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Instant Rage - Part 2
Tauros @ Choice Band Level: 50 Ability: Anger Point EVs: 252 Atk / 4 SDef / 252 Spe Jolly Nature (+SAtk, -Spe)
- Return / Frustration - Earthquake - Stone Edge - Rest
Once Frost Breath has done its part Tauros will be at +6 plus the choice band so a Return should be 1HKOing most things. Nothing else to say, It be nice to have a Tailwind active as well if possible otherwise try to Thunder Wave faster Pokemon with Froslass so Tauros can outspeed.
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Instant Rage - Part 1
Froslass @ Chesto Berry Level: 50 Ability: Snow Cloak EVs: 164 HP / 92 Atk / 252 Spe Jolly Nature (+SAtk, -Spe)
- Trick - Frost Breath - Ice Punch - Thunder Wave
Goes along with Tauros as leads. Froslass is used to come in and Frost Breath Tauros. Once its uses that It can either Thunder Wave something or Trick Tauros the Chesto Berry while Froslass receives a Choice Band which it can trick off or just start using it to deal some decent damage with Ice Punch. It be recommended that Froslass also have 0 Sp. Attack.
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Quiet Champ
Machamp @ Leftovers Ability: No Guard EVs: 252 HP / 176 Def / 64 SAtk Quiet Nature (+SAtk, -Spe)
- Power Trick - Light Screen - DynamicPunch - Fire Blast
Use a DynamicPunch to possibly get you sometime to set up a Power Trick. Then after words set up a Light Screen since your Sp. Defense has been reduced a bit. Nothing else more to explain, just keep on repeating Light Screen, DynamicPunch and Fire Blast until Machamp goes down.
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Battle Stall
Armaldo @ Leftovers Ability: Battle Armor EVs: 252 HP / 56 Def / 200 SDef Impish Nature (+Def, +Atk)
- Protect - Toxic - Stealth Rock / Rapid Spin - X-Scissor / Rock Slide / Stone Edge
This set sets up Stealth Rock or you can have it Rapid Spin. Toxic Stalls while still retaining a decent amount of attack to speed up the process if needed.
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Dual Shells
Marcargo @ Light Clay Ability: Flame Body EVs: 252 HP / 100 Def / 156 SDef Bold Nature (+Def, -Atk)
- Light Screen - Reflect - Flamethrower - Will-o-Wisp / Recover
This set is made to set up screens and give Magcargo a surviving edge. Even if he does die he does put screens without wasting much of their turns on himself. Will-o-Wisp just encase Flame Body never happens and it gives you a higher chance of surviving a Ground or Fighting attack. Otherwise you can go with Recover and hope they burn eventually. Flamethrower is just on the set for a STAB attack and so it won’t be completely useless if taunted.
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Working Up Curse Power
Glaceon @ Leftovers Ability: Snow Cloak EVs: 252 HP / 4 Def / 252 SDef Calm Nature (+SDef, -Atk)
- Curse - Work Up - Quick Attack - Stored Power
You'll have to start Cursing up as soon as possible then once you can start using Work Up. Work Up will boost up your Attack making Quick Attack a very beneficial move to start knocking out fragile sweepers. Then afterwards you'll be to hit anything left over with Stored Power that can max out at 360 Base Power at +6 Defense, +6 Attack, and + 6 Sp. Attack.
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Cotton Charge
Ampharos @ Leftovers Ability: Static EVs: 252 HP / 56 Def / 200 SDef Bold Nature (+Def, -Atk)
- Cotton Guard - Charge - Thunderbolt - Hidden Power Grass
Bulk up your Ampharos by using both Cotton Guard and Charge and then after each Charge you'll also be able to throw out a boosted Thunderbolt. Hidden Power Grass to take out Ground types that are still very threatening even with +2 Defense.
