Monotype Creative / Underrated Sets Thread (NO BAD GIMMICKS!)

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Twix

jicama
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Perms by Eevee General, OP Stolen from ginganinja / BH Thread

Creative and Underrated Sets in Monotype

1. What is a creative moveset?
  • It has not previously been widely used.
  • It successfully pulls off a role, and is not strictly outclassed by other Pokemon in that role.
  • It takes advantage of metagame trends.
  • It has had some success. Post replays / logs to strengthen your case.
2. What is an underrated moveset?
  • It is an existing set that for whatever reason isn't common.
  • Its use is meant to prey on specific facets of the metagame.
  • It might be able to surprise and demolish Pokemon that normally counter the usual sets, but does not become a bad gimmick in order to do so.

Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 220 HP / 128 SpA / 160 Spe
Modest Nature
- Hydro Pump
- Volt Switch
- Hidden Power [Grass]
- Trick

This Rotom-W set is a very effective Seismitoad and Gastrodon lure for Electric-type teams, which then allow the rest of its team to lock themselves into Hidden Power Ice without much downfall.

If you post a bad gimmick, your post will be deleted.

3.
What are some things that constitute a bad gimmick?
  • Using a Pokemon that has no business being used in Monotype, for the sake of using it (Spinda / Feebas).
  • Movesets that are inferior and ineffective compared to existing movesets (e.g. Swords Dance Venusaur), or using an obscure move for the sake of hitting an even more obscure check or counter.
  • Movesets that are utterly impractical or are horribly outclassed by another Pokemon (e.g. Belly Drum Slowbro).
A bad gimmick is not limited to the above, though. The moderator team and I will use our best judgment to determine which sets should be deleted.
 

Twix

jicama
is a Contributor Alumnus
Yellow Magic Calm Mind Clefable
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind

Tailwind Tornadus by Thimo
Tornadus @ Eject Button
Ability: Prankster
EVs: 152 HP / 104 Atk / 252 Spe
Jolly Nature
- Taunt
- Tailwind
- Knock Off
- U-turn

Punishment Skuntank by vlmufa
Skuntank @ Choice Band / Life Orb
Ability: Aftermath
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Sucker Punch
- Pursuit
- Punishment
- Poison Jab / Fire Blast

Bulky Charizard-Y by WishingJirachi7
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 32 HP / 92 SpA / 224 SpD / 160 Spe
Calm Nature
- Will-O-Wisp
- Flamethrower
- Solar Beam / Focus Blast
- Roost

Assault Vest Jirachi by Acast
Jirachi @ Assault Vest
Ability: Serene Grace
Shiny: Yes
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Energy Ball
- Charge Beam / Flash Cannon / Thunderbolt

Defensive Carracosta by SirSkit
Carracosta @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Scald
- Ice Beam
- Aqua Jet
- Stealth Rock / Toxic / Knock Off

Sturdy Custap Magnezone by KGBeast
Magnezone @ Custap Berry
Ability: Sturdy
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Mirror Coat
- Hidden Power [Grass]
- Flash Cannon


Mixed Offensive Deoxys-Speed by Anttya
Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 252 Atk / 24 SpA / 236 Spe
Naive Nature
- Rock Slide
- Psycho Boost
- Thunderbolt
- Superpower

Choice Band Landorus-I by Cell
Landorus (M) @ Choice Band
Ability: Sand Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn

Agility Offensive Zapdos by Articuno I
Zapdos @ Life Orb
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Thunderbolt
- Heat Wave / Hidden Power Ice
- Agility
- Roost

Fire Blast Mixed Dragonite by Thimo
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 16 SpA / 240 Spe
Adamant Nature
- Extreme Speed
- Fire Blast
- Outrage
- Superpower

Nasty Plot Mew
Mew @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Ice Beam
- Vacuum Wave
- Thunderbolt

Stallbreaker Heatran
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic

Mixed Thundurus
Thundurus @ Life Orb
Ability: Defiant
EVs: 164 Atk / 92 SpA / 252 Spe
Hasty Nature
- Superpower
- Wild Charge / Thunderbolt
- Grass Knot
- Psychic

Setup Klefki
Klefki @ Leftovers
ability: Prankster
evs: 252 HP / 252 Def / 4 SpD
nature: Bold
- Draining Kiss
- Calm Mind
- Iron Defense
- Substitute
 
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Yay its back! :D Anyways, I'm rly excited for this, I may participate this time, unlike next bext thing rip. Doing Mega Chomp could be fun (no bias), as its got a pretty cool moveset, and it could take advantage of some underrated sets. Here's a quick example of a special Mega Garchomp!


