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Druddigon (Garchomp) @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Dragon Claw / Dragon Tail
- Stealth Rock
- Taunt
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Description:
I noticed that a lot of people started using random Magic Bouncers and Levitate users and a Mold Breaker Garchomp just punishes these by being able to scare them out or just set up Stealth Rocks while your opponent might be expecting a Rocky Helmet Rough Skin set. Druddigon functions as a donor very well for Garchomp as it gets a lot of moves that would help out Garchomp.
Moves:
Earthquake - is the STAB move of choice which hits hard and punishes Levitate users.
Dragon Claw - is another STAB move which provides pretty good neutral coverage on a Pokémon that gains STAB from both. Dragon Tail could be an option as well to rack up hazard damage.
Stealth Rock - is a self explanatory move, it breaks potential Sturdy or Focus Sash users and causes residual damage to punish switching out. Mold Breaker allows Garchomp to set up Stealth Rock through Magic Bounce which have been running around occasionally.
Taunt - is the last move to prevent set up or hazards from going up on your side.
Notes:
Druddigon also has access to Draco Meteor, Flamethrower, Glare, Roar which might suit your team better.
This specific Garchomp functions very well on Hyper Offensive teams. As it can set up hazards and prevent them at the same time.
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Drampa (Charizard) @ Charizardite Y
Ability: Berserk
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Ice Beam
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Description:
This is probably one of my favorite sets that I came up with. This is a bit unexpected and works surprisingly well. The point of this set was to gain a Special Attack boost by switching in on Stealth Rocks which will bring Charizard down to 50% because of the 4 HP EVs that I put in. Charizard being 4× weak to Stealth Rocks will be brought down or lose 50% of its health.
Moves:
Fire Blast - Fire Blast is the STAB move of choice which benefits from the Special Attack boost Berserk provides it with and also gets boosted by the sun that gets brought up once Charizard mega evolves into Mega Charizard Y which has Drought.
Roost - Roost is used for reliable recovery and getting above 50% to possibly gain yet another Berserk boost.
Solar Beam - Solar Beam allows Charizard to hit the bulky Water types that a running around in the tier. Due to the Drought Solar Beam is a one-turn move.
Ice Beam - Ice Beam provides great coverage for Charizard seeing as it can hit the bulky Dragon types that resist both Fire and Grass type moves such as Dragonite, Salamence, Goodra, Lati@s etc.
Notes:
Drampa is one of my favorite Gen 7 Pokémon and this meta only boosted my liking towards it. It has a unique typing, amazing movepool and a unique ability in Berserk which makes Drampa an amazing donor for Inheritance.
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Clawitzer (Keldeo) @ Choice Scarf
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Ice Beam
- Aura Sphere
- U-turn
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Description:
If we're talking about a good Pokémon with a useless ability and a mediocre movepool, Keldeo is probably what you are thinking of. Thanks to Inheritance you can expand its somewhat limited movepool and provide it with a useful ability on top of that. I decided to go with Clawitzer. Clawitzer is an OK Pokémon itself but it lacks the speed to be better than it is.
Moves:
Scald - Due to the lack of Hydro Pump on Clawitzer, the decision was between Scald, Water Pulse or Surf. I decided to go with Scald because for the trade of 10 extra Base Power you have a 30% chance to burn and I think that's way more useful and even limits switch ins because of that.
Ice Beam - Ice Beam was an easy choice, because I have noticed quite a bit of Dragonites on the ladder. It also hits the occasional Grass / Poison types.
Aura Sphere - Aura Sphere is the reason I decided to look up how I could boost Keldeo. Backed by a Mega Launcher boost Aura Sphere reaches a whopping base 120 move that can not miss. Goodbye, Focus Blast!
U-Turn - Obviously the one move a lot of Pokémon wish they had and Keldeo is one of them. It allows Keldeo to do damage and also switching out. This is useful because Keldeo is still relatively weak without a Choice Specs and thus it can not wallbreak really well at all. Therefor you can U-turn out on your checks and counters.
Notes:
Other notable moves that might help are: Sludge Bomb, Flash Cannon and Dark Pulse. Depending on what bothers your team more, these could be substituted as well.
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Clefable (Zapdos) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Soft-Boiled
- Flamethrower
- Calm Mind
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Description:
This is a Pokémon I made just to counter, what I think is, the biggest threat in the format being Kartana. The Choice Banded set has little to no switch ins on a regular team and Zapdos seems to wall it. I decided on making it inherit from Clefable as it would make it immune to Stealth Rock damage as well as having reliable recover, STAB, coverage and even a set up move.
