Afraid you’re going to get spored? Or even seeded? One skillful prediction can have your opponent raging. Life Orb is for putting all your chips into her attack which isn’t that great I’ll admit...but her def and moves help remedy this.
Speaking of moves, let’s start talking those. Double Edge instead of my classic Body Slam, as awesome as Body Slam is...that’s meant for lasting a long time in battle, Double-Edge is her strongest STAB and will hurt, especially after a stat buff from Sap Sipper. Earthquake carries over from the classic set, it’s a great move, a broken move even! And no Miltank should be without it. Fire Punch is where thing get interesting, this 3rd move can possibly change depending on your needs, but given you’re going to be countering (assumingly) more grass types then usual, having a direct Super-Effective on them is golden, especially if they fail to consider that possibility, OR consider it and switch for a ghost thinking Double Edge or EQ. Milk Drink COULD be given up for another attack..But given her ability to take hits...having a recovery move should be considered since Double Edge and Life Orb will be SAPPING (hur hur) Miltank’s HP as the battle carries on.
Nilly is all about fightin’ and that’s what she does best, so don’t give her any sap or else you’re definitely going to feel it, Popeye style!
August 18th, 2013
Ability: Motor Drive
EV Spread: 252 HP, 4 Sp. Atk, 252 Spd.
For everyone who came to SL in 2011, this set should ring a bell. It’s an improved version of the famous “SuperPachi”, a set that was written by myself and ShadeOfMyOwnShadow. The idea behind it was a super parahaxer, with a combination of Paralyze, Confusion, Infatuation an Flinch. Pachirisu did it well, but now we have Emolga, who can pull it off with much better success for several reasons. It’s speed is higher than Pachirisu, which limits it’s chance of being OHKO’d before it can even attack. It also has a far superior ability in Motor Drive, which gives it the ability to switch into electric attacks. It’s dual-flying type also gives it the ability to switch into ground attacks, which is something that Pachirisu couldn’t do at all. Emolga also has Air Slash, which it gets STAB through, and is much stronger than Pachirisu’s flinch move (bite).
Emolga has a couple options for confusion. Swagger is preferred, but if you’d like another attacking move, Signal Beam is an option, albeit risky. Same thing goes for Paralyze.
Pokémon that can abuse hax will enjoy working with Emolga, as they can come into a paralyzed and/or confused Pokémon and spam their own flinch attacks. Obviously, serene grace Pokémon get a special mention. Slower, offensive threats will also like working with Emolga, as they can take advantage of a team that has been heavily paralyzed. Don't run this set in conjuction with a Toxic Spikes user, as the statuses will clash.
Written by: SimplyBidoof
January 13th, 2013
"Kermit The Frog"
EV Spread: 252 HP, 252 Def, 4 Sp. Atk/Sp. Def
Well AREN'T YOU Y'ALL IN FOR A LITTLE TREAT!?!?! I shall post the sets for the Elite Four Team I used in the Elite Four Challenge at the Silver League, which is quite a decent team. The Pokémon from this team are Politoed, Terrakion, Ferrothron, Tentacrul, Salamence, and Manetric. If anyone is willing to enhance their team in anyway and would like some ideas, I hope some or all of these sets will help you. <3
First up, Politoed! I needed him for this team because of the necessity of rain (Drizzle). The rain boost helps take care of fire moves that hurts Ferrothorn, and enhances the attacking powers of Manetric and Tentacruel. It also helps Salamence take care of business, but I'll explain that later in the MOTW. I needed a toxic-staller/set-up breaker Pokémon, Politoed does just that. Obvious Toxic-Protect is obvious. Scald is for STAB and hopefully a burn boost. Perish Song is highly recommended for every politoed, considering that, because of the defensive EVDs, Politoed can take any hit from a Set-up Pokémon (Bulk Up, Calm Mind, etc.) and afterwards use perish song, ruining your opponents chance of a sweep. Main reason to have this Pokémon is for rain and cripples heavy-duty Pokémon. Example is shown in my battle against Silver August, when he used his Keldeo against my Politoed. After learning/predicting the Calm Mind, Politoed took care of business easily with the toxic-protecting stalling, while also living a hit from Keldeos STAB Secret Sword. A good Pokémon to use if you are having trouble with Pokémon like Keldeo.