Garchomp-Mega @ Garchompite
Ability: Rough Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature / Timid Nature
- Draco Meteor / Dragon Pulse
- Earth Power
- Fire Blast
- Hidden Power [Ice] / Hidden Power [Grass]

Nobody expects it special (its happened to me once before, and it took me completely off guard). 372 is pretty usable for the variety of attacks it is able to learn, and with a special set it can also take advantage of Hidden Power coverage a lot better. In sandstorm, Earth Power can be boosted to pretty dangerous levels, so if your physical wall comes in, he'll never expect that coming.
 
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lax

cloutimus maximus
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Ayy, glad to see this thread back(or a variation at least.) I'll be posting a lot of my dank sets I use in mono but I'll start it off with my favorite tran set on offensive steel.


Stallbreaker Tran

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic​
Details: This tran set traps with Magma Storm, taunts hazard setters and prevents recovery etc, toxics all the "walls" to it, earth power for coverage. A really good underused set. Balloon to evade ground moves and max speed max spatk to outspeed and taunt fast mons and for maximum damage.
http://replay.pokemonshowdown.com/monotype-250903398 - put in a bunch of work vs dark and crippled mandibuzz which helped me get the win
http://replay.pokemonshowdown.com/monotype-250900902 - beat xard on flying and got rid of dnite's multiscale
 

Twix

jicama
is a Contributor Alumnus

Thundurus @ Life Orb
Ability: Defiant
EVs: 164 Atk / 92 SpA / 252 Spe
Hasty Nature
- Superpower
- Wild Charge / Thunderbolt
- Grass Knot
- Psychic

I figured I'd get the ball rolling with a pretty fun set I've been using on Electric. Thundurus is a blanket check for a bunch of threats to the type, including Chansey, Mega Venusaur, Seismitoad, Gastrodon, Hippowdon, etc. It also offers a partial physical attacker, which can actually become really threatening with a Defiant Boost. The Attack EVs allow it to 2HKO Chansey with Superpower, including the drop that comes with it. Knock Off is an option on this set, which can help it take on Chansey, Porygon2, and other Eviolite Pokemon easier, but it has some trouble fitting it in.
 
I've never seen anyone using this, so.



Cottonee @ Focus Sash
Ability: Prankster
Level: 1
- Leech Seed
- Substitute
- Memento
- Endeavor

Decent suicide lead if you're into this kind of gimmicky.
Leech Seed guarantees your health back even if you're knocked down to your sash. Substitute allows you to chip away the opponent's health while not taking damage yourself. Endeavor to take down their health to a pitiful amount, most likely in range to be killed by Leech Seed. Prankster Memento for when you're about to die anyway, so you can safely switch in something else to revenge kill/set up on whatever has its attacking stats crippled there.

Issues with this set:

- Poison and Paralysis can screw you over so fast it's not even funny. If you managed to predict and go for Substitute first of all, you're safe - plus you keep your sash intact.
- Ghost-types, and Ghost mono specially. Their immunity to Endeavor leaves you with one option: go straight for Leech Seed + Memento combo and let something else deal with it.
- Magic Bounce, because you simply cannot set up.
- Grass types, because of Leech Seed immunity. Though you can still cripple them with Endeavor + Memento.
- Hazards, if you're not leading with it.
 
aye lmao
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind

wouldn't have recommended this set as much in the zard x metagame but with that threat being banned it's really solid against every type. great for poison in particular though
 
pack (Mew) @ Expert Belt
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Ice Beam
- Vacuum Wave
- Thunderbolt

