Advertisement
Guest User

ADV OU Underrated Sets (V 1.0)

a guest
Jan 18th, 2016
3,660
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Pokemon in this paste with innovative sets. (Press Ctrl/Command + F to find what you are looking for.)
  2. Disclaimer: Please do note that all of the sets may not be good, and some may be gimmicky.
  3. -------------------------------------------------------------------------------------------------------------------------------------
  4. Aerodactyl
  5. Articuno
  6. Camerupt
  7. Celebi
  8. Charizard
  9. Dragonite
  10. Dugtrio
  11. Forretress
  12. Gengar
  13. Gyarados
  14. Jirachi
  15. Jolteon
  16. Jynx
  17. Kabutops
  18. Kingdra
  19. Ludicolo
  20. Lunatone
  21. Magneton
  22. Marowak
  23. Metagross
  24. Milotic
  25. Omastar
  26. Raikou
  27. Salamence
  28. Smeargle
  29. Snorlax
  30. Starmie
  31. Swampert
  32. Tyranitar
  33. Venuasaur
  34. Zapdos
  35. -------------------------------------------------------------------------------------------------------------------------------------
  36. Aerodactyl
  37. ---------------------------------------------------------------------------------------------------------------------------------------
  38. Set posted by McMeghan (Post SPL 6 Set Dump)
  39. Aerodactyl (F) @ Salac Berry
  40. Ability: Rock Head
  41. EVs: 252 Atk / 4 Def / 252 Spe
  42. Adamant Nature
  43. - Substitute
  44. - Double-Edge
  45. - Rock Slide
  46. - Earthquake
  47.  
  48. To use as a CeleJump receiver. People often use AgiliGross as their SD Receiver, but I got the idea to use Aerodactyl because it has perfect coverage and direct speed, which means it absolutely destroys Offense once it gets the attack boost, especially with the Adamant nature. It also has a good defensive synergy with Celebi (resistances to Flying and Bug) which means it can get a Sub off the switch your opponent will make once Aero receives the boost (or vs. a HP Bug locked Dugtrio who tried to get rid of Celebi). Sub here has two purposes: blocking Intimidate should your opponent try to play around you to lower your attack; and activate the Salac boost if you need to outspeed a Jolteon/Offensive Starmie/Jolly Aerodactyl.
  49.  
  50. Funnily enough, using Aero as your CeleJump recipient means you can use Metagross as a partner, and it's a pretty damn good one, especially with HP Grass to weaken Swampert and the ever-useful Explosion to get rid of the Bulky Waters.
  51.  
  52. I first used a spread with a little more bulk and less speed than Adamant Aero to make sure I could spam Sub against it (and not risk Speed Ties), but it turned out I would rather get the speed tie would I not be able to baton pass to Aero and have to rely on it to pick off weakened/frail threats (Aero is still a potent sweeper against offense, even without the CB boost).
  53. -------------------------------------------------------------------------------------------------------------------------------------
  54. Articuno
  55. -------------------------------------------------------------------------------------------------------------------------------------
  56. Set Posted by Triangles (Project ROA)
  57.  
  58. Articuno @ Leftovers
  59. Ability: Pressure
  60. EVs: 252 HP / 112 SpA / 136 SpD / 8 Spe
  61. Calm Nature
  62. - Ice Beam
  63. - Rest
  64. - Sleep Talk
  65. - Roar
  66.  
  67. Articuno is best suited to semi or hardcore stall teams that rely on racking up hazard damage and forcing switches using defensive pivots such as everybody's favourite frozen turkey meal. Articuno's main selling points are that it is probably the best Celebi counter in the game, and one of the best counters to Swampert and Claydol as well. It is also an incredibly reliable phazer that stays alive for vast stretches of time, due to its recovery in RestTalk, excellent special bulk, and immunity to Spikes (no SR yay). Also, its excellent ability in Pressure allows it to thrive in stall-based games. The set above is simple - max HP hits Lefties number, 112 SAtk gives it decent offense behind its Ice Beams, 8 Speed to outpace max speed Jolly Marowak, and 136 SDef and a Calm nature keep it walling those special hits. Reflect or Heal Bell is also good above Sleep Talk.
  68.  
  69. Articuno needs the following to work optimally:
  70.  
  71. Spikes - all of Articuno's best counters are grounded, and what Articuno is excellent at is drawing them in by forcing out a Celebi or Swampert, and then Roaring on this predicted switch and creating more hazard damage. Articuno doesn't really synergise well with the Spikers type-wise, but Articuno's effectiveness doubles alongside Spikes. Spinblockers are also good to support Articuno as it really needs those Spikes up on the opponent's side of the field to work at its best. Gengar is probably the best spinblocker for Articuno, as it beats Forretress and Cloyster, two major annoyances to Articuno.
  72.  
  73. Teammates - most of Articuno's best counters (Tyranitar, Metagross) are outright beaten by Swampert. Articuno also covers Celebi - which everybody's favourite mudfish has trouble with. Also, in conjuction with Celebi or Venusaur, other threats to Articuno such as Raikou are covered by Swampert. Dugtrio also gets an honourable mention as it can trap all the aforementioned threats. HP Fire Magneton is also a good partner for Articuno, as it can trap Forretress, one of Articuno's worst enemies who can continually spin and set up its own Spikes freely on Articuno. Magneton stops all those antics, and also can dispatch of a Meteor Mash-locked CBGross.
  74. -------------------------------------------------------------------------------------------------------------------------------------
  75. Camerupt
  76. -------------------------------------------------------------------------------------------------------------------------------------
  77. Set posted by Golden Sun (SPL 6 Underrated Sets)
  78.  
  79. Camerupt (F) @ Leftovers
  80. Ability: Magma Armor
  81. EVs: 136 HP / 60 Atk / 252 SpA / 56 SpD / 4 Spe
  82. Mild Nature
  83. - Toxic
  84. - Protect
  85. - Earthquake
  86. - Fire Blast
  87.  
  88.  
  89. Standard Camel. This set tries to break through waters with the good ol toxic protect combo. nothin too crazy.
  90. -------------------------------------------------------------------------------------------------------------------------------------
  91. Celebi
  92. -------------------------------------------------------------------------------------------------------------------------------------
  93. Set Posted by Mdragon (Post SPL 6)
  94.  
  95. Celebi @ Leftovers
  96. Ability: Natural Cure
  97. EVs: 252 HP / 96 Atk / 100 Def / 60 SpD
  98. Impish Nature
  99. - Swords Dance
  100. - Hidden Power [Fighting]
  101. - Recover
  102. - Shadow Ball
  103.  
  104. A set used by Husk in his game vs McMeghan. Physical sweeper Celebi.
  105. --------------------------------------------------------------------------------------------------------------------------------------
  106. Set Posted by BKC (Post SPL 6)
  107.  