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Avenging Spirit
Gengar @ Choice Scarf Ability: Levitate EVs: 4 Def / 252 SAtk / 252 Spe Modest Nature (+SAtk, -Atk)
- Destiny Bond - Shadow Ball - Focus Blast - VenoShock / Thunderbolt
This just comes in and hits pretty much anything hard. Great for revenging Pokemon that are already weakened. Shadow Ball should be enough for most things, like a Latios that came into Stealth Rocks twice. Focus Blast to hit Steel types that Shadow Ball and VenoShock do little to nothing at all to. Your most crucial move will be VenoShock once a layer of Toxic Spikes has been set up. With a base power of 195, Shadow Ball can't really compare and should make revenging somethings a lot easier. But, if something comes a long that will be impossible to 1HKO for one reason or another you can just fodder Genger off with Destiny Bond.
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Tricks of the Trade
Claydol @ Leftovers Ability: Levitate EVs: 252 HP / 4 Def / 252 SDef Sassy Nature (+SDef, -Spe)
- Power Trick - Guard Split - Earth Power - Ice Beam
You'll want to start off by Power Tricking and reaching 372 Sp. Attack even if your defense takes a huge hit. This set is most effective if you have both screens up to protect Claydol while its setting up. Then you'll want to hit a Guard Split on a Pokemon with rather high Defenses to reestablish your weakened defenses. Then just try to take things out, Earth Power for STAB and Ice Beam hits Flying types which Earth Power can't touch.
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Playing The Role
Bastiodon @ Life Orb Ability: Sturdy EVs: 4 Def / 252 Atk / 252 Spe Adamant Nature (+Atk, -SAtk)
- Role Play - Rock Polish - Iron Head / Flash Cannon - Stone Edge / Hidden Power Flying
A rather strange Rock Polish set obviously you’ll use Rock Polish to raise your speed but you’ll want to use Role Play on a Levitate user and steal its ability. Which now makes Bastiodon immune to Ground attacks. Iron Head should take out most things while Stone Edge does add coverage but still very limiting. Or you can use a Special variant with Flash Cannon and Hidden Power Flying to at least cover your Weakness of Fighting types.
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Brave the Hurricane!
Swanna @ Life Orb Ability: Big Pecks EVs: 100 Atk / 156 SDef / 252 Spe Naive Nature (+Spe, -SDef)
- Hurricane - Brave Bird - Roost - Surf / Scald / Brine
With Swanna's decent Attack and Sp. Attack stats it makes for a decent Mixed Attacker. Having both Hurricane and Brave Bird which both are 180 Base Power with STAB. Then its backed up by either Surf for maximum power all the time, Scald for a chance a burn or Brine since Brave Bird and Life Orb damage will add up fast and allow it to max out for 195 Base Power.
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Stop Monkeying Around!
Ambipom @ Life Orb/Lum Berry Ability: Technician EVs: 4 HP / 252 SAtk / 252 Spe Timid Nature (+Spe, -Atk)
- Nasty Plot - Swift - Hidden Power Fighting/Water Pulse - Shadow Ball
This set is mostly used for Generation IV, but it can also prove to be powerful in Generation V. This set is primarily used to surprise the opponent since most Ambipoms are Physical attackers, but this set uses Ambipom mediocre Special Attack to turn it into a Special sweeper. Nasty Plot is to set up and it's recommended to do this at least twice for maximum results. You can easily accomplish this with Lum Berry if some bulky Ghost-type try to WoW you, but Life Orb can also help you with the extra bit of power. Swift is for STAB, and with STAB and Technician, Swift will become a powerful 135 base move. Hidden Power Fighting is for coverage, but in order for it to have the greatest amount of power, try to get it to be in the base power of 60. The IVs for it are 29/29/28/30/30/28. If you're too lazy to get it to 60 or you just don't have a way to do it, then Water Pulse is a decent move that can strike Steelix the same amount of damage. Shadow Ball is the second coverage move and puts a real dent in Ghost-types.
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Wonder Duck
Golduck @ Life Orb Ability: Cloud Nine EVs: 4 Def / 252 SAtk / 252 Spe Timid Nature (+Spe, -Atk)
- Wonder Room - Hydro Pump / Surf - Focus Blast / Calm Mind - Psyshock
You’ll want to send this Golduck out on a Special Wall that really doesn’t have great Defense. Send it against Blissey and Focus Blast and Hydro Pump should be doing a huge amount. Also if they send in a Physical Wall but that now has a greater Sp. Defense because of Wonder Room just go ahead a hit them on the Physical side with Psyshock.
