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- Pokemon in this paste with innovative sets. (Press Ctrl/Command + F to find what you are looking for.)
- Disclaimer: Please do note that all of the sets may not be good, and some may be gimmicky.
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- Aerodactyl
- Articuno
- Camerupt
- Celebi
- Charizard
- Dragonite
- Dugtrio
- Forretress
- Gengar
- Gyarados
- Jirachi
- Jolteon
- Jynx
- Kabutops
- Kingdra
- Ludicolo
- Lunatone
- Magneton
- Marowak
- Metagross
- Milotic
- Omastar
- Raikou
- Salamence
- Smeargle
- Snorlax
- Starmie
- Swampert
- Tyranitar
- Venuasaur
- Zapdos
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- Aerodactyl
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- Set posted by McMeghan (Post SPL 6 Set Dump)
- Aerodactyl (F) @ Salac Berry
- Ability: Rock Head
- EVs: 252 Atk / 4 Def / 252 Spe
- Adamant Nature
- - Substitute
- - Double-Edge
- - Rock Slide
- - Earthquake
- 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.
- 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.
- 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).
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- Articuno
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- Set Posted by Triangles (Project ROA)
- Articuno @ Leftovers
- Ability: Pressure
- EVs: 252 HP / 112 SpA / 136 SpD / 8 Spe
- Calm Nature
- - Ice Beam
- - Rest
- - Sleep Talk
- - Roar
- 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.
- Articuno needs the following to work optimally:
- 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.
- 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.
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- Camerupt
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- Set posted by Golden Sun (SPL 6 Underrated Sets)
- Camerupt (F) @ Leftovers
- Ability: Magma Armor
- EVs: 136 HP / 60 Atk / 252 SpA / 56 SpD / 4 Spe
- Mild Nature
- - Toxic
- - Protect
- - Earthquake
- - Fire Blast
- Standard Camel. This set tries to break through waters with the good ol toxic protect combo. nothin too crazy.
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- Celebi
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- Set Posted by Mdragon (Post SPL 6)
- Celebi @ Leftovers
- Ability: Natural Cure
- EVs: 252 HP / 96 Atk / 100 Def / 60 SpD
- Impish Nature
- - Swords Dance
- - Hidden Power [Fighting]
- - Recover
- - Shadow Ball
- A set used by Husk in his game vs McMeghan. Physical sweeper Celebi.
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- Set Posted by BKC (Post SPL 6)
- Celebi @ Leftovers
- Ability: Natural Cure
- EVs: 240 HP / 252 Def / 16 SpA
- Bold Nature
- - Reflect
- - Leech Seed
- - Recover
- - Hidden Power [Grass]
- 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.
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- Set Posted by Smurf. (Post SPL 6)
- Celebi @ Leftovers
- Ability: Natural Cure
- EVs: 252 HP / 224 Def / 32 Spe
- Impish Nature
- - Baton Pass
- - Swords Dance
- - Calm Mind
- - Recover
- Dual pass celebi, goes really well with agility metagross and starmie.
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- Charizard
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- Posted by Triangles (Post SPL 6)
- Charizard @ Leftovers
- Ability: Blaze
- Shiny: Yes
- EVs: 44 Atk / 212 SpA / 252 Spe
- Hasty Nature
- IVs: 30 Def / 30 SpA
- - Substitute
- - Focus Punch
- - Hidden Power [Grass]
- - Fire Blast
- 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.
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- Dragonite
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- Posted by BKC (Post SPL 6)
- Dragonite @ Leftovers
- Ability: Inner Focus
- EVs: 40 Atk / 252 SpA / 216 Spe
- Rash Nature
- - Substitute
- - Focus Punch
- - Thunder
- - Ice Beam
- 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.
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- Dugtrio
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- Posted by Mdragon (Post SPL 6)
- Dugtrio (M) @ Choice Band
- Ability: Arena Trap
- EVs: 136 HP / 252 Atk / 24 SpD / 96 Spe
- Jolly Nature
- - Aerial Ace
- - Earthquake
- - Hidden Power [Bug]
- - Rock Slide
- 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.