Moves:
Thunderbolt - Of course I had to have a STAB move and luckily Clefable is blessed with a wide variety of moves and Thunderbolt was one of them which Zapdos gets STAB on.
Soft-Boiled - For something that is supposed to wall certain Pokémon I wanted recovery and Soft-Boiled is reliable recovery.
Flamethrower - Flamethrower is the coverage I went for because it flat out OHKOs Kartana and actually hits the occasional Volt Absorb Celesteela's you see running around. Ice Beam can be substituted for this but my team preferred the Fire type coverage.
Calm Mind - Calm Mind allows this Zapdos to function as a sweeper as well. Zapdos also finds a lot of set up opportunities I have noticed because of it's typing it can wall a lot of common type combinations.
Notes:
Like I mentioned before, Zapdos also benefits from Ice Beam over Flamethrower because Ice / Electric is great neutral coverage but I personally preferred Fire coverage because of a lot of Kartana's that flat out swept my team.
Other notable moves consist of:
Aromatherapy, Counter, Fire Blast, Healing wish, Heal Bell, Knock Off, Seismic Toss and Wish.
These can all be run if you want a more defensive approach rather than a set up sweeper.
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Crawdaunt (Golisopod) @ Choice Band
Ability: Adaptability
EVs: 168 HP / 252 Atk / 4 SpD / 84 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- X-Scissor
- Switcheroo
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Description:
I always thought Golisopod had a cool design and a nice typing. Sadly its ability is a big let down for it. Luckily we can work around that with Inheritance by making Golisopod inherit from Crawdaunt which has priority and powerful STAB moves to boost the viability of a Choiced set.
Moves:
Aqua Jet - Priority on a slow Pokémon such as Golisopod is always appreciated. Aqua Jet is arguably the best Water type priority move in Pokémon so therefor this was a no brainer.
Crabhammer - I decided to go with Crabhammer over Waterfall just for the sheer power it has. If you dislike the chances of you missing, you can always replace Crabhammer with Waterfall for a more reliable STAB move.
X-Scissor - Luckily for us, Crawdaunt has access to X-Scissor which gives Golisopod a secondary STAB move that is boosted by Adaptability.
Switcheroo - Switcheroo was my last move of choice because crippling switch ins is always nice and allows Golisopod to switch up moves when necessary.
Notes:
Even though I think this is the optimal set for a Golisopod in Inheritance, there are moves that would expand its coverage. For example; Knock Off, Superpower and Rock Slide can allow Golisopod to hit more things than its STAB moves can. The most notable Pokémon that resist these moves are Keldeo, Gyarados, Tapu Fini and Toxapex. Not like the other moves would do more damage but I guess it could net some unexpected KOs.
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Aurorus (Kyurem) @ Leftovers
Ability: Refrigerate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Earth Power
- Calm Mind
- Substitute
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Description:
Aurorus was waiting to be inherited from because of the amazing ability in Refrigerate, set up moves, solid coverage and even the supporting movepool help it out a lot. Sadly Aurorus' typing and speed don't go really well together. Due to the typing Aurorus does not see many set up opportunities. However, Kyurem does. Kyurem has been around for a long time and a common set it ran was Substitue + Roost. Aurorus allows Kyurem to run this set, but with Calm Mind over Roost. Which I think makes Kyurem more threatening.
Moves:
Hyper Voice - Hyper Voice turns into a base 108 Ice type move before calculating STAB. This is a very reliable move that Kyurem can use which even bypasses Substitutes.
Earth Power - Ground and Ice are really good neutral coverage that Aurorus has access to. Only a hand full of Pokémon can safely switch into this type of coverage.
Calm Mind - Calm Mind is there to boost Kyurem's offensive presence as well as it making it's Substitute harder to break.
Substitute - Substitute allows Kyurem to dodge priority as well as status and makes it easier to set up.
Notes:
If you dislike Substitute, you could consider Freeze-Dry which also hits Water types for super effective damage.
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Drampa (Zapdos) @ Life Orb
Ability: Berserk
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Hurricane
- Surf
- Roost
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Description:
Again, Drampa is the best Pokémon from Generation 7 in my opinion. It has so many good moves, recovery and coverage with a solid ability in Berserk. This Zapdos is something you'd use on a Rain team. It now has access to 2 STAB moves with insane power that do not miss in the rain. Backed by a Water type move that hits the Pokémon that its dual stab either resist or is immune to.
Moves:
Thunder - Thunder is a 110 base power Electric type move with a 30% chance to paralyze which is 100% accurate in the rain. Zapdos makes great use out of this because it's not necessarily weak and is relatively bulky as well.
