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rhydonphilip

Alolan Lc mons: Moveset + mini Analysis.

Nov 8th, 2016
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  1. Rowlett:
  2. 68/55/55/50/50/42
  3.  
  4. Recommanded spread/set:
  5.  
  6. Rowlet @ Eviolite
  7. Ability: Overgrow / Long Reach
  8. Level: 5
  9. EVs: 132 HP / 76 Atk / 76 Def / 196 SpD / 20 Spe
  10. Impish Nature
  11. - Brave Bird
  12. - Leaf Blade / Baton Pass
  13. - Defog / Swords Dance
  14. - Roost / Sucker Punch
  15.  
  16. or
  17.  
  18. Rowlet @ Eviolite
  19. Ability: Overgrow
  20. Level: 5
  21. EVs: 132 HP / 236 Atk / 36 SpD / 100 Spe
  22. Adamant Nature
  23. - Brave Bird
  24. - Leaf Blade / Baton Pass
  25. - Swords Dance
  26. - Roost / Sucker Punch
  27.  
  28. This thing: C+ or B- Calling it now. Brave Bird does enough to 1HKO fast-Bulky Mienfoo with 75% if adamant, or a decent chance without adamant but with rocks up. This speed is enough to outspeed Rest Mudbray/Pancham/Pump-Super.
  29.  
  30.  
  31. Litten:
  32. 45/65/40/60/40/70
  33. I list 5 sets in this, they all suck so hard it's a suprise to me. Not having Intimidate means it has 0 niche and is outclassed by Pansear. Yes, Pansear.
  34.  
  35. SD set/Utility set:
  36. Litten @ Berry Juice
  37. Ability: Intimidate
  38. Level: 5
  39. EVs: 196 Atk / 36 Def / 36 SpD / 196 Spe
  40. Jolly Nature
  41. - Flare Blitz
  42. - Substitute / Will-O-Wisp
  43. - Flame Charge / Taunt
  44. - Swords Dance / U-turn
  45.  
  46. As you can see this poke is somewhat versatile in terms of utility options... But it has the coverage options of a Beldum. Fire + useless neutral coverage like Crunch, Shadow Claw, Return etc. Overall this poke did be decent if only the tier wasn't full of Rock and Ground types to stop you. Flame Charge lets you cheat past Diglett if you can use it before Diglett comes in. Swords Dance is the main thing of the set to allow you to hit past ballenced pokemon and 2HKO walls with a powerfull Flare Blitz. Ideally you did set this up on an already weaker opponant without solid switchins anymore, so you can use Flame Charge and become +2 attack and +1 speed. This is not easy to pull off, but thanks to intimidate and not too bad defenses you can take 1 hit and berry juice allowes you to keep going after.
  47. The Utility set is just there to show it has utility... but it's the worst set on the list by far.
  48.  
  49. Special Utility set:
  50. Litten @ Berry Juice / Life Orb / Choice Scarf
  51. Ability: Intimidate
  52. Level: 5
  53. EVs: 36 Def / 200 SpA / 36 SpD / 196 Spe
  54. Timid Nature
  55. IVs: 30 SpA
  56. - Fire Blast
  57. - Hidden Power [Grass] / Taunt
  58. - Will-O-Wisp
  59. - U-turn
  60.  
  61. This set is a filler to show it has utility... but it's still bad. Like this is stuff that I did hardly even argue D-Rank for.
  62. Sure you can do decent damage, but you won't do much more then that.
  63.  
  64. Nasty Plot set:
  65. Litten @ Berry Juice
  66. Ability: Intimidate
  67. Level: 5
  68. EVs: 36 Def / 200 SpA / 36 SpD / 196 Spe
  69. Timid Nature
  70. IVs: 0 Atk / 30 SpA
  71. - Fire Blast
  72. - Hidden Power [Grass]
  73. - Substitute
  74. - Nasty Plot
  75.  
  76. What is there to say, without set up, it's a bad Torchic. With set up, it's.... still not good. This might be somewhat niche as Pansear isn't exactly ''good'' but was the previous user of this very moveset. So just to keep in mind, intimidate > Blaze when compairing it for Pansear is what could be setting this poke appart a little in this niche. Just try using one of the above sets.
  77.  
  78.  
  79. Popplio:
  80. 50/54/54/66/56/40
  81.  
  82. Popplio @ Eviolite
  83. Ability: Liquid Voice
  84. Level: 5
  85. EVs: 116 HP / 164 Def / 228 SpA
  86. Modest Nature
  87. IVs: 0 Atk
  88. - Hyper Voice / Scald / Hydro Pump
  89. - Moonblast
  90. - Work Up / Scald
  91. - Ice Beam
  92.  
  93. Ability changes sound moves into water moves so. Hyper Voice becomes a sub immune Surf of strengt based move.
  94. idk a move set for this, the poke has water + fairy, give it a +1 boost in SpA and I assume it will do some work.
  95.  
  96.  
  97. Pikipek:
  98. 35/75/30/30/30/65
  99.  
  100. Pikipeck @ life Orb / Choice Scarf
  101. Ability: Skill Link
  102. Level: 5
  103. EVs: 236 Atk / 36 Def / 236 Spe
  104. Jolly Nature
  105. IVs: 29 HP
  106. - Brave Bird
  107. - Bullet Seed
  108. - Brick Break / Fury Attack
  109. - Swords Dance / Brick Break
  110.  
  111. Ok wallbreaker of the new gen: this. fuk Doduo, and instead use this fun little one. 17 speed, Bullet Seed and Brick Break. Fury Attack and Brave Bird to break all the stuff it's ment to Ko while the others fill coverage. Swords Dance allowes you to break anything after Pawn/mag are down thanks to Diglett support. Overall this poke has all movecoverage it could need, hitting rocks, grounds and ensuring kills that Fletch and even Doduo could lack. Scarf will however still be a ferm issue for bulkier teams. This poke is a force to be messing with that I did gladly use on the things Fletch was ment to.
  112.  
  113.  
  114.  
  115.  
  116. Cutiefly
  117. 40/45/40/55/40/84
  118. (BANNED)
  119.  
  120. This thing... could be the most broken directly allowed mon in all of LC exept for Eevee with it's new gained Z-Move.
  121. this poke has a great type in Fairy/Bug, insane speed tier with a max of 19, enough to hit 15 SpA without a Special attacking Nature, acces to Quiver Dance should be the most important thing to make this poke succesfull, but also keep in mind that FLETCHLING HAS BEEN NERFED. meaning one of the most obvious sweep ruiners to it, is just gone. On top of all this the poke can utilize a defensive set up set with Roost or even a bulky Baton Pass set WITH QUIVER DANCE. I do think Baton Pass Clause could be introduced by this poke as this poke itself isn't ban worthy. It could also run an All-Out Attacking set with Life orb to lure checks for the Quiver Dance set. If that isn't enough you can run an offensive Quiver Dance set that did still wall most Fight Types, have 19 speed and pick up most important 2HKO's.
  122. It's abilities aren't as staggering but also not bad. Sweet Veil gives sleep immunity, where as Shield Dust gives it an immunity to side effects like Scald Burns, Thunder Bolt paralysis.
  123.  
  124. Offensive set up:
  125. Cutiefly @ Eviolite / Berry Juice
  126. Ability: Shield Dust / Sweet Veil
  127. Level: 5
  128. EVs: 240 SpA / 248 Spe
  129. Timid Nature
  130. IVs: 1 Atk / 30 SpA / 30 SpD
  131. - Roost / Psychic / Bug Buzz / Energie Ball
  132. - Moonblast
  133. - Hidden Power [Ground] / Hidden Power [Fire] / Psychic
  134. - Quiver Dance
  135.  
  136. perhaps the best set this poke has to offer, arguably LO could be better and Baton-Pass set could be more unhealthy for the meta but this will put a base for the others 2 to become better. Having 15 SpA we can fire trough allot of very scary pokemon like Mienfoo, Timburr and such. Where as general utility mons like Pawniard, just don't get 2HKO'd but it's not far off either. Much like Spritzee's Moonblast. On top of that unboosted damage this poke can hit very very hard with a +1 boost up, 2HKO'ing almost all walls, 1HKO'ing almost all ballenced pokemon. But I could argue this set has a little issues getting that +1 boost. VS 14-17 speed special attackers this could be very nice if they lack Thunder Wave but the bulky set will be better vs almost all other things compaired for that role.
  137. Roost allowes durability before but somewhat more importantly after set up. This is also very usefull because being a reliable fight answere is nice, not being worn as quickly by Stealth Rocks and even Spikes is also nice. Psychic hits Foongus and other Poison types.