Partners: Politoed is weak to Electric and Grass Special Attacking moves. Ferrothorn is your best bet there, which is why he's in the team. It's good to have a Volt Absorb/Lightning Rod Pokémon to do the job, such as Thundurus-T, Joltoen, or in this case, Manetric.
Counters: I basically already told you the weaknesses, and also other weather summorers can stop its rain boost.
February 4th, 2013
Item: Life Orb
EV Spread: 252 Sp. Atk, 252 Spd, 4 Sp. Def
Draco Meteor / Dragon Pulse
I love using sets that no one can predict. xD This Salamence is a perfect example of what I'm talking about. First one is Intimidate. This normally tells an experienced opponent that I might be a Mix Set Salamence. However, if they do predict this, I would just set up a substitute, protecting myself from harm, burns, poison, thunder waves, etc. Draco Meteor STAB is amazing, and might be predictable, but there is no reason not to have this STAB move. If you fear missing and sp atk drop, bring Dragon Pulse. Roost is to recover off damage. HYDRO PUMP is totally unpredictable to opponents. Most people bring Pokémon like Gliscor and Landorus-T to try and wall Salamence... pffft WAHAHAHAAAAAAAA!!! Also, Hydro Pump gets a nice boost from the rain Politoed gives in battle. The speed evds gives Salamence an advantage to out speed other threatening dragon (example being Kyurem-Black in battle against Silver August) A great set to use to troll people. ;)
Partners: Rain is good for Hydro Pump, bring Politoed. To avoid Dragon Type weaknesses, wall them with Ferrothorn. To wall Ice type moves, bring out Tentacruel and Politoed.
Counters: Mainly Mamoswine..... Wall this thing with Ferrothorn or Sashed Terrakion. If you are in a substitute, spam Hydro Pump.
February 24th, 2013
"Monkey On The Run"
Hello SLians today I have before you, EXPERT BELT INFERNAPE. Most Infernapes these days are either, Focus Sash, Choice or Life orbed. Life orb is easy to spot as he will take damage each turn but Sash or choice items are not so easy to spot. The main point to this set is to bluff the choice item majority of the game then when your opponent least expects it, change up moves and hit them with a surprise. Now for the set itself, We are going to run 252 Atk 252 Speed and 4 Sp. Atk, as our only Sp. atk is Overheat we don't need to much investment and it will more than likely destroy what it needs to being Forretress, Ferrothorn and Skarmory. For our main STAB option we are running Close Combat pretty obvious why, next U-turn to bluff the choice item even further and to scout, and lastly we have Stone edge to Salamence, Dragonites and other flying types for super effective damage. Threats: This set has no shocking counters but first that comes to mind is Hippowdon, your physical Atks won't be doing much at all and if you're at -2 SpAtk having no Sp. Atk investment it won't be doing much at all and he can threaten you out with and earthquake
Teammates: A good team mate to Infernape would be something that can take; Flying, Ground, Water hits. A first choice candidate for this would be Rotom-W as if you are using the scarf variant you could do volt turn seeing as infernape has U-turn, they both also work in synergy well together. Another good team mate would be Ninetales to boost Overheats power and to weaken water type atks although that won't matter 'cause Infernape is as frail as a wet piece of paper.