  108. Celebi @ Leftovers
  109. Ability: Natural Cure
  110. EVs: 240 HP / 252 Def / 16 SpA
  111. Bold Nature
  112. - Reflect
  113. - Leech Seed
  114. - Recover
  115. - Hidden Power [Grass]
  116.  
  117.  
  118. Offensive CM and SubSeed BP Celebi are all the rage in modern ADV but a good old-fashioned defensive set is still unbelievably solid, especially with all the HP Grass Zapdos to come in on. Its only issue is that Dugtrio kind of ruins its day, and that's where Reflect comes in. I think chaos hyped this set since it not only utterly destroys Dug (which alone is reason to use it) while easily slowing down the recently resurging Curselax but for a few turns it also makes the bulky water absolutely impossible for Tyranitar / Metagross / Flygon / Aerodactyl to leave so much as a scratch on. If you're wary of something funky like a Toxic you can afford to stay in and throw out a Leech Seed thanks to Reflect weakening their attacks to laughable levels. To further illustrate its massive bulk, CB Meta's Explosion is doing 81.7 - 96.2%, meaning at full health Cele has a good shot at surviving Sandstorm as well. A lot of teams rely on a (Curse) SD Snorlax to get Cele out of the picture and this set screws them over hard. It can't do everything itself of course - you're gonna need a reliable way to deal with Spikes, the lack of Calm Mind or Perish Song means you'll need to help it out a little in endgame scenarios against bulky last-mon setup dudes, and it isn't terribly useful against CM spam. However, it is incredible at bypassing typical ways teams have of taking it out, letting it stick around to piss things off with Leech Seed. Reflect helping its team out in the process makes it even more of a team player.
  119. -------------------------------------------------------------------------------------------------------------------------------------
  120. Set Posted by Smurf. (Post SPL 6)
  121.  
  122. Celebi @ Leftovers
  123. Ability: Natural Cure
  124. EVs: 252 HP / 224 Def / 32 Spe
  125. Impish Nature
  126. - Baton Pass
  127. - Swords Dance
  128. - Calm Mind
  129. - Recover
  130.  
  131. Dual pass celebi, goes really well with agility metagross and starmie.
  132. -------------------------------------------------------------------------------------------------------------------------------------
  133. Charizard
  134. -------------------------------------------------------------------------------------------------------------------------------------
  135. Posted by Triangles (Post SPL 6)
  136.  
  137. Charizard @ Leftovers
  138. Ability: Blaze
  139. Shiny: Yes
  140. EVs: 44 Atk / 212 SpA / 252 Spe
  141. Hasty Nature
  142. IVs: 30 Def / 30 SpA
  143. - Substitute
  144. - Focus Punch
  145. - Hidden Power [Grass]
  146. - Fire Blast
  147.  
  148. Mixed SubPunch Zard is a monster. Get yourself in the same way the usual Zard does, but this time punch a fat blob or even a TTar in the face. Dug is a bro. Can also do work late like a normal Zard, but this guy's role leans towards midgame.
  149. -------------------------------------------------------------------------------------------------------------------------------------
  150. Dragonite
  151. -------------------------------------------------------------------------------------------------------------------------------------
  152. Posted by BKC (Post SPL 6)
  153.  
  154. Dragonite @ Leftovers
  155. Ability: Inner Focus
  156. EVs: 40 Atk / 252 SpA / 216 Spe
  157. Rash Nature
  158. - Substitute
  159. - Focus Punch
  160. - Thunder
  161. - Ice Beam
  162.  
  163. DD Nite gained some notoriety after reyscarface's heroics in SPL 4 but I'm very partial to this set. Get up a Sub and pound everything except a very bulky Jirachi. More Attack EVs can be used to lay the hurt on Swampert a little harder, I definitely recommend Spikes if you can fit them in though since they really help. Thunderbolt is an option if you're a wimp and want Skarmory/Milotic/Suicune/Metagross to shrug your shit off. Speed beats pretty much all defensive Celebi/Zapdos and gets the jump on Modest SubCune.
  164. -------------------------------------------------------------------------------------------------------------------------------------
  165. Dugtrio
  166. -------------------------------------------------------------------------------------------------------------------------------------
  167. Posted by Mdragon (Post SPL 6)
  168.  
  169. Dugtrio (M) @ Choice Band
  170. Ability: Arena Trap
  171. EVs: 136 HP / 252 Atk / 24 SpD / 96 Spe
  172. Jolly Nature
  173. - Aerial Ace
  174. - Earthquake
  175. - Hidden Power [Bug]
  176. - Rock Slide
  177.  
  178. Bulky Dugtrio that always survives an IB from Blissey and 2hkoes back. It can also always survive a Tyranitar EQ and a Magneton HP Grass/Ice.
  179. -------------------------------------------------------------------------------------------------------------------------------------
  180. Forretress
  181. -------------------------------------------------------------------------------------------------------------------------------------
  182. Set Posted by Danilo (Post SPL 5)
  183.  
  184. Forretress (F) @ Leftovers
  185. Trait: Sturdy
  186. EVs: 252 HP / 96 SAtk / 160 SDef
  187. Sassy Nature (+SDef, -Spd)
  188. - Spikes
  189. - Earthquake
  190. - Rapid Spin
  191. - Hidden Power [Fire]
  192.  
  193. A lot of dudes fall in the trap of having their stalls weak to Forretress.
  194.  
  195. This set helps to solve that problem by owning other Forres. Players are always keen to bring their own Forres in on your Forre for nice n clean 50 50 wars or the boring Spike --> Spin --> Spike --> Spin --> Spike --> Both go to Gengar. This gives u a nice n clean edge. U can change Earthquake if ya want.
  196. -------------------------------------------------------------------------------------------------------------------------------------
  197. Set Posted by McMeghan (Post SPL 5)
  198.  
  199. Forretress @ Leftovers
  200. Ability: Sturdy
  201. EVs: 252 HP / 136 Atk / 120 SpD
  202. Adamant Nature
  203. - Earthquake
  204. - Explosion
  205. - Hidden Power [Ghost]
  206. - Rapid Spin
  207.  
  208. Props to Ojama for this one, Offensive Forretress is a really good Spinner in defensive team when you already have a Spiker to pair it with. HP Ghost from an invested Adamant Forretress hits Gengar real hard (2KO almost every variant), and Explosion is surprisingly strong, letting you hit +1 Curselax/Suicune for way more damages than anticipated by your opponent (letting you get the revenge kill with a Dugtrio for example).
  209. -------------------------------------------------------------------------------------------------------------------------------------
  210. Gengar
  211. -------------------------------------------------------------------------------------------------------------------------------------
  212. Set Posted by Mdragon (Post SPL 6)
  213.  