This thing has won me so many battles it's unreal. Boltbeam destroys Flying as a whole and Water. Vacuum Wave OHKO's Bisharp with no boosts and you outspeed with no 50/50 Sucker games. Really effective on a hazard stack team that can keep up offensive pressure. Max speed is essential in my opinion since you have no recovery, you really cannot be outsped and take damage.

http://replay.pokemonshowdown.com/eos-ubers-83866 vs Anttya in EOSLC2 Semi's (which we won overall, #LONGLIVEX)
http://replay.pokemonshowdown.com/monotype-255646076 Ladder Match
http://replay.pokemonshowdown.com/monotype-255368084 vs Bush (Steel)
 

Victini (Victini) @ Assault Vest
Ability: Victory Star
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Blue Flare
- Energy Ball
- Psyshock
- Glaciate

This is a good example for a more offensive approach as a special wall. It's moveset is excellent and able to tank many threats that Fire dislikes. Psyshock is for coverage and good for removing specially defensive Pokemon like Goodra and Tentacruel. Energy Ball is for Water types, especially the slower Water/Ground users and Glaciate is for Dragon, Landorus and Garchomp.
 
Oh Cool.


Venusaur (Venusaur) @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Atk
Careful Nature
- Curse
- Petal Blizzard
- Earthquake
- Synthesis​

An effective win-condition for poison against a variety of other monotypes, like ground, water, rock, etc. Curse is the set-up move, boosting attack and defense at the expense of speed, and turns Venusaur into a slow, plodding wall of death. Petal Blizzard is the standard STAB of use, although Power Whip can be used if you're the risky type. Earthquake provides ground coverage to hit steel, poison, fire, and other types. Synthesis is for recovery.
 

all falls down

thanks ugly god
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Slowbro @ Colbur Berry
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Grass Knot
- Slack Off
- Thunder Wave

Slowbro can be flexible with its item in rocky helmet and leftovers, but an interesting twist is colbur berry. This lets it be a last minute check to Mega Gyarados, Bisharp, Mega Sharpedo, etc.

8 SpA Slowbro Grass Knot (100 BP) vs. 0 HP / 0 SpD Mega Sharpedo: 204-242 (72.5 - 86.1%) -- guaranteed 2HKO

8 SpA Slowbro Grass Knot (120 BP) vs. 0 HP / 0 SpD Mega Gyarados: 140-166 (42.2 - 50.1%) -- 92.6% chance to 2HKO after Stealth Roc

+1 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 232+ Def Colbur Berry Slowbro: 169-199 (42.8 - 50.5%) -- 95.7% chance to 2HKO after Stealth Rock

+2 252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 232+ Def Colbur Berry Slowbro: 274-324 (69.5 - 82.2%)
 
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Saw this one a couple of times some time ago:



Tentakiss @ Black Sludge
Ability: Clear Body
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Acid Spray
- Scald
- Confuse Ray
- Substitute

Ability is a toss up, Clear Body helps versus SpDef drops/Sticky Web; Rain Dish could help versus water teams and Liquid Ooze helps when facing Grass or M-Venusaur in general. Idea is to annoy the #$%& out of your opponent. Works well if paired up with hazards as it will create lots of switches. I didn't come up with the set so whoever created it could probably give more input if EVs are not optimal.
 

The Original Syn

Banned deucer.
Well, this is my first post on a Monotype thread, despite being here for a year and a half. Yes, I'm unproductive. I'll make up for it, though. Starting now.

I'm the Monotype's resident Psychic master and I've been swept by this so many freakin' times, it's annoying. So, I thought I'd share it with the rest of the community.


Scolipede @ Choice Band
Ability: Speed Boost
EVs: 252 Atk, 4 SpD, 252 Speed
Jolly Nature
- Megahorn
- Poison Jab
- Rock Slide/Aqua Tail/Baton Pass
- Superpower/Earthquake

The ability keeps you ridiculously fast while you spam your chosen move. Choice Band enables you to hit like a truck. The speed tier is needed to outpace anything up to 252+ base 111s, such as Thundurus. The dual STABs are mandatory but the other two moves are really down to personal preference. EQ and Rock Slide can beat Fire, Superpower hits Normal hard and Baton Pass can be used on predicted switches.
 