"The Fairy Beotch"
Item: Damp Rock
EV Spread: 252 HP, 252 Def, 4 Sp. Def
So, some of the people here on SL play NU, and well, I suppose a bit of a new set could be used. In the set, Alomomola has two jobs, and only two. Set the rain, and Toxic stall. THAT IS IT. Lacks power to be a damage dealer, even with Rain and STAB, Hydro Pump won't be KO'ing anything soon. It's just there to help speed up the process of tearing stuff down. Now, Alomomola is more in this set to help others than herself. Once rain is set, bring in something that can abuse it, such as Beartic, Electabuzz, Floatzel, etc. Now of course, life doesn't always go as planned, and things can get crazy, what are you supposed to do when she's all you have left? Well, toxic stall. Get the rain back up, poison whatever moves, and spam the hell out of rest! Speaking of which, Rest is AMAZING on this set. Full HP back in one move with no restriction! Assuming you can keep the rain up of course. I recommend you keep Alomomola as the setter for rain, because her moves are too shallow to really capitalize on it in any other way than toxic stalling. But if one were to insist, then the best bet would be to switch Damp Rock with leftovers, and Rain Dance with Knock Off, Substitute, or Aqua Ring, depending on what would be more preferable.
Team: Try not to make Alomomola a huge deal. Keep the rain to just her and 1-2 other pokes, and have the others be indifferent to it. Without it being permanent, whole weather oriented teams are a bit risky. It's not unwise to have entry hazards on the same team also, being that she can't do too much damage, so keep that in mind.
Checks and Counters: To beat Alomomola is as simple as getting a special attacker. With Hydration, don't even try to toxic, burn, or paralyze it. Just don't. Electabuzz, Electrode, Exploud, Gardevoir, Haunter, Maractus, Pikachu, and Raichu are normall capable of 1-2 HKO'ing it with their special attacks. As for taking options, poison types are the best bet, so they can't be toxic stalled, and even with all the boosts Hydro Pump has, unless it is a frail little pansy, it should hold up just fine.
Ability: Solid Rock
Item: Life Orb / Leftovers / Air Balloon
EV Spread: 40 Atk, 216 Sp Atk, 252 Spd
Flamethrower / Fire Blast
Stone Edge / Rock Slide
Camerupt, Team Magma's *shining* glory, is here on SL to show off it's volcanic potential. This set is designed to allow an already decently bulky Pokémon to utilize it's great offensive STAB coverage in the mighty realm of OU. This set relies on sun support from Ninetales, and was specifically designed to accept QuiverPass from Venomoth. If you can manage to get a couple Quiver Dances from Venomoth, you can guarantee Camerupt outspeeding Pokémon with base 105 speed. Solid Rock is useful for soaking up any SE attacks used against it, particularly water, which will already be weakened by the sun. If you're really worried about switching into an EQ, you can run Air Balloon, but leftovers and life orb are definitely recommended above it.
This set detests everything to do with Politoed, and will be completely fucked over if one comes onto the battlefield. In order for this set to work, it is vital that Politoed is removed as soon as possible if present in the opponent’s team. The same thing goes for T-Tar and Hippodown, but not to the same extent.
If you'd like, you could edit the EVs to favor Special Defense, and maybe even Baton Pass Calm Minds from the likes of Espeon. However, remember that Quiver Dance will continue to boost up Camerupt's Special Defense.
Sun's presence is absolutely necessary in order for this to function. If running in the lower tiers, it's possibly to add Sunny Day in place of Solarbeam (or EQ/RS if you're not worried about Physically Defensive Pokémon). However, if in OU, you will absolutely have to run this set with Ninetales.
As stated above, something to eliminate other weather starters will be helpful. Dugtrio is always a great option for trapping and killing Tyranitar, and Gothitelle does an excellent job removing Politoed and Hippodown.
This set was designed to receive Baton Passes, so something along the lines of Volbeat, Espeon, Venomoth, etc, will be needed to boost it's Special Attack and allow it to sweep.