  214. Gengar (M) @ Leftovers
  215. Ability: Levitate
  216. EVs: 96 HP / 96 Atk / 96 Def / 40 SpA / 180 Spe
  217. Naive Nature
  218. - Thunderbolt
  219. - Ice Punch
  220. - Will-O-Wisp
  221. - Explosion
  222.  
  223. This set was used by KG in his game vs Golden Sun. The basic idea was to make it look like a classic stall team (Spikes + WoW GGar, etc), just to surprise a special defensive wall with an explosion, so something like a 3 attacks Starmie could sweep in the late game. It can still act as a check vs things like DDgyara or even DDtar (it is faster after a DD unless jolly DDtar and it can burn it)
  224. -------------------------------------------------------------------------------------------------------------------------------------
  225. Posted by Danilo (Post SPL 5)
  226.  
  227. Gengar (M) @ Leftovers
  228. Trait: Levitate
  229. EVs: 252 HP / 132 Atk / 52 Def / 72 Spd
  230. Naive Nature (+Spd, -SDef)
  231. - Hypnosis
  232. - Explosion
  233. - Thunderbolt
  234. - Ice Punch
  235.  
  236. The defensive boom gengar is here! i don't like porygon on my cm teams so this is a nice mence check if u don't want to rely solely on the cune. use a dugtrio. fuck dekzeh
  237. -------------------------------------------------------------------------------------------------------------------------------------
  238. Gyarados
  239. -------------------------------------------------------------------------------------------------------------------------------------
  240. Set Posted by Mdragon (Post SPL 6)
  241.  
  242. Gyarados (M) @ Leftovers
  243. Trait: Intimidate
  244. EVs: 252 HP / 28 Atk / 164 Def / 60 SDef / 4 Spd
  245. IVs: 30 SAtk / 30 SDef / 30 Spd
  246. Careful Nature (+SDef, -SAtk)
  247. - Dragon Dance
  248. - Hidden Power [Flying]
  249. - Earthquake
  250. - Rest
  251.  
  252. Bulky DD Gyara that beats most of the common CMers (non hp electric Suicune, non t-bolt Jira and any Celebi)
  253. -------------------------------------------------------------------------------------------------------------------------------------
  254. Jirachi
  255. -------------------------------------------------------------------------------------------------------------------------------------
  256. Posted by Danilo (Post SPL 6)
  257.  
  258. Jirachi @ Leftovers
  259. Trait: Serene Grace
  260. EVs: 240 HP / 80 Atk / 68 Def / 120 SDef
  261. Sassy Nature (+SDef, -Spd)
  262. - Wish
  263. - Protect
  264. - Body Slam
  265. - Fire Punch / Psychic
  266.  
  267. This was made around this time last year. I use it on two Tyranitar / Aero offenses, you know, those teams that dominate ADV right now. Well, it just so happens that this set happens to fuck those teams. The team I normally use uses Fire Punch, but Psychic is fine if you can deal with Spike setters and u wanna fuck Gengar.
  268.  
  269. Take a sample TSS offense: Swampert / Skarm / Gengar / Ttar / Aero / Lax.
  270. Jirachi naturally provides a great answer to Aero, something every offensive team lacks. You can switch into 3/4 of Aeros move, and Jira heals up your bulky waters. What is switching into your Jirachi after you switched in on that Aero Rock Slide? What's catching this fucking Body Slam? Lax is probably super weakened or dead since people tend to boom it early / over rely on it to deal with special attackers on these types of teams. If Lax isn't dead you just paralyzed a Lax. also, what the fuck is a boom lax doing to Jirachi if it doesn't have EQ besides killing itself?-- don't worry homie you're gonna be ok. Anyways, my experience says they aint going to lax. What normally happens is they go to DD / CB Tyranitar cause they want offensive momentum. "Man, even if this Jirachi is CM offensive with HP Grass it can't even ohko me after +1 and I'm finna hit em with this eq". Then u surprise the fuck out of them and paralyze their sweeper. Get fucked brah. They go to Skarm trying to Whirlwind u? Paralyze that fucker and deal a nice 35% to it. It should be low if you're using this Jira on an offensive team like me. I have thought about using it on a stall tho... They bring in Swampert you paralyze that fucker. Paralyzing a Pert makes your Tyranitar and Aero way more dangerous.
  271.  
  272. And while you're fucking these offensive teams, you're also checking a FUCK TON of threats. I'm talking Mixed Mence, I'm talking Sub CM Raikou b/c body slam is EVd to break its subs, i'm talking offensive zapdos, i'm talking other shit i'm not thinking about because i don't really play pokemon anymore. For the harder to handle offensive threats, like celebi and jirachi and suicune, u gotta have the nilo plan. u wanna body slam the latter two so that your fucking CB aero is gonna finish them off. For the former ur fucked since it has natural cure--just go to tyranitar or aero bro that's more than enough. Ur also fucked if they have Sub CM Cune. I run Zapdos tho so get fucked right back u piece of shit. DID I MENTION U FUCKING OWN DUGTRIO SINCE U LIVE EQ, BODY SLAM THEM, PARALYZE THEM, AND NOW THEY'RE FUCKED. DID I MENTION THAT YU ALSO BEAT ALL NON-TWAVE NON METAL SOUND MAGNETOn, AKA THE MAJORITY OF MAGNETON? I ONCE BEAT MAJIN'S FULL HP RESTALK MAG WITH PSYCHIC > FIRE PUNCH. GOT 2 SPECIAL DEF DROPS, MADE HIM SCARED, PREDICTED HIS SWITCH TO TTAR, PARALYZED THAT FUCKER TOO. GG BRUH
  273. -------------------------------------------------------------------------------------------------------------------------------------
  274. Set posted by McMeghan (Post SPL 6)
  275.  
  276. Jirachi @ Lum Berry
  277. Trait: Serene Grace
  278. EVs: 4 HP / 252 SAtk / 252 Spd
  279. IVs: 30 HP / 30 SAtk
  280. Timid Nature (+Spd, -Atk)
  281. - Calm Mind
  282. - Psychic
  283. - Hidden Power [Grass]
  284. - Thunderbolt / Fire Punch
  285.  
  286. Standard Superachi with a twist: Lum Berry instead of Leftovers. A lot of people try to play around Jirachi with Hypnosis Gengar or some form of paralysis, and given the very offensive nature of the team I used it in, I didn't really need the Leftovers recovery. I went with Lum Berry so I wouldn't be stopped in my track by a status. I also used Thunderbolt instead of Fire Punch once; altho Fire Punch is usually the superior option, Thunderbolt is an interesting option if you want to OHKO Aerodactyl at +1 (and it still has a good damage output on a lot of relevant threats).