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Lost
Sawsbuck @ Life Orb Ability: Cholorphyll EVs: 4 Def / 252 SAtk / 252 Spe Modest Nature (+SAtk, -Spe)
- Fake Tears - Energy Ball - Hidden Power Fighting / Hidden Power Fire - Shadow Ball
With Sawsbucks crap Sp. Attack its hard to use a Special set but with Life Orb and getting at least one Fake Tears you should be able to hit things reasonable well. Energy Ball STAB, Hidden Power Fighting so you can hit Heatran while not being walled by Ferrothorn. Otherwise just use Hidden Power Fire. Finally Shadow Ball because it really doesn't have that great of a Special movepool and that was really the only move to finish the set with.
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MixBat
Crobat @ Flying Gem Ability: Inner Focus EVs: 252 Atk / 88 SAtk / 168 Spe Naughty Nature (+Atk, -SDef)
- Acrobatics / Brave Bird - Heat Wave - U-turn/Hidden Power Fighting - Roost / Pursuit
This set is quite simple and quite fun to use. Acrobatics is the main STAB and the first you'll use it, the base power will be an astonishing 220 since the Flying Gem doubles the base power and Acrobatics effect activates, allowing it to double again, then add STAB and you'll get 330. Even after Flying Gem is used, it'll become a powerful 110 base power move. However, if you want to a little bit of extra power, Brave Bird is still a valuable replacement. Heat Wave is for coverage to destroy Steels and Ice-types. The next move is really up to you. U-turn is to scout and hit something before switching while Hidden Power Fighting is to dent Tyranitar. HP Fighting will deal a minimum of 50% towards Tyranitar. Finally, you can choose either Health or Revenge killing. Roost will heal half of Crobat's health while Pursuit will help destroy Shandera locked into something like Hidden Power Fighting.
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Cross Fire
Heatran @ Life Orb Ability: Flash Fire EVs: 114 Atk / 140 SAtk / 252 Speed Naive Nature (+Spe, -SDef)
- Overheat - Hidden Power [Grass] - Dragon Pulse / Earth Power - Rock Smash
I made this set thinking it would be perfect for countering the top 5 most used Pokemon. Ferrothorn & Scizor obviously don't stand a chance against an overheat as long as it connects. Gliscors mostly run 252 HP with little to no Special Defense investment. Overheat should take care of it nicely doing 98.3% - 116.1% to most Gliscors and with Stealth Rocks it should always be a 100% 1HKO. Then comes Tyranitar with 252 HP which takes 91.1% - 108% from 2 Rock Smashes if the first Rock Smash also gets a Defense drop. And from the looks of the statistics most don't even run 252 HP. And finally Politoed should be taken out easily by 2 Hidden Power Grass hitting 57.1% - 67.7% to Choice Scarf and Choice Specs sets. While bulkier sets with 252 HP are taking around 47.9% - 56.8% with Stealth Rocks or Spikes making it a sure 2HKO. I wouldn't really consider attacking a Politoed with Heatran for obvious reasons but if you do manage to hit it with HP Grass on the switch it might be worth the risk except if it has Scarf.
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Annoying
Cofagrigus @ Leftovers Ability: Mummy EVs: 252 HP / 4 Def / 252 SDef Calm Nature (+SDef, -Atk)
- Mean Look - Attract - Will-o-Wisp - Shadow Ball / Curse
If you would come in and Attract something, most likely you'll be able to get off a either a Will-o-Wisp and hinder a Dark-type or just trapping something with Mean Look on the switch. Then you proceed to annoy your opponent until their Pokemon faints. Curse can be used but I wouldn't recommend it too much since you don't really have any recovery on the set. Maybe Chesto with Rest over Will-o-Wisp... maybe it would work with Curse.
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