Resource Creative and Underrated Sets

Cool set!

MMX usually suffers from 4 moveslot-syndrome, and IMO having Aurora Veil support from other teammate will be more efficient.

Also wouldn't it be nice to explain how to imposter-proof your set?
It will take ages to physical attackers to break through Fur Coat Giratina (Zygod is even bulkier at that).
252 Atk Mewtwo-Mega-X Spectral Thief vs. 252 HP / 252 Def Fur Coat Giratina: 92-110 (18.2 - 21.8%) -- possible 5HKO
252 Atk Mewtwo-Mega-X Close Combat vs. 252 HP / 252 Def Fur Coat Zygarde-Complete: 91-108 (14.3 - 16.9%) -- possible 6HKO
But others set will help you. You'll definitely need Yveltal to stop Prankster Defog, that clears away your Aurova Veil. I chose Yveltal because it will outlast the imposter of MMX with this movepool. You also have some tiny little problems. The imposter can use Aurora Veil too (so pair it with Desolate Land Groudon). You also have to watch out for Psychic Fangs (a move you should consider for your MMX) as it breaks Aurora Veil. Be careful for Fake Speeders!
 
Hi Mariokartana, welcome to this forum. First of all, this is BH. You aren't limited to 508 EVs, and you can maximise HP and defence too. Second, I'll be frank; Ferrothorn isn't really a dedicated attacker (he's 100% fine with Flash Fire). Also there are a lot of variables that may or may not happen. Using Flash Fire won't stop Mewtwo Mega X (in short MMX) from attacking with Fighting.
The same applies for Refrigerate Kyurem-B/W with Ice (beware Boomburst). Then Sunny Day doesn't particularly helps with power, you are much better using just Sword Dance or Shift Gear. The set is also prone to being copied with Imposter (not going to touch eachother, but Chansey can politely wait for Ferrothorn to end its PPs).
Regardless of viability, I suggest you to run Fire Lash over Blaze Kick, as it takes away defence on the opponent with every hit. You can't miss with it too.
Also Glare > Thunder Wave.
Anyway, I have no right to tell you how you have to play BH. If you want to play a Grass/Steel offensive Pokemon, i suggest you to try Kartana.
Oh yeah, you're right. I've had major success with the set though, but noticed it was only in specific situations. And Fire Lash is a pretty good suggestion, thanks! I'll just make this set for Kartana. But thank you for the suggestions, they're highly appreciated. I've had more success with a Primordial Sea Ferrothorn, and I was going to share it, but decided against it because a Flash Fire Ferrothorn seemed pretty cool to me. Oh well.
 
Don't know if this is creative, but here's a fun set i've been toying with recently in Balanced Hackmons:

Manectric-Mega @ Choice Specs
Ability: Galvanize
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Freeze-Dry
- Moongeist Beam
- Trick

Boombust is pretty obvious. Freeze Dry for BoltBeam. Moongeist so Shed doesn't troll you.

252 SpA Choice Specs Galvanize Manectric-Mega Boomburst vs. 252 HP / 252+ SpD Ferrothorn: 137-162 (38.9 - 46%) -- guaranteed 3HKO
252 SpA Choice Specs Galvanize Manectric-Mega Boomburst vs. 252 HP / 252+ SpD Assault Vest Magearna: 186-219 (51 - 60.1%) -- guaranteed 2HKO
252 SpA Choice Specs Galvanize Manectric-Mega Boomburst vs. 252 HP / 252 SpD Rayquaza-Mega: 334-394 (80.6 - 95.1%) -- guaranteed OHKO after Stealth Rock

In Electric Terrain:
252 SpA Choice Specs Galvanize Manectric-Mega Boomburst vs. 252 HP / 252+ SpD Ferrothorn: 206-243 (58.5 - 69%) -- guaranteed 2HKO
252 SpA Choice Specs Galvanize Manectric-Mega Boomburst vs. 252 HP / 252 SpD Eviolite Chansey: 324-382 (46 - 54.2%) -- 53.1% chance to 2HKO or guaranteed 2HKO after Stealth Rock

Just some calcs based on what i've experienced playing with it. Not meta-breaking or anything, but pretty powerful nonetheless. Just make sure to remove the groudons first, if the opponent has any.
Basically a weaker, faster Xurkitree.

Also, first post! I've been lurking around for a while now, recently decided to sign in. Greetings Smogon People :J
 
Cool set I've been using in 1v1. Absolutely dumpsters the so-called God squad.



Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 192 HP / 180 Def / 80 SpA / 56 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Hydro Pump
- Rain Dance
- Calm Mind

Against gyarados, just click moonblast until it's dead.

Against maw and charX, calm mind and then OHKO with +1 z hydro pump

If char Y, Z rain dance and OHKO with hydro next turn. You live solar beam.

It also can take a lot of Z-moves. Some random calcs against stuff it beats.

Edit: ran through this to be more in line with 1760 usage and fix a few Z-move calcs
M-Mawile
You always outspeed:
+1 80 SpA Tapu Fini Hydro Vortex (185 BP) vs. 252 HP / 4 SpD Mawile-Mega: 322-381 (105.9 - 125.3%) -- guaranteed OHKO

252+ Atk Huge Power Mawile-Mega Thunder Punch vs. 192 HP / 180+ Def Tapu Fini: 214-252 (65 - 76.5%) -- guaranteed 2HKO
252+ Atk Huge Power Mawile-Mega Sucker Punch vs. 192 HP / 180+ Def Tapu Fini: 50-59 (15.1 - 17.9%) -- possible 6HKO

M-Gyarados
Against max fatness:
80 SpA Tapu Fini Moonblast vs. 252 HP / 0 SpD Gyarados-Mega: 170-204 (43.1 - 51.7%) -- 7.4% chance to 2HKO

while:
+1 252 Atk Mold Breaker Gyarados-Mega Earthquake vs. 192 HP / 180+ Def Tapu Fini in Misty Terrain: 129-152 (39.2 - 46.2%) -- guaranteed 3HKO

Charizard X
+1 80 SpA Tapu Fini Hydro Vortex (185 BP) vs. 0 HP / 0 SpD Charizard-Mega-X: 357-420 (120.2 - 141.4%) -- guaranteed OHKO

252 Atk Tough Claws Charizard-Mega-X Flare Blitz vs. 192 HP / 180+ Def Tapu Fini: 88-104 (26.7 - 31.6%) -- guaranteed 4HKO
If it's fatter, it can't even hurt you.