  138. Hidden Power Ground gives a fight back to Magnemite if SR are up, but also does a good amout(38% or 8HP) VS Ponyta and if SR are up, you clean 2HKO. Hidden Power Fire allowes you to 2HKO Ferroseed (sadly it will always be a 2HKO, even at +1), this also hits Alolan Sandshrew very very hard at 86% in all 15/16 rolls Max roll is a 1HKO, so even with SR up, still a 2HKO, Magnemite takes the hit on a roll even at +1 with a 68.8% chance to OHKO after Stealth Rock. That's pretty bad but it's enough to hit it at the very least.
  139. Berry Juice could be prefered if you aren't utilizing Roost but still want that durability to set up. Keep in mind Knock Off still takes away your item and most pokes you set up on have this move. Bug Buzz is the worst option in the set but it can hit past Substitude if someone puts it up while you set up(tho there isn't allot that wouldn't be better off attacking), it receaves STAB and is 90 Base so it's not that weak to begin with, it just doesn't cover that much when Moonblast is better overall and bulky Goth is 1HKO'd by it. Bug Buzz also hits Foongus for neutral damage.
  140. Finally Sweet Veil isn't the ability of choice as you only come in on Foongus and still get hit fairly hard by Sludge Bomb. You also need Psychic in order for you to pose a threat back to it. Try using Shield Dust if no Psychic as this means you are immune to Sludge Bomb Poisons and Scald Burns and randome lucky hax like Paralysis from T-bolt, Freeze from Ice Beam and other rare but possibly poke ruining side effects.
  141.  
  142. Life Orb set/Lure:
  143. Cutiefly @ Life Orb
  144. Ability: Shield Dust / Sweet Veil
  145. Level: 5
  146. EVs: 240 SpA / 248 Spe
  147. Timid Nature
  148. IVs: 19 HP / 1 Atk / 30 SpA / 30 SpD
  149. - Moonblast
  150. - Hidden Power [Fire] / Hidden Power [Ground]
  151. - Psychic
  152. - Quiver Dance / Roost / Energie Ball / Bug Buzz
  153.  
  154. Life Orb does more damage to common pokemon and helps lure weakned opponants. If you do have a chance to set up later in game this can still utilize Quiver Dance vs a Fight type. Psychic is instant coverage vs foongus and other poisons like Skrelp or upcomming used pokemon like Mareanie, even if that mon isn't all that relevant.
  155. This set will set firm grounds after the Quiver Dance set has showed it's optimal potential. Because common answeres are set in more frequently to prevent passing or further set up. This set will take full advantage of that fear and do overhalf to almost every switch in excluding Munchlax and Porygon. But defensive Porygon can't do much back besides paralyse it. Moonblast is the main STAB, not much to say about that. HP fire is for Ferroseed, Magnemite if rocks are up are a decent chance (81.3 %), Sandshrew-Alolan and finaly Alola-Diglett. HP Ground hits magnemite for ensured 1HKO's, does good damage vs Ponyta, still needs SR to 2HKO reliably but it also hits Stunky and Alolan Grimer for decent damage. The final moveslot can be argued for with Roost for recovery to not be worn as easly, everyteam has a fight type so recover primairly and only vs those pokemon. As for Energie Ball that just does heavy damage vs Rcok, water and Ground type pokemon with 2x super damage and LO 15 SpA. That's enough to pose a threat against those as well. Bug Buzz doesn't hit anything specific but gives more neutral coverage to aid between multiple answeres as this for example does enough to chip vs foongus but also hits bulky Goth for good damage, is still powerfull enough to do just below half against bulkier neutral opponants and can hit trough subsititude if the opponant think you will set up on him that turn. Overall Bug buzz is an option one could ignore but I listed it anyway.
  156.  
  157.  
  158. Baton Pass/Bulky Set-up set:
  159. Cutiefly @ Eviolite
  160. Ability: Shield Dust
  161. Level: 5
  162. EVs: 236 HP / 196 Def / 76 SpA
  163. Bold Nature
  164. IVs: 0 Atk
  165. - Psychic / Subtitude / Baton Pass
  166. - Moonblast / Draining Kiss
  167. - Roost / Substitude
  168. - Quiver Dance
  169.  
  170. While the above one takes most of all the things Cutiefly can do in only 1 spread. This one takes the remaining 2 notably lesser effective options and blends them into utility. While I am skeptical about not having Hidden Power's as an option. I do think this set has stuff to shine with. Having that 23 HP, 14 physical defense and decent enough 13 SpA combined with perfect 14 speed this is simply the best spread to set a Quiver Dance up for. It boosts the stats to 23/NA/14/19/15/21. That's scary because that's without Eviolite and with only 1 turn of set up. Baton Pass is a Skeptical thing, but with this strong user.. why wouldn't it be viable. Draining Kiss is also weird but it can be a sting for those with Substitude vs special attackers or weak utility mons. Overall this set can put in great work. Substitude allowes you to be immune to Thunder wave, psychic hits foongus and provides some coverage to other resistances like Larvesta/Foongus. Baton Pass is for baton Pass utility with prefered pokemon like Porygon, Baton Chain users or simalar special attackers like Rest-Talk Chinchou who comes in on most answeres VS this poke like Magnemite/Ponyta/Larvesta. It did even allow chinchou to not lose VS Diglett if the set has 14 speed. The second Substitude isn't to replace Roost as it's more to aid Draining Kiss. Roost is the second most important move on this set so not having it can sting fairly hard. Dust Shield is the ability of preference if you ask me, as this set is ment to set up and be as durable as possible so the opponant could have more chance to use Scald.
  171.  
  172. Other options:
  173. Aromatherapy did be nice, but the poke lacks the coverage and did mostly be outclassed by Spritzee in that reguard.
  174. This poke also has a large veriety of physical attacks like U-turn, Acrobatics, Thief and Leech Life(80 Base now) but all are poor to compair as the poke has a little less physical attack and no set up to truely make it shine compaired to all that the Quiver Dance set is able to do.
  175.  
  176.  
  177.  
  178. Mudbray:
  179. 70/100/70/45/55/45
  180.  
  181. Mudbray @ Eviolite
  182. Ability: Stamina
  183. Level: 5
  184. EVs: 116 HP / 116 Atk / 36 Def / 156 SpD / 76 Spe
  185. Adamant Nature
  186. - Earthquake
  187. - Heavy Slam / Rock Slide
  188. - Sleep Talk
  189. - Rest
  190.  
  191. Insane stats, insane ability but some noticeable flaws. While having this high attack ensures mons like Staryu can't switch in on you easly it still pressures you down or if you aren't using rest-talk simply wins by long term. Without having to ever use Scald.
  192. To compair this is the 4th most powerfull poke in raw base attack, it has the same level of Defense as Hippopotas. But that's where it ends, this poke doesn't get SR or Slack Off, it only has EQ, Heavly Slam, fight type moves and that's all it honestly needs to put in good work. Now I have seen Scarf on this mon, not too excited for it, but it's definatly worth a mention as it has enough potential in speed for it and enough attack to pose a massive threat.
  193.  
  194. Mudbray @ Choice Scarf
  195. Ability: Stamina
  196. Level: 5
  197. EVs: 36 HP / 196 Atk / 36 Def / 236 Spe
  198. Jolly / Adamant Nature
  199. - Earthquake
  200. - Heavy Slam
  201. - Close Combat
  202. - Rock Slide / Facade
  203.  
  204. I dislike using Adamant even if it grants you some noticeable KO's Having Jolly means you speed tie with Scarfed Timid Goth, Scarfed Mag, Scarfed 15-Vullaby and Scarfed Adamant Pawn. Outside of those you OUTSPEED: any relevant scarfed/boosed 14-speed mon:
  205. Scarfed Amaura, Scarfed Corphish, Scarfed Adamant Shellder, Scarfed Snover, Modest-Scarf Goth, +1 Torchic and +1 Scaggy.
  206. Only downside, it can't really abuse the insane ability with it. My suggested rating has been increased massively for it: A-/A.
  207. Facade is a poormans move, it only works well if you are burned, possitive being, you do great damage while burned. Heavly Slam hits most things combined with EQ. Close Combat hits some specific stuff like Ferroseed. Rock Slide hits Dewpider/Larvesta for noticeable KO's.
  208.  
  209.  
  210. Mareanie
  211. 50/53/62/43/52/45
  212.  
  213. Mareanie @ Eviolite
  214. Ability: Merciless / Regenerator
  215. Level: 5
  216. EVs: 116 HP / 180 Def / 12 SpA / 180 SpD
  217. Bold Nature
  218. IVs: 0 Atk
  219. - Scald
  220. - Venoshock / Sludge Wave
  221. - Toxic Spikes / Haze
  222. - Recover
  223.  
  224. At first glance, a bad Skrelp, at second glance a bad Foongus, at a third glance a bad slowpoke.... you get the point. However it does have some edge, in that it's in between all of them, having acces to reliable recovery and Toxic for this thing can be love. Merciless changes every poison target into a crit zone that will always land. Thanks to this, why bother having regenerator if you can spam recover , set T-spikes and abuse that lovely ability from a 130 Special attack ''Base''.