  287. -------------------------------------------------------------------------------------------------------------------------------------
  288. Set Posted by BKC (Post SPL 6)
  289.  
  290. Jirachi @ Leftovers
  291. Ability: Serene Grace
  292. EVs: 248 HP / 216 Def / 44 Spe
  293. Bold Nature
  294. - Wish
  295. - Calm Mind
  296. - Psychic
  297. - Toxic
  298.  
  299. Standard WishCM Rachi with a twist. Usually in the last slot you see Reflect, Fire Punch or Thunder. Toxic was something I came up with when frustrated by Jira's inability to touch Tyranitar (and the occasional Houndoom), Dugtrio can only do so much! I then realized it also beats CM Blissey and forces Psych Up Regice to Rest, meaning you don't have to waste a billion PP on them, and cripples Swampert / Flygon / Claydol. The Speed EVs beat Modest Magneton, Endeavor Pert, bulky SD Focus Punch Heracross and SubCM Suicune.
  300.  
  301. Small mention to Protect, a variant undisputed used on a team we made; it's meant to function sort of like Danilo's set in terms of longevity while still threatening to set up and sweep. Protect turns it into a decent check for the popular offensive Zapdos and helps get Leftovers back if Aerodactyl Earthquakes on the switch.
  302. -------------------------------------------------------------------------------------------------------------------------------------
  303. Jolteon
  304. -------------------------------------------------------------------------------------------------------------------------------------
  305. Set Posted by Triangles (Post SPL 6)
  306.  
  307. Jolteon (F) @ Leftovers
  308. Ability: Volt Absorb
  309. EVs: 8 HP / 176 SpA / 72 SpD / 252 Spe
  310. Timid Nature
  311. - Thunderbolt
  312. - Roar
  313. - Baton Pass
  314. - Toxic
  315.  
  316. Toxic Jolt - massive surprise factor here. Jolt is a mon to make plays with; bluff shit, roar shit on predicts, and this set's so good at catching Flygon and Pert and all. SDef investment is there as I had it on a team that enjoyed a defensive check to Gengar. Don't worry about SpAtk loss, you still oneshot shit like Off Star.
  317. -------------------------------------------------------------------------------------------------------------------------------------
  318. Jynx
  319. -------------------------------------------------------------------------------------------------------------------------------------
  320. Set Posted by Triangles (Post SPL 6)
  321.  
  322. Jynx (F) @ Leftovers
  323. Ability: Oblivious
  324. EVs: 252 SpA / 4 SpD / 252 Spe
  325. Timid Nature
  326. - Substitute
  327. - Calm Mind
  328. - Lovely Kiss
  329. - Ice Beam
  330.  
  331. This is an awesome lead, matches up rly well in particular vs the super common Zap lead. Sleep something, and start setting up. Hits obscenely hard and punches holes. By no means is this an endgame sweeper! Use it to gain a lot of early momentum, scout and all, and chunk some shit wit IB. With a good matchup and an accurate Kiss, you can kill 3-4 mons without even switching, no joke. Blissey is a bitch though.
  332. -------------------------------------------------------------------------------------------------------------------------------------
  333. Kabutops
  334. -------------------------------------------------------------------------------------------------------------------------------------
  335. Set Posted by BKC (Post SPL 6)
  336.  
  337. Kabutops @ Salac Berry
  338. Trait: Swift Swim
  339. EVs: 252 Atk / 4 Def / 252 Spe
  340. Jolly Nature (+Spe, -SAtk)
  341. - Swords Dance
  342. - Rock Slide
  343. - Endure
  344. - Flail
  345.  
  346. An interesting choice for a physical offense team, able to abuse an Endure/Salac set with its immunity to sand, with powerful Flails and STAB Rock Slides jacked up by Swords Dance. Unfortunately it needs Jolly to outrun Aero/Jolt at +1 (although beating Hera/Cune/270s Zap and Mence without a boost is nice) but when it gets going it's pretty vicious.
  347. -------------------------------------------------------------------------------------------------------------------------------------
  348. Kingdra
  349. -------------------------------------------------------------------------------------------------------------------------------------
  350. Set Posted by Smurf (Post SPL 6)
  351.  
  352. Kingdra @ Leftovers
  353. Ability: Swift Swim
  354. EVs: 160 HP / 252 SpA / 96 Spe
  355. Modest Nature
  356. - Rain Dance
  357. - Hydro Pump
  358. - Ice Beam
  359. - Hidden Power [Electric]
  360.  
  361. The greatest late game sweeper in ADV unless you choke a dick and think the opponents gengar is at 100% after rock sliding it the turn before with ttar. huehuehue.
  362. -------------------------------------------------------------------------------------------------------------------------------------
  363. Ludicolo
  364. -------------------------------------------------------------------------------------------------------------------------------------
  365. Set Posted by Golden Sun (Post SPL 6)
  366.  
  367. Ludicolo (F) @ Leftovers
  368. Trait: Rain Dish
  369. EVs: 252 HP / 212 Def / 44 Spd
  370. Bold Nature (+Def, -Atk)
  371. - Rain Dance
  372. - Surf
  373. - Leech Seed
  374. - Toxic
  375.  
  376. Beast. Resists all of meta's shit and is a decent option for teams that want sand gone (use with dug). Very nice I like.
  377. ---------------------------------------------------------------------------------------------------------------------------------------
  378. Set Posted by BKC (post SPL 6)
  379.  
  380. Lunatone @ Leftovers
  381. Trait: Levitate
  382. EVs: 248 HP / 8 Atk / 252 Def
  383. Relaxed Nature (+Def, -Spd)
  384. - Calm Mind
  385. - Baton Pass
  386. - Ice Beam
  387. - Explosion
  388.  
  389. Lunatone is really cool with its ability to completely wall physical Salamence, do decently against Flygon and pass CMs while doing a lot of damage to the most common specially defensive phazer, Zapdos. It doesn't really have anything too great for the last slot; it's usually going to be Hypnosis and occasionally Substitute, both of which are nice and all but more often than not aren't going to be super useful, especially with the former's accuracy. Explosion lets it take on the role of Bliss/Lax/Ice surprise killer. Its low attack might seem off-putting but it's stronger than Regice and with Dugtrio in the wings there shouldn't be an issue!
  390. ---------------------------------------------------------------------------------------------------------------------------------------
  391. Magneton
  392. ---------------------------------------------------------------------------------------------------------------------------------------
  393. Set Posted by McMeghan (Post SPL 6)
  394.  
  395. Magneton @ Salac Berry
  396. Trait: Magnet Pull
  397. EVs: 48 HP / 252 SAtk / 208 Spd
  398. IVs: 30 Atk / 30 SAtk
  399. Timid Nature (+Spd, -Atk)
  400. - Thunderbolt
  401. - Hidden Power [Grass]
  402. - Thunder Wave
  403. - Endure
  404.  