Thunder Punch is on 5% of sets. It has a slim chance to 2HKO

Charizard Y
Outspeed and:
80 SpA Tapu Fini Hydro Pump vs. 0 HP / 0 SpD Charizard-Mega-Y in Rain: 330-390 (111.1 - 131.3%) -- guaranteed OHKO

252+ SpA Charizard-Mega-Y Solar Beam vs. 192 HP / 0 SpD Tapu Fini: 266-314 (80.8 - 95.4%) -- guaranteed 2HKO

Mimikyu
+2 252 Atk Mimikyu Never-Ending Nightmare (140 BP) vs. 192 HP / 180+ Def Tapu Fini: 246-289 (74.7 - 87.8%) -- guaranteed 2HKO

Fairium Z can kill though:
+2 252 Atk Mimikyu Twinkle Tackle (175 BP) vs. 192 HP / 180+ Def Tapu Fini: 306-361 (93 - 109.7%) -- 56.3% chance to OHKO

Sawk
80 SpA Tapu Fini Moonblast vs. 0 HP / 0 SpD Sawk: 270-320 (92.7 - 109.9%) -- 56.3% chance to OHKO

252+ Atk Sawk All-Out Pummeling (190 BP) vs. 192 HP / 180+ Def Tapu Fini: 114-135 (34.6 - 41%) -- guaranteed 3HKO
252+ Atk Sawk Poison Jab vs. 192 HP / 180+ Def Tapu Fini: 130-154 (39.5 - 46.8%) -- guaranteed 3HKO

Golem
252+ Atk Golem Continental Crush (180 BP) vs. 192 HP / 180+ Def Tapu Fini: 211-249 (64.1 - 75.6%) -- guaranteed 2HKO
252+ Atk Golem Sucker Punch vs. 192 HP / 180+ Def Tapu Fini: 27-32 (8.2 - 9.7%) -- possibly the worst move ever

Lando-T
252+ Atk Landorus-Therian Tectonic Rage (180 BP) vs. 192 HP / 180+ Def Tapu Fini: 241-285 (73.2 - 86.6%) -- guaranteed 2HKO

Donphan
Easy 2HKO with moonblast + hydro vortex. Avoid berry activation.

252+ Atk Donphan Tectonic Rage (180 BP) vs. 192 HP / 180+ Def Tapu Fini: 211-249 (64.1 - 75.6%) -- guaranteed 2HKO
252+ Atk Donphan Continental Crush (200 BP) vs. 192 HP / 180+ Def Tapu Fini: 156-184 (47.4 - 55.9%) -- 80.1% chance to 2HKO
Not calcing Ice Shard

Victini
80 SpA Tapu Fini Hydro Vortex (185 BP) vs. 252 HP / 0 SpD Victini: 414-488 (102.4 - 120.7%) -- guaranteed OHKO

252 Atk Choice Band Victini Bolt Strike vs. 192 HP / 180+ Def Tapu Fini: 246-290 (74.7 - 88.1%) -- guaranteed 2HKO

Kartana
Oddly, it actually can win against scarf
80 SpA Tapu Fini Hydro Vortex (185 BP) vs. 0 HP / 4 SpD Kartana: 246-291 (94.9 - 112.3%) -- 68.8% chance to OHKO

252 Atk Kartana Leaf Blade vs. 192 HP / 180+ Def Tapu Fini: 260-308 (79 - 93.6%) -- guaranteed 2HKO

Aegislash
Depends on how it's played...
80 SpA Tapu Fini Hydro Vortex (185 BP) vs. 252 HP / 4 SpD Aegislash-Blade: 357-421 (110.1 - 129.9%) -- guaranteed OHKO

252+ SpA Aegislash-Blade Never-Ending Nightmare (160 BP) vs. 192 HP / 0 SpD Tapu Fini: 255-300 (77.5 - 91.1%) -- guaranteed 2HKO

Loses To:
Crustle -- Crustle is a boss
Kyurem-Black -- you're too slow and fusion bolt 2HKOs
Porygon Z -- Breakneck blitz kills you and conversion sets can take a hit.
M-Metagross -- too strong, too fat
Tapu Koko -- Zap
Magearna -- too fat

Teammates:
Scarf Jirachi
Kyub
Something to kill Koko and greninja

Replays: (more saved on my phone. just need to move them over. Hope the calcs speak for themselves...for now)
Beating char Y: http://replay.pokemonshowdown.com/gen71v1-550034750
 
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RNGIsFatal

Banned deucer.
BH



Arceus @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Core Enforcer
- Imprison
- Quiver Dance

Arceus used to be 'master of none' thanks to all-120-stats. However, after EV limit removal, this thing became significanly bulky enough to setup and sweep.

Boomburst is self-explanatory STAB move, and Core Enforcer is to nullify other Poison Heal and Unaware in switch-in.

Imprison is the true gimmick of this set. This shuts down Core Enforcer from all Giratina and Zyg-C (support variants), leaving them very passive, although you should watch out for phazing moves or rare gimmick called Gastro Acid. It also completely imposter-proofs itself, while completely neutering Choice Specs + -ate + Boomburst shenanigans. This is why Timid nature over Modest nature is chosen, since Arceus cannot outspeed Mega Rayquaza without Timid nature.