  225. It doesn't need regenerator to be outclassed but it can use mericless and spam a Venoshock that will pierce even munchlax (in assumption that eviolite is still a 50% boost). Berry Juice set can be pierced as well.
  226.  
  227.  
  228.  
  229. Sandshew-Alola:
  230. 85 to 90 defense. And 30 to 35 spD.
  231.  
  232. Sandshrew-Alola @ Life Orb / Eviolite
  233. Ability: Slush Rush
  234. Level: 5
  235. EVs: 36 HP / 236 Atk / 36 Def / 196 Spe
  236. Jolly Nature
  237. - Icicle Spear / Icicle Crash
  238. - Iron Head / Rock Slide
  239. - Earthquake
  240. - Swords Dance / Rapid Spin
  241.  
  242. all it needs to put in the work no poke could, Steel attacking, Ice smashing and EQ to cover for fire/steels. This poke is actually legit. Just watch out for fight/water types and you good. C+
  243. Rock Slide hits Larvesta/Dewpider. Rapid Spin is support.
  244.  
  245.  
  246. Vulpix-Alola:
  247. same stats.
  248.  
  249. Vulpix-Alola @ Life Orb
  250. Ability: Snow Warning
  251. Level: 5
  252. EVs: 40 Def / 200 SpA / 240 Spe
  253. Timid Nature
  254. IVs: 22 HP / 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
  255. - Blizzard
  256. - Freeze-Dry
  257. - Moonblast
  258. - Hidden Power [Fighting] / Aurora Veil
  259.  
  260. Freeze Dry, Moonblast... this poke has everything even has hail to break sturdy/sash. Blizzard is powerfull, HP fight is powerfull, Moonblast is powerfull and Freeze Dry is strong enough to not be walled. It has everything to hit but doesn't have enough SpA to truely pose that much of an issue. Finally, it has 17 speed and puts up a weather. This is a true beauty of an Ice type. It only has 1 thing that keeps it down to the ground, special attack stat. Having only 14 special attack, this poke isn't able to do more then 2HKo stuff. Even with such an insane movepool, it barely picks up important 2HKo/1HKo's. Aurora Veil halves physical and special damage for 5 turns, only works in hail. Ideal, for this poke. No other poke in Lc is relevant enough to get it. Somehow Amaura doesn't get it, the poke that perhaps was the best to abuse it to begin with, but see it more to aid Sandshrew/Cubshoo to set up an SD/Hone Claw/Substitude. Or to take a Vacume wave/Mach better.
  261.  
  262.  
  263. Grimer-Alola:
  264. Same stats.
  265.  
  266. Grimer-Alola @ Eviolite / Berry Juice
  267. Ability: Poison Touch
  268. Level: 5
  269. EVs: 36 HP / 196 Atk / 36 Def / 196 SpD
  270. Adamant Nature
  271. - Pursuit
  272. - Knock Off / Thief
  273. - Gunk Shot
  274. - Memento / Explosion / Shadow Sneak / Fire Blast
  275.  
  276. Can do a couple of things, for one, it pursuit traps Abra objectivey better then Stunky and fares really well vs pokes like Goth with Knock/Pursuit. Gunk/Knock hit like a truck while Pursuit/Thief/last slot are utility options. It loses it's acces to Elemental Punches so Ground and Steel types still wall you.
  277.  
  278.  
  279. Diglett-Alola:
  280. from 95 speed to 90.
  281.  
  282. Diglett-Alola @ Life Orb
  283. Ability: Sand Force
  284. Level: 5
  285. EVs: 236 Atk / 236 Spe
  286. Jolly Nature
  287. - Earthquake
  288. - Iron Head
  289. - Rock Slide / Sucker Punch
  290. - Sucker Punch / Memento
  291.  
  292. Not much different, it doesn't have arena trap and loses 1 speed point, that's all you need to know as to why it's bad.
  293. Tangling Hair is shit, it's damage output is weak without sand, it can hit opponants with iron head for better coverage/damage then Diglett but who cares if you aren't a trapper. It shines pretty well for the offensive sand set but even that is arguably worse then regular diglett because of the 19 speed tier and not the 20 speed tier.
  294.  
  295. Diglett-Alola @ Focus Sash
  296. Ability: Tangling Hair
  297. Level: 5
  298. EVs: 36 HP / 236 Atk / 36 Def / 196 Spe
  299. Jolly Nature
  300. - Earthquake
  301. - Iron Head
  302. - Endure
  303. - Reversal / Memento
  304.  
  305. Weird, bad but I guess it could do something. Steel + Ground is better coverage in this tier then in most others as Cottonee/Morelull are hit hard by it as well as Archen. The only trade off you do is Larvesta. Reversal might be odd for some people, I can tell you it's if anything decent enough to hurt Normal types who could otherwise take the hit from this pethatic set.
  306. Endure allowes you to lower the opponants speed, it's optimally abused with this set. It's a horrible ability.
  307. Memento is nice to pair as it essentially gives you -attack, -sp attack and - speed against that opposing pokemon.
  308.  
  309.  
  310.  
  311. Geodude-Alola:
  312. Stats are the same.
  313.  
  314. Geodude-Alola @ Berry Juice
  315. Ability: Sturdy
  316. Level: 5
  317. EVs: 36 HP / 196 Atk / 36 Def / 36 SpA / 196 Spe
  318. Naughty Nature
  319. - Rock Blast
  320. - Earthquake
  321. - Stealth Rock
  322. - Volt Switch
  323.  
  324. Having the electric types makes it a better answere to flying types like Doduo, rock type still is gives it a weakness to Jump Kick.
  325. The niche this set thrives on is the niche nosepass has right now, being a Volt-Switch Stealth Rock setter (that is currently ranked C- ). So it won't shine too much. It's hidden ability changes normal type moves into electric so ... GALVANIZE EXPLOSION. 250 Base + STAB electric type explosion. If only it wasn't that extreemly bad with such a set.
  326. Naughty nature and 36 SpA allowes Volt-Switch to not be compleatly unuseable for damage. But honestly you did be better off with the galvanized set if you did try to aim for that.
  327. Being 4x weak to ground is bad, but being prone to the main tiers trapper that utilized the 4x weakness is just horrible.
  328. It's defences aren't horrendous, but they are definatly bad. It's offense is decent. It's utility coverage is somewhat worse then that of nosepass, as nosepass gets Thunder Wave. Overall... this poke is bad.
  329.  
  330. Exploding set:
  331. Geodude-Alola @ Eviolite
  332. Ability: Galvanize
  333. Level: 5
  334. EVs: 36 HP / 196 Atk / 116 Def / 36 SpD / 116 Spe
  335. Adamant Nature
  336. - Rock Blast
  337. - Earthquake
  338. - Explosion
  339. - Volt Switch / Stealth Rocks
  340.  
  341. I don't think this set is good, I don't think this set is that relevant to talk about. But I went to list it reguardless.
  342. Having a 1,2x boost, STAB Explosion in a meta with assumed to be less Chinchou but more Onix/Diglett then there already are. I can say it's pretty safe to assume this will be shit. Rock Blast is main STAB. Earthquake gives coverage against pokemon like Onix and Chinchou but doesn't 1HKo Diglett on the Switch. You also don't have Sucker Punch so you are compleat bait for it.
  343. Volt/Sr are options of choise as one can get rocks up reliably while the other can pivot in the assumption no ground types/chinchou are on the opposing team. Explosion is the go to move after you have withered down there main none-ground type/chinchou being Electric answeres like there Foongus. Pls don't set up Hazards and explode the turn after.
  344.  
  345. Last set:
  346. RP offense set:
  347. Geodude-Alola @ Berry Juice
  348. Ability: Sturdy
  349. Level: 5
  350. EVs: 36 HP / 196 Atk / 36 Def / 36 SpD / 196 Spe
  351. Adamant Nature
  352. - Rock Blast
  353. - Earthquake
  354. - Thunder Punch
  355. - Rock Polish
  356.  
  357. reminder to Viper for reminding me. This set can set up and beat slowpoke, otherwise outclassed by regular Geodude. 10/10
  358.  
  359.  
  360.  
  361. Rattata-Alola:
  362. Same stats.
  363.  
  364. Rattata-Alola @ Life Orb
  365. Ability: Hustle
  366. Level: 5
  367. EVs: 228 Atk / 76 Def / 180 Spe
  368. Jolly Nature
  369. - Sucker Punch / Crunch
  370. - Crunch / Pursuit
  371. - Return
  372. - U-turn / Revenge / Crunch
  373.  