May 6th, 2013
Ability: Quick Feet
Item: Chesto Berry / Eletric Gem
EV Spread: 4 HP, 252 Sp. Atk, 252 Spd
/ Agility / Sleep Talk
/ Volt Switch / Baton Pass
Jolteon with this could be used as a set up for a sweeper or a speedy hit and run. How you ask? Well agility helps in speed so volt switch to something that needs speed to help another supporter set up a sweep. Rest will heal this fragile Pokémon witch gives use to Sleep talk. Sleep talk will do well while asleep witch kicks in with Quick feet to further increase speed. If you wanted you can replace thunderbolt with sleep talk so it is more of a sweeper setter with speed stat like a choice band moxie salamence. As a Hit and run have something increase special attack then jolteon can set itself up with a combo of some of these moves to hit hard and run. You can have Baton pass or volt switch I recommend volt switch but baton pass instead of thunderbolt if you are afraid a ground type comes in or volt absorber. Some good teammates are sweepers that need speed boosts so it can have a choice item instead of a self stat increase move like a moxiemence. Also very helpful to a latios if you had some increases in SpA and used this guy as a sweeper with volt switch if a ground Pokémon came in. Some others are calm mind Pokémon that use substitute and switch like baton pass or similar to Jolteon. You have to be very careful of ground types and speedy dragons though since they will wreck Jolteon if it is not quick enough.
June 2nd, 2013
"Through The Looking Glass"
This Butterfree is designed to do the following: Cripple with it's very accurate sleep move (after the Compoundeyes boost), set up Tailwind for a slower attacker, and U-Turn the hell out of there, with Stun Spore there for either late game to further give you the speed advantage, or if you get the opportunity while Butterfree is in the lead. The given EVs are designed to make Butterfree as fast as possible, while also being able to withstand a Choice Banded Bullet Punch from Scizor, a Life Orb boosted Ice Shard from Mamoswine, and a Life Orb boosted Ice Shard from Weavile. That will be helpful so it's harder for them to take you out before you can Tailwind for your sweeper. The Focus Sash is there so you can always live a hit prior to your Sleep Powder.
Any slower Pokémon, offensive Pokémon that appreciate a speed boost in order to sweep. Marowak and Rampardos are obvious options, but other Pokémon who just barely have an unfortunate speed tier, such as Haxorus, will appreciate the boost. Another notable mention is Yanmega, who can build up speed much easier if he already has a boost to begin with. However, note that running Yanmega and Butterfree on the same team will result in a very significant Stealth Rock weakness. This Butterfree, if it's not KO'd at the beginning of the match, will seriously appreciate Rapid Spin or Magic Bounce support.
June 28th, 2013
Item: Focus Sash
EV Spread: 255 Atk, 255 Spd
IVs: 0 in HP, Def, Sp. Def
Level: 1 (Required)
// Rain Dance / Sunny Day / Toxic
Rattata's FEAR strategy, while deemed too gimmicky by some, has more potential than meets the eye. It's able to cripple anything that tries to touch it, which at least puts other Pokémon in a range where they can easily be knocked out by a faster Pokémon, or a priority user. Since this Rattata relies on it's Focus Sash, running at least 1 Rapid Spin user will be mandatory. The Focus Sash is also broken by sand and hail, so you'll need to run it on sun or rain team. That's the purpose of running Rain Dance or Sunny Day; if the Endeavor + Quick Attack strategy isn't going to work, it can still at least set up rain or sun and not be a complete fodder. However, if you'd rather not run either of these moves, Toxic can be used to cripple stall Pokémon who will try to layer spikes, however you should definitely use Taunt first. If you're unfamiliar with the, "FEAR" strategy it stands for: "Focus Sash, Endeavor, (Priority) Attack, Rattata." Switch in on a Pokémon that will try to knock out Rattata and use Endeavor, which should bring their HP down to one. Then, use Quick Attack, and they're knocked out.
Ninetales or Politoed. Absolutely necessary. Or Lickilicky.
Rapid Spin users- on sun, Donphan is an excellent choice. On rain, your best options are probably Starmie or Tentacruel. Bring a priority user as well, incase Rattata doesn't have the time to use QA.
Priority users are a big problem- they'll outspeed Rattata before he can use Quick Attack. Ghost types will be hit by neither Quick Attack nor Endeavor, so there's not much Rattata can do to them, other than maybe Taunting or using Toxic.