  405. When you use Magneton, you try to get the most out of it outside of trapping Skarmory (and Forretress if you use HP Fire, but it's not the case here). Most people only use Endure/Salac with Screech or in conjunction with Dugtrio to "surprise" trap a healthy Blissey or a Snorlax. I decided to go with Thunder Wave and I found it to be an excellent option when you run offense to get a surprise safety button against a threat which would be troublesome because it outspeeds your team (think Gengar, +1 Tyranitar, Adamant Aero, and the list goes on). The Salac can also be activated via clever switches in when Spikes are on the field (SpDef Skarm will get two off if you switch on it as it Spikes).
  406. ---------------------------------------------------------------------------------------------------------------------------------------
  407. Set Posted by McMeghan (Post SPL 6)
  408.  
  409. Magneton @ Salac Berry
  410. Trait: Magnet Pull
  411. EVs: 44 HP / 252 SAtk / 4 SDef / 208 Spd
  412. IVs: 30 HP / 30 SAtk
  413. Timid Nature (+Spd, -Atk)
  414. - Endure
  415. - Thunderbolt
  416. - Hidden Power [Grass]
  417. - Reflect
  418.  
  419. Since I had used EndureSalac-Twave twice, I figured my opponents would catch on. I decided to use this set in a team more relying on set-up sweepers. Instead of an emergency T-Wave, you can get an emergency Reflect. Useful to set-up Tyranitar on two Earthquakes for example!
  420. ---------------------------------------------------------------------------------------------------------------------------------------
  421. Set Posted by BKC (Post SPL 6)
  422.  
  423. Magneton @ Leftovers
  424. Ability: Magnet Pull
  425. EVs: 80 HP / 240 SpA / 188 Spe
  426. Modest Nature
  427. - Thunderbolt
  428. - Hidden Power [Fire]
  429. - Toxic
  430. - Protect
  431.  
  432. Inspired by DPP Magnezone. On occasion Magneton can do some cool things not related to killing Skarm, I noticed this when it annoyed the shit out of one of my Jolteon teams I was testing against Nails in WCoP and eventually I got so frustrated I replaced my Aerodactyl, who wanted to throw out Rock Slides and Double-Edges but kept getting stuffed by a seemingly harmless Mag, with a Dugtrio. The Danilo / Dekzeh Jolt team similar to the ones I like to use has similar issues with it. ResTalk is alright and shrugs off Will-o-Wisp from non-Taunt Gengar but losing out on HP or Toxic really sucks, while Protect has amazing utility in scouting CB revenge killers that come in (Gon, Aero, Mence, healthy Tar and sometimes Gross, feasibly the rare Tauros!), building up poison damage, and gaining Leftovers recovery to improve survivability, most notably against Gengar. Forcing out CM Blissey is also amazing and often leads to a Toxic on something else they didn't want taking it, such as Claydol. It can definitely use more bulk (HP investment would help with playing Toxic + Protect games against Seismic Toss Blissey), I just like outrunning CBtar + Suicune/Metagross that beat CBtar. I have a dream that one day I'll Toxic a Porygon2, hit the Dug switch and get enough consecutive Protects for it to succumb to the poison.
  433. ---------------------------------------------------------------------------------------------------------------------------------------
  434. Sets Posted by Umby (Project ROA)
  435.  
  436. Magneton @ Salac Berry
  437. Trait: Magnet Pull
  438. EVs: 4 HP / 252 Spd / 252 SAtk
  439. Timid Nature (+Spd, -Atk)
  440. - Hidden Power [Grass]
  441. - Thunderbolt
  442. - Endure
  443. - Screech
  444.  
  445. I took two preexisting Magneton strategies and combined them into one. I figured since Magneton's job ends after Skarmory and Forretress is taken care of, I'd combine the EndureSalac strategy with the Screech + Dugtrio strategy. If Dugtrio comes in, Magneton Endures to get the speed boost and scares it off. If it doesn't believe I have HP Grass or Ice, it gets KO'd (93-100% on the damage calc). Some of the more likely switch-ins afterwards include Swampert, (whom gets hit by HP Grass), Snorlax, Blissey, or Celebi (whom Magneton can Screech, sacrifice itself against, then bring in Dugtrio for huge damage/OHKO). While Magneton is always good for getting rid of Skarmory (and sometimes, Forretress), Dugtrio is relegated towards destroying more offensive-oriented threats, like Tyranitar and Raikou, and only has a revenge killer or predicted switch. This Magneton helps add special walls to its repertoire to make a truly destructive combination to make way your sweepers.
  446. ---------------------------------------------------------------------------------------------------------------------------------------
  447. Marowak
  448. ---------------------------------------------------------------------------------------------------------------------------------------
  449. Set Posted by Triangles (Post SPL 6)
  450.  
  451. Marowak (M) @ Thick Club
  452. Trait: Rock Head
  453. EVs: 4 HP / 252 Atk / 252 Spd
  454. IVs: 30 Atk / 30 Def / 30 SDef
  455. Jolly Nature (+Spd, -SAtk)
  456. - Earthquake
  457. - Rock Slide
  458. - Swords Dance
  459. - Hidden Power [Bug] / Double-Edge
  460.  
  461. Not like I invented Marowak, but it's rly good. Pass an Agility to it late-game, or use it on a para-heavy team (or both!). Last slot depends on how much you hate Celebis.
  462. ---------------------------------------------------------------------------------------------------------------------------------------
  463. Metagross
  464. ---------------------------------------------------------------------------------------------------------------------------------------
  465. Set Posted by Mcmeghan (Post SPL 6)
  466.  
  467. Metagross @ Liechi Berry
  468. Trait: Clear Body
  469. EVs: 152 HP / 252 Atk / 104 Spd
  470. Adamant Nature (+Atk, -SAtk)
  471. - Meteor Mash
  472. - Earthquake
  473. - Substitute
  474. - Agility
  475.  
  476. So I got the idea to use this set when I was looking for potential late game cleaners which fit these conditions:
  477. Immunity to sandstorm.
  478. Access to Swords Dance and enough speed to outspeed Jolly Aero/Jolteon with a Sailak Boost.
  479. Alternatively: access to Agility and enough attack to be a potent threat with a Liechi Boost.
  480. This Metagross set has been one of my favorite of mine lately. Its typing allows it to set-up so easily in late game situations (think Choice-locked resistances) and its natural bulk backs it up should you have to set-up on pretty much anything. It destroys a ton of Offenses if you took the time to weaken/get rid of the bulky water(s). Icing on the cake: Clear Body makes it impossible to play around you with Intimidate to lower your attack. The only thing that sucks is relying on Meteor Mash accuracy to clean games.