  374. What makes this poke good? Dark Spam, Having STAB, 15 Attack, Life Orb and HUSTLE to aid the 70 base Sucker, or a 80 Base Pursuit on a switch into a Pawniard or a Crunch to whatever dares to switch in it. Return is perhaps the most improtant move to use alongside Dark spam, infact it gives near optimal neutral coverage hitting Fairy, Fight and Important Dark types like Vullaby. It does however not hit Pawniard. Breing able to 2HKO Fairy Types and do 69.5 MINIMAL damage to Defensive Mienfoo. Mienfoo actually can't counter this reguardless of the set, it is 2HKO'd by Return + Sucker or if it's defensive Mienfoo you outspeed. Crunch is there to crush anything that isn't a resistance. Flame Wheel can 1HKO Ferroseed after Rocks and 2HKO's Pawniard, good enough for me. U-turn is your way of maintaining Momentum but I undervalue it compaired to the insane damage and the usefull coverage you already have. Especially if you know Pursuit is a more preferable. Definatly not a threat to make jokes around even though I already did before looking into this things movepool. The main issue I have with using it would probobly be the lack of accuracy making even Sucker/Pursuit less reliable then it already is to work optimally or even work at all. I do think it will be worth B- rank based on this sheer offensive and even averagly fast utility
  375.  
  376.  
  377. Meowth-Alola:
  378. 40/35/35/50/40/90
  379.  
  380. Meowth-Alola @ Darkinium Z
  381. Ability: Technician
  382. Level: 5
  383. EVs: 36 HP / 200 SpA / 40 SpD / 200 Spe
  384. Timid Nature
  385. IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
  386. - Dark Pulse
  387. - Hidden Power [Fighting]
  388. - Taunt / Hypnosis
  389. - Parting Shot
  390.  
  391. Took me untill the game ofically came out to realise Parting shot allowes for something compairable to Healing Wish + the effects of Parting shot if using the Z-move. That's amazing momentum gain if you ask me. Meowth also lacks damage, even with Life Orb and has no good dark attacks to abuse with Technican anyway so having that move variation could be helpfull. Taunt is a nice utility move to prevent set up or status spreading, Hypnosis can allow for more support and a bit of a gamble to put something to sleep. Hidden power Fight is perhaps the main reason I run a special set and that is because that 1HKO's Pawniard. Pawniard would otherwise come in for absolute free against you or even get +3 attack(+2 from -1SpA = +2 Att, +2 from -1 Att = +1Att) by Parting Shot.
  392.  
  393.  
  394. Rockruff
  395. 45/65/40/30/40/60
  396.  
  397. Rockruff @ Berry Juice / Darkium-Z
  398. Ability: Vital Sprit
  399. Level: 5
  400. EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
  401. - Stone Edge
  402. - Fire Fang
  403. - Sucker Punch
  404. - Stealth Rock / Howl / Taunt
  405.  
  406. I actually expected slightly more, like this, this is bad. Really really bad. Having Stone Edge this mon can do damage with that nice 17 Physical attack and 15 speed. Sucker Punch also does damage for faster more frail stuff. Fire Fang hits Ferroseed and other Grass types. Pawniard is still free to come in even on the Fire Fang as it's that weak. Howl increases Attack by +1 so that you do SOME damage after a boost. Stealth Rocks is obvious as to what it does but it's better then wasting your time to actuall use this thing for offense. Vital spirit is the least horrible ability. Z-Taunt gives +1 Attack and having the Darkium-Z also means you can fire off a 140 base dark move, but without priority and it hits reguardless. Not too bad in that reguard. I do however agree, this mon sucks balls.
  407.  
  408.  
  409. Crabrawler:
  410. 47/82/57/42/47/63
  411.  
  412. Crabrawler @ Eviolite
  413. Ability: Hyper Cutter
  414. Level: 5
  415. EVs: 180 Atk / 60 SpD / 252 Spe
  416. Jolly Nature
  417. - Close Combat / Superpower
  418. - Earthquake / Bulk Up
  419. - Stone Edge
  420. - Thief / Bulk Up
  421.  
  422. Not allot of stuff going for it. It has Iron Fist as an ability but no real usefull moves to abuse it with. It doesn't get acces to allot of directy usefull moves like Knock Off, U-turn or Mach Punch. it's stats are faster but sub optimal compaired to Pancham on the defensive spectrum where as they are outclassed by Timburr for Bulk Up and outclassed by Mienfoo AND EVEN MANKEY for a fast(17 speed) physical attacker. Lacking a reliable fight move also pinches as it has to pick Close Combat / Superpower or Brick Break. If that isn't enough it lacks a good Dark/Ghost move to hit Pumpkaboo/Frillish and even Gastly who can come in on almost all moves you could go for.
  423. Overall this poke has nothing really going for it as expected. Pokemon have always fought for viability if you are a fight type... but when they are... they sure dominate everything else because of there harsh survival. This poke... doesn't seem like he will survive the harsh combat, and will only bring his bare fists without a punch to trow into the guerrilla warefare he will go into.
  424.  
  425. Don't think it can't run LO as it can reach 19 HP if droping enough IV's. As for the moveset. it doesn't get Ice/Drain Punch... that's about all you need to know why this poke can't put in work.
  426.  
  427.  
  428. Yungoos
  429. 48/70/30/30/30/45
  430.  
  431. Yungoos @ Life Orb
  432. Ability: Stake Out / Adaptability
  433. Level: 5
  434. EVs: 236 Atk / 36 Def / 36 SpA / 196 Spe
  435. Naughty Nature
  436. IVs: 3 HP
  437. - Return
  438. - Crunch
  439. - Earthquake
  440. - Yawn / Hidden power [Fire]
  441.  
  442. Bad Eevee if you consider the Z-move Eevee can use. Good Eevee if you consider the Z-move broken. Stake Out should be the main eye catcher, it allowes you to do double the damage a regular move would do if the target switches. Essentially the same a Pursuit would do now on top of that, you also have Crunch/Earthquake to hit any answere to Return. You only have 14 speed, but who cares if you are one of the best wallbreakers in the game. Adaptability however is more of a work in once people stop trying to switch on this in attempt at potentially beating it with this current poke because as you can see, it's frail. Adaptability essentially allowes you to do 1,5x damage for STAB attacks, so moves like Return would still do 1,5x damage reguardless of the opponant switching or staying in. Overall this poke can run anything on the last slot if you run Stake Out as it just wants to use one of the 3 first listed moves without the risk of the opponant staying in and hurting you while you set up a sub, work up or whatever because then your use is gone.
  443. Facade works will with adaptability ability because if you get burned/Paralysed/Poisoned you can fire an even more powerfull 140 Base Normal STAB move and gets the 1,5x bonus on top of that for ensured destruction without the reason for him to switch reguardless of Stake Out. HP fire can be used to ensure Ferroseed dies in 1 potential hit on the switch in with Stake Out, or a 2HKO with Adaptability but I went with Imanalt's approach and use Yawn what works better with Stake Out.
  444.  
  445. 36 SpA Life Orb Yungoos Hidden Power Fire vs. 84 HP / 252 SpD Eviolite Ferroseed: 21-26 (95.4 - 118.1%) -- guaranteed OHKO after Stealth Rock
  446. This is with 120 Base Hp fire, even tho the multiplier of Stake out is actually at a later and there for even more influencial point.
  447. (Yes I bothered to get the manual calc formula to point out where it comes into play as it falls under modifier -> abilities.)
  448.  
  449.  
  450. Salandit:
  451. 48/44/40/71/40/77
  452.  
  453. Mixed set:
  454. Salandit @ Life Orb
  455. Ability: Corossion / Oblivious
  456. Level: 5
  457. EVs: 84 Atk / 188 SpA / 220 Spe
  458. Naive Nature
  459. IVs: 3 HP
  460. - Fire Blast / Flamethrower
  461. - Sludge Bomb
  462. - Flame Charge
  463. - Knock Off
  464.  
  465. Decent defensive type, just unfortunat 4x ground weakness that needs to be looked out for. But besides that a handfull of decent resistances in 4x Fairy as well as Grass and Bug. All of these are less important but still relevant.
  466. This set might be the best overall, this allowes you to utilie Knock Off, decently powerfull revenge move in Flame Charge to boost speed and be untrapable by both Diglett as well as Gothita. Fire Blast and Sludge Bomb are the best offensive options as coverage. Flamethrower can be used over Fire Blast if you dislike the accuracy as unlike houndour, you don't care much for the few pokes that could switch in on the attack anyway like Porygon/Munchlax you did rater Knock Off and come in later or Spritzee you can just bop with Sludge Bomb. Both abilities are not used on this set.
  467.  
  468. Nastplot set/Sub attacker:
  469. Salandit @ Life Orb / Berry Juice
  470. Ability: Oblivious
  471. Level: 5
  472. EVs: 36 Def / 192 SpA / 36 SpD / 220 Spe
  473. Timid Nature
  474. IVs: 3 HP / 0 Atk / 30 SpA
  475. - Fire Blast
  476. - Sludge Wave
  477. - Hidden Power [Grass]
  478. - Nasty Plot / Subsitude
  479.  