Quiver Dance lets Arceus set up, turning it into a deadly setup sweeper.

Very self-constrained improof 'mon that is not named Gengar,
A Poison Heal user that is never kicked out by Core Enforcer user but rather use them as a setup fodder,
Rare Quiver Dance user that is immune to Spectral Thief.

What do you guys think?
 
BH



Arceus @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Core Enforcer
- Imprison
- Quiver Dance

Arceus used to be 'master of none' thanks to all-120-stats. However, after EV limit removal, this thing became significanly bulky enough to setup and sweep.

Boomburst is self-explanatory STAB move, and Core Enforcer is to nullify other Poison Heal and Unaware in switch-in.

Imprison is the true gimmick of this set. This shuts down Core Enforcer from all Giratina and Zyg-C (support variants), leaving them very passive, although you should watch out for phazing moves or rare gimmick called Gastro Acid. It also completely imposter-proofs itself, while completely neutering Choice Specs + -ate + Boomburst shenanigans. This is why Timid nature over Modest nature is chosen, since Arceus cannot outspeed Mega Rayquaza without Timid nature.

Quiver Dance lets Arceus set up, turning it into a deadly setup sweeper.

Very self-constrained improof 'mon that is not named Gengar,
A Poison Heal user that is never kicked out by Core Enforcer user but rather use them as a setup fodder,
Rare Quiver Dance user that is immune to Spectral Thief.

What do you guys think?
It's not completely self-imposter-proof. If your opponent switches in their imposter at the right time (after a KO, via slow pivot, or on Boomburst/Core Enforcer), and you haven't had the chance to use Imprison yet, then you're relying on the speed tie. Unless you plan to always start with Imprison when your opponent might have an imposter, in which case you might not have time to set up enough quiver dances to sweep.
 

RNGIsFatal

Banned deucer.
It's not completely self-imposter-proof. If your opponent switches in their imposter at the right time (after a KO, via slow pivot, or on Boomburst/Core Enforcer), and you haven't had the chance to use Imprison yet, then you're relying on the speed tie. Unless you plan to always start with Imprison when your opponent might have an imposter, in which case you might not have time to set up enough quiver dances to sweep.
The most appropriate time for me to switch into arceus is when opponent has something like Giratina or Zygarde-C. I might not wanna switch into Arceus without slow U-turn or switching moves. I usually start with Imprison or Quiver Dance, and I carry Unaware wall that is immune to Core Enforcer in case I lose speed tie. I forgot to specify this above but thanks for pointing that out.
 
BH



Arceus @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Boomburst
- Core Enforcer
- Imprison
- Quiver Dance

Arceus used to be 'master of none' thanks to all-120-stats. However, after EV limit removal, this thing became significanly bulky enough to setup and sweep.

Boomburst is self-explanatory STAB move, and Core Enforcer is to nullify other Poison Heal and Unaware in switch-in.

Imprison is the true gimmick of this set. This shuts down Core Enforcer from all Giratina and Zyg-C (support variants), leaving them very passive, although you should watch out for phazing moves or rare gimmick called Gastro Acid. It also completely imposter-proofs itself, while completely neutering Choice Specs + -ate + Boomburst shenanigans. This is why Timid nature over Modest nature is chosen, since Arceus cannot outspeed Mega Rayquaza without Timid nature.

Quiver Dance lets Arceus set up, turning it into a deadly setup sweeper.

Very self-constrained improof 'mon that is not named Gengar,
A Poison Heal user that is never kicked out by Core Enforcer user but rather use them as a setup fodder,
Rare Quiver Dance user that is immune to Spectral Thief.

What do you guys think?
I think you might want to try pairing that with a good magnet pull user tbh.
 
BH Set

Berserker Rob (Rotom-Fan) @ Choice Specs
Ability: Berserk
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- (Electric Move)
- (Filler coverage)
- Hurricane
- Oblivion Wing
Build momentum with Berserk boosts and watch the magic happen, but definitely be careful as its not immortal by any stretch of the imagination.
Please don't clutter up my thread with an enormous post about an unviable Pokemon with an unviable ability and 2 actual moves. Apparently getting your post deleted from the main BH thread did not make any sort of impact on you. I don't think I should have to explain that this fulfills literally every single "bad gimmick" qualification in the OP, so props for going 3 for 3 in that respect.

Also I find it funny that you chose a ladder match in the 1100s as a matchup against a "tough opponent."

I feel bad about how vitriolic this post is, so here's a Pokemon that embodies happiness and goodwill, Toxapex.



Toxapex @ Poisonium Z
Ability: Merciless
Shiny: Yes
EVs: 248 HP / 72 Def / 188 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Toxic
- Venom Drench
- Scald

I have been engaging in expert utilization of Toxapex (haha OU memes!) in 1v1 for a little while now and it's proven quite useful. Get the +1 Defense from untauntable Z-Toxic and proceed to Venom Drench your opponent into oblivion; this works extremely well against Dragon Dancers. Serves as a decent counter to some variations of the so-called godsquad, with a weakness to Sub / EQ Zard X and maybe Taunt Mega Gyarados, but overall has an excellent defensive typing that makes it useful against other Pokemon, too, including Fighting-type attackers. EVs allow it to counter Charizard Y. It can beat Mega Mawile with the highly skillful strategy of fishing for Scald burns. Not the greatest set ever, but at least worthy of consideration. Z-Baneful Bunker is also an option.
 
If, for whatever reason you want a Flying-type with low base HP for "Berserk farming", you'd be better off using either Thundurus form or Zapdos for such a thing if we merely stick to identical typing for Rotom. Or, if we wanna be more reasonable, you can just reduce M-Ray's defensive EVs and IVs to get the same effect while having vastly superior stats everywhere else. Or if you don't want M-Ray's typing, Yveltal and Ho-Oh are great options too.