  481. ---------------------------------------------------------------------------------------------------------------------------------------
  482. Set Posted by Golden Sun (Post SPL 6)
  483.  
  484. Metagross @ Leftovers
  485. Trait: Clear Body
  486. EVs: 252 HP / 236 Def / 20 Spd
  487. Impish Nature (+Def, -SAtk)
  488. - Meteor Mash
  489. - Earthquake
  490. - Toxic
  491. - Psych Up
  492.  
  493. let lax think he can win and then psych up on him. Could maybe run a more offensive spread and set with this but the team i have it on likes the bulk.
  494. ---------------------------------------------------------------------------------------------------------------------------------------
  495. Set Posted by McMeghan (Post SPL 5)
  496.  
  497. Metagross @ Leftovers
  498. Trait: Clear Body
  499. EVs: 228 HP / 240 Atk / 28 Def / 12 Spd
  500. Adamant Nature (+Atk, -SAtk)
  501. - Meteor Mash
  502. - Earthquake
  503. - Explosion
  504. - Hidden Power [Bug]
  505. ---------------------------------------------------------------------------------------------------------------------------------------
  506. Milotic
  507. ---------------------------------------------------------------------------------------------------------------------------------------
  508. Set Posted by Traingles (Post SPL 6)
  509.  
  510. Milotic (F) @ Leftovers
  511. Ability: Marvel Scale
  512. EVs: 252 HP / 224 Def / 16 SpA / 16 Spe
  513. Bold Nature
  514. - Hypnosis
  515. - Recover
  516. - Toxic
  517. - Surf
  518.  
  519. Double status milo. If you're not scared of Mence, why not run this. Set's particularly cool, because people see one status and certainly don't expect another. Usually I like to throw a sleep move out first, then Toxic something that hates it.
  520. ---------------------------------------------------------------------------------------------------------------------------------------
  521. Omastar
  522. ---------------------------------------------------------------------------------------------------------------------------------------
  523. Set Posted by McMeghan (Post SPL 6)
  524. Omastar (M) @ Mystic Water
  525. Trait: Swift Swim
  526. EVs: 32 HP / 252 SAtk / 224 Spd
  527. IVs: 30 Atk / 30 Def / 30 Spd
  528. Modest Nature (+SAtk, -Atk)
  529. - Rain Dance
  530. - Hydro Pump
  531. - Ice Beam
  532. - Hidden Power [Electric] / Hidden Power [Grass]
  533.  
  534. I didn't get to use this one personally, altho I almost did! And Sam used it anyway when we switched spots. RD Omastar is a nuke, and it has a nice defensive bulk as well as a cool Rock Typing to get the RD off against common Pokemons such as locked Choice Banders. Mystic Water boosted Hydro Pump is unstoppable (I guess you could use Lum Berry but the boost is actually welcome). HP Grass allows you to not rely on HPump accuracy to hit Swampert and still hit Water-types, but it would suck to be walled by a Gyarados right?
  535.  
  536. Some Calcs
  537.  
  538. Omastar Ice Beam vs. 252/0 Celebi: 210-248 (51.9 - 61.3%) -- 96.1% chance to 2HKO after Leftovers recovery
  539. Mystic Water Omastar Hydro Pump vs. 252/252+ Forretress in Rain: 319-376 (90.1 - 106.2%) -- 37.5% chance to OHKO
  540. Mystic Water Omastar Hydro Pump vs. 0/0 Jirachi in Rain: 324-382 (95 - 112%) -- 68.8% chance to OHKO
  541. Mystic Water Omastar Hydro Pump vs. 252/0 Metagross in Rain: 355-418 (97.5 - 114.8%) -- 81.3% chance to OHKO
  542. Mystic Water Omastar Hydro Pump vs. 252/0 Porygon2 in Rain: 340-400 (90.9 - 106.9%) -- 43.8% chance to OHKO
  543. Mystic Water Omastar Hydro Pump vs. 4/0 Raikou in Rain: 324-382 (100.6 - 118.6%) -- guaranteed OHKO
  544. Mystic Water Omastar Hydro Pump vs. 252/60+ Regice in Rain: 155-183 (42.5 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
  545. Mystic Water Omastar Hydro Pump vs. 252/252+ Skarmory in Rain: 293-345 (87.7 - 103.2%) -- 25% chance to OHKO
  546. Mystic Water Omastar Hydro Pump vs. 144/164 Snorlax in Rain: 258-304 (51.9 - 61.1%) -- 96.1% chance to 2HKO after Leftovers recovery
  547. Mystic Water Omastar Hydro Pump vs. 252/0 Swampert in Rain: 355-418 (87.8 - 103.4%) -- 25% chance to OHKO
  548. Mystic Water Omastar Hydro Pump vs. 252/0 Zapdos in Rain: 355-418 (92.4 - 108.8%) -- 56.3% chance to OHKO
  549.  
  550. Certainly appreciate a bit of chip damages on everything before going to town, but that's not hard to do in ADV.
  551. ---------------------------------------------------------------------------------------------------------------------------------------
  552. Salamence
  553. ---------------------------------------------------------------------------------------------------------------------------------------
  554. Set Posted by Mdragon (Post SPL 6)
  555.  
  556. Salamence (M) @ Silk Scarf
  557. Trait: Intimidate
  558. EVs: 252 Atk / 116 SAtk / 140 Spd
  559. IVs: 30 HP / 30 SAtk
  560. Naughty Nature (+Atk, -SDef)
  561. - Double-Edge
  562. - Fire Blast
  563. - Brick Break
  564. - Hidden Power [Grass]
  565.  
  566. Silk Scarf Mence lures a CB to surprise steels and mons like Swampert
  567. ---------------------------------------------------------------------------------------------------------------------------------------
  568. Salamence @ Black Belt
  569. Trait: Intimidate
  570. EVs: 4 Atk / 252 SAtk / 252 Spd
  571. Rash Nature (+SAtk, -SDef)
  572. - Dragon Claw
  573. - Fire Blast
  574. - Brick Break
  575. - Toxic
  576.  
  577. This is a fusion of Triangles' and Dekzeh's preferences on MixMence, one of my favorite dudes to use on offense for its blend of wallbreaking power and ability to check things thanks to its typing, serviceable bulk and Intimidate; it also gives me a sense of security against Heracross, a mon I'm usually terrified by. Toxic prevents Milotic and Zapdos from walking all over it as they would with HP Grass while still nailing Swampert, making their next switch into STAB Dragon Claw unpleasant. Black Belt's power increase seems minimal but in practice the extra damage Brick Break deals to Snorlax/Blissey/Regice/occasionally Tyranitar is extremely useful since they aren't really super comfortable taking it to begin with. Plus if you switch in with sand up you feign Choice Band and that 350 SpAtk Fire Blast on Skarmory could be the game winner. Of course it is sometimes hindered by the lack of Leftovers but at the pace played by the offensive teams this Mence is best on, it shouldn't be an issue. If it's really getting to be more than a slight inconvenience, you can slap on that trusty Jirachi of Danilo's!