July 28th, 2013
Item: Life Orb
EV Spread: 252 HP, 252 Atk, 4 Def
Yo SL, Gabe here, and I'm bout to throw down an ill set for all you Delibird fans out there. Whether you feel like kicking someones ass with Santa Clause, or you're trying to be all hipster with a monoflying team and you're too damn cool for Xatu, don't ignore this Hustler, because Delibird means fucking business. He can Fake Out all those frail as shit speed demons, aka anything over base 75 speed. His Rapid Spin will have your opponent spinning in FUCKING circles, when they're thinking they just crippled you with a layer of entry hazards. Delibird is TOO NICE for entry hazards. His Quick Attack and Ice Shard just throw in some more speed, so good luck trying to win over this bastard.
Not to mention, Ice Shard helps him out speed the biggest threat to all spinners- Landorus
January 20th, 2013
"A Comfy Pillow"
Ability: Iron Barbs
Item: Chesto Berry
EV Spread: 252 HP, 252 Sp. Def, 4 Def
Spikes / Stealth Rocks
THIS! FERROTHORN! IS! THE! BEST! FERROTHORN! I'm not even kidding you. I give my boy Joey/Pokeaim props from creating such a sexy set. Obvious hazards is obvious. The STAB move Power Whip is always good, and Gyro Ball takes agreement with the STAB move. But let me explain is one move and item it holds.... Rest and Chesto Berry. I swear, not one person expects this set to come out against them. People always keep looking at quick ways to defeat ferrothorn, thinking that leech seed will come into play but become surprised from rest. One pokemon, Rotom-W, loves to try and burn Ferrothorn with Will-O-Wisp, thinking that if crippled, Ferrothorn is now useless. Rest-Chesto then tells the opponent, "No jit, I'm too good for Will-O-Wisp." Such a scary set to use against opponents, and a valuable member to the Elite Four team.
Partners: It's weak to Fire and Fight moves. Politoed takes care of Fire from it's bulk and rain, and Ferrothorn can take any fire type move... UNLESS JEMERY SEARS GETS A CRIT!!!!! .... Anyways, to also block off fighting moves, bring out tentacrul/salamence.
Counters: Just told you, you should know how Ferrothorn is suppose to work. If not, go study jits.
February 10th, 2013
"Trix Are Four Adults"
Item: Choice Specs / Choice Scarf
EV Spread: 252 Sp. Atk, 252 Spd, 4 Def
Hidden Power Ice
/ Switcheroo / Thunderbolt / Thunder
Such a great Pokémon, too bad it's in the RU tier. It has great speed, a good movepool, and basically wrecks house it used correctly. Volt Switch is for scouting, hit-and-run technique. Overheat is only before the Rain is up from Politoed, and destroys Ferrothorns, Scizors, Venasaurs, etc.). Hidden Power Ice is mainly for Dragons, but also for annoying Ground type Pokémon. Switcharoo is a surprise for opponents, however if you wish to keep the sp atking/speed boosts from the choice item, use Thunderbolt or Thunder (if you believe rain will stay on the field the whole game). I only used Choice Scarf to out speed other speeders such as Alakazam, the Lati-twins, Dugtrios, etc.)
Partners: Salamence is a good wall against ground moves for Manetric, which is it's only coverage.
Counters: As much as I hate it being RU, there is a reason why Manetric is RU: Lack of defenses. Ferrothorn and Salamence helps out Manetric a lot from Ground moves and other high-hitting moves. A big counter would be Kyruem-B, ignoring Manetrics ability and wrecking it with an outrage. Basically any pokemon with a decent attack stat can beat Manetric. A tricky pokemon to use, however if used correctly, this electric dog can be very dangerous to the opponent.
There you have it, the Zamrock Elite Four team. Hope this helps you with your future battles. <3
March 10th, 2013
"Ballad of the Fighting Dancers"
Ability: Serene Grace
Item: Expert Belt/Life Orb
EV Spread: 252 Atk, 252 Spd, 4 Sp. Atk
A little late (you mean a week...) BUT I had to get the Pokémon and make the set before I can talk about it and know if it actually works! Without further ado...