  480. Having above average speed, decent special attack and Nastplot this poke can become a fearsome pressence to almost any team if it sets up. The issue with setting up however is that it lacks the defense to safely set up against any threat, even lesser commong threats offen have a way of beating it. But it's primairy targets include: Larvesta, Psychic-less Spritzee, Fight types if you don't mind getting Knocked Off your item, Opposing poison types that lack coverage like foongus,Fire types that lack coverage like Ponyta etc. There is a list but even on those you take damage from a powerfull neutral Knock Off or a 40% Flare Blitz. Subsitude allowes you to be more safe vs Diglett/Goth on a sack switch, but also prevent status like Thunder wave from Ferro or a Spore from foongus on a ''predict'' on your Nast Plot. These 2 pare so well and have so little difference in spread that I just went with this approach.
  481. Run berry Juice with max HP IV's as you will need them. It's not exactly THAT frail but it's also not sturdy in any way.
  482. Hidden Power [Grass] should be the main point of this set, it allowes common switchins to this poke like Omanyte, Tirtouga and even other rock types like Onix to take insane amouts of damage. If rocks are up, most are even a 1HKO. Life Orb is still the better item over eviolite as the instant damage even with nastplot is just preferable and the main point. Nastplot is more for gaining an advantage or ending the game or piercing the team mid game when you COULD set up. Oblivious is the ability of choice in this as it allowes even taunt users to be set up on with Sub/NP.
  483.  
  484. Other options like Taunt, Will-O-Wisp, Toxic and even Snatch, can work on this mon, but they are are too passive for this mon to put in as much work as the above 2 descibed sets give use.
  485.  
  486. Stufful:
  487. 70/75/50/45/50/50
  488.  
  489. Fast (Stufful) @ Eviolite
  490. Ability: Fluffy
  491. Level: 5
  492. EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
  493. Jolly Nature
  494. - Low Sweep
  495. - Return
  496. - Rock Slide
  497. - Swords Dance
  498.  
  499. There are 2 sets I found most noteworthy. This one beats so much stuff pretty freaking well. Having Low Sweep makes you think, is it that bad that it needs to run such a shitty move? No, it means it can do enough with just that move. While not getting Drain/Knock sting in it's utility this set can put in great work in having Swords Dance + Low Sweep for Attack and then to outspeed or utilize decently powerfull stab that does compairable damage to Drain Punch missing out only on a calc that includes Dwebble, who, did still be taking 2 hits and is hit best with Low Sweep + Rock Slide anyway. Rock Slide is this sets only way of hitting Ghost types so yea.
  500.  
  501. Good set c: (Stufful) @ Eviolite / Berry Juice
  502. Ability: Fluffy
  503. Level: 5
  504. EVs: 116 HP / 76 Atk / 36 Def / 196 SpD / 36 Spe
  505. Adamant Nature
  506. - Hammer Arm
  507. - Return
  508. - Payback
  509. - Bulk Up
  510.  
  511. Payback while seemingly horrible isn't all that bad. It does 100 damage on a switch into a Pump/Frillish ensuring a 2HKO if SR.
  512. Return is great damage overall, Hammer Arm demolishes but lowers speed for switchins like Foongus/Spritzee if you misspredict punishing you extreemly hard. And Bulky up, that is to ensure you win vs most attackers actually. Berry Juice can be used if you don't mind opposing fight types/Strong set up mons as much but besides fight types/Smashers it's generally more preferable honestly.
  513.  
  514.  
  515. Morelull:
  516. 40/35/55/65/75/15
  517.  
  518. Morelull @ Eviolite
  519. Ability: Effect Spore
  520. Level: 5
  521. EVs: 236 HP / 196 Def / 76 SpA
  522. Bold Nature
  523. - Moonblast
  524. - Giga Drain
  525. - Strength Sap / Moonlight
  526. - Spore
  527.  
  528. I just took out the level up pool and it had the perfect set lined up:
  529. 29 Giga Drain
  530. 32 Strength Sap
  531. 36 Spore
  532. 39 Moonblast
  533. Strength Sap is a new and oh so good move: it restores Hp based on the amout of attack the opponant has. Something I can only refer to as a Foul Play that heals you, but it also lowers the opponants attack after you healed up. So you essentially have a Growl + Synthesis right there. If that sounds too risky to lure in pawniard try Moonlight, it's reliable recovery that works exactly like Synthesis/Morning Sun. Giga Drain is the move of preference to me, energie ball can be argued but I prefer even those few HP of recovery in this tier, even if that just negates SR damage. Spore is a no-brain why it's good. Moonblast is the main stab that sets you appart from Cottonee and Foongus as this can do some damage vs Pawniard, infact just like spritzee, you do 10 Hp damage or just below 50% of his 21HP. That combined with SR is a nice chance to 2HKO. but obviously you will try to switch out as quickly as possible.
  534. Unlike Foongus you lack the regenerator, but you have Strengt Sap, better defence, less HP and the usefull fairy type. You can be described as ''Foongus with Cottonee type and reliable recovery.'' Your Poison Brother will also be a massive pain as any Poison/Grass can come in on this coverage and pose a threat, this includes: Foongus, Bellsprout and Budew if you care for the last one.
  535.  
  536. Sandygast:
  537. 55/55/80/70/45/15
  538.  
  539. Sandygast @ Eviolite
  540. Ability: Water Compaction
  541. Level: 5
  542. EVs: 36 HP / 116 Def / 236 SpA / 76 SpD
  543. Quiet Nature
  544. - Shadow Ball
  545. - Earth Power
  546. - Stone Edge
  547. - Shore Up
  548.  
  549. Not good, not particulairly bad either. It's if anything compairable to Golett but a special from. Shore up is a new interesting move. It works somewhat Synthesis as being reliable recovery HOWEVER it recovers more Hp in Sandstorm and is unhindered by any other weather like Hail/Rain/Sun as far as we know. Water Compaction is a horrible ability compaired to what water absorb could have done for it. But still better then Sand Veil. Shadow Ball + Earth Power hits all besides flying/normal types and Flying/Dark aka vullaby takes nothing from it. So Stone Edge can be used as it 2HKO's those if Rocks are up or even 1HKO's Doduo if Rocks are up. That's... it. There isn't anything else really. That's it. it has decent defense but nothing to work for. You could run some Hidden Power coverage but idk why you would. Hypnosis/Rock Polish can be niche to have, but I did just recommand this set.
  550.  
  551.  
  552. Dewpider:
  553. 38/40/52/40/72/27
  554.  
  555. Dewpider @ Eviolite
  556. Ability: Water Bubble
  557. Level: 5
  558. EVs: 212 HP / 100 Def / 180 SpD
  559. Relaxed Nature
  560. - Lunge
  561. - Scald
  562. - Sleep Talk
  563. - Rest
  564.  
  565. or
  566.  
  567. Dewpider @ Eviolite
  568. Ability: Water Bubble
  569. Level: 5
  570. EVs: 52 HP / 196 Atk / 180 Def / 20 SpD / 60 Spe
  571. Adamant Nature
  572. - Liquidation
  573. - Leech Life
  574. - Sleep Talk
  575. - Rest
  576.  
  577. It's bad when a water/Bug type has to use Rest-Talk in LC... That should summarise how bad this poke is. But I will put some compairable parts to it. Lunge is a 80 Base Bug attack that lowers the physical attack stat by 1. Scald is a move that has 30% to Burn, aka 1/16 HP chip damage and Half physical damage from a 30% on a 80 base special STAB. This poke has poor HP, attack sp attack and speed but manageable defences having actually pretty nice special defense being able to reach 16 without nature.
  578. Overall the spread results in: 23/10/14/10/16/8 overall. So 23 14-16 as defences and the offense is negateable because of it just being there for utility. It's water absorb ability is usefull as it helps it come in on some water types like Staryu. Sadly it's utility only helps VS physical pokemon or more specifically the few the bug type help for like Fight types actually have better stance agaisnt you in being able to Knock off your item and then go out of there or if you are Timburr potentially set up on you if you don't Spam Lunge enough. Burn also does less damage this gen so Timburr has less downside form absorbing it. Overall not a good poke but perhaps it could find a niche with something like this set.
  579. Now it turns out... Water Bubble, an otherwise unnessesary ability, also gives a 2x damage boost to water attacks.... Let that sink in. 2 x damage boost. So compair this to Adaptability Rest-Talk Skrelp and we notice this thing fires a stronger Scald.... That's insane.
  580.  
  581. Based on this given statistic I can say this set outclasses Rest-Talk Skrelp, in nearly everyway besides the fact allot of types can still switch in fairly safely against it. Running a more offensive set can be argued for so, I went ahaid and point out that it's too weak, too slow and too frail for that to work.
  582.  