Insignia Dignitas said:
Well, this is my first post on a Monotype thread, despite being here for a year and a half. Yes, I'm unproductive. I'll make up for it, though. Starting now.

I'm the Monotype's resident Psychic master and I've been swept by this so many freakin' times, it's annoying. So, I thought I'd share it with the rest of the community.

Scolipede @ Choice Band
Ability: Speed Boost
EVs: 252 Atk, 4 SpD, 252 Speed
Jolly Nature
- Megahorn
- Poison Jab
- Rock Slide/Aqua Tail/Baton Pass
- Superpower/Earthquake

The ability keeps you ridiculously fast while you spam your chosen move. Choice Band enables you to hit like a truck. The speed tier is needed to outpace anything up to 252+ base 111s, such as Thundurus. The dual STABs are mandatory but the other two moves are really down to personal preference. EQ and Rock Slide can beat Fire, Superpower hits Normal hard and Baton Pass can be used on predicted switches.
By my experience, I'm pretty sure that Choice Band Scolipede is not under-rated and under-used. It's good, yes, but it is fairly common with Choice Band being 15% and all other items not passing 40% usage. Most users that have tried Scolipede must of used Choice Band Scolipede at least once.
 

dusk raimon

Banned deucer.
Well, this is my first post on a Monotype thread, despite being here for a year and a half. Yes, I'm unproductive. I'll make up for it, though. Starting now.

I'm the Monotype's resident Psychic master and I've been swept by this so many freakin' times, it's annoying. So, I thought I'd share it with the rest of the community.


Scolipede @ Choice Band
Ability: Speed Boost
EVs: 252 Atk, 4 SpD, 252 Speed
Jolly Nature
- Megahorn
- Poison Jab
- Rock Slide/Aqua Tail/Baton Pass
- Superpower/Earthquake

The ability keeps you ridiculously fast while you spam your chosen move. Choice Band enables you to hit like a truck. The speed tier is needed to outpace anything up to 252+ base 111s, such as Thundurus. The dual STABs are mandatory but the other two moves are really down to personal preference. EQ and Rock Slide can beat Fire, Superpower hits Normal hard and Baton Pass can be used on predicted switches.
Resident psychic master. Seriously :/ nice set though. It is seen quite commonly apparently although I havnt faced it. Baton pass isn't used much on band I think, but yea.
 
A random mew set



Mew @ Leftovers
Ability: Synchronize
EVs: 72 HP / 72 Def / 24 SpA / 88 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Flamethrower/Fire Blast/Psychic/Ice Beam
- Baton Pass
- Will-O-Wisp

HOW TO USE
This is a fun set to use. Not really a recommend set for hyper offensive teams, but is a good support set that can dent steel or grass teams. Baton Pass is nice on it for nasty plotting into a fast hit harding pokemon like Scarf Latios or Hoopa-U. Will-o-Wisp is nice for catching some decently fast physical attacker; it's not great of a set to use against bug or dark.

THREATS
Some things to watch out for is hazards stacking and sticky web.
Pokemon to watch out for: Weavile, Volcarona, Bisharp, Heatran, Heracross
 

Vid

Our life is what our thoughts make it
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Stallbreaker Togekiss

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Thunder Wave/Heal Bell/Fire Blast
- Nasty Plot
- Roost
Really good at breaking bulky teams. Nasty Plot is set up move boosting Togekiss' special attack to new levels. Air Slash is main STAB and with Serene Grace it has a 60% chance to flinch. Roost is to regian hp. Last move is a tossup between Thunder Wave (using classic para flinch), Heal Bell to heal status, or Fire Blast to hit threats like Ferrothorn or Scizor. This set is an example of set that is good in OU but not used in monotype a lot, but is still viable in monotype.
 