I'll give you Rotom has a neat typing. But, as already said, it's even outclassed in that regard. I can also tell you trying to find a viable niche for Thundurus or Zapdos is haaaaarrrrd. I've tried several times since Gen V. Serene Grace STAB Discharge + Air Slash Thund-T is about the only thing I could come up with and even then it's not great.
 
You know... that Berserk idea has potential. But Rotom-Fan is a combination of too weak and too frail that big legendaries will just run over easily. It's my opinion that Yveltal is the best idea for this cool set...

Yveltal @ Safety Goggles / Leftovers / Life Orb / Big Root
Ability: Berserk
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe (Remove Speed EVs if Quiet)
Modest/Quiet Nature
IVs: 0 Atk
- Oblivion Wing
- Dark Pulse/Quiver Dance/Cosmic Power
- Shore Up/Roost
- Searing Shot/Core Enforcer


See, doing enough damage to get you above half health is most of the set's point. Yveltal can take and dish out big amounts of damage, which is key for Berserk to actually work out. For an example... Mega Mewtwo Y's Ice Beam would just KO that Rotom-Fan. Yveltal's 126/95/98 bulk allows it to take much more punishment, mostly due to that higher base HP, which is actually the key to this set working. It would potentially allow two boosts off of that Mewtwo.
As for the moves... Oblivion Wing is obvious as a key move that makes this set potentially lethal, Dark Pulse is secondary STAB, Quiver Dance is in case you want Yveltal to be faster, Cosmic Power is for a bulk increase, allowing Yveltal to be a complete pest, Shore Up and Roost are both recovery.

The last slot is a bit of filler, but is worth putting an attacking move in. Searing Shot is really good coverage for Flying, and has a nice Burn chance, while Core Enforcer allows you to take on Poison Heal things among many others. It's just an amazing move. An upside is that this Yveltal doesn't terribly mind Core Enforcer itself.

For impostor-proofing... this is going to sound bizarre, but Unaware Mega Diancie is perfect for it. Just be sure to run Sprit Shackle (and not Anchor Shot) so it also proofs itself, if you lack Steels to proof it.

See? You just need someone to suggest a potentially silly set for something lower down before something real cool comes out of the windworks (with a proof that is potentially just as cool).
 
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Balanced Hackmons
These are my three favorite pokemon on my BH team


Mimikyu @ Focus Sash
Ability: Disguise
Adamant Nature
- Spectral Thief
- Baton Pass
- Oblivion Wing/ Icicle Shard/ Dragon Tail
- Heart Swap/ Substitute/ Destiny Bond/ Rapid Spin

Thanks to Mimikyu's Disguise ability, it can take a hit before taking damage. In conjunction with focus sash to outlive impostors and mold breaker moves, Mimikyu can reliably snatch the stat boosts of contrary or tail glow sweepers and punish them quickly. The uninitiated will toss another contrary V-Create at the Disguise just to feel the horror of Mimikyu passing those hard earn stats to a team mate. The last two slots are up to the user. If boosted normal types are a problem, Heart Swap will do Spectral Thief's job just fine. Destiny Bond is harder to pull off as Mimikyu has two layers of protection. Should Mimkyu also want more layers, Substitute can work out as well as it being another perk to pass. Oblivion Wing provides healing especially after receiving common SpA boosts. Icicle Shard hits Unaware Zygarde Complete and Mega Rayquaza as a finishing move. Make sure to take advantage in knowing that Moongeist Beam does not break the disguise and still protects Mimikyu from other attacks; a misplayed turn by the opponent can mean a free baton pass or destiny bond.



Kartana @ Sitrus Berry
Ability: Unburden
Adamant Nature
- Sunsteel Strike
- Belly Drum
- Fire Lash
- Horn Leech

Kartana will change the fate of battles when an opponent leaves a turn open for Kartana to go +6 Atk, +2 Spe and lost the burdens of holding an item. Kartana speeds past the likes of Pheromosa and Mega Rayquaza for the chance to cut the foe's team into paper snowflakes. One Horn Leech will knock out a Primal Groudon and restore Kartana back to full health. Sunsteel Strike will get the jump on Unaware pokemon and Fire Lash's secondary effect allows Kartana peel away notorious walls' defense. This little guy, with the right teammates to remove priority killers, will show what the word overkill really means.



Aegislash @ Leftovers
Ability: Illusion
Calm Nature
- Strength Sap
- Toxic Spikes/ Moongeist Beam/ Stealth Rocks
- Sticky Web
- Dragon Tail/ Circle Throw

With a Kyogre Illusion up, this undercover Aegislash gives off an uncanny valley feeling as it tosses down toxic spikes and a sticky web. Opponents will find themselves wondering what ability Kyogre must have this time to be immune to poison damage and rapid spin. Aegislash laughs at Mega Rayquaza setting up to +6 SpA only to have its Oblivion Wing fail to kill the 'Kyogre' and get a dragon tail to the face. Circle Throw is an option to remove Mega Audino and pesky fairies. Strength Sap is Aegislash's ace up the sleeve to live through a barrage of Thousand Arrows or to play the fool boosting contrary mons attack just for Mimikyu to steal later. This strategy works well with a Giratina on the team as once the Aegislash blocks a rapid spin, the opponent would try steel attacks to hit Mimikyu or dragon moves to hit Giratina.
 
I've not tried to suggest a set before, so forgive me if this is the wrong place or in the wrong manner.

Amoonguss is a great pivot in its classic set, but how absolutely this for making it harder to OHKO and spreading status other than sleep?

Fat Amoonguss

Amoonguss@assault vest
Ability: regenerator
EVs: 252 HP / 252 def / 4 sp. def
Relaxed nature (+def -spd)
Moves:
Giga drain
Sludge bomb
Body slam
Foul play

This amoonguss has 262 defence and effectively 295 special defence to go along with its 432 hp, which makes it hard for most things to put much of a dent in it at all. It loses the black sludge recovery, but given its 143 hp recovery with every switch out plus giga drain if it needs it, it still has plenty of survival.