This set isn’t the standard set that focuses purely on Meloetta’ great special options but rather the unique comic of her ability to transform during combat into her deadly alternate forme. So starting things off of course we can’t do this set without the exclusive move, Relic Song. Though weaker then the recommended Hyper Voice, it tries to make up for it with the chance of putting the Pokemon to sleep, coupled with her ability, your chances go up..but they’re still a chance – In doubles and triples this move hits multiple targets so...but be careful, I don’t know where Sleep Clause stands on this move in that situation. Once she’s battle ready, Close Combat is her obvious STAB, with her stats she needs to get the kills, so Drain Punch isn’t enough. Quick Attack gives her some welcomed Priority for dire situations while also being a STAB Bonus. Lastly this move can depend on what you want, but Ice Punch gives her coverage with a lot of threats, that being dragons, grass, ground and her weakness, flying types. Items and EVs are purely focused as giving her all the power she needs to get the job done, capitalizing on her impressive speed and attack stats. Nature could be Jolly if you wanted, but Naive and Hasty for me at least, allow Relic song to do more harm and not just be a Transformation move that eats up a 4th slot.
Meloetta here is not without glaring flaws, ghost types can completely block her from transforming and in Fighting Mode, her only option to fight back would be Ice Punch, so of course using her requires caution and good timing because last thing we want is a flying idol singing to a dead audience.
March 31st, 2013
Ability: Torrent / Sheer Force
Item: Life Orb
EV Spread: 108 HP, 144 Atk, 252 Sp. Atk, 4 Spd
Feraligatr has always been a huge threat, usually running DD or SD and spamming Waterfall or Aqua Jetto clean up the game. However today I bring to you my fellow SLians a Feraligatr set I thought up a while back, I think I created this set during 4th gens last days or the early 5th gen. So now lets get into the set. As I said before this is a mix Feraligatr mainly to throw your opponent off guard and to get some easy KO's, we'll start with the EVs. Because Feraligatr is naturally pretty damn bulky we are going to extend that bulk and give him 108 HP EVs to help him switch in on more attacks. We'll be giving him 144 atk stats for his Aqua Jet, as it is one of his main attacks it will need some investment also it isn't to strong of a attack anyway. Maximum Special attack to deliver massive blows with your special attacks and the last EVs will be put in Speed because why the hell not? We will be running Rash nature to maximize our Special attack and not nerf our physical attack as this is a mix Gater and we'll be running life orb for maximum damage without locking ourself. The ability can be either Sheer Force or Torrent both work well, as with Life orb you may get into torrent range and your Hydro Pumps will be very powerful and with Sheer Force you could bluff the choice item and Focus blast and Ice beam will get a boost in power.
Checks and Counters: A good counter to Gater would really be any water type, first that springs to mind is Wortortle and Alomomola. Munchlax could also do a decent job but wouldn't really like taking a focus blast. For checks Sceptile could do well as Giga drain or leaf storm will probably take out Gater after rocks and Manetric will OHKO with Thunderbolt due to Gater having bad SpD but Manetric won't enjoy taking a Aqua Jet.
Partners: Gater could be ran in a Water/Fire/Grass core. If you want to use this set in OU, I recommend using him in a rain team with Politoed and a rapid spinner as Life orb and hazards racks up pretty bad.
April 21st, 2013
"Walt, The Wall Breaker"
Ability: Rock Head
Item: Thick Club
EV Spread: 252 Atk, 252 HP, 4 Sp. Def
Bonemerang / Earthquake
/ Ice Punch / Stone Edge
To start things off, this is not just any Pokemon, and believe me when I say despite it being in Smogon's NU tier, it is viable in any higher tier as well. Can you guess why? IT. IS. A. DEMON. GOD. IN. TRICK ROOM! Faster than hell, makes Deoxys A's attack look miniscule, KO's everything and its mother, AND ON TOP OF THAT, LIVES TRHOUGH SOME TOUGH TERRAIN!. This set is bulky enough to tank a Mamoswine's Ice Shard, and then Fire Punch that whore into oblivion.
To put it in a phrase: Don't fuck with Marowak.