  583. Not running recovery but going for an all out Webs abusing set or something of such lines it did be much like LO Skrelp. Honestly I wouldn't particulairly prefer it over Skrelp because of how Skrelp gets so much utility gained from it where as Dewpider can only spam it's water attacks and rely on Bug coverage(Leech Life = 80 Base) to hit Grass/Water types that come in and take the resistant hit.
  584. Unlike Skrelp, Leech Life doesn't get a boost. So this did at best be utilized simalar and bit on the useage of LO Skrelp. A set that, imo, is the worst of the 3 recommanded sets for Skrelp.
  585.  
  586. In no way can this mon outclass Bulky Attacking Skrelp for the simple reason that it lacks the instant damage to hit switchins where as Skrelp does compairable water damage with Hydro and can do insanely heavy damage to common answeres with an Adaptability boosted Sludge Wave. However, don't, ever, underestimate Dewpider.
  587.  
  588.  
  589.  
  590. Jangmo-o
  591. 45/55/65/45/45/45
  592.  
  593. Jangmo-o @ Berry Juice / Life Orb
  594. Ability: Bulletproof / Overcoat
  595. Level: 5
  596. EVs: 240 SpA / 212 Spe
  597. Modest Nature
  598. IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD
  599. - Draco Meteor
  600. - Focus Blast
  601. - Hidden Power [Poison]
  602. - Substitude / Work Up / Safeguard
  603.  
  604. Allot of people lost there mind whne they heard it dances... I just assumed it would be a bad axew or a bad dratini. Then the movepool turned up and I unlike everyone else, saw something I rally enjoyed: Focus Blast. A special oriented Dragon Type with Focus Blast? Sure. Having a max at 15 SpA is good enough to put in work even if it's only 14 speed and not the best defences and shit coverage in Poison/steel to hit fairy types. Overall, I can't see anything bad about this set. If you try Dragon Dance, you are outclassed by Axew 100%, if you try mixed you are outclased by Dratini for the most part. If you try something else you will be even more dissapointed.
  605. It won't be a top threat, but you have to look out for this thing that's for sure. HP Poison hit fairy types and specifically Cottonee/Morelull for good damage but also Snover... if that was anywhere near relevant. HP Steel wouldn't be luring anything of relevance in LC besides maby Amaura so I only recommand HP Poison. The abilities both are usefull but Overcoat makes it even switch into Foongus better then being immune to sluge Bomb but being able to set up on a none Will-O gastly and a none sleep powder Bellsprout can also be arguable. Work Up is filler, it's just there for strengtening it's special attack stat if you would ever be able to.
  606. Substitude did ensure no status could get to you while you fire an unexpected Focus Blast or try to give more opportunity to fire one. Safeguard can also be used on that slot, that did ensure no status can get you or your allies if you switch. The last 2 work really well with Bullet Proof as it makes you immune to all Foongus, Gastly and Bellsprout could do to you.
  607.  
  608.  
  609.  
  610. Fomantis:
  611. 40/55/35/50/35/35
  612.  
  613. Fomantis @ Eviolite
  614. Ability: Contrary
  615. Level: 5
  616. EVs: 36 HP / 236 Def / 40 SpA / 156 SpD
  617. Bold Nature
  618. IVs: 0 Atk / 30 SpA / 30 Spe
  619. - Leaf Storm
  620. - Hidden Power [Fire]
  621. - Defog
  622. - Synthesis
  623.  
  624. Having Contrary and Pure Grass type it's impossible to NOT compair this poke to Snivy, and well... Snivy has everything better.
  625. Snivy has better bulk, better speed and better special attack. Not to speak better utility moves overall in Glare and Knock off. But this poke can find 1 niche in Defog. Sadly that doesn't help Contrary exept if the opponant is Natu with Magic Bounce.... Reguardless this poke can find a real use as an obvious counter against all Spike/SR setters in the tier thanks to the grass typing and acces to Defog. Reliable recovery is a must and Hp fire gives the most optimal coverage against Ferroseed, other opposing Grasses like Foongus/Morelull and even Cottonee. Not to speak it's also usefull against pawn if you are at +2. But without the +2, it's pretty weak damage. It's defences aren't good at all only being below average. Speed compairable to most bulky grasses having 10 speed without investment.
  626.  
  627.  
  628. Wimpod:
  629. 25/35/40/20/30/80
  630.  
  631. Wimpod @ Berry Juice / Eviolite
  632. Ability: Wimp Out
  633. Level: 5
  634. EVs: 156 HP / 116 Def / 36 SpD / 196 Spe
  635. Jolly Nature
  636. - Leech Life
  637. - Scald
  638. - Spikes
  639. - Taunt
  640.  
  641. Absolute dog shit Attack stat, so why not abuse all the other parts this pokes very much tried to have to begin with: utility.
  642. Spikes, Fast, Taunt, ability that allowes you to instantly switch him out the moment he is hit and gets acces to Scald to burn and leech life to gain back some HP. Berry Juice is the itemn of choice but you can also use Eviolite to take hits better if you don't mind the SR damage as much. Keep in mind, you will be forced out multiple times so you need to Leech more offen for 2HP of recovery or try and burn things more easly. Ideally you pair this with Trappers a they love Spikes support what they originally could only get on an akward ballence team with Ferroseed or a suicidal offense team with lead Dwebble or Venepide. Unlike the previous 2 this poke has momentum to abuse for the Trappers while also Taunt to prevent being set up bait himself.
  643.  
  644.  
  645. Bounsweet:
  646. 42/30/38/30/38/32
  647.  
  648. Bounsweet @ Eviolite
  649. Ability: Oblivious
  650. Level: 5
  651. EVs: 180 HP / 212 Def / 116 SpA
  652. Bold Nature
  653. IVs: 0 Atk
  654. - Energy Ball
  655. - Dazzling Gleam
  656. - Rapid Spin
  657. - Synthesis
  658.  
  659. It has RAPID SPIN!!!!!!1!!!!WOW!!! SO GOOD! OMG! No seriously that's all it has. it's stats aren't good, if anything they are even bad for a defensive orientation, but it lacks even more in physical attack/special attack and speed to invest in. Energie Ball is the most powerfull and best stab as it doesn't get Giga Drain. it gets Synthesis so it has recovery to use with Rapid Spin. But it lacks something to abuse Dazzling Gleam with. It's also not powerfull or STAB so. Yea that's pretty bad.... This poke is pretty bad.
  660.  
  661.  
  662. Grubbin
  663. 47/62/45/55/45/46
  664.  
  665. Grubbin @ Berry Juice
  666. Ability: Swarm
  667. Level: 5
  668. EVs: 184 Atk / 80 SpA / 228 Spe
  669. Naive Nature
  670. - Acrobatics
  671. - X-Scissor
  672. - Volt Switch
  673. - Hidden Power [Grass]
  674.  
  675. What is there to say about it, it's bad obviously. This gives it utility to attack fight, grass and even bug types with Acrobatic and 16 attack. Voltswitch is needed momentum. You are still walled to hell without HP Grass to hit Ground and Rock types.
  676. You are weak so, try not being used as the main possitive. Swarm is an obvious as it allowes you to hit hard with bug... no it's just your only ability and bug stab is decent neutral damage so that's why I use it.
  677.  
  678.  
  679. The unobtainable ones:
  680. Type: Null
  681. 95/95/95/95/95/59
  682.  
  683. Type: Null @ Eviolite / Berry Juice
  684. Ability: Battle Armor
  685. Level: 5
  686. EVs: 76 HP / 240 Atk / 124 Spe
  687. Adamant Nature
  688. - Return / Double Edge
  689. - Flame Charge
  690. - Iron Head / Hidden Power [Grass]
  691. - Swords Dance
  692.  
  693. What happens whne you take a NU viable pokemon, and smack it down in LC, this abomination.
  694. Flame Charge boosts the pretty disapointing speed into 21, enough to outspeed any none scarfed pokemon. You have with this spread acces to 20 Physical Attack, that's actually really good if you consider the speed tier and that it can boost it's speed.
  695. Flame Charge also allowes you to hit Ferroseed, 2HKO Pawn and smash Magnemite.
  696. Return is the attack of choise, it has Double Edge but I don't see the need for that much attack when preventing being worn is overall better. If you do pick Double Edge, make sure you hold Berry Juice. Swords Dance is... enough to beat anything. Double Edge doesn't pair that well with Swords Dance but whocares, damage is the way to play with this monster. Hidden power Grass still holds use:
  697. 1HKO's Onix, 2HKO Tritouga etc even with Adamant nature you have 95 BASE SPECIAL ATTACK, it also hits Mudbray... but that thing:
  698. +2 236+ Atk Type: Null Double-Edge vs. 116 HP / 36 Def Eviolite Mudbray: 25-30 (100 - 120%) -- guaranteed OHKO.