  578.  
  579. On the same team I used this Mence I used the Zapdos MDrag and McM mentioned (Tbolt / HP Ice / BP / Toxic) and I confirm it's amazing. I wanted a Modest one but didn't feel my team required the increased longevity of ResTalk, so I decided I'd BP to keep momentum. I had a Tyranitar on the team so I wasn't gonna go the SubPass route since I'm not exactly a fan of sand-affected mons subbing with no recovery. I considered Agility (which is very unexpected and potent as a sweeper!) but I went with Toxic in the end so I could lure Swampert and not be walled by Pert + Gon/Cele combos.
  580. ---------------------------------------------------------------------------------------------------------------------------------------
  581. Set Posted by Triangle (Post SPL 6)
  582.  
  583. Salamence (M) @ Leftovers
  584. Trait: Intimidate
  585. EVs: 252 HP / 20 Atk / 216 Def / 20 Spd
  586. IVs: 30 SAtk / 30 SDef / 30 Spd
  587. Impish Nature (+Def, -SAtk)
  588. - Hidden Power [Flying]
  589. - Toxic
  590. - Wish
  591. - Protect
  592.  
  593. Not as 'out there' as the others, but it serves a specific purpose. It's fatmence for teams with Mag, no need for Thrower here. I'd also like to take this opportunity to say that fatmence in general is good.
  594. ---------------------------------------------------------------------------------------------------------------------------------------
  595. Set Posted by McMeghan (Post SPL 5)
  596.  
  597. Salamence (F) @ Leftovers
  598. Trait: Intimidate
  599. EVs: 164 Atk / 208 SAtk / 136 Spd
  600. Mild Nature (+SAtk, -Def)
  601. - Hidden Power [Grass]
  602. - Rock Slide
  603. - Fire Blast
  604. - Brick Break
  605.  
  606. A MixMence set that aims to hit super-effectivly everything relevant in ADV. Works best with Spikes to punish switches. Rock Slide is there for SpDef Zapdos which otherwise walls it too easily.
  607. ---------------------------------------------------------------------------------------------------------------------------------------
  608. Smeargle
  609. ---------------------------------------------------------------------------------------------------------------------------------------
  610. Set Posted by Triangles (Post SPL 6)
  611.  
  612. Vincent (Smeargle) (M) @ Salac Berry
  613. Trait: Own Tempo
  614. EVs: 252 HP / 4 Def / 252 Spd
  615. Timid Nature (+Spd, -Atk)
  616. - Spikes
  617. - Spore
  618. - Endeavor
  619. - Will-O-Wisp
  620.  
  621. Continuing in the vein of sleep leads. I never took this guy to SPL, but thought about it very strongly multiple weeks. Spikes Spore Endeavor @ Salac is standard but the kicker is WoW here. Sleep one thing, burn that TTar which tries to set up on you, or the like. This is genuinely a fuckin beast of a set. Could also run TWave for extra Gengar fuckery.
  622. ---------------------------------------------------------------------------------------------------------------------------------------
  623. Snorlax
  624. ---------------------------------------------------------------------------------------------------------------------------------------
  625. Set Posted by Triangles (Post SPL 5)
  626.  
  627. Fat Bastard (Snorlax) (M) @ Leftovers
  628. Trait: Immunity
  629. EVs: 80 HP / 252 Atk / 136 Def / 28 SDef / 12 Spd
  630. Adamant Nature (+Atk, -SAtk)
  631. - Body Slam
  632. - Shadow Ball
  633. - Curse
  634. - Self-Destruct
  635. ---------------------------------------------------------------------------------------------------------------------------------------
  636. Set Posted by McMeghan (Post SPL 5)
  637.  
  638. Snorlax (M) @ Leftovers
  639. Trait: Immunity
  640. EVs: 112 HP / 88 Atk / 180 Def / 112 SDef / 16 Spd
  641. Careful Nature (+SDef, -SAtk)
  642. - Belly Drum
  643. - Focus Punch
  644. - Shadow Ball
  645. - Self-Destruct
  646.  
  647. Props to CrashinBoomBang for this one. BD Snorlax is a nice Tyranitar/Skarmory "lure" that performs well even outside of that particular job. BD ensures that you can dismantle stall early game and against Offense, you can catch a kill with Focus Punch and/or Self-Destruct. Lack of Body Slam/Return is sometimes annoying but this set works way better in practice than in theory.
  648. ---------------------------------------------------------------------------------------------------------------------------------------
  649. Starmie
  650. ---------------------------------------------------------------------------------------------------------------------------------------
  651. Set Posted by ThePillsburyDoughBoy
  652.  
  653. Starmie @ Leftovers
  654. Trait: Natural Cure
  655. EVs: 40 HP / 252 SAtk / 216 Spd
  656. Timid Nature (+Spd, -Atk)
  657. - Surf
  658. - Ice Beam
  659. - Thunderbolt
  660. - Recover
  661.  
  662. I wasn't in the golden days of ADV, but playing it recently I have found most people don't even expect this set. It seems that almost everyone expects the Rapid Spin set and when they feel safe that I don't have a third coverage move, they get smacked. Since speed is absolute in ADV without boosting, it makes a great revenge killer against faster threats. Midgame when it gets worn down it can heal up against certain bulky waters, like Milotic, for free. Starmie makes a pretty good switch when you are absolutely uncertain what your opponent is going to do (blind switch). Status means it can switch out to heal, an attacking move it can heal up at another point in time, or if they switch to a hard hitting threat chances are Starmie has the good coverage to take it out. Where it really shines is in the endgame. Compared to her Gen 4/Gen5 counterpart, Starmie is relatively weak attacker. But once stuff is weakened, she can safely outspeed them and almost certainly hit them for a good amount to kill with its coverage.
  663.  
  664. See McMeghan and Cowboy Dan's RMTS that showcase teams based around this pokemon.
  665. http://www.smogon.com/forums/threads/querencia.3521102/ (MCM)
  666. http://www.smogon.com/forums/threads/offensive-starmie.3538221/ (CD)
  667. ---------------------------------------------------------------------------------------------------------------------------------------
  668. Swampert
  669. ---------------------------------------------------------------------------------------------------------------------------------------
  670. Set Posted by Pocket (Project ROA)
  671.  
  672. Swampert @ Salac Berry
  673. Trait: Torrent
  674. EVs: 4 HP / 252 SpA / 252 Spe
  675. Timid Nature (+Spe, -Atk)
  676. - Substitute
  677. - Endeavor
  678. - Hydro Pump
  679. - Ice Beam
  680.  