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- Forretress
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- Set Posted by Danilo (Post SPL 5)
- Forretress (F) @ Leftovers
- Trait: Sturdy
- EVs: 252 HP / 96 SAtk / 160 SDef
- Sassy Nature (+SDef, -Spd)
- - Spikes
- - Earthquake
- - Rapid Spin
- - Hidden Power [Fire]
- A lot of dudes fall in the trap of having their stalls weak to Forretress.
- 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.
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- Set Posted by McMeghan (Post SPL 5)
- Forretress @ Leftovers
- Ability: Sturdy
- EVs: 252 HP / 136 Atk / 120 SpD
- Adamant Nature
- - Earthquake
- - Explosion
- - Hidden Power [Ghost]
- - Rapid Spin
- 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).
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- Gengar
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- Set Posted by Mdragon (Post SPL 6)
- Gengar (M) @ Leftovers
- Ability: Levitate
- EVs: 96 HP / 96 Atk / 96 Def / 40 SpA / 180 Spe
- Naive Nature
- - Thunderbolt
- - Ice Punch
- - Will-O-Wisp
- - Explosion
- 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)
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- Posted by Danilo (Post SPL 5)
- Gengar (M) @ Leftovers
- Trait: Levitate
- EVs: 252 HP / 132 Atk / 52 Def / 72 Spd
- Naive Nature (+Spd, -SDef)
- - Hypnosis
- - Explosion
- - Thunderbolt
- - Ice Punch
- 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
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- Gyarados
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- Set Posted by Mdragon (Post SPL 6)
- Gyarados (M) @ Leftovers
- Trait: Intimidate
- EVs: 252 HP / 28 Atk / 164 Def / 60 SDef / 4 Spd
- IVs: 30 SAtk / 30 SDef / 30 Spd
- Careful Nature (+SDef, -SAtk)
- - Dragon Dance
- - Hidden Power [Flying]
- - Earthquake
- - Rest
- Bulky DD Gyara that beats most of the common CMers (non hp electric Suicune, non t-bolt Jira and any Celebi)
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- Jirachi
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- Posted by Danilo (Post SPL 6)
- Jirachi @ Leftovers
- Trait: Serene Grace
- EVs: 240 HP / 80 Atk / 68 Def / 120 SDef
- Sassy Nature (+SDef, -Spd)
- - Wish
- - Protect
- - Body Slam
- - Fire Punch / Psychic
- 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.
- Take a sample TSS offense: Swampert / Skarm / Gengar / Ttar / Aero / Lax.
- 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.
- 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
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- Set posted by McMeghan (Post SPL 6)
- Jirachi @ Lum Berry
- Trait: Serene Grace
- EVs: 4 HP / 252 SAtk / 252 Spd
- IVs: 30 HP / 30 SAtk
- Timid Nature (+Spd, -Atk)
- - Calm Mind
- - Psychic
- - Hidden Power [Grass]
- - Thunderbolt / Fire Punch
- 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).
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- Set Posted by BKC (Post SPL 6)
- Jirachi @ Leftovers
- Ability: Serene Grace
- EVs: 248 HP / 216 Def / 44 Spe
- Bold Nature
- - Wish
- - Calm Mind
- - Psychic
- - Toxic
- 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.
- 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.
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- Jolteon
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- Set Posted by Triangles (Post SPL 6)
- Jolteon (F) @ Leftovers
- Ability: Volt Absorb
- EVs: 8 HP / 176 SpA / 72 SpD / 252 Spe
- Timid Nature
- - Thunderbolt
- - Roar
- - Baton Pass
- - Toxic
- 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.
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- Jynx
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- Set Posted by Triangles (Post SPL 6)
- Jynx (F) @ Leftovers
- Ability: Oblivious
- EVs: 252 SpA / 4 SpD / 252 Spe
- Timid Nature
- - Substitute
- - Calm Mind
- - Lovely Kiss
- - Ice Beam
- 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.
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- Kabutops
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- Set Posted by BKC (Post SPL 6)
- Kabutops @ Salac Berry
- Trait: Swift Swim
- EVs: 252 Atk / 4 Def / 252 Spe
- Jolly Nature (+Spe, -SAtk)
- - Swords Dance
- - Rock Slide
- - Endure
- - Flail
- 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.
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- Kingdra
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- Set Posted by Smurf (Post SPL 6)
- Kingdra @ Leftovers
- Ability: Swift Swim
- EVs: 160 HP / 252 SpA / 96 Spe
- Modest Nature
- - Rain Dance
- - Hydro Pump
- - Ice Beam
- - Hidden Power [Electric]
- 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.