The aim is to switch in on anything that can't do much to it (which is a lot of things), use body slam or sludge bomb to do a bit of damage and hope for status on its switch-in and then switch out to a better match up, in classic pivot style. Its attack and sp. attack stats are enough for it to do some non-negligible chip damage on anything non-bulky, which helps. But it's the repeated essentially free opportunities for 30% stun and 30% toxic that are the useful part.

The aim is to fix amoonguss' main problems, which are that (1) once it has put something to sleep, it tends to be a bit passive; and (2) it often doesn't seem to have *quite* enough bulk to do its job. So you can run stun spore and use sludge bomb in the classic set and get same status effects (except on grass/poison types), but repeated switching in is not so easy, which limits its use.

I've tried this amoonguss and I do miss the passive black sludge recovery and the ability to spore opponents, but it still works better than you might think and actually sometimes does a job that classic amoonguss can't. The fact that the opponent anticipates spore for a long time before cottoning on that you don't have it also helps.

My conclusion is that classic amoonguss is better, but this version is viable.
 
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Aegislash @ Leftovers
Ability: Illusion
Calm Nature
- Strength Sap
- Toxic Spikes/ Moongeist Beam/ Stealth Rocks
- Sticky Web
- Dragon Tail/ Circle Throw

With a Kyogre Illusion up, this undercover Aegislash gives off an uncanny valley feeling as it tosses down toxic spikes and a sticky web. Opponents will find themselves wondering what ability Kyogre must have this time to be immune to poison damage and rapid spin. Aegislash laughs at Mega Rayquaza setting up to +6 SpA only to have its Oblivion Wing fail to kill the 'Kyogre' and get a dragon tail to the face. Circle Throw is an option to remove Mega Audino and pesky fairies. Strength Sap is Aegislash's ace up the sleeve to live through a barrage of Thousand Arrows or to play the fool boosting contrary mons attack just for Mimikyu to steal later. This strategy works well with a Giratina on the team as once the Aegislash blocks a rapid spin, the opponent would try steel attacks to hit Mimikyu or dragon moves to hit Giratina.
This set is pretty confusing, because none of the reasons why you say it should disguise as kyogre make sense. Kyogre is generally a good rayquaza check as its amazing special bulk means it can easily take a hit before OHKOing Rayquaza with Ice beam (probably a better ray check than aegislash who can't break its sub), Kyogre also occasionaly runs leech seed and taunt meaning that magic bounce is also seen on kyogre switchins. A common kyogre check is giratina which is a common defogger in the meta. Ppl rarely hit kyogre with poison as toxic is already pretty rare in the meta, but kyogre also commonly runs PH so common answers don't run toxic. All in all it seems that Aegislash doesn't benefit in any kind of way from being disguised as kyogre. Not to say that this set would be good otherwise since it can't pressure deffogers or magic bouncers at all.

Kartana is good thought.
 
You know... that Berserk idea has potential. But Rotom-Fan is a combination of too weak and too frail that big legendaries will just run over easily. It's my opinion that Yveltal is the best idea for this cool set...

Yveltal @ Safety Goggles / Leftovers / Life Orb / Big Root
Ability: Berserk
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe (Remove Speed EVs if Quiet)
Modest/Quiet Nature
IVs: 0 Atk
- Oblivion Wing
- Dark Pulse/Quiver Dance/Cosmic Power
- Shore Up/Roost
- Searing Shot/Core Enforcer


See, doing enough damage to get you above half health is most of the set's point. Yveltal can take and dish out big amounts of damage, which is key for Berserk to actually work out. For an example... Mega Mewtwo Y's Ice Beam would just KO that Rotom-Fan. Yveltal's 126/95/98 bulk allows it to take much more punishment, mostly due to that higher base HP, which is actually the key to this set working. It would potentially allow two boosts off of that Mewtwo.
As for the moves... Oblivion Wing is obvious as a key move that makes this set potentially lethal, Dark Pulse is secondary STAB, Quiver Dance is in case you want Yveltal to be faster, Cosmic Power is for a bulk increase, allowing Yveltal to be a complete pest, Shore Up and Roost are both recovery.

The last slot is a bit of filler, but is worth putting an attacking move in. Searing Shot is really good coverage for Flying, and has a nice Burn chance, while Core Enforcer allows you to take on Poison Heal things among many others. It's just an amazing move. An upside is that this Yveltal doesn't terribly mind Core Enforcer itself.

For impostor-proofing... this is going to sound bizarre, but Unaware Mega Diancie is perfect for it. Just be sure to run Sprit Shackle (and not Anchor Shot) so it also proofs itself, if you lack Steels to proof it.

See? You just need someone to suggest a potentially silly set for something lower down before something real cool comes out of the windworks (with a proof that is potentially just as cool).
So I took this for a spin and here's the gist of my impressions of it:

Would recommend minimizng the HP here, as is quoted its maximized, and as such it's hard to get back over 50%.

The lack of specs power makes getting started a very difficult task, even with Modest build. At the same time, not having specs allows you to boost against an opponent who sees you as set up bait (I opted for Tail Glow rather than quiver dance in order to match/outpace Amnesia, especially since getting extra defense is going to work against getting further boosts). Which way to go is up to you, really. I would err towards specs, given that a poison heal Zygundam with seeds up was eventually powered through by this set's, er, original bearer (without getting much, if anything, in boosts off of the Zygarde because...let's just say it didn't have much to damage said bearer with), so Poison Heal isn't that much of an issue. Roost/other such recovery isn't of much use, Yveltal's just not fast enough to use it when it counts.

The Dark typing tells prankster to fuck off, which is a nice touch (have negated a few Topsy-Turvy incidents that way!). Of the alternate items to Specs, Safety Goggles is probably the best utility because fuck spore. Big Root can be considered, especially if you're going to use higher-HP builds, but be prepared to get nulled by basically every setter ever in that case.

For the Improofing Mega Diancie, I opted for Unaware +Def -Spe, with Spirit Shackle, Diamond Storm, Moonblast, and Destiny Bond, Leftovers for the item, minimized Attack outside of nature. DB can catch some off-guard (most notably slow Primaldons/Zygundams who will easily KO with the likes of precipice blades/1kArrows), but if you plan on using it seriously to remove imposters that switch in on you or other faster threats, use -Atk +Spe because trust me the jump between 287 and 350 Speed is a lot and you'll need every point of it.

All in all, this version has potential, but the HP and item changes weren't doing it any favors. The Improofer for this, however, is very interesting depending on where you go with it, so mad props goes to you for that one.
 
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Sylveon.

Penny saved is still a fucking penny
Here to post some AAA sets ::

Infernape @ Fightinium Z
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Focus Blast
- Vacuum Wave
One of my favourite sets right now specially on webs offense, it's even better rn that duggy is banned. Nasty Plot and it's mostly ggs after that, tinted lens is so borked. Also due to its decent offensive typing it does get easy setup and +2 vacuum wave gets a lot of KOes on offense. Its great for teams which need removal of stuff like tapu fini.


Zygarde @ Groundium Z
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Thousand Arrows
- Return
Another good set for offense right now, due to great natural bulk it is able to 1v1 stuff like minior which is quite hard in general. Also takes care of other zygarde's swiftly and due to z move it is quite powerful at +1. Also due to popularity of PH ziggy rn, it is quite unexpected and generally puts a lot of work in every match.

I gtg now, but I'll update the post with some more hot sets later.
 
Mix and Mega

Alomomola @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Toxic

Insane HP, insane Def. I think this could be one of the best Def Walls in MnM.

Calcs:
+1 252 Atk Aerilate Genesect Extreme Speed vs. 252 HP / 252+ Def Alomomola: 142-168 (26.5 - 31.4%) -- 17.6% chance to 4HKO after Leftovers recovery
+1 252 Atk Aerilate Arcanine Extreme Speed vs. 252 HP / 252+ Def Alomomola: 135-159 (25.2 - 29.7%) -- 0% chance to 4HKO after Leftovers recovery
+2 252 Atk Life Orb Arceus Extreme Speed vs. 252 HP / 252+ Def Alomomola: 175-207 (32.7 - 38.7%) -- 3.1% chance to 3HKO after Leftovers recovery
+2 252 Atk Arceus Never-Ending Nightmare (190 BP) vs. 252 HP / 252+ Def Alomomola: 211-249 (39.5 - 46.6%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Aerilate Archeops Frustration vs. 252 HP / 252+ Def Alomomola: 144-171 (26.9 - 32%) -- 41.9% chance to 4HKO after Leftovers recovery
+2 252 Atk Aerilate Cobalion Frustration vs. 252 HP / 252+ Def Alomomola: 204-240 (38.2 - 44.9%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Aerilate Garchomp Frustration vs. 252 HP / 252+ Def Alomomola: 127-151 (23.7 - 28.2%) -- possible 5HKO after Leftovers recovery252 Atk Adaptability Arcanine Earthquake vs. 252 HP / 252+ Def Alomomola: 142-168 (26.5 - 31.4%) -- 17.6% chance to 4HKO after Leftovers recovery
I will make new calcs. Just wait a little bit.
 
Mix and Mega

Alomomola @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Toxic

Insane HP, insane Def. I think this could be one of the best Def Walls in MnM.

Calcs:
+1 252 Atk Aerilate Genesect Extreme Speed vs. 252 HP / 252+ Def Alomomola: 142-168 (26.5 - 31.4%) -- 17.6% chance to 4HKO after Leftovers recovery
+1 252 Atk Aerilate Arcanine Extreme Speed vs. 252 HP / 252+ Def Alomomola: 135-159 (25.2 - 29.7%) -- 0% chance to 4HKO after Leftovers recovery
+2 252 Atk Life Orb Arceus Extreme Speed vs. 252 HP / 252+ Def Alomomola: 175-207 (32.7 - 38.7%) -- 3.1% chance to 3HKO after Leftovers recovery
+2 252 Atk Arceus Never-Ending Nightmare (190 BP) vs. 252 HP / 252+ Def Alomomola: 211-249 (39.5 - 46.6%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Aerilate Archeops Frustration vs. 252 HP / 252+ Def Alomomola: 144-171 (26.9 - 32%) -- 41.9% chance to 4HKO after Leftovers recovery
+2 252 Atk Aerilate Cobalion Frustration vs. 252 HP / 252+ Def Alomomola: 204-240 (38.2 - 44.9%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Aerilate Garchomp Frustration vs. 252 HP / 252+ Def Alomomola: 127-151 (23.7 - 28.2%) -- possible 5HKO after Leftovers recovery252 Atk Adaptability Arcanine Earthquake vs. 252 HP / 252+ Def Alomomola: 142-168 (26.5 - 31.4%) -- 17.6% chance to 4HKO after Leftovers recovery
I will make new calcs. Just wait a little bit.
On the Genesect matchup, you have to consider this: 4 SpA Genesect Thunder vs. 252 HP / 4 SpD Alomomola: 370-436 (69.2 - 81.6%) -- guaranteed 2HKO

Edit: submitting some old sets that got even better with the EV limit off.

Arceus-Water @ Safety Goggles
Ability: Soundproof
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Careful Nature
- Perish Song
- Anchor Shot
- Shore Up/Strength Sap
- Baneful Bunker

Standard PT + Soundproof combo. Trap something passive, stall 'til it dies.

Kangaskhan @ Kangaskhanite
Ability: Magic Bounce/Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Adamant Nature
- Nature's Madness
- Extreme Speed
- Spectral Thief
- Milk Drink

SeismicShade Kan loves the new toy called Nature's Madness, now with no immunities.
 
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Beware Zygod, the master of pivoting, the terror of stall, the deaf guy that makes you feel bad when you hurt its feeling!

God of Momentum (Zygarde-Complete) @ Leftovers / Safety Googles
Ability: Soundproof
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- U-turn
- Imprison
- Transform
- Anchor Shot

This, thing, is immune to every pivoting move there is, by virtue of typing, movepool and ability. It's primary job is trap, imprison and transform, and while it's generally bad because it takes 3 turns to do this and the opponent can just pivot away, our Zygod stops this. Baton pass doesn't let the switch in avoid the effect of Anchor Shot, so it's still your game. Against Prankster, you should use Anchor Shot on the first round, so that on the turn they try to Parting Shot, they get trapped and cannot switch out manually. Different situations might require different play style, finding them out is your duty.
It's also immune to Boomburst, so it can be used against some -ate. Notable is also the immunity to Clanging Scales.
Thoughts?
 
I'll dump another batch of AAA sets:

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 88 HP / 252 Atk / 168 Spe // 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Taunt / Stone Edge
- Swords Dance
- Horn Leech
- Superpower

(stole this after get crushed by jrdn) Incredibly underrated revenge killer and offensive pokemon in general. It's a really good dragon resist, water resist, fighting resist, and ground resist for offense in a meta that doesn't have enough of those on offense, and it's probably one of the best priority users in the metagame right now. It's a great blanket check for stuff like Scarf Terrak, Scarf Garchomp, and bulky/fast water types. After an SD, horn leech ohkos most offensive non-4X resists after rocks. Taunt and Stone Edge both have their merits; taunt makes setting up on Zygarde much easier, while Stone Edge lets you surprise Volcarona, Zapdos, Noivern, and stuff like that to pave the way for a horn leech sweep.

http://replay.pokemonshowdown.com/gen7almostanyability-542560780 - Tapu Bulu gets up an SD and just sweeps. (it OHKOs a victini after rocks)

Mamoswine @ Choice Specs
Ability: Adaptability
EVs: 60 Atk / 252 SpA / 196 Spe
Rash Nature
- Ice Beam
- Freeze-Dry
- Earthquake
- Knock Off

It's pretty memey and there are quite a few times where I would have preferred regular mamoswine but it does its job nonetheless. Specs Mamoswine is an amazing lure for physical walls that still manages to work even when your opponent knows it's specs mamoswine. It's much better this gen because checks to mamoswine actually exist, unlike in last gen - now, instead of just intimidate skarmory, we have buzzwole and golisopod, making for a whopping total of 2 counters instead of one. The rise of Buzzwole and even more intensified usage of skarm also makes it easier to lure them in and let another physical wallbreaker, like terrak or hoopa, to break down the rest of the stall.

Ice Beam OHKOS buzzwole and skarm after rocks, Freeze-dry hits suicune and tapu fini pretty hard (~80-85% for each) EQ with 60 atk ohkoes magearna 94% of the time or something after rocks, and knock off makes it so that Chansey can't switch in and annoy you. 196 speed creeps base 100s

http://replay.pokemonshowdown.com/gen7almostanyabilitysuspecttest-554857419 - Specs Mamoswine broke him down in the first ladder game I had with him; in other words, he knew what to expect from this set this time, but all I had to do was keep on finding opportunities to bring it in, and eventually I was able to kill the Skarm.

http://replay.pokemonshowdown.com/gen7almostanyability-555659756 - I don't think Funbot stole this set from me, but she somehow decided to use it within about 2 days of when I started; here, Mamoswine lures and kills the buzzwole and proceeds to break down the rest of Jeran's team.


Magearna @ Leftovers / Shuca Berry
Ability: Mold Breaker
EVs: 84 HP / 252 SpA / 172 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam / Flash Cannon
- Calm Mind
- Pain Split

Cool thing that can literally just lead against and 6-0 stall provided that they don't lead with Taunt Tapu Fini or Zygarde. Calm Mind + Pain Split lets it set up on Chansey, Thunderbolt/Dazzling Gleam can kill all the relevant phasers, and from there should be able to just sweep as long as you play corrrectly and don't sac it.

Traditional stall mons include: Chansey, Skarmory, Magearna, Hippowdon, Alolan-Muk, Magearna, Buzzwole, Zygarde, and Tapu Fini. None of them except a taunt tapu fini that wins a few 50/50s can really beat this thing.

+6 252+ SpA Magearna Dazzling Gleam vs. 248 HP / 0 SpD Eviolite Chansey: 367-433 (52.2 - 61.5%) -- guaranteed 2HKO after Stealth Rock (Chansey can't pp stall)

+6 252+ SpA Magearna Thunderbolt vs. 248 HP / 252+ SpD Assault Vest Magearna: 188-222 (51.7 - 61.1%) -- guaranteed 2HKO after Stealth Rock
(Mag gets set up on anyway)

+1 252+ SpA Magearna Thunderbolt vs. 248 HP / 0 SpD Tapu Fini: 258-304 (75.2 - 88.6%) -- 6.3% chance to OHKO after Stealth Rock (Taunt Tapu Fini really doesn't beat this)

+2 252+ SpA Magearna Dazzling Gleam vs. 240 HP / 252+ SpD Zygarde: 428-506 (102.6 - 121.3%) -- guaranteed OHKO
+1 252+ SpA Magearna Dazzling Gleam vs. 252 HP / 0 SpD Zygarde: 450-530 (107.1 - 126.1%) -- guaranteed OHKO