Hurricane - Zapdos never had access to a Flying type STAB move which didn't rely on a critical hit to do damage. In rain Zapdos can use a 110 base power Flying type move which can not miss in the rain which Zapdos appreciates a lot.
Surf - Surf allows Zapdos to hit Pokémon such as Excadrill and Magnezone. And also hitting the Ground / Rock and Electric types that would resist both of the other moves.
Roost - Roost provides a bit of longevity and can bring Zapdos above 50% of its health and possibly reactivating the Berserk ability it got from Drampa.
Notes:
A set like this would also compliment Pokémon such as Thundurus and Thundurus-Therian. I decided to go with Zapdos because Zapdos is bulkier than both Pokémon which gives Roost more of a purpose to me. If you want, you could run a Thundurus form and substitute Roost for something like Ice Beam or Energy Ball to expand the coverage.
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Tsareena (Magearna) @ Leftovers
Ability: Queenly Majesty
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Rapid Spin
- Synthesis
- Dazzling Gleam
- U-turn
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Description:
If you played OU while Mega Mawile came out, you will know how good Fairy / Steel is as a typing, both offensively and defensively. Magearna is a rather bulky Fairy / Steel type that kinda lacks recovery and has the stats to run a defensive spread. Therefor I wanted to test it out and it is pretty effective most of the time. By inheriting from Tsareena you gain an immunity to priority moves and even momentum and recovery.
Moves:
Rapid Spin - Rapid Spin is there to remove hazards from your side of the field.
Synthesis - Synthesis gives Magearna reliable recovery which sadly is dependent on the weather. This is not a set you'd want to run on a Rain team.
Dazzling Gleam - Dazzling Gleam is put on the set to give Magearna a STAB move and not make it complete set up fodder.
U-turn - U-turn provides much needed momentum coming from a bulky and slow Pokémon and usually gets in a Pokémon of yours safely.
Notes:
It might not be the best set, but it definitely does work. Like I said before, this is not a set you'd want to run on a rain team. Synthesis will only recover 25% if you use it in the rain.
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Cradily (Nidoqueen) @ Black Sludge
Ability: Storm Drain
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Recover
- Earth Power
- Sludge Bomb
- Stealth Rock
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Description:
Nidoqueen is a really bulky Pokémon that sadly lacks recovery. It can function as a wall rather well once you inherit from Cradily. It now gets both the STAB moves it had previously and also Stealth Rock, but now it even has recovery on top of that which makes Nidoqueen a really reliable wall.
Moves:
Recover - Nidoqueen never had reliable recovery but Cradily has and thus Nidoqueen does as well now.
Earth Power - A reliable STAB move in the form of Earth Power is never a bad idea. Sadly it loses out on the Sheer Force boost, but it should still do respectable damage.
Sludge Bomb - Sludge Bomb has the 30% chance to poison its opponent which can help Nidoqueen wear down a Pokémon.
Stealth Rock - Stealth Rock is used to get residual damage on opponents that have a habit of switching out a lot as well as breaking Focus Sashes or Sturdy abilities.
Notes:
I have messed around with Gastro Acid as well and it caught people off guard rather easily. Mainly the Toxic Orb Cresselia that things they can take on a Nidoqueen and then seen them fall to their own poison damage is just hilarious. I admit it's a bit of a gimmick, but hey, it works!
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Mawile (Weavile) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ice Punch
- Crunch
- Sucker Punch
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Description:
You probably know Weavile by now. It's that one Pokémon that people slap on to stall teams to Pursuit kill things such as Latios and Latias. Well, now Weavile can do even more damage and function as a set up sweeper because inheriting from Mawile gives Weavile set up, dual STAB boosted by Sheer Force and priority. It is hard to set up, but it does a lot of damage once you do.
Moves:
Swords Dance - Swords Dance gives Weavile that deadly +2 boost that allow it to break through walls rather easily.
Ice Punch - Ice Punch is Weavile's STAB move of choice on this set, since nothing has the combination of Sheer Force and Icicle Crash. Ice Punch is 100% accurate so I guess it works as well.
Crunch - Crunch is used over Knock Off since Crunch is stronger once it's boosted by Sheer Force.
Sucker Punch - Priority in the form of Sucker Punch is really nice for Weavile. Even though it was nerfed this generation, it will still allow Weavile to punch holes in walls and even revenge kill Pokémon such as Alakazam.
Notes:
Weavile is rather hard to set up because of how frail it is so you can consider running 4 moves on it. Notable moves that Weavile can inherit from Mawile are; Iron Head, Play Rough, Rock Slide and Thunder Punch. You might even find a place for Taunt or Super Fang.