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- Ludicolo
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- Set Posted by Golden Sun (Post SPL 6)
- Ludicolo (F) @ Leftovers
- Trait: Rain Dish
- EVs: 252 HP / 212 Def / 44 Spd
- Bold Nature (+Def, -Atk)
- - Rain Dance
- - Surf
- - Leech Seed
- - Toxic
- 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.
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- Set Posted by BKC (post SPL 6)
- Lunatone @ Leftovers
- Trait: Levitate
- EVs: 248 HP / 8 Atk / 252 Def
- Relaxed Nature (+Def, -Spd)
- - Calm Mind
- - Baton Pass
- - Ice Beam
- - Explosion
- 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!
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- Magneton
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- Set Posted by McMeghan (Post SPL 6)
- Magneton @ Salac Berry
- Trait: Magnet Pull
- EVs: 48 HP / 252 SAtk / 208 Spd
- IVs: 30 Atk / 30 SAtk
- Timid Nature (+Spd, -Atk)
- - Thunderbolt
- - Hidden Power [Grass]
- - Thunder Wave
- - Endure
- 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).
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- Set Posted by McMeghan (Post SPL 6)
- Magneton @ Salac Berry
- Trait: Magnet Pull
- EVs: 44 HP / 252 SAtk / 4 SDef / 208 Spd
- IVs: 30 HP / 30 SAtk
- Timid Nature (+Spd, -Atk)
- - Endure
- - Thunderbolt
- - Hidden Power [Grass]
- - Reflect
- 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!
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- Set Posted by BKC (Post SPL 6)
- Magneton @ Leftovers
- Ability: Magnet Pull
- EVs: 80 HP / 240 SpA / 188 Spe
- Modest Nature
- - Thunderbolt
- - Hidden Power [Fire]
- - Toxic
- - Protect
- 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.
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- Sets Posted by Umby (Project ROA)
- Magneton @ Salac Berry
- Trait: Magnet Pull
- EVs: 4 HP / 252 Spd / 252 SAtk
- Timid Nature (+Spd, -Atk)
- - Hidden Power [Grass]
- - Thunderbolt
- - Endure
- - Screech
- 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.
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- Marowak
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- Set Posted by Triangles (Post SPL 6)
- Marowak (M) @ Thick Club
- Trait: Rock Head
- EVs: 4 HP / 252 Atk / 252 Spd
- IVs: 30 Atk / 30 Def / 30 SDef
- Jolly Nature (+Spd, -SAtk)
- - Earthquake
- - Rock Slide
- - Swords Dance
- - Hidden Power [Bug] / Double-Edge
- 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.
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- Metagross
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- Set Posted by Mcmeghan (Post SPL 6)
- Metagross @ Liechi Berry
- Trait: Clear Body
- EVs: 152 HP / 252 Atk / 104 Spd
- Adamant Nature (+Atk, -SAtk)
- - Meteor Mash
- - Earthquake
- - Substitute
- - Agility
- So I got the idea to use this set when I was looking for potential late game cleaners which fit these conditions:
- Immunity to sandstorm.
- Access to Swords Dance and enough speed to outspeed Jolly Aero/Jolteon with a Sailak Boost.
- Alternatively: access to Agility and enough attack to be a potent threat with a Liechi Boost.
- 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.
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- Set Posted by Golden Sun (Post SPL 6)
- Metagross @ Leftovers
- Trait: Clear Body
- EVs: 252 HP / 236 Def / 20 Spd
- Impish Nature (+Def, -SAtk)
- - Meteor Mash
- - Earthquake
- - Toxic
- - Psych Up
- 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.
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- Set Posted by McMeghan (Post SPL 5)
- Metagross @ Leftovers
- Trait: Clear Body
- EVs: 228 HP / 240 Atk / 28 Def / 12 Spd
- Adamant Nature (+Atk, -SAtk)
- - Meteor Mash
- - Earthquake
- - Explosion
- - Hidden Power [Bug]
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- Milotic
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- Set Posted by Traingles (Post SPL 6)
- Milotic (F) @ Leftovers
- Ability: Marvel Scale
- EVs: 252 HP / 224 Def / 16 SpA / 16 Spe
- Bold Nature
- - Hypnosis
- - Recover
- - Toxic
- - Surf
- 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.