Now, here's the science to this monster. In TR, Slower = Faster, and with low base speed, and crap IV's to make it a bit better, well, only Shuckle will move first. As for Defenses, despite a bit low base HP, with it maxed out it hits 324. That with base 110 Defense and 80 Sp.Defense, is nothing to laugh at. Not a wall, but very bulky. Now about, power. For those of you who may notice, Marowak's max Attack hits 284. Total shit right? Well, thick club doubles that unconditionally...
That's 568 for those of you who can't math.
HE. WILL. WRECK. YOUR. SHIT. SIDEWAYS.
Team: Generally speaking, Marowak falls short on his own, so this is where your team comes into play. First off, he does EXTREMELY well in weather (sandstorm and sun). So choose either or, I don't care. He also needs a TR setter. If Sand, go Reuniclus, if Sun, Musharna works well, because she also gets Moonlight. (FYI, Statisctially speaking, Musharna is bulkier than Reuniclus). You may want to carry Heal Bell on the team as well, because Marowak gets RUINED when burned. Basically dropped down to a moderate attacker, and nobody likes that.
Checks and Counters: It can be a bit tricky to get him down. Best bet is to try to wade out TR, have a Prankster user, or have something that may be bulky enough to tank it. Keep in mind, the conventional tanks don't handle well on him, due to his moves. It also depends on what tier you are playing. Your options are to try to stall it out, or live long enough to get a good hit in.
May 12th, 2013
Nature: Calm / Careful
Ability: Magic Bounce
Item: Rocky Helmet
EV Spread: 252 HP, 200 Def, 40 Sp. Def, 16 Spd
The ParaFusion strategy is a fairly common technique that is typically used on bulkier Pokémon in attempts to prevent your opponent from using moves, which can be very frustrating and often cause ragequits. While it's used on many Pokémon, Xatu has one major advantage over all of them: Magic Bounce. This will prevent Xatu from being Taunted, which is a bane to many ParaFusion users. Paralyze + Confusion will only allow your opponent to hit about 3/8ths of the time, which gives you plenty of time to Roost and Sub, taken everything goes your way. Also, because of Magic Bounce, your opponent will be forced to attack you when they can move. When they do attack you, they will receive Rocky Helmet damage, which makes up for the fact that this Xatu cannot attack. If you have a sub up, they'll attack your sub, which will sponge the damage, and then you'll usually be able to set up another sub, then Roost the damage lost by using the move. The Speed EV investment is just to allow Xatu to outspeed Tyranitar, but if you don't mind being outsped by him then you can always put the EVs to Defense of Sp.D for a bulkier set.
Obviously, this Xatu has issues with Volt Absorb and Lightning Rod users, namely Electrivre, Jolteon and Thundurus-T. I would recommend running a Choice Banded Dugtrio to trap and KO these threats. You could run Focus Sash instead, but CB Dugtrio will be able to OHKO Thundurus-T with Stone Edge.
"Shocker, it's annoying!"
Ability: Volt Absorb
EV Spread: 40 HP, 216 Sp. Atk, 252 Sp. Def
Thunderbolt / Volt Switch
Parafusion! A classic set that isn’t exclusive to Lanturn but Lanturn is my personal favorite way to deliver the annoying pain! Thunder Wave and Confuse Ray are of course the staples of the moveset, paralyzing the foe and crippling their speed and turning their ability to attack to a coin toss while Confuse Ray turns it into a dice roll with a chance of hurting themselves in return! After that you’ve got the rest of the moves where things can alter depending on your preference... Surf is almost a no brainer, it’s your strongest Special Water attack that’s always guaranteed to hit, with good PP as well it won’t likely run out as you tank around and bug your opponent to no end. Your Elec-STAB can vary though, Thunderbolt like Surf is your strongest option that’ll always hit, but something else happened this gen, Volt Switch, a damaging move that lets your Lanturn switch out while your opponent is stuck..And now slow enough to be hit before they have a chance to TRY and fight back.