  699. Iron Head is a nice option over HP Grass to hit overall stuff like Cranidoss better, at cost of Omanyte/Tirtouga.
  700.  
  701.  
  702. Cosmog:
  703. 43/29/31/29/31/37
  704.  
  705. Cosmog @ Berry Juice
  706. Ability: Levitate
  707. Level: 5
  708. EVs: 172 HP / 188 Def / 108 SpD
  709. Calm Nature
  710. IVs: 0 Atk
  711. - Splash
  712.  
  713. Unawair irritation. No Stab to start off with, no moves to abuse. This poke is an absolute dissapointment in every way. Horrible stats, not that good type, not good ability and no moves to use. Literally no movepool. This far for the legendary LC pokemon. I crown upon this poke: The worst poke in existance, the worst legendary in existance and the worst movepool in existance. This pokemon just detroned: Caterpie, Regigigas/Phione and Unown. All at once.
  714.  
  715.  
  716.  
  717. Buffed pokes:
  718.  
  719. Cubchoo @ Life Orb / Berry Juice
  720. Ability: Slush Rush
  721. Level: 5
  722. EVs: 76 HP / 196 Atk / 36 Def / 196 Spe
  723. Adamant Nature
  724. - Ice Punch
  725. - Play Rough
  726. - Superpower
  727. - Hone Claws / Substitude
  728.  
  729. Overall, this isn't bad anymore, but it's still bad. Hail, while we have 3, I repeat 3 viable setters of it. I do think this poke is the worst out the 2 abusers with slush rush. Just use Sandshrew, this poke has Play Rough to hit fight types but even then you have to remove mienfoo's evio and have to chip with Knock on Timburr before you can ensure a 1HKO. On top of that, even when Mach doesn't do 80% like it does on sandshrew, it still does allot of damage. Life Orb also takes 2HP per hit, Sub/hone claws are filler because it's coverage isn't all that good and finally, it has superpower as a semi usefull way to beat steels and such. Still overall just use sandshrew, even with Playrough it's still not as usefull.
  730.  
  731.  
  732.  
  733. Doduo:
  734.  
  735. Set nr 1:
  736. All-Out Attack (Doduo) @ Life Orb
  737. Ability: Early Bird
  738. Level: 5
  739. EVs: 236 Atk / 236 Spe
  740. Jolly Nature
  741. IVs: 29 HP
  742. - Jump Kick
  743. - Brave Bird
  744. - Double-Edge / Return
  745. - Knock Off / Substitude / Swords Dance / Quick Attack
  746.  
  747. Nice wallbreaking lure, fast, powerfull and has all the coverage to make it as scary as it should be. Before this the poke didn't have SD or Jump Kick to break walls, but now it does. Knock is still usefull, anyone could see that, but it's notably less important now.
  748. SD allowes you to break trough, well.... everything. Once at +2 you become one of the tiers most scary pokes to ever face, downside being that you're frail so setting up won't be easy anyway, but who cares when you outspeed the main speed tier and have all options to beat the current walls. Substitude gives a slight utility if you can put it up VS sucker war with Pawniard, Quick Attack on the other hand allowes you to hit faster pokes like Diglett and Elekid but also hit Pawniard on a Sucker Punch so he can't damage you by that.
  749.  
  750. Doduo @ Berry Juice / Eviolite
  751. Ability: Early Bird
  752. Level: 5
  753. EVs: 236 Atk / 236 Spe
  754. Jolly Nature
  755. - Brave Bird
  756. - Return / Double Edge / Quick Attack
  757. - Jump Kick
  758. - Substitute / Swords Dance / Roost
  759.  
  760. Well, this set is essentially all besides a joke set to fill in a dex analysis. With this set you can more reliably set up a Swords Dance, and once you do, who needs Life Orb when Jump Kick can 1HKO the majority of mons. Brave Bird/Double edge is extreemly scary for neutral views, Return is more usefull for those that want to preserve HP for Eviolite or just in general.
  761. I have seen some discussion about how good +2 Quick Attack is, but why would I sacrifice an important move like Return for it?
  762.  
  763. Doduo @ Choice Scarf
  764. Ability: Early Bird
  765. Level: 5
  766. EVs: 236 Atk / 236 Spe
  767. Adamant / Jolly Nature
  768. - Brave Bird
  769. - Return
  770. - Knock Off
  771. - Jump Kick
  772.  
  773. This set actually filles on almost all that still remains, this set outspeeds Diglett, Gothita, Elekid, Staryu, Ponyta and Abra and many more relevant pokemon. Downside is that it has nothing to prevent Sucker Punch Spam, opposing priority etc. It's also very prone to being worn much like the all attacking set.
  774. ===> conclusion:
  775. This thing could be banned. having more then 17 speed. Coverage that can 1HKO many reliable checks to flying like 1HKO chinchou with Doudble Edge if rocks are up, 1HKO magnemite, Omanyte and Tirtouga. Onix/Solid Rock Defensive Tirtouga can take a hit... but those are the only ones in all of LC to be able to switch into this monster.
  776.  
  777.  
  778. Now:
  779. ''the move reminder can teach any move in the levelup pool, ahead of the level itself''
  780.  
  781. Klink @ Berry Juice
  782. Ability: Clear Body
  783. Level: 5
  784. EVs: 36 HP / 236 Atk / 36 Def / 196 Spe
  785. Jolly Nature
  786. - Gear Grind
  787. - Return
  788. - Substitute
  789. - Shift Gear
  790.  
  791. Pretty easy to explain. You set up a substitude VS a foongus/morelull or such. You Shift the Gear. And you win the game. Having that +2 speed and a great +1 attack. You essentially outspeed almost all mons in the game because 13x2 and have 15x1,5 attack combined with a double multi-hit move. Return can hit Ground types like Hippo for some damage but also water types specifically Chinchou for good damage. That's pretty much it.... Not even bad. Just very basic.
  792.  
  793. Rufflet:
  794.  
  795. Rufflet @ Choice Scarf
  796. Level: 5
  797. Ability: Hustle
  798. EVs: 252 Atk / 36 Def / 196 Spe
  799. Jolly Nature
  800. - Return
  801. - Brave Bird <-------------------
  802. - Superpower
  803. - U-turn
  804.  
  805. Easy Quick and deadly. But 80% acc is what holds some pull back to the utility.
  806.  
  807. Rufflet @ Eviolite / Berry Juice
  808. Level: 5
  809. Ability: Hustle
  810. EVs: 116 HP / 12 Atk / 116 Def / 196 SpD / 36 Spe
  811. Impish Nature
  812. - Bulk Up / Defog
  813. - Brav Bird <-----------------
  814. - Superpower / Return
  815. - Roost / Substitude
  816.  
  817. Long live, much bulk such offense. Wow. Deadly as all mighty is all that should pop up in your head.
  818. Rufflet originally was seens as either an underrated thing or as a more middle group ranked mon as they saw it. Now there is no way to deny how powerfull this monster is. Fast with Scarf but oh so bulky with Bulk up. Will it be broken? No. Still has multiple flaws. But it's for damn sure that this thing has some serious wrecking power.
  819. Defog might sound odd but it cares little to sacrifise the moveslot for it. I mostly say this because Super + flying stab covers most. The few it doesn't cover either are Chinchou or still lose to Brave Bird. But keep in mind. This mon, is a serious offensive and utility based threat.
  820.  
  821.  
  822. Golett:
  823. Golett @ Eviolite
  824. Ability: No Guard
  825. Level: 5
  826. EVs: 244 Atk / 236 Spe
  827. Adamant Nature
  828. - Dynamic Punch
  829. - Earthquake
  830. - Ice Punch
  831. - Rock Polish
  832.  
  833. yea it now has No Guard to use with Dynamic Punch. But also with Rock Slide... Yay?
  834. Still not too relevant, just had proper fight coverage to hit Steels and get a confusion chance gives it some hope to set up a RP and potentially do more. Ice Punch is imo preferd as it hits Hippo and Vullaby for some damage. Rock Slide can be used over Ice Punch but idk why honestly. You can use it to improve the odds of the opponant not being able to attack atleast.
  835.  
  836. Staryu:
  837.  
  838. Staryu @ Life Orb
  839. Ability: Analytic
  840. Level: 5
  841. EVs: 196 SpA / 236 Spe
  842. Timid Nature
  843. IVs: 0 Atk
  844. - Hydro Pump
  845. - Thunderbolt
  846. - Ice Beam
  847. - Rapid Spin
  848.  
  849. I could be wrong with the set I just made but I think it can now have Rapid/Hydro + Analytic because of this. Show me the fodder and the revenge killing Goth/Diglett.
  850. So also Recover + Rapid + analytic for the next set:
  851.  
  852. Staryu @ Eviolite
  853. Level: 5
  854. Ability: Analytic
  855. EVs: 116 HP / 156 Def / 236 Spe
  856. Timid Nature
  857. - Rapid Spin
  858. - Scald
  859. - Ice Beam
  860. - Recover
  861.  