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Ice Beam / Power Gem
- Thunder
- Surf
- Rain Dance
This set I came up with to counter Fire teams and more specifically Mega Charizard Y (which is ironic since I main Fire), I personally haven't used it in the OU meta, but I've used it a couple times in the Monotype Meta. At first glance, it's a common Starmie just with rain support that really isn't needed that much, thanks to its Base 100 SpA and a good movepool. Usually if I know that Char Y is going to be the lead, I'll have Starmie be my lead in that match. Charizard will mega evolve and turn on the sun. Starmie will use Rain Dance and Charizard will be trapped due to its use of SolarBeam in its futile attempt to try and OHKO it. Then OHKO it back with either Thunder or Surf. Poof! Rain is on your side and you will win the match more than likely, even with the type advantage. The reason why DrizzleToed isn't a better niche(?) than this Starmie is because Poli's predictable. Charizard will use another move to try and damage instead of going straight for the gusto and thus the trapping cycle begins again. Psychic, Ice Beam, Power Gem can handle common threats (MegaSaur, Landorus, Gliscor, etc.) This set can also take away Sand from Excadrill abusing teams. The other set takes advantage of Priority.

Lucario @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Punch
- Extreme Speed
- Close Combat
- Ice Punch
I was tinkering away with a fighting monotype team and I came across this guy. Most times I steer clear of having more than one priority, since I love speed, but then I thought that this set could be functional. It is. This set is primarily used to deal damage on Lucario's advantages (Ice, Steel, Fairy, Rock, Normal) ExtremeSpeed is just for the +2 priority.
 

Sableye @ Sablenite
Ability: Prankster
EV's: 252 HP / 160 Def / 96 SpD
Careful Nature
-Will-O-Wisp
-Knock Off
-Snarl
-Recover

Snarl is a viable alternative to foul play on utility Mega Sableye sets, and it's key use is to weaken opposing special attackers, especially Will-O-Wisp switchins such as Charizard and Heatran. I use this on my dark team and it has come in handy many times.
 

MZ

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494.gif

Victini @ Colbur Berry
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- Will-O-Wisp / U-turn

So this is something I used to get reqs with (2485 COIL currently) and I don't think it's run so posting bc Twix is cute. Basically this helps psychic a lot versus dark, I didn't lose a single game against it on ladder (even though ladder was trash). You just take a ton of random hits you shouldnt, I'm sure there's a way to optimize bulk so that you can live something extra but i cba and it took LO shiftry knock or sucker, LO bish sucker, foul plays at 20% from P2, foul plays from sableye, mega scizor knocks, etc. Even at -1 from V-create this still just takes lots of random shit and gives psychic a more easy way to play around strong suckers, scarf knock users, and the like. Not posting calcs but you get the idea, dark moves that OHKO this are limited to like, CB Hoopa-U. If you were running CBtini, give this a go. Oh and wisp lets u play around sucker even more and cripple random stuff which I found nice, U-turn is standard and works anyway.

252+ Atk Choice Band Hoopa Unbound Hyperspace Fury vs. 0 HP / 4 Def Colbur Berry Victini: 313-369 (91.7 - 108.2%) -- 50% chance to OHKO so yeah bulk is gud

Didn't plan to post this so forgot to save replays, here's one where it puts in work and I'll edit in more while finishing reqs
http://replay.pokemonshowdown.com/monotype-294507021
 

Tornadus @ Eject Button
Ability: Prankster
EVs: 152 HP / 104 Atk / 252 Spe
Jolly Nature
- Taunt
- Tailwind
- Knock Off
- U-turn

Aiight, so here's my underrated set. This thing sets up Tailwind with Prankster, then Eject Button activates, giving you an immediate switch to your hard hitter that's gonna abuse the Tailwind. I used Taunt, so if the opponent wanted to use a Status move that would prevent Eject Button from activating, it would fail. Knock Off is there because it's highly spammable and most things don't like switching in to it. U-turn gives you the switch if the opposing Pokémon switches on the turn you used Tailwind. What it also can do is act like a free switch. Let's say your Dragonite is at 75% of it's max HP and you're facing a Mega Diancie, your Skarmory can't switch in but it can live a hit so it's at around 50% of it's max HP. You could switch to Tornadus on the Moonblast in this situation giving you a free switch to Skarmory. What's cool about Eject Button is that you can switch it in on an U-turn or Volt Switch and they stay in on that turn while you get the switch to a counter of that Pokémon. Something that's really cool about this set is that you can use Tailwind multiple times, unlike most Tailwind setters. The EVs on this set lets you live a Heracross Stone Edge and a Magnezone Volt Switch. The Speed is Maxed out and the rest is put into Attack so we can do some damage.