Now these EVs derives from the Prof. Goldsmith catalog of moveset builds, forgoing the boost to Lanturn’s miserable Def stat and investing fully in making this Pokémon a tank with a loaded gun. The Sp. Atk investment encourages that Lanturn here stays takes on its paralyized foes head to head, taking the chance that the foe will never land a strike, or sooner switch out and attempt to attack with another. Of course this set up does lead Lanturn potentially open to physical attacks, but that’s where your teammates will come in of course. Leftovers as the hold item is a no brainer, recovery coupled by your opponent’s lack of ability to attack will help ensure that the item actually gets some use and in personal experience has resulted in nearly full recovery while watching the foe’s HP get chipped away. I can tell you from experience that this variant on the set DOES work and really, when has the Prof. ever let us down? Just make sure you have team that compliments this Poke’ weaknesses when you do jump in for the Parafusion Fun.
July 7th, 2013
"Legal In The Storm "
Ability: Sand Rush
Item: Life Orb
EV Spread: 252 Atk, 252 Spd, 4 HP
Waaaay way back in the good old year of 2011 we all got our hands on Generation V and there was a lot of panic and OMG moments when we got a good look at the new Pokémon we were treated too, in particular we were alarmed to how outright broken many were! One of those Pokémon was Excadrill... so powerful that as we crawl towards the end of Gen V, that lil mole is now Uber! And remained there for 80% of the gen. Today, we’re looking at his older and legal cousin! Sandslash! Yeah this set is pretty much Legal Excadrill, not helped by the fact both these Pokémon in terms of design are already bloody similar but I digress, let’s take a deeper look!
Earthquake is your main STAB an attack obviously, it was the same for Excadrill an which is fine, he had a Steel typing he never used anyways. Your Rock move is up to your personal preference, I despite Stone Edge so I will always opt for Rock Slide and in the case of this speedy shrew, the secondary effect may actually get some use if luck (or hax) are on your side today! Rapid Spin in OU.....or every tier frankly, is awesome and absolutely needed if you’re going to be switching a lot (and you will be). Now the 4th slot is again up to debate, Swords Dance follows the footsteps of Sandslash’s illegal cousin while X-Scissor gives Sandslash more options, allowing him to hit Psychics, Darks and Grass types (a weakness btw) for extra damage. If you can set up Sandslash early Swords Dance can work out great and the Super Effective bonus won’t matter, but unless you’ve won the Weather War, I feel iffy relying on a Speed Runner that requires set up.
EVs are straight up Speedy Sweeper with the focus on attack because outside of sand you’re not running past much beyond Pokémon who’ve already intentionally given up their speed stat. Ability is...your only choice really! Remember when Sand Vail was legal? Yeah....reminds me that we live in a world where ALL Blaziken is Uber...Ah well! He may not have the spunk of his younger cousin, but this Legal shrew is definitely a fun power hitting force that harkens back to a time before Gen V had us drained and hoping for a positive future with Gen 6,
August 11th, 2013
"Better have an Antidote!"
Item: Wise Glasses
EV Spread: 5 HP, 252 Sp. Atk, 252 Spd
The long awaited MOTW is finally here. This set is for all the Gengar lovers out there, or just people who want to use a different moveset. Shadow Ball is a reliable STAB move, and can deal with Espeon and Xatu, who will give your team trouble as you’ll want to have Toxic Spikes set up. Venoshock is an additional STAB move, and, while unreliable, it’s power will skyrocket if your opponent is poisoned. Focus Blast is to deal with Steel types that resist both of Gengar’s STABs. Psychic will tease Blight’s favorite type, poison, which is important because they will soak up toxic/toxic spikes.
Partners: Tentacruel is a great option, as it can tank hits for Gengar while also setting up a layer of Toxic Spikes. Bulky partners that can set up toxic spikes in general will be great partners for Gengar.
Counters: Due to Gengar’s extreme frailness, most super effective attacks will probably OHKO it. Gengar survives by outspeeding and knocking other Pokémon out first, so make sure you don’t let anything outspeed it. Faster Pokémon or anything equipping a Choice Scarf will be a problem.
Written by: Herp
Edited by: SimplyBidoof