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- Omastar
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- Set Posted by McMeghan (Post SPL 6)
- Omastar (M) @ Mystic Water
- Trait: Swift Swim
- EVs: 32 HP / 252 SAtk / 224 Spd
- IVs: 30 Atk / 30 Def / 30 Spd
- Modest Nature (+SAtk, -Atk)
- - Rain Dance
- - Hydro Pump
- - Ice Beam
- - Hidden Power [Electric] / Hidden Power [Grass]
- 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?
- Some Calcs
- Omastar Ice Beam vs. 252/0 Celebi: 210-248 (51.9 - 61.3%) -- 96.1% chance to 2HKO after Leftovers recovery
- Mystic Water Omastar Hydro Pump vs. 252/252+ Forretress in Rain: 319-376 (90.1 - 106.2%) -- 37.5% chance to OHKO
- Mystic Water Omastar Hydro Pump vs. 0/0 Jirachi in Rain: 324-382 (95 - 112%) -- 68.8% chance to OHKO
- Mystic Water Omastar Hydro Pump vs. 252/0 Metagross in Rain: 355-418 (97.5 - 114.8%) -- 81.3% chance to OHKO
- Mystic Water Omastar Hydro Pump vs. 252/0 Porygon2 in Rain: 340-400 (90.9 - 106.9%) -- 43.8% chance to OHKO
- Mystic Water Omastar Hydro Pump vs. 4/0 Raikou in Rain: 324-382 (100.6 - 118.6%) -- guaranteed OHKO
- Mystic Water Omastar Hydro Pump vs. 252/60+ Regice in Rain: 155-183 (42.5 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
- Mystic Water Omastar Hydro Pump vs. 252/252+ Skarmory in Rain: 293-345 (87.7 - 103.2%) -- 25% chance to OHKO
- 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
- Mystic Water Omastar Hydro Pump vs. 252/0 Swampert in Rain: 355-418 (87.8 - 103.4%) -- 25% chance to OHKO
- Mystic Water Omastar Hydro Pump vs. 252/0 Zapdos in Rain: 355-418 (92.4 - 108.8%) -- 56.3% chance to OHKO
- Certainly appreciate a bit of chip damages on everything before going to town, but that's not hard to do in ADV.
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- Salamence
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- Set Posted by Mdragon (Post SPL 6)
- Salamence (M) @ Silk Scarf
- Trait: Intimidate
- EVs: 252 Atk / 116 SAtk / 140 Spd
- IVs: 30 HP / 30 SAtk
- Naughty Nature (+Atk, -SDef)
- - Double-Edge
- - Fire Blast
- - Brick Break
- - Hidden Power [Grass]
- Silk Scarf Mence lures a CB to surprise steels and mons like Swampert
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- Salamence @ Black Belt
- Trait: Intimidate
- EVs: 4 Atk / 252 SAtk / 252 Spd
- Rash Nature (+SAtk, -SDef)
- - Dragon Claw
- - Fire Blast
- - Brick Break
- - Toxic
- 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!
- 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.
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- Set Posted by Triangle (Post SPL 6)
- Salamence (M) @ Leftovers
- Trait: Intimidate
- EVs: 252 HP / 20 Atk / 216 Def / 20 Spd
- IVs: 30 SAtk / 30 SDef / 30 Spd
- Impish Nature (+Def, -SAtk)
- - Hidden Power [Flying]
- - Toxic
- - Wish
- - Protect
- 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.
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- Set Posted by McMeghan (Post SPL 5)
- Salamence (F) @ Leftovers
- Trait: Intimidate
- EVs: 164 Atk / 208 SAtk / 136 Spd
- Mild Nature (+SAtk, -Def)
- - Hidden Power [Grass]
- - Rock Slide
- - Fire Blast
- - Brick Break
- 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.
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- Smeargle
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- Set Posted by Triangles (Post SPL 6)
- Vincent (Smeargle) (M) @ Salac Berry
- Trait: Own Tempo
- EVs: 252 HP / 4 Def / 252 Spd
- Timid Nature (+Spd, -Atk)
- - Spikes
- - Spore
- - Endeavor
- - Will-O-Wisp
- 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.