Shoutout to Niv Tho (Overseer) because we made a Team around this set.
 
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LEAD MAMOSWINE


Mamoswine @ Focus Sash
Ability: Oblivious / Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Endeavor
- Ice Shard​
The good ol' lead Mamoswine. This buddy has helped me a lot on my ice mono battling. What's special about this Mamoswine is that it is an Endeavor set. This isn't only just a reliable Stealth Rock setter but also an amazing check to Charizard-Y, Mega Scizor and Volcarona, assuming rocks aren't on the field. This monster can click endeavor vs big threats and finish off with Ice Shard or set up rocks predicting a switch-out. This set also acts like a kind of a wallbreaker as you can beat other leads such as rocks Skarmory and Chansey by using Endeavor on them (since those mons usually wall Mamoswine and will most likely stay in). Oblivious is the ability of my choice since it cannot be taunted by other faster suicide leads but Thick Fat is also a very viable option.

 
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View attachment 53117
Victini @ Colbur Berry
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- Will-O-Wisp / U-turn

So this is something I used to get reqs with (2485 COIL currently) and I don't think it's run so posting bc Twix is cute. Basically this helps psychic a lot versus dark, I didn't lose a single game against it on ladder (even though ladder was trash). You just take a ton of random hits you shouldnt, I'm sure there's a way to optimize bulk so that you can live something extra but i cba and it took LO shiftry knock or sucker, LO bish sucker, foul plays at 20% from P2, foul plays from sableye, mega scizor knocks, etc. Even at -1 from V-create this still just takes lots of random shit and gives psychic a more easy way to play around strong suckers, scarf knock users, and the like. Not posting calcs but you get the idea, dark moves that OHKO this are limited to like, CB Hoopa-U. If you were running CBtini, give this a go. Oh and wisp lets u play around sucker even more and cripple random stuff which I found nice, U-turn is standard and works anyway.

252+ Atk Choice Band Hoopa Unbound Hyperspace Fury vs. 0 HP / 4 Def Colbur Berry Victini: 313-369 (91.7 - 108.2%) -- 50% chance to OHKO so yeah bulk is gud

Didn't plan to post this so forgot to save replays, here's one where it puts in work and I'll edit in more while finishing reqs
http://replay.pokemonshowdown.com/monotype-294507021
The chance for a Hoopa to not KO you 50% of the time is a really bad calc to justify your set even though it's band. Psy has no switchins for Hoopa and in a Psy vs Dark scenario, it is very difficult as the Psy user to get rocks off your side of the field (TTar gets rocks on 95% of Psy + Mega Sab + Bisharp pressure) meaning you're usually at 75% from the get go. A Colbur Slowbro is probably a better answer like the set all falls down posted above but using this as a dedicated Dark check isn't smart.
 

MZ

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If you read the post, the point of the calc was to show off that it can take any single dark hit and KO pretty much. It just emphasizes how well it can take a hit even without defensive investment. As far as a dedicated dark check goes, this isn't exactly dedicated, it just fulfills that role, and one of a wallbreaker, at the same time. This gives you extra leeway on a ton of other types as well since dark coverage is really common. Especially with CB being overkill 90% of the time tbh, not sure what the issue is with an extra bish/mega sab/etc check is. Sorry, I'd respond to more, but there's no actual reasoning aside from "your set is bad" iGlack.
 
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I only pointed out Slowbro is probably better as a colbur user; Scarftini is one of the best mons Psychic has. It demolishes Steel, Grass, Bug and gains so much momentum versus virtually every type that it's not even worth a Colbur. The only mons I agree that this set is good for is LO Bish and Shiftry. Even commenting on Foul Play P2 is honestly a joke considering it can recover off whatever you do to it and can t wave you. Tini gets worn down too quick that there's no real point running a colbur.

As for your replay, you faced a Steel team which Victini eats alive, you had Fire Punch Jirachi, you had enough sacks where the colbur made no difference and your opponent was silly enough to sack his Heatran turn 2 (and even protected on a Hoopa).

I never actually insulted you but seeing as you're being salty and I like your tears, then sure your set is garbage.
 
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