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BeeOrSomething GSC UUBL Set Compendium Channel Dump

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  1. :donphan: Phazer
  2.  
  3. Donphan @ Leftovers
  4. Ability: No Ability
  5. - Earthquake
  6. - Hidden Power [Rock] / Toxic
  7. - Rapid Spin
  8. - Roar
  9.  
  10. This Donphan acts in the shorter term as a phazer for primarily curse users and jolteon, while still being able to remove hazards thanks to rapid spin.
  11. ----------------------------------------------------------------------------------------------------------------------------
  12. :donphan: Curse
  13.  
  14. Donphan @ Leftovers
  15. Ability: No Ability
  16. - Curse
  17. - Earthquake
  18. - Hidden Power [Rock]
  19. - Roar / Rest
  20.  
  21. This Donphan attempts to break holes in the opposition and/or make itself more resilient against opposing physical attackers with curse.
  22. ----------------------------------------------------------------------------------------------------------------------------
  23. :dragonite: Haze
  24.  
  25. Dragonite @ Leftovers
  26. Ability: No Ability
  27. - Haze
  28. - Thunderbolt / Thunder / Flamethrower
  29. - Ice Beam / Flamethrower
  30. - Double Edge / Dynamic Punch / Flamethrower / Rest
  31.  
  32. The main focus of this set is to be an all around bulky pokemon with an offensive presence, able to utilize its great typing and haze to shut down many different setup sweepers ranging from normal type cursers to swords dancers to growth espeon to even belly drummers, provided dragonite can outspeed or is healthy enough to take a hit.
  33. ----------------------------------------------------------------------------------------------------------------------------
  34. :dragonite: Paralysis Spreader
  35.  
  36. Dragonite @ Leftovers
  37. Ability: No Ability
  38. - Haze / Thunder Wave
  39. - Thunderbolt / Thunder / Flamethrower
  40. - Ice Beam / Flamethrower
  41. - Body Slam / Thunder Wave / Dragon Breath / Dynamic Punch
  42.  
  43. The main focus of this set is to utilize dragonite’s great all around stats and typing to spread paralysis with moves like thunder wave or body slam to support slower teammates and potentially steal valuable turns from the opposition. (Haze is still mentioned here for its excellent traits in general use, while dynamic punch is mentioned for its good use in conjunction with thunder wave at the cost of haze.)
  44. ----------------------------------------------------------------------------------------------------------------------------
  45. :electabuzz: Mixed Attacker
  46.  
  47. Electabuzz @ Leftovers / No Item
  48. Ability: No Ability
  49. - Thunderbolt / Thunder
  50. - Ice Punch
  51. - Cross Chop
  52. - Thunder Wave / Thief / Hidden Power [Ground]
  53.  
  54. This set aims to be a fast offensive electric type similar to a jolteon without growth that is, with cross chop, able to beat chansey and potentially crit its way through other bulky normal types such as kangaskhan. With thunder wave it can make for effective speed control and support slower teammates, with thief it can cripple a bulky pokemon by stealing their leftovers, and with hidden power ground it can make for an effective jolteon wall. This set appreciates having a growth passed to it.
  55. ----------------------------------------------------------------------------------------------------------------------------
  56. :electrode: Hyper Offensive Lead
  57.  
  58. Electrode @ Miracle Berry
  59. Ability: No Ability
  60. - Reflect
  61. - Light Screen
  62. - Thunderbolt
  63. - Explosion
  64.  
  65. This set aims to start the game off by setting up dual screens, threatening out the popular qwilfish lead, and exploding, dealing solid damage to any pokemon that does not resist it.
  66. ----------------------------------------------------------------------------------------------------------------------------
  67. :entei: Sunny Day
  68.  
  69. Entei @ Leftovers
  70. Ability: No Ability
  71. - Sunny Day
  72. - Fire Blast
  73. - Solar Beam
  74. - Hidden Power [Rock] / Hidden Power [Ice]
  75.  
  76. This set aims to setup sunny day when in front of a pokemon that can not damage it for much and use its decent special attack, good coverage, and the sun's fire type boost to break holes in the opposition. This set appreciates having a growth passed to it. Rock hits moltres, charizard, and articuno, and ice hits dragonite.
  77. ----------------------------------------------------------------------------------------------------------------------------
  78. :entei: Defensive
  79.  
  80. Entei @ Leftovers
  81. Ability: No Ability
  82. - Flamethrower
  83. - Hidden Power [Rock] / Toxic
  84. - Rest
  85. - Sleep Talk
  86.  
  87. This set aims to be an effective stop to grass, ice, and primarily fire types for when your team can't afford a different pokemon to address these types and would appreciate the presence of a fire type.
  88. ----------------------------------------------------------------------------------------------------------------------------
  89. :espeon: Growth + Baton Pass
  90.  
  91. Espeon @ Leftovers
  92. Ability: No Ability
  93. - Growth
  94. - Psychic
  95. - Baton Pass
  96. - Hidden Power [Water] / Morning Sun / Hidden Power [Fire] / Substitute
  97.  
  98. This set aims to use growth on a predicted switch or when the opposing pokemon cannot significantly harm it and use the growth boost to attack the opponent with more powerful moves or pass the boost or even a sub if chosen to another powerful special attacker such as moltres.
  99. ----------------------------------------------------------------------------------------------------------------------------
  100. :espeon: Growth w/o Baton Pass
  101.  
  102. Espeon @ Leftovers
  103. Ability: No Ability
  104. - Growth
  105. - Psychic
  106. - Hidden Power [Water] / Hidden Power [Fire]
  107. - Morning Sun / Bite
  108.  
  109. This set fully focuses on espeon's own potential as a threat and utilizes both hidden power and morning sun or another coverage move in the form of bite (to hit other psychic types) in order to attempt to break holes and maybe even sweep the opponent rather than having the option to give the boost to a teammate.
  110. ----------------------------------------------------------------------------------------------------------------------------
  111. :granbull: Curse Utility
  112.  
  113. Granbull @ Leftovers
  114. Ability: No Ability
  115. - Curse
  116. - Return
  117. - Roar / Hidden Power [Ground]
  118. - Lovely Kiss / Heal Bell
  119.  
  120. This set aims to set up curse in front of a paralyzed team or when given a free turn, and use its high attack stat to launch powerful stab returns. Roar prevents scizor, kangaskhan, and porygon2 from setting up on it, while hidden power ground hits magneton and omastar. Lovely kiss puts something out of commission, while the rare and valuable heal bell removes your team completely of the omnipresent paralysis, though it means Granbull will be spending a turn not attacking.
  121. ----------------------------------------------------------------------------------------------------------------------------
  122. :houndoom: Pursuit
  123.  
  124. Houndoom @ Miracle Berry / Leftovers
  125. Ability: No Ability
  126. - Fire Blast / Flamethrower
  127. - Crunch
  128. - Pursuit
  129. - Thief / Roar / Hidden Power [Ice] / Hidden Power [Rock] / Hidden Power [Grass]
  130.  
  131. This set primarily aims to come in on alakazam and other psychic types besides the slow twins and wall them, forcing them to switch out and potentially take pursuit damage. This set can also come in on grass and other fire types and take minimal damage from them while dealing solid damage in return. Thief is for stealing leftovers for if houndoom’s miracle berry gets burned by something like an alakazam thunder wave, and roar prevents easy setup from things like curse kangaskhan and can potentially drag in a psychic or other Pokémon that houndoom can take advantage of. Rock hits moltres, charizard, and articuno, ice hits dragonite, and grass hits omastar and quagsire. This set appreciates having a growth passed to it.
  132. ----------------------------------------------------------------------------------------------------------------------------
  133. :houndoom: Sunny Day
  134.  
  135. Houndoom @ Leftovers
  136. Ability: No Ability
  137. - Sunny Day
  138. - Fire Blast
  139. - Crunch
  140. - Hidden Power [Rock] / Hidden Power [Ice] / Solar Beam
  141.  
  142. This set aims to maximize houndoom's good resistances, special attack, and access to solar beam and stab crunch to use sunny day and weaken the opposition with sun-boosted fire blasts. This set appreciates having a growth passed to it.
  143. ----------------------------------------------------------------------------------------------------------------------------
  144. :hypno: Special Wall
  145.  
  146. Hypno @ Leftovers
  147. Ability: No Ability
  148. - Seismic Toss
  149. - Thunder Wave
  150. - Rest
  151. - Sleep Talk
  152.  
  153. This set easily comes in on pokemon that cannot 3hko it, such as alakazam, dragonite, and slowking, and spreads paralysis and deals chip damage with seismic toss, potentially being able to grab a KO with lucky full paralysis.
  154. ----------------------------------------------------------------------------------------------------------------------------
  155. :jolteon: Growth + Baton Pass
  156.  
  157. Jolteon @ Leftovers / Miracle Berry
  158. Ability: No Ability
  159. - Growth
  160. - Thunderbolt / Thunder
  161. - Hidden Power [Ice]
  162. - Baton Pass
  163.  
  164. This set aims to capitalize on switches or on pokemon that cannot significantly hurt it and use growth, boosting its own hits or passing the boost to a teammate before the opponent can attack jolteon thanks to its incredible base 130 speed. Miracle berry is best in the lead or when keeping jolteon unparalyzed is more valuable than the passive recovery leftovers offers.
  165. ----------------------------------------------------------------------------------------------------------------------------
  166. :jolteon: Growth w/o Baton Pass
  167.  
  168. Jolteon @ Leftovers / Miracle Berry
  169. Ability: No Ability
  170. - Growth
  171. - Thunderbolt / Thunder
  172. - Hidden Power [Ice]
  173. - Thunder Wave / Thunder
  174.  
  175. This set focuses on jolteon's capability to punch big holes in the opponents' team after a growth boost and amplify it further with paralysis support to cripple opposing pokemon and support teammates or the option of both thunder and thunderbolt for versatility, such as when you want to use thunderbolt on a pokemon in range so that you won't miss and thunder on a pokemon that won't be ko'd by tbolt but will be by thunder. Miracle berry is best when keeping jolteon unparalyzed is more valuable than the passive recovery leftovers offers.
  176. ---------------------------------------------------------------------------------------------------------------------------
  177. :jumpluff: Disruptor
  178.  
  179. Jumpluff @ Leftovers / Miracle Berry
  180. Ability: No Ability
  181. - Sleep Powder
  182. - Stun Spore
  183. - Encore
  184. - Leech Seed / Synthesis
  185.  
  186. This set utilizes jumpluff's great speed stat, decent set of resistances, and good utility movepool to come in on a predicted setup move such as curse or substitute or a resisted attack like surf and unleash encore, leech seed, and its other good status moves to prevent the opponent from making progress and gain progress of your own. Synthesis can be used, but generally the other options are so essential to what jumpluff does that using synthesis is not generally recommended.
  187. ---------------------------------------------------------------------------------------------------------------------------
  188. :kangaskhan: Curse + Roar
  189.  
  190. Kangaskhan (F) @ Leftovers
  191. Ability: No Ability
  192. - Curse
  193. - Double Edge / Return / Body Slam
  194. - Rest / Earthquake / Substitute
  195. - Roar
  196.  
  197. This set aims to boost up with curse and hit the opponent hard, using roar to phaze out pokemon that would otherwise setup alongside it and beat it or pokemon that would wall it, also gathering spikes chip. Earthquake for coverage, rest for longevity, and substitute to take advantage of its natural bulk and curse boosts.
  198. ---------------------------------------------------------------------------------------------------------------------------
  199. :kangaskhan: Curse + Sleep Talk
  200.  
  201. Kangaskhan (F) @ Leftovers
  202. Ability: No Ability
  203. - Curse
  204. - Double Edge / Return / Body Slam
  205. - Rest
  206. - Sleep Talk
  207.  
  208. This set best takes advantage of kangaskhan's great natural bulk that allows it to dodge 3hkos from many unboosted special attackers with sleep talk in addition to rest, letting it boost up and/or hit the opponent instead of doing nothing and getting looped into a rest cycle for fear of being at low health when choosing to attack instead of rest. However, this comes at the cost of valuable earthquake coverage, leaving kangaskhan walled by more pokemon, so additional support is needed, but kangaskhan can in return be a decent special wall and win condition for its teammates.
  209. ---------------------------------------------------------------------------------------------------------------------------
  210. :kangaskhan: Curse + Earthquake
  211.  
  212. Kangaskhan (F) @ Leftovers
  213. Ability: No Ability
  214. - Curse
  215. - Double Edge / Return / Body Slam
  216. - Earthquake
  217. - Rest / Substitute
  218.  
  219. This set aims to boost up with curse while maximizing coverage and utility at the cost of roar or sleep talk, using rest for longevity or substitute to take advantage of its natural bulk and curse boosts.
  220. ---------------------------------------------------------------------------------------------------------------------------
  221. :kangaskhan: Attacking Lead
  222.  
  223. Kangaskhan (F) @ Leftovers
  224. Ability: No Ability
  225. - Double-Edge
  226. - Earthquake
  227. - Fire Blast
  228. - Roar / Curse / Rock Slide / Substitute
  229.  
  230. This set aims to utilize kangaskhan's great natural bulk and the high base power of stab double edge complimented by great coverage to start the game off by hitting everything hard and being tough to take down. Roar prevents opposing curse users from easily taking advantage of kangaskhan, curse boosts double edge and earthquake and makes kang harder to kill if given a free turn or on a predicted switch, rock slide does heavy damage to moltres, articuno, charizard, and aerodactyl, and substitute can minimize prediction and block status if given a free turn or on a predicted switch.
  231. ---------------------------------------------------------------------------------------------------------------------------
  232. :kingdra: Wall
  233.  
  234. Kingdra @ Leftovers
  235. Ability: No Ability
  236. - Surf / Haze
  237. - Dragon Breath
  238. - Rest
  239. - Sleep Talk
  240.  
  241. This set endlessly walls every fire type (unless they both have hidden power dragon and have been passed a growth boost), endlessly walls every unboosted special water type besides itself, easily beats all variants of aerodactyl and scizor, is a great check to every ground type, and in the short term can force damage or paralysis on something like jolteon that would otherwise beat it. Kingdra also makes for a great paralysis spreader with dragon breath. Haze can be used to prevent opposing pokemon from successfully using curse and swords dance, but the coverage and power of surf is usually more important. This set appreciates having a growth passed to it, as otherwise it can be walled by many bulky pokemon not weak to Kingdra's moves, even if they are also walled by Kingdra.
  242. ---------------------------------------------------------------------------------------------------------------------------
  243. :lanturn: Wall
  244.  
  245. Lanturn @ Leftovers
  246. Ability: No Ability
  247. - Surf
  248. - Thunder
  249. - Rest
  250. - Sleep Talk
  251.  
  252. Water + Electric is a great typing combo offensively (besides grasses), but against bulky pokemon with rest, it generally won't do much damage, so offensively lanturn is more so for pressuring targets it hits super effectively or that lack sufficient bulk or rest. Defensively, lanturn is kind of like if you took kingdra and made it weak to ground and overall less bulky. However, it's still plenty fine in most scenarios. This set appreciates a growth pass.
  253. ---------------------------------------------------------------------------------------------------------------------------
  254. :lapras: 3 Attacks
  255.  
  256. Lapras @ Leftovers
  257. Ability: No Ability
  258. - Surf / Hydro Pump
  259. - Ice Beam
  260. - Thunderbolt / Thunder
  261. - Sing / Nightmare / Perish Song / Body Slam / Protect
  262.  
  263. This set aims to fully utilize lapras' solid special attack and excellent coverage in the form of water + ice + electric and deal good damage to a wide range of pokemon, while still being able to last a decent bit even without rest thanks to its great natural bulk. The 4th move is largely a bonus. Sing is for sleeping pokemon like alakazam and chansey that would otherwise beat lapras, nightmare to punish resting pokemon that would otherwise be able to eat hits like kangaskhan, kingdra, and articuno, perish song can be used to pressure setup sweepers and force switches, body slam can be used for paralysis, and protect can be used to rack up leftovers and scout moves. This pokemon appreciates a growth pass to fully release its offensive potential, and protect pairs very well with a +1 lapras as it will like to stay in and eat hits.
  264. ---------------------------------------------------------------------------------------------------------------------------
  265. :lapras: Rest + Sleep Talk
  266.  
  267. Lapras @ Leftovers
  268. Ability: No Ability
  269. - Ice Beam
  270. - Surf / Thunderbolt / Thunder
  271. - Rest
  272. - Sleep Talk
  273.  
  274. This set aims to maximize lapras' great natural bulk and decent typing to wall pokemon and use them as an opportunity to fire off attacks. However, coverage is a big issue with this set, as you lose out on either surf or an electric move, lack of the former leaving lapras pretty easy entry for pokemon like scizor and magneton that can take advantage of it, and the latter leaving it walled by even more pokemon like articuno and other lapras. This set appreciates a growth pass to reduce some of these issues brought up by lack of coverage as well as increase general damage output.
  275. ---------------------------------------------------------------------------------------------------------------------------
  276. :lapras: Rain Dance
  277.  
  278. Lapras @ Leftovers
  279. Ability: No Ability
  280. - Rain Dance
  281. - Hydro Pump / Surf
  282. - Ice Beam
  283. - Thunder / Thunderbolt
  284.  
  285. This set aims to use lapras' solid coverage but push it even further with rain dance boosting lapras' water moves to the point where hydro pump under rain can even 2hko porygon2, as well as do a bunch of damage to other things. However, it should be noted that lapras' own rain can mean that the opponent's thunders will always hit and deal massive damage to lapras itself and its teammates. Surf can be used for more consistency, though with rain dance the massively increased power of hydro pump is preferred. Similarly, thunderbolt can be used over thunder for more consistency outside of rain, but since most of this mon's turns will be spent under rain, the extra power and paralysis chance are greatly appreciated. This pokemon absolutely loves a growth pass, as it allows it to nuke even more things, regardless of whether or not rain is up.
  286. ---------------------------------------------------------------------------------------------------------------------------
  287. :magneton: Offensive Wall
  288.  
  289. Magneton @ Leftovers
  290. Ability: No Ability
  291. IVs: 26 Def
  292. - Thunder
  293. - Hidden Power [Ice]
  294. - Rest
  295. - Sleep Talk
  296.  
  297. Magneton is best used to come in on targets who can only hit it with resisted hits or weak neutral hits, and then you fire off your thunders and hp ices. Notable targets include venusaur, porygon2, articuno, eq-less kangaskhan and ursaring, dynamic-punch less dragonite, and kind of espeon. P2 is one of the biggest names on this list, as magneton’s thunder can 3hko p2 while having a 30% chance to paralyze, meaning that with good fortune you can KO it. However, magneton is one shot by every ground move and at the very least heavily damaged by every fire move, and doesn't have good enough special bulk to sit on water types like it wish it could. This set appreciates a growth pass.
  298. ---------------------------------------------------------------------------------------------------------------------------
  299. :meganium: Defensive Utility
  300.  
  301. Meganium @ Leftovers
  302. Ability: No Ability
  303. - Leech Seed
  304. - Razor Leaf / Earthquake
  305. - Light Screen / Reflect
  306. - Synthesis
  307.  
  308. Meganium is able to come in on a wide range of pokemon thanks to its excellent bulk, typing, and synthesis, including grounds, non-lapras waters, and electric types. Light screen is for better staving off pokemon like jolteon and alakazam, and also to support teammates. Leech seed allows meganium to drain health from the opponent's pokemon and help to heal your own. Razor leaf is usually used to help kill grounds and grass-weak waters, but earthquake can be used to 2hko jolteon, which while having eq as your only attacking move seems bad, this meganium set mostly gives free entry to pokemon like moltres and articuno regardless.
  309. ---------------------------------------------------------------------------------------------------------------------------
  310. :meganium: Swords Dance
  311.  
  312. Meganium @ Leftovers
  313. Ability: No Ability
  314. - Swords Dance
  315. - Body Slam / Light Screen / Hidden Power [Rock]
  316. - Earthquake
  317. - Synthesis
  318.  
  319. Same as the support set, but you swap out leech seed and usually light screen for swords dance and body slam. While having a meager 75 attack stat and no physical stab, swords dance allows meganium to output a surprising amount of damage and take advantage of it so easily coming in on pokemon like water types. Body slam is to deal decent neutral damage after an sd and potentially paralyze pokemon, light screen can be used to help with jolteon and if you feel you can deal with flyers adequately, and hidden power rock to kill paralyzed or resting flyers. Generally, body slam is best though.
  320. ---------------------------------------------------------------------------------------------------------------------------
  321. :moltres: Sunny Day AoA
  322.  
  323. Moltres @ Leftovers
  324. Ability: No Ability
  325. - Sunny Day
  326. - Fire Blast / Flamethrower
  327. - Double-Edge
  328. - Hidden Power [Grass] / Hidden Power [Dragon] / Agility / Roar
  329.  
  330. With moltres' good stats and typing, this pokemon is able to setup sunny day on mons that are hit super effectively by fire, such as grasses and scizor, and proceed to dish out nuclear damage to even neutral targets. Flamethrower can be used instead of or alongside fire blast for consistency. Double edge provides a decent neutral hit to most Pokemon. Hp grass deals with quagsire and omastar, and hidden power dragon hits both kingdra and dragonite. Agility can be used in late game scenarios or if the opponent does not have the right pokemon to attempt to sweep, roar can be used to gather spikes chip or force a setup sweeper to switch. This set highly appreciates a growth pass, and practically needs it with hp dragon as otherwise it still cannot 3hko kingdra, and moltres naturally pairs well with jolteon anyways.
  331. ---------------------------------------------------------------------------------------------------------------------------
  332. :moltres: Rest + Sleep Talk
  333.  
  334. Moltres @ Leftovers
  335. Ability: No Ability
  336. - Flamethrower
  337. - Double Edge / Hidden Power [Grass] / Roar / Sunny Day
  338. - Rest
  339. - Sleep Talk
  340.  
  341. Rest + sleep talk is used for longevity and to make moltres a decent sleep absorber, while flamethrower is used for consistency and to remain useful in longer games where fire blast pp could run out. The rest of the moves do the same thing as the dedicated sunny day set. Again, this set appreciates a growth pass for the same reasons.
  342. ---------------------------------------------------------------------------------------------------------------------------
  343. :muk: Curse
  344.  
  345. Muk @ Leftovers
  346. Ability: No Ability
  347. - Curse
  348. - Sludge Bomb
  349. - Fire Blast / Thunder / Hidden Power [Ground]
  350. - Explosion
  351.  
  352. Thanks to muk's massive bulk, especially on the special side, muk is able to use that opportunity to launch attacks, including a powerful explosion, or click curse to boost. Sludge bomb is quite a nice stab move, as it comes off a very good attack stat and has a mean 30% poison rate and is backed up by all the coverage you could need. Fire blast hits scizor and magneton, thunder hits aerodactyl, omastar, qwilfish, crobat, and tentacruel, as well as potentially spread paralysis, while hidden power ground hits omastar, qwilfish, tentacruel, other muk, haunter, and magneton.
  353. ---------------------------------------------------------------------------------------------------------------------------
  354. :muk: Offensive Utility
  355.  
  356. Muk @ Leftovers / No Item
  357. Ability: No Ability
  358. - Sludge Bomb
  359. - Fire Blast / Thunder / Hidden Power [Ground]
  360. - Haze / Hidden Power [Ground] / Thief
  361. - Explosion
  362.  
  363. Explosion is still the defining piece of muk, but without curse, while less potentially dangerous, it frees up muk to use a different form of utility through haze or thief or use an additional coverage move. Haze + boom is an incredibly potent combination, as it is both defensively useful with haze removing boosts and offensively threatening with any potential defense boosts from curse that would block explosion doing as much disappearing. Thief meanwhile can cripple an opposing pokemon that would otherwise really wish it had leftovers.
  364. ---------------------------------------------------------------------------------------------------------------------------
  365. :quagsire: Belly Drum
  366.  
  367. Quagsire @ Leftovers
  368. Ability: No Ability
  369. IVs: 22 HP / 26 Atk / 24 Def
  370. - Belly Drum
  371. - Earthquake
  372. - Hidden Power [Rock]
  373. - Sludge Bomb / Rest
  374.  
  375. This set aims to use quagsire's good typing, decent bulk, and paralysis or an agility pass to use belly drum and sweep the opponent. Speaking of, thanks to its typing, quagsire is the best non-chansey answer to every common set on the electrics of the tier, including the dominant and popular jolteon. However, as it gives up a relatively free switch for the aforementioned electric types after it comes in to eat an attack, quagsire should be backed up with a solid defensive core, or be on a highly offensive team that can win first. Hidden power rock hits flying types, and sludge bomb hits meganium, the best and most common quagsire answer, though quagsire needs a speed pass or meganium to be paralyzed first. Rest can also be used for longevity, however, as it cannot touch meganium and does nothing while sleeping, should be used on a team that can outlast or lure meganium, and also ideally has heal bell support from something like chansey.
  376. ---------------------------------------------------------------------------------------------------------------------------
  377. :quagsire: Defensive Hazer
  378.  
  379. Quagsire @ Leftovers
  380. Ability: No Ability
  381. - Haze
  382. - Earthquake
  383. - Hidden Power [Rock] / Toxic / Sleep Talk
  384. - Rest
  385.  
  386. This set aims to fully capitalize on quagsire's defensive typing and good enough bulk to completely shut down electric types, primarily growth jolteon, and, if needed, put a temporary stop to other setup users such as curse normals and swords dancers. Hidden power rock hits flyers, toxic spreads passive damage for when you want a more general move to click and also very importantly chips meganium, and sleep talk helps quagsire do things when sleeping, usually so that it doesn't let jolteon just baton pass its growth boost out freely when quagsire is sleeping. As with rest variants of belly drum quagsire, this set is extremely weak to meganium, and, if not sleep talk, should be used with heal bell, and combined with the general passivity of the set, means that this quagsire should really only be used on very specific highly defensive teams that can make up for its weaknesses, such as full on stall.
  387. ---------------------------------------------------------------------------------------------------------------------------
  388. :sandslash: Swords Dance
  389.  
  390. Sandslash @ Leftovers
  391. Ability: No Ability
  392. IVs: 26 Atk / 26 Def
  393. - Swords Dance
  394. - Earthquake
  395. - Rock Slide
  396. - Hidden Power [Bug]
  397.  
  398. Sandslash aims to come in on a double or after one of your pokemon dies and setup swords dance in front of a paralyzed team. Earthquake and rock slide provide perfect coverage while hidden power bug provides the extra oomph needed to break past meganium. Sandslash works best on paralysis spam teams because teams with speed pass prefer something else like quagsire while on teams without speed pass or multiple paralysis users sandslash struggles to break through more than one or two pokemon due to its below average bulk. Speaking of, sandslash's main competition is quagsire, who works far better on speed pass and is more instantly game ending with belly drum, but sandslash has the advantage of not having to fully commit and cut half of its HP when setting up and so usually works better on paralysis teams. Quagsire is also still outsped by alakazam, aerodactyl, jolteon, and electrode even at +2 speed.
  399. ---------------------------------------------------------------------------------------------------------------------------
  400. :scizor: Double Dance + Baton Pass
  401.  
  402. Scizor @ Leftovers / Miracle Berry
  403. Ability: No Ability
  404. - Swords Dance
  405. - Agility
  406. - Hidden Power [Fighting] / Hidden Power [Rock]
  407. - Baton Pass
  408.  
  409. This set aims to come into battle in front of something that cannot significantly hurt it like fire punch-less alakazam or kangaskhan and use one of its setup moves, then baton pass the boosts out to a powerful physical attacker such as ursaring. Hidden power fighting allows this scizor to also double as a temporary normal-type answer and hit houndoom and magneton, while hidden power rock allows this set to better damage pokemon like aerodactyl, charizard, moltres, articuno, and houndoom after it clicks agility. Miracle berry can used to prevent status to ensure you baton pass safely, namely preventing sleep from pokemon like jumpluff or preventing paralysis to make sure scizor's attemps cannot be stopped by any full para antics.
  410. ---------------------------------------------------------------------------------------------------------------------------
  411. :scizor: Swords Dance + Light Screen
  412.  
  413. Scizor @ Leftovers
  414. Ability: No Ability
  415. - Swords Dance
  416. - Double-Edge
  417. - Steel Wing / Hidden Power [Fighting]
  418. - Light Screen
  419.  
  420. This set aims to come in on pokemon that cannot hurt it significantly such as normal types and click swords dance, with light screen allowing scizor to be unfazed by pokemon that would otherwise do solid damage to it such as kingdra, tentacruel, and jolteon. Double edge provides a powerful neutral hit to many things while steel wing is a good stab option for no recoil that hits aerodactyl and haunter who stuff double edge while hidden power fighting better allows this set to take on normals, magneton, and on the switch, houndoom. As light screen still fails to prevent scizor from being toasted by stab fire moves from the likes of moltres, houndoom, entei, charizard, and typhlosion, you should be prepared with an answer to these pokemon such as kingdra. It is also helpful to have a backup pokemon that does not directly lose to opposing curse normals, such as twave porygon2, as this scizor set lacks recovery outside of leftovers. Pursuit support from houndoom is advisable if using hp fighting.
  421. ---------------------------------------------------------------------------------------------------------------------------
  422. :scizor: Curse + Rest
  423.  
  424. Scizor @ Leftovers
  425. Ability: No Ability
  426. - Curse
  427. - Double-Edge
  428. - Steel Wing / Hidden Power [Fighting]
  429. - Rest
  430.  
  431. Due to curse boosting physical defense and rest providing valuable longevity, this scizor is arguably the best answer to the curse normals of the tier, primarily porygon2 that even pack electric or ice coverage to hit aerodactyl, haunter, and omastar/donphan. Double edge provides a powerful neutral hit to most things. Steel wing hits haunter and aerodactyl that would otherwise stifle this set, while hidden power fighting deals more damage to the normals as well as magneton and, on the switch, houndoom. Make sure to back this scizor set up with adequate coveage for fire types primarily but also preferably water and electric types too. Pursuit support from houndoom is advisable if using hp fighting.
  432. ---------------------------------------------------------------------------------------------------------------------------
  433. :scyther: Baton Pass
  434.  
  435. Scyther @ Miracle Berry
  436. Ability: No Ability
  437. - Swords Dance / Agility
  438. - Return
  439. - Hidden Power [Rock]
  440. - Baton Pass
  441.  
  442. This set aims to set up a swords dance or an agility in front of a special attacker that cannot hit it super-effectively, and then baton pass out to a powerful physical attacker. Return is a generally decent neutral target, while hidden power rock drops targets ike Moltres, Articuno, and Charizard from full health after a swords dance or high health without. Swords dance is best passed to physical attackers with great coverage and good bulk/speed, such as Kangaskhan and Tauros, while agility is best passed to a slow but very dangerous set up threat, like Belly Drum Quagsire. Miracle berry is important to block paralysis and sleep, and leftovers does not do enough as Scyther does not plan to stick around in the battle.
  443. ---------------------------------------------------------------------------------------------------------------------------
  444. :slowking: Mixed/Special Wall
  445.  
  446. Slowking @ Leftovers
  447. Ability: No Ability
  448. - Surf
  449. - Psychic / Thunder Wave
  450. - Rest
  451. - Sleep Talk
  452.  
  453. Slowking aims to be a rest talking wall to fire types, alakazam, espeon, donphan, and other pokemon. Surf is the primary choice of stab for its good super effective coverage including being able to actually threaten fire types. Psychic is the second choice of attacking move for smacking tentacruel and qwilfish and dealing good chip damage to grasses, other waters, and dragonite, however thunder wave can be used instead to spread paralysis, notably crippling alakazam and espeon. Rest and sleep talk provide longevity and the ability to not do nothing while sleeping.
  454. ---------------------------------------------------------------------------------------------------------------------------
  455. :smeargle: Lead
  456.  
  457. Smeargle @ Miracle Berry
  458. Ability: No Ability
  459. - Spore
  460. - Spikes
  461. - Agility
  462. - Baton Pass
  463.  
  464. Smeargle aims to lead on offensive teams and set up spikes and land a spore early on. It learns every move in the game, so the last 2 options can be basically whatever, from agility pass to destiny bond to super fang to sacred fire to phazing to thief to more. Miracle berry should be used as smeargle is so frail leftovers will not do anything productive, and keeping smeargle awake or unparalyzed is essential.
  465. ---------------------------------------------------------------------------------------------------------------------------
  466. :tauros: Mixed All-Out Attacker
  467.  
  468. Tauros (M) @ Leftovers / Miracle Berry
  469. Ability: No Ability
  470. - Double-Edge
  471. - Earthquake
  472. - Fire Blast / Iron Tail
  473. - Iron Tail / Substitute
  474.  
  475. This Tauros set aims to be a fast and powerful mid game attacker that utilizes excellent coverage and STAB double-edge to spread damage. Double-Edge is the strongest choice of STAB and should be used. Earthquake hits certain normal resists such as Haunter, Omastar, and Magneton for heavy damage, as well as doing a bit more damage than double edge as well as coming without recoil to other pokemon such as grounded fire types. Fire Blast deals heavy damage to Scizor, who would otherwise take advantage of tauros. Iron Tail hits Aerodactyl harder than any other move as well as the rare Shuckle. Substitute takes advantage of free turns to ease prediction and make Tauros take less effective damage from the next attack. Miracle berry can be used to prevent paralysis, which Tauros despises. Tauros is best paired with swords dance pass, as it is fast and powerful but can at times need the extra oomph of boosts to truly cause havoc. Tauros should also be paired with a sturdy normal resist, as it gives easy setup to opposing curse users like Porygon2.
  476. ---------------------------------------------------------------------------------------------------------------------------
  477. :tauros: Rest Talk
  478.  
  479. Tauros (M) @ Leftovers
  480. Ability: No Ability
  481. - Double Edge
  482. - Earthquake
  483. - Rest
  484. - Sleep Talk
  485.  
  486. This Tauros aims to stick around for much longer than the all out attacker set due to rest and sleep talk, but at the cost of some crucial coverage, mainly fire blast for Scizor. Everything else is largely the same.
  487. ---------------------------------------------------------------------------------------------------------------------------
  488. :tentacruel: Swords Dance
  489.  
  490. Tentacruel @ Leftovers
  491. Ability: No Ability
  492. - Swords Dance
  493. - Hydro Pump
  494. - Sludge Bomb
  495. - Hidden Power [Ground] / Substitute
  496.  
  497. Tentacruel aims to come in on pokemon whose moves it resists, such as fire types, and set up a swords dance. Sludge bomb is the best choice of physical stab, and it even comes with a 30% poison rate. Hydro Pump compliments it well, smacking Aerodactyl, Donphan, Shuckle, Haunter, Omastar, and Magneton, while also not needing a swords dance first to deal significant damage. Hidden power ground deals with Tentacruel's best defensive answers, Qwilfish and Muk, while also OHKO'ing Haunter and Magneton and dealing heavy damage to Omastar and other Tentacruel, dealing much more damage than hydro pump would be able to do. Substitute can be used in its stead to better take advantage of paralysis and free switches, as well as better punish fire types. Tentacruel should be paired with paralysis users so that it can outspeed the opponent, and ideally with houndoom or hypno in order to deal with Alakazam.
  498. ---------------------------------------------------------------------------------------------------------------------------
  499. :typhlosion: Mixed Attacker
  500.  
  501. Typhlosion @ Leftovers
  502. Ability: No Ability
  503. - Fire Blast
  504. - Earthquake
  505. - Hidden Power [Ice] / Hidden Power [Rock]
  506. - Sunny Day / Thunder Punch
  507.  
  508. Typhlosion aims to be a fast and powerful mixed attacker that can deal super effective damage to many things, utilizing STAB Fire Blast off 109 special attack to deal heavy damage to neutral targets. Fire Blast is chosen as flamethrower is too weak. Earthquake is a great coverage option to compliment fire stab, as it smacks Tentacruel, Qwilfish, Lanturn, other grounded fires like Houndoom, Omastar, and also does not have a miss rate vs Haunter, Magneton, and the electric types like Jolteon. Hidden power ice hits dragonite, while hidden power rock hits the flying fires like Moltres while also not missing against Articuno, and both hit Aerodactyl. Sunny day increases the power of fire blast to do massive damage to neutral targets. Thunder punch hits both flying types and qwilfish and tentacruel, so it should not be used alongside with hp rock. Roar can be used to spread spikes chip and prevent setup, and dynamic punch can be used to hit normal types for good damage and confuse them, notable Chansey. However, Typhlosion tends to fail to deal decent damage to targets that it does not hit super effectively, notably Kingdra, is inconsistent due to fire blast accuracy and prediction issues, hates status, and has heavy competition with other fire types, so it generally should not be used on most teams.
  509. ---------------------------------------------------------------------------------------------------------------------------
  510. :ursaring: Curse
  511.  
  512. Ursaring @ Leftovers
  513. Ability: No Ability
  514. - Curse
  515. - Return
  516. - Earthquake
  517. - Roar / Fire Punch
  518.  
  519. This Ursaring set aims to take advantage of a paralyzed opposing team and being given a free turn to set up Curse and wallbreak early-mid game or sweep late game. Return is the strongest choice of STAB move. Earthquake compliments Return well, hitting Haunter, Omastar, and Magneton. Roar can be used to win the curse war vs other curse users, as Ursaring is slower than Porygon2, Kangaskhan, and Scizor, and so it can phaze them out successfully. Fire Punch hits Scizor for heavy damage. Hyper Beam can even be used in the last slot as a nuke button for when Ursaring is low on health or you just need that extra oomph.
  520. ---------------------------------------------------------------------------------------------------------------------------
  521. :ursaring: Rest Talk
  522.  
  523. Ursaring @ Leftovers
  524. Ability: No Ability
  525. - Return
  526. - Earthquake / Curse
  527. - Rest
  528. - Sleep Talk
  529.  
  530. This Ursaring set uses rest and sleep talk to provide longevity. Return and Earthquake are the best combination of no drawback moves that hit the most pokemon for neutral damage. Curse can be used over Earthquake to provide a set up threat for early or late in the game. This Ursaring functions best as a recipient to a swords dance pass, as Return and Earthquake hit incredibly hard at +2 attack and rest and sleep talk provide enough longevity to make it last.
  531. ---------------------------------------------------------------------------------------------------------------------------
  532. :venusaur: Support
  533.  
  534. Venusaur @ Leftovers
  535. - Leech Seed
  536. - Synthesis
  537. - Toxic / Sleep Powder / Roar
  538. - Razor Leaf / Reflect / Light Screen
  539.  
  540. Venusaur aims to basically be a clone of Meganium, but with a poison immunity. Leech seed is important to prevent foes like Porygon2 and Kangaskhan from freely setting up, Synthesis for longevity, and the last two moves for general disruption and support. Toxic cripples Alakazam, Porygon2, and Houndoom among others, Sleep powder can put something out of commission, Roar prevents setup especially from Jolteon, Razor leaf for damage on water and ground targets, and reflect or light screen for reducing damage from opposing attackers.
  541. ---------------------------------------------------------------------------------------------------------------------------
  542. :victreebel: SD + Sleep
  543.  
  544. Victreebel @ Leftovers
  545. Ability: No Ability
  546. - Sleep Powder
  547. - Swords Dance
  548. - Sludge Bomb
  549. - Hidden Power [Ground] / Hidden Power [Rock]
  550.  
  551. This set aims to set up a swords dance when the opponent's team is paralyzed. Sleep powder is a very unique trait to that of other swords dancers and putting something out of commission is generally very valuable. Sludge Bomb is the strongest choice of stab and comes with a nice 30% poison rate. Hidden power ground hits other poison types and hits fires and electrics slightly harder than sludge bomb, while hidden power rock hits flying types, though all the flyers are faster and need to be paralyzed first.
  552. ---------------------------------------------------------------------------------------------------------------------------
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