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- Snorlax
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- Set Posted by Triangles (Post SPL 5)
- Fat Bastard (Snorlax) (M) @ Leftovers
- Trait: Immunity
- EVs: 80 HP / 252 Atk / 136 Def / 28 SDef / 12 Spd
- Adamant Nature (+Atk, -SAtk)
- - Body Slam
- - Shadow Ball
- - Curse
- - Self-Destruct
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- Set Posted by McMeghan (Post SPL 5)
- Snorlax (M) @ Leftovers
- Trait: Immunity
- EVs: 112 HP / 88 Atk / 180 Def / 112 SDef / 16 Spd
- Careful Nature (+SDef, -SAtk)
- - Belly Drum
- - Focus Punch
- - Shadow Ball
- - Self-Destruct
- 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.
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- Starmie
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- Set Posted by ThePillsburyDoughBoy
- Starmie @ Leftovers
- Trait: Natural Cure
- EVs: 40 HP / 252 SAtk / 216 Spd
- Timid Nature (+Spd, -Atk)
- - Surf
- - Ice Beam
- - Thunderbolt
- - Recover
- 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.
- See McMeghan and Cowboy Dan's RMTS that showcase teams based around this pokemon.
- http://www.smogon.com/forums/threads/querencia.3521102/ (MCM)
- http://www.smogon.com/forums/threads/offensive-starmie.3538221/ (CD)
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- Swampert
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- Set Posted by Pocket (Project ROA)
- Swampert @ Salac Berry
- Trait: Torrent
- EVs: 4 HP / 252 SpA / 252 Spe
- Timid Nature (+Spe, -Atk)
- - Substitute
- - Endeavor
- - Hydro Pump
- - Ice Beam
- 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.
- 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).
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- Tyranitar
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- Set Posted by Triangles (Post SPL 6)
- Tyranitar (F) @ Leftovers
- Trait: Sand Stream
- EVs: 240 HP / 252 SAtk / 8 SDef / 8 Spd
- Modest Nature (+SAtk, -Atk)
- - Pursuit
- - Crunch
- - Fire Blast
- - Roar
- Pursuit TTar with Roar. Allows you to do something after you've done your job. A really good Spikes-shuffler, and emergency defensive utility.
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- Venuasaur
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- Set Posted by Triangle (Post SPL 6)
- Venusaur (M) @ Leftovers
- Trait: Overgrow
- EVs: 252 HP / 64 Def / 60 SAtk / 24 SDef / 108 Spd
- IVs: 30 Atk / 30 SAtk / 30 Spd
- Modest Nature (+SAtk, -Atk)
- - Leech Seed
- - Giga Drain
- - Sleep Powder
- - Hidden Power [Fire]
- 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.
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- Zapdos
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- Set Posted by Mdragon (Post SPL 6)
- Zapdos @ Leftovers
- Trait: Pressure
- EVs: 164 HP / 196 SAtk / 148 Spd
- IVs: 30 HP / 30 Def
- Timid Nature (+Spd, -Atk)
- - Thunderbolt
- - Hidden Power [Ice]
- - Toxic
- - Rest / Baton Pass
- 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.
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- Set Posted by McMeghan (Post SPL 6)
- Zapdos @ Leftovers
- Trait: Pressure
- EVs: 202 HP / 172 SAtk / 136 Spd
- IVs: 30 HP / 30 SAtk
- Modest Nature (+SAtk, -Atk)
- - Thunderbolt
- - Hidden Power [Grass]
- - Baton Pass
- - Thunder Wave
- 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).
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- Set Posted by McMeghan (Post SPL 6)
- Zapdos @ Leftovers
- Trait: Pressure
- EVs: 202 HP / 172 SAtk / 136 Spd
- IVs: 30 Atk / 30 Def
- Modest Nature (+SAtk, -Atk)
- - Thunderbolt
- - Hidden Power [Ice]
- - Toxic
- - Thunder Wave
- 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).
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- Set Posted by McMeghan (Post SPL 5)
- Zapdos @ Leftovers
- Trait: Pressure
- EVs: 192 Atk / 164 SAtk / 152 Spd
- Mild Nature (+SAtk, -Def)
- - Drill Peck
- - Thunderbolt
- - Roar
- - Hidden Power [Grass]
- 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).
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- That is all, thank you to all of the contributors!
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