  681. You will be in for a surprise if you were expecting a defensive Water-type when you see this Swampert! This is a Sub Endeavor set that takes advantage of Sandstream damage to finish off the opponent after an Endeavor! With full special attack investment, Swampert hits surprisingly hard with Hydro Pump and Ice Beam, so Endeavor is not the only trick up its sleeve. Especially after Torrent, STAB Hydro Pump will be punching holes! Swampert is a slow Pokemon, but is fast enough to make use of Salac Berry to reach 360 Speed, which makes it faster than Gengar and Starmie with only 352 Speed. Initial sluggishness actually comes in handy, because against a faster Pokemon Swampert can often keep its Sub intact when Salac Berry and Torrent activate, shielding Swampert from retaliation should the opponent survives a hit / takes an Endeavor.
  682.  
  683. TTar is a mandatory partner. I also appreciate Sleep inducers such as Breloom, Milotic, or Gengar, to bring in Swampert safely. Rapid Spin support is also necessary, since it may screw with Swampert's health, thereby making Endeavor less effective. With Spikes cleared, you can switch out Swampert and bring it back in against snoozing / slower Pokemon (it's slow, but it DOES have respectable 240 Speed).
  684. --------------------------------------------------------------------------------------------------------------------------------------
  685. Tyranitar
  686. ---------------------------------------------------------------------------------------------------------------------------------------
  687. Set Posted by Triangles (Post SPL 6)
  688.  
  689. Tyranitar (F) @ Leftovers
  690. Trait: Sand Stream
  691. EVs: 240 HP / 252 SAtk / 8 SDef / 8 Spd
  692. Modest Nature (+SAtk, -Atk)
  693. - Pursuit
  694. - Crunch
  695. - Fire Blast
  696. - Roar
  697.  
  698. Pursuit TTar with Roar. Allows you to do something after you've done your job. A really good Spikes-shuffler, and emergency defensive utility.
  699. ---------------------------------------------------------------------------------------------------------------------------------------
  700. Venuasaur
  701. ---------------------------------------------------------------------------------------------------------------------------------------
  702. Set Posted by Triangle (Post SPL 6)
  703.  
  704. Venusaur (M) @ Leftovers
  705. Trait: Overgrow
  706. EVs: 252 HP / 64 Def / 60 SAtk / 24 SDef / 108 Spd
  707. IVs: 30 Atk / 30 SAtk / 30 Spd
  708. Modest Nature (+SAtk, -Atk)
  709. - Leech Seed
  710. - Giga Drain
  711. - Sleep Powder
  712. - Hidden Power [Fire]
  713.  
  714. Yet another sick lead (leads DO matter in ADV!, pick carefully). Outspeeds CBtar with given spread, can sleep something, scouts a shitton early with Leech Seed. HP Fire chunks skarms. Can do a lot of work mid-game with Spikes.
  715. ---------------------------------------------------------------------------------------------------------------------------------------
  716. Zapdos
  717. ---------------------------------------------------------------------------------------------------------------------------------------
  718. Set Posted by Mdragon (Post SPL 6)
  719.  
  720. Zapdos @ Leftovers
  721. Trait: Pressure
  722. EVs: 164 HP / 196 SAtk / 148 Spd
  723. IVs: 30 HP / 30 Def
  724. Timid Nature (+Spd, -Atk)
  725. - Thunderbolt
  726. - Hidden Power [Ice]
  727. - Toxic
  728. - Rest / Baton Pass
  729.  
  730. Zapdos lead that works very well with DDtar. It outspeeds Adamant Salamence and non Jolly Flygon, and kills them with HP Ice, as well as doing a lot of damage to things like Celebi. Toxic is especially good vs Swampert, and it can help DDers like T-Tar or Mence, since Swampert will either slowly die to poison or it will force Swampert to rest, allowing them to sweep more easily.
  731. ---------------------------------------------------------------------------------------------------------------------------------------
  732. Set Posted by McMeghan (Post SPL 6)
  733.  
  734. Zapdos @ Leftovers
  735. Trait: Pressure
  736. EVs: 202 HP / 172 SAtk / 136 Spd
  737. IVs: 30 HP / 30 SAtk
  738. Modest Nature (+SAtk, -Atk)
  739. - Thunderbolt
  740. - Hidden Power [Grass]
  741. - Baton Pass
  742. - Thunder Wave
  743.  
  744. This right here might be my favorite Zapdos set right now, and one of the thing I like to run the most in ADV in general. People don't expect T-Wave at all and even if they do, it still allows you to nullify any attempt of set-up on Zapdos' face (looking at you DDtar and DDmence). It's a lot better than Roar in that regard because they are permanently crippled once they're paralyzed. Thunder-Wave is an amazing emergency button against a ton of threats that try to take advantage of Zapdos and give you a lot more room to play around them (adding CMRachi and late-game Gengar). One of my favorite choice for Offensive teams. Baton Pass is pretty good just to get the momentum going and ease prediction in general, but you can use different options here (such as Roar or Rest).
  745. ---------------------------------------------------------------------------------------------------------------------------------------
  746. Set Posted by McMeghan (Post SPL 6)
  747.  
  748. Zapdos @ Leftovers
  749. Trait: Pressure
  750. EVs: 202 HP / 172 SAtk / 136 Spd
  751. IVs: 30 Atk / 30 Def
  752. Modest Nature (+SAtk, -Atk)
  753. - Thunderbolt
  754. - Hidden Power [Ice]
  755. - Toxic
  756. - Thunder Wave
  757.  
  758. Seems like Mariano and I got the same idea. People typically switch Swampert on Zapdos once they discover you're using HP Ice, which makes Toxic in conjunction with it a really good option to cripple the swamp monster. Thunder Wave is here for the same reasons mentioned just above, but once again, there are different options (Baton Pass, Roar, Rest principaly).
  759. ---------------------------------------------------------------------------------------------------------------------------------------
  760. Set Posted by McMeghan (Post SPL 5)
  761.  
  762. Zapdos @ Leftovers
  763. Trait: Pressure
  764. EVs: 192 Atk / 164 SAtk / 152 Spd
  765. Mild Nature (+SAtk, -Def)
  766. - Drill Peck
  767. - Thunderbolt
  768. - Roar
  769. - Hidden Power [Grass]
  770.  
  771. MixZapdos. Played like MixMence showcasted earlier. Needs spikes to work obviously (letting you cripple Blissey/Snorlax/Regice/Celebi on their predicted switch-in to net the kill with Drill Peck/Tbolt later).
  772. ---------------------------------------------------------------------------------------------------------------------------------------
  773. That is all, thank you to all of the contributors!
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement