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- Crabominable @ Life Orb
- Ability: Hyper Cutter / Iron Fist
- EVs: 252 HP / 252 Atk / 4 SpD
- Brave Nature
- - Power-Up Punch
- - Close Combat
- - Ice Hammer
- - Earthquake
- This is the only Crabominable set I'd really run at the moment due to how its poor defensive typing and speed inhibit its ability to naturally come in and nuke stuff. It's a fairly basic trick room abuser that uses its STABs 90% of the time (you only click earthquake on the obvious Toxapax switch), and I like hyper cutter to prevent your opponent from attempting to pivot and waste your TR turns with Landorus-T especially (i.e. they come into lando on a CC and then go into their steel type on the ice hammer). Anyways this set pairs well with Magaerna: it can set trick room, get it in safely with volt switch, and take on fairy types that Crabominable struggles with.
- Vikavolt @ Life Orb
- Ability: Levitate
- EVs: 252 HP / 252 SpA / 4 SpD
- Quiet Nature
- IVs: 0 Atk / 0 Spe
- - Thunderbolt
- - Volt Switch
- - Bug Buzz
- - Hidden Power [Ice]
- Another trick room abuser. I considered specs but honestly having to make a prediction around their ground type is not that efficient for a playstyle that needs to play perfectly (you can't afford them going into their ground type when you are locked into thunderbolt/volt-switch). Life orb, therefore, eases prediction and allows you to not be forced on in a situation where they try and stall out trick room turns by going into their ground type. This is its only viable set and other coverage isn't really needed (these moves hit most Pokemon neutrally anyways).
- Lycanroc @ Focus Sash
- Ability: Steadfast
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Stealth Rock
- - Stone Edge
- - Accelerock/Taunt
- - Fire Fang/Taunt
- Standard suicide lead. Steadfast is used to help against potential anti-leads with fake out (though rare the other abilities are absolutely useless here). Pairs only on hyper offensive teams and should really not be used on any other sort of build. Taunt is an option to shut down hazard setters in particular, but fire fang is an option to hit bulky steel types for respectable damage (most importantly to not let Mega Scizor get free swords dance on you).
- Lycanroc @ Life Orb
- Ability: Sand Rush
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Swords Dance
- - Stone Edge
- - Accelerock
- - Fire Fang
- This set aims at cleaning weakened teams late game. Used swords dance on a forced switch or, a Pokemon that has lowered stats (-2 from Draco, etc.), or on a predicted recovery move and try to land as many stone edges as possible. Fire fang hits steel types which otherwise wall you, and accelerock prevents you from being picked off by opposing priority. Sand rush is run in order to prevent sand rush Excadrill from revenge killing you.
- Gumshoos @ Life Orb
- Ability: Adaptability
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Facade/U-turn
- - Pursuit
- - Return
- - Earthquake
- This is a 'fast' wallbreaking Gumshoos. It really needs a jolly nature to actually outrun defensive Pokemon (base 80s and below) and maximum speed and attack don't really need an explanation. Earthquake is pretty much there to hit steel types, and pursuit is used to revenge kill weakened Pokemon on the switch. Return is your main STAB and is what you should be clicking most of the time. Facade is an option as well if you want to take advantage of status and passive Pokemon in general, but U-Turn is slashed if your team appreciates slow momentum support.
- Gumshoos @ Choice Band
- Ability: Adaptability
- EVs: 252 HP / 252 Atk / 4 SpD
- Brave Nature
- IVs: 0 Spe
- - Return/Thrash
- - U-turn
- - Earthquake
- - Pursuit
- Another trick room abuser, this time with a choice band. I did some calcs and with a choice band, Gumshoos OHKOs most Pokemon neutrally with thrash, whereas a life orb required more chip damage. U-Turn allows you to pivot into other TR abusers/setters, and again earthquake is for steel types and pursuit is to prevent your opponent from attempting to waste your TR turns by pivoting around.
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