Topic title means nothing. Don't look into it.
BEEF (Machamp) (M) @ Lum Berry
Ability: No Guard
EVs: 252 HP/160 Atk/96 SDef
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Encore
- Stone Edge
- Substitute
---
This set has pleased me very much on Shoddy. Most leads are pretty predictable, so I use Encore to lock the suicides like Aero, Azelf, etc. into a Stealth Rock and Sub on the switch, allowing me to go nuts with my choice of Dynamicpunch or Stone Edge. SE over Payback because SE has shown to be effective enough to deal with common ghosts like Gengar. If this Machamp lasts long enough it's also very effective against Curselax, I've found out. The best is when lead Tyranitar or Weavile expect me to use a non-attacking move and either don't switch or use Taunt, and I predict it with a Dynamicpunch. I get a lot of ragequits that way.
Duggy Wuggy (Dugtrio) (M) @ Life Orb
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace
---
Standard revenge set. Arena Trap is fantastic. I've been baffled by how many times people didn't expect Sucker Punch; is it uncommon now or something? Same for Aerial Ace.
MagicalFaggot (Clefable) (M) @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP/128 Def/128 SDef
Calm nature (+SDef, -Atk)
- Softboiled
- Protect
- Trick
- Seismic Toss
---
Combined with Toxic Spikes from Tentacruel, this set is magic. Trick the Sticky Barb onto a wall affected by TS and just stall it out. Clefable is a champ.
Jellyfuck (Tentacruel) (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Surf
- Hidden Power [Electric]
---
Lays down the Toxic Spikes primarily, RS when it can, and once in a blue moon it'll get to attack. HP Elec rarely sees use, but idk what to replace it with. It's useful against Starmie I guess but in most cases I get TB'd to death anyway.
Lightning Shit (Rotom-c) @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Shadow Ball
- Leaf Storm
---
This is a great Scizor counter. They always Pursuit expecting me to switch but I end up W-o-W'ing them and TBing til they're out. Also makes a great Swampert counter with Wisp and Leaf Storm. Oh, and a spinblocker. Donphan fears Wisp and Leaf Storm and Starmie fears TB and SB.
Rape Monster (Metagross) @ Expert Belt
Ability: Clear Body
EVs: 252 Atk/132 Spd/124 SAtk
Naughty nature (+Atk, -SDef)
- Meteor Mash
- Earthquake
- Hidden Power [Fire]
- Grass Knot
---
Metagross doesn't get used too much because the Toxic Spikes along with the rest of the team usually manages to take out most people, but Gross is when the big guns are needed. Problem is that he tends not to last very long. Meteor Mash and EQ hit pretty hard, and HP Fire and Grass Knot are oh so sweet on unsuspecting steels like Forretress and Swampert, and I guess the uncommon Rhyperior and the like.
I've noticed that my overall biggest problems are dealing with the big dragons: Garchomp, Flygon, Salamence, etc. I lack ice attacks completely but I don't know how to get them in. I also have no way to absorb status, heal, or perform clerical duties. And once Machamp is out, there's no stopping stat buffers. When this team works, it REALLY works, but other times it just absolutely falls apart. Throw your suggestions my way, chieftains.
BEEF (Machamp) (M) @ Lum Berry
Ability: No Guard
EVs: 252 HP/160 Atk/96 SDef
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Encore
- Stone Edge
- Substitute
---
This set has pleased me very much on Shoddy. Most leads are pretty predictable, so I use Encore to lock the suicides like Aero, Azelf, etc. into a Stealth Rock and Sub on the switch, allowing me to go nuts with my choice of Dynamicpunch or Stone Edge. SE over Payback because SE has shown to be effective enough to deal with common ghosts like Gengar. If this Machamp lasts long enough it's also very effective against Curselax, I've found out. The best is when lead Tyranitar or Weavile expect me to use a non-attacking move and either don't switch or use Taunt, and I predict it with a Dynamicpunch. I get a lot of ragequits that way.
Duggy Wuggy (Dugtrio) (M) @ Life Orb
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace
---
Standard revenge set. Arena Trap is fantastic. I've been baffled by how many times people didn't expect Sucker Punch; is it uncommon now or something? Same for Aerial Ace.
MagicalFaggot (Clefable) (M) @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP/128 Def/128 SDef
Calm nature (+SDef, -Atk)
- Softboiled
- Protect
- Trick
- Seismic Toss
---
Combined with Toxic Spikes from Tentacruel, this set is magic. Trick the Sticky Barb onto a wall affected by TS and just stall it out. Clefable is a champ.
Jellyfuck (Tentacruel) (M) @ Leftovers
Ability: Liquid Ooze
EVs: 252 HP/120 Def/136 SDef
Calm nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Surf
- Hidden Power [Electric]
---
Lays down the Toxic Spikes primarily, RS when it can, and once in a blue moon it'll get to attack. HP Elec rarely sees use, but idk what to replace it with. It's useful against Starmie I guess but in most cases I get TB'd to death anyway.
Lightning Shit (Rotom-c) @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunderbolt
- Shadow Ball
- Leaf Storm
---
This is a great Scizor counter. They always Pursuit expecting me to switch but I end up W-o-W'ing them and TBing til they're out. Also makes a great Swampert counter with Wisp and Leaf Storm. Oh, and a spinblocker. Donphan fears Wisp and Leaf Storm and Starmie fears TB and SB.
Rape Monster (Metagross) @ Expert Belt
Ability: Clear Body
EVs: 252 Atk/132 Spd/124 SAtk
Naughty nature (+Atk, -SDef)
- Meteor Mash
- Earthquake
- Hidden Power [Fire]
- Grass Knot
---
Metagross doesn't get used too much because the Toxic Spikes along with the rest of the team usually manages to take out most people, but Gross is when the big guns are needed. Problem is that he tends not to last very long. Meteor Mash and EQ hit pretty hard, and HP Fire and Grass Knot are oh so sweet on unsuspecting steels like Forretress and Swampert, and I guess the uncommon Rhyperior and the like.
I've noticed that my overall biggest problems are dealing with the big dragons: Garchomp, Flygon, Salamence, etc. I lack ice attacks completely but I don't know how to get them in. I also have no way to absorb status, heal, or perform clerical duties. And once Machamp is out, there's no stopping stat buffers. When this team works, it REALLY works, but other times it just absolutely falls apart. Throw your suggestions my way, chieftains.