  862. I can hear you say ''but doesn't it need Psychic''. To that I say: No. No it doesn't ''need'' the psychic slot. Ice Beam now ensures a 2HKo on grass types including Pumpkaboo-S if rocks are up thanks to: 14 + 10 + SR damage = >25HP.
  863.  
  864. oh and also Porygon:
  865.  
  866. Porygon @ Eviolite
  867. Ability: Analytic
  868. Level: 5
  869. EVs: 156 HP / 36 Def / 240 SpA / 40 Spe
  870. Modest Nature
  871. IVs: 0 Atk / 30 SpA / 30 Spe
  872. - Tri Attack
  873. - Ice Beam
  874. - Hidden Power [Fire]
  875. - Recover
  876.  
  877. It got analytic now.... wooo... so usefull... wow. .... Not outclassed by Download at all.
  878.  
  879. Z-conversion set (Porygon) @ Normalium-Z
  880. Ability: Download
  881. Level: 5
  882. EVs: 156 HP / 36 Def / 156 SpA / 116 Spe
  883. Modest Nature
  884. IVs: 0 Atk
  885. - Conversion
  886. - Tri Attack
  887. - Psychic
  888. - Recover
  889.  
  890. Not broken persay, but great set. This can be seen as a great set, or as a fearable utility set. If anything I think it will outclass Berry Juice Agility in some aspects. Conversion is almost compleatly a wast of a moveslot. It has little utility in the LC metagame and being as slow as this poke is. I don't see it be as much of an instant threat as it should be. Tri Attack + Psyhic already hit almost all mons for great damage with a Download boost up. Now. It does even more. Why need coverage when you can 2HKO Pawniard, Pawn can't Knock the evio anymore so it has to just Iron Head Spam untill you lose. +2 156+ SpA Porygon Tri Attack vs. 0 HP / 36 SpD Eviolite Pawniard: 9-12 (42.8 - 57.1%) -- 54.3% chance to 2HKO where as: 156 Atk Pawniard Iron Head vs. 156 HP / 36 Def Porygon: 10-13 (40 - 52%) -- 9% chance to 2HKO. I can ensure you. I will be using this at one point in the metagame. If that is right now. Or if that did be in the next week. I don't care.
  891. The speed investment ensures you outspeed 17 speed pokemon after the boost, makes you speed tie with 18 speed pokemon and gives a nice utility witout the boost to outspeed Timburr/Pancham and other pokemon in the small 11 speed tier.
  892.  
  893. http://replay.pokemonshowdown.com/gen7anythinggoesbeta-478344324
  894.  
  895. Yea, yea it's fire. Just use this and own the game GG it's RPU, get owned by this soon newly banned mon.
  896.  
  897. Porygon @ Normalium Z
  898. Ability: Download
  899. Level: 5
  900. EVs: 156 HP / 156 SpA / 196 Spe
  901. Timid Nature
  902. IVs: 0 Atk
  903. - Thunderbolt
  904. - Ice Beam
  905. - Recover
  906. - Conversion
  907.  
  908. Now this set works differently. Lets see. IT'S TYPE IS DIFFERENT. New, shiny, Yellow, Immune to Yellow Magic, Neutral to fight and amazing VS most scarf users etc. This set runs 21 speed, some HP and a good amout of special attack. Ice Beam gives near optimal coverage, hits all ground types and everything to take Electric decently will be hit hard with this as well.
  909. The few that do resist: Chinchou/Magnemite happen to lose to Diglett who should aid you in set up and cleaning both.
  910. Recover allowes you to outrun so many damn important offensive pokemon. Scarf users are the best checks where as Munchlax is the prime counter for this broken ass stupid mon that I did argue to be just as broken as Type: Null.
  911.  
  912.  
  913.  
  914.  
  915. Buffs involving relevant Z-moves:
  916. B A N N E D
  917. Z-eevee is broken.:
  918. Offensive-special Eevee set:
  919. Eevee @ Eevium Z
  920. Ability: Adaptability
  921. Level: 5
  922. EVs: 240 SpA / 240 Spe
  923. Timid Nature
  924. - Last Resort
  925. - Hidden Power [Fighting]
  926. - Hyper Voice
  927. - Shadow Ball / Baton Pass
  928.  
  929. Last resort is a move needed to perform The Z-move. HOWEVER. You don't need the base move to be useable to perform any Z-moves. For example Last resort can't be used itself, but the Z-move of it can. Taunt prevents status moves. But the Z-move of that status move can be performed reguardless. Making it simply a sacrefice in item and Moveslot AND 1 time useable in exchange for the most broken thing LC hight have ever seen. A grand +2 in every stat. This makes Eevee able to 1HKO all of the ballenced metagame with Adaptability +2 Hyper Voice. All that survives 2 hits die to HP fight and the few that take it: SturdyJuice + Ghost types can either be hit with Shadow Ball or simply get obliterated if Strealth Rocks are up. Baton Pass takes on the Baton Pass abuse to perform what is obviously the most
  930.  
  931. Offensive-physical BP eevee:
  932. Eevee @ Eevium Z
  933. Ability: Adaptability
  934. Level: 5
  935. EVs: 236 Atk / 36 Def / 236 Spe
  936. Jolly Nature
  937. - Last Resort
  938. - Double Edge / Body Slam
  939. - Quick Attack
  940. - Baton Pass
  941.  
  942. Self explanitory. You boost, you pass you win with what ever you pass to. if he is that hopelessly weak to normal. Eevee wins by itself. I did question what the right spread did be mostly because you can just run max speed with some defense and that did take hits validly enough for you to pass it to something else.
  943. Bulky
  944. Eevee @ Eevium Z
  945. Ability: Adaptability
  946. Level: 5
  947. EVs: 76 HP / 196 Def / 76 SpD / 156 Spe
  948. Jolly Nature
  949. - Last Resort
  950. - Body Slam
  951. - Wish
  952. - Baton Pass
  953.  
  954. This will without question, be a cancerous spike for the metagame. I did vote if I were to be able, but that already means the council doesn't think it's worth to quick ban. It is, without question. One of the most threatening and phazer/Clear smog user forcing thing Baton Pass teams or even quick pass teams, could have dreamed off.
  955.  
  956.  
  957.  
  958. The nerfed one:
  959. Fletchling:
  960.  
  961. Fletchling @ Flying Gem
  962. Ability: Gale Wings
  963. Level: 5
  964. EVs: 76 HP / 200 Atk / 12 Def / 40 SpA / 180 Spe
  965. Naughty Nature
  966. - Acrobatics
  967. - Overheat
  968. - U-turn
  969. - Hidden Power [Grass]
  970.  
  971. If you can ensure rocks are not up, this will do. having that helpfull power of 130 base combined with the poor but still fearsome 15 attack. This poke still claimes a spot for it's revenge killing capasity having the ability to shut down less defensive flying weak pokemon like Sun abusing Bellsprout, Snivy after chip and many more relevant threats. With this set it can pose a threat to incomming rock types to ensure they can't just give in and set rocks as easly if they are already chiped. If they aren't already chiped down. U-turn on the expected Switch in. Overheat works the same against Pawn but also poses a threat vs Magnemite and Ferroseed to ensure they hare hurt badly, or taken down instantly. Swords Dance would have been a nice option like past gen.... but sadly it can't utilize this option anymore without the full need of encore support and Hazard removal at the same time.
  972.  
  973. I lack a source to confirm it gets Flying Gem this gen, but, if it does that's actually not bad. This would allow it to instantly 1HKO Mienfoo, Foongus or something of such level. meaning it no longer needs SD to put in the work.
  974. That's massive because of how it's ability is now limited. But who cares.
  975.  
  976. Fletchling @ Berry Juice
  977. Ability: Gale Wings
  978. Level: 5
  979. EVs: 156 HP / 196 Atk / 92 Def / 52 SpD
  980. Adamant Nature
  981. - Acrobatics
  982. - Swords Dance
  983. - Substitute
  984. - U-turn
  985.  
  986. Standert Berry Juice Fletch. The only set that allowes fletch to come in on anything in this gen. It allowes you to reliably check allot of threats if they lack Knock Off. U-turn is to lure, Rocks if they haven't already. Try to not use this move as much as possible. Subsitude can be helpfull if rocks would be up but you are VS a slower/faster opponant and have the chance to set it up/have it up. (this will be notably less common of a situation. But if it happens you can get back to 100% and outspeed the opponant. If sub is set up safely. Potentially go for an SD after and get the sweep going. If a chance is to safely set up SD. Set up SD over the thought of setting up a substitude. Substitude not only ruins the 100%, it relies on getting hit so you can use Gale Wing after.
  987.  
  988.  
  989. Besides all the above listed, sand/hail are the other counteracts to your viability. More specifically Hippo and Amaura.
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