+2 252+ SpA Magearna Dazzling Gleam vs. 252 HP / 0 SpD Hippowdon: 376-444 (89.5 - 105.7%) -- 75% chance to OHKO after Stealth Rock (the one thing that can be kinda annoying)

http://replay.pokemonshowdown.com/gen7almostanyabilitysuspecttest-552614891 - maybe sacking diglett wasn't the best idea, but this replay gives a general showing of how it works. Didn't save other replays

Ferrothorn @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 28 Def / 232 SpD
Impish Nature
- Leech Seed
- Spikes / Stealth Rock
- Knock Off
- Power Whip

The idea of this set is to shut down all the common poison healers. Zygarde, Tapu Fini, Suicune, Snorlax all can't activate their toxic orbs with misty terrain on the field, and they can't afford to stay in on this because of knock off too. It's amazing at getting up spikes and in my experience, you don't miss flash fire all that much. Also, misty terrain means you can't get burnt, so checking suicune, tapu fini, and manaphy is actually easy. also a middle finger for all the scum that clicks twave against ferrothorn what kind of animals are u

http://replay.pokemonshowdown.com/gen7almostanyability-546910754 - it stops zygarde and also stops suicune from resting, making it easy to kill.
 
All right, so I visited this thread earlier to share a Flash Fire Ferrothorn set, but I've recently been climbing the BH ladder due to this team, or some aspects of it. It relies on tricking the opponent and setting up while they're still trying to figure out a way to break through the team. (this is for balanced hackmons, btw)

Rayquaza-Mega @ Leftovers
Ability: Illusion
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Spectral Thief
- Moonblast
- Earthquake
- Oblivion Wing

Fairly basic set, the goal is to snag a few KOs while the opponent thinks it's a shedinja. The moveset can be edited to your desire but this is just the essentials. Moonblast is to get any other M-Rayquazas out effectively and Spectral Thief is to take care of any set-up 'mons. (rayquaza on this team is supposed to be KO'd, but it's gotta at least get one KO before being knocked out.)

Groudon-Primal @ Life Orb
Ability: Speed Boost
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Rash Nature
- Quiver Dance
- Shore Up
- Spectral Thief
- Core Enforcer

Pdon is basically the main sweeper of the team, with support from Acupressure and Agility Shuckle and Shedinja to boost it. Core Enforcer takes care of pretty much anything since it cancels out the other Pokemon's ability, and Speed Boost almost guarantees it. Shore up is for quick recovery and Quiver Dance is for any additional needed boosts.

Arceus-Ghost @ Spooky Plate
Ability: Pixilate
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Lonely Nature
- Extreme Speed
- Spectral Thief
- Judgment
- Swords Dance

Ghost type Arceus is a beautiful thing thanks to its immunity to Spectral Thief (for some reason it's immune? probs bc its ghost) and a Pixilate E-Speed after a Swords Dance will surprise any dark types that try to come in on it.

Shuckle @ Leftovers
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Acupressure
- Baton Pass
- Agility
- Rapid Spin

Just a basic baton passer for Pdon and Arceus. Need I say more?

Lugia @ Leftovers
Ability: Illusion
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Spectral Thief
- Psychic
- Aeroblast

An Illusion Lugia, this is probably the inferior set on the team. Oh well.

Shedinja @ Focus Sash
Ability: Magic Bounce
Shiny: Yes
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Brave Nature
IVs: 0 Atk
- Acupressure
- Agility
- Baton Pass
- Stealth Rock

I saw a Shedinja set like this on PS, and it threw me off with Magic Bounce. This set will snag you at least two turns to set up, three if the opponent thinks it's Sturdy. Two if the opponent uses Moongeist Beam, etc, anything that cancels abilities out, or more than that if the other person is just plain stupid. (throwback to when someone kept using fire type moves on my flash fire volcarona even after they switched to another pokemon. should've used earthquake buddy)

It's mediocre, but it works. Suggestions are appreciated.
 
I don't think this is the topic for getting feedback on teams you're working on. That said... well, to be blunt, the team needs a lot of work. I don't have much time, so I'll just be quick.

For Rayquaza, if the goal is to take out opposing Ray, why Moonblast over Ice Beam? Also, why Earthquake over Precipice Blades, Thousand Arrows, or Thousand Waves? You also lack any sort of damage boost, so a wall can tank the set fairly well.

For Groudon... why Groudon? You're not using your STAB and I don't immediately detect any type synergy on your team with it. You're also not using your strongest attack stat At the very least, swap to Dialga or something. Also, Speed Boost + Quiver Dance is overkill. Switch to Tail Glow or change abilities.

For Arceus, it is a Normal-type without plate + Multitype. So, you are not Imposter proof. In fact, you are very Imposter-vulnerable because you have Spooky Judgement and they have Normal. So they're immune to yours and they hit you back with STAB.

For Shuckle... well, Shuckle is kinda bad as a wall. It was only decent Gen V with perma-Sand teams. I have no idea why you have both Acupressure and Agility. Scrap Agility for sure and consider a different boosting move. Acupressure is too slow and unreliable and liable to be stolen by Spectral Thief before you get anywhere.

For Lugia... that bird is a wall. Its offensive stats are too low to really use them for much, so consider at least switching to a support set or switching to a Pokemon with better offensive stats. Also consider Psystrike over Psychic. Aeroblast is cool, I like it, but Oblivion Wing may or may not suit your purposes better. I'm also not sure what your set intends to gain out of being an Illusion.

For Shedinja... see above about Agility + Acupressure. You're also quite vulnerable to pivoting moves, as a lot of players U-Turn on Shedinja to check for Illusion. Especially Shedinja leads. Sheddy can bluff Sturdy well, but Magic Bounce generally isn't the ability it wants to use to do it. Scrappy or Magic Guard are the usual best bets.


Honestly though, you're new so I'm not going to be too harsh, but I'm not sure how salvageable the team is without gutting most of it. It happens though, I have about ten or fifteen teams laying around I made that ended up being unworkable.
 

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