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- :donphan: Phazer
- Donphan @ Leftovers
- Ability: No Ability
- - Earthquake
- - Hidden Power [Rock] / Toxic
- - Rapid Spin
- - Roar
- 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.
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- :donphan: Curse
- Donphan @ Leftovers
- Ability: No Ability
- - Curse
- - Earthquake
- - Hidden Power [Rock]
- - Roar / Rest
- This Donphan attempts to break holes in the opposition and/or make itself more resilient against opposing physical attackers with curse.
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- :dragonite: Haze
- Dragonite @ Leftovers
- Ability: No Ability
- - Haze
- - Thunderbolt / Thunder / Flamethrower
- - Ice Beam / Flamethrower
- - Double Edge / Dynamic Punch / Flamethrower / Rest
- 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.
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- :dragonite: Paralysis Spreader
- Dragonite @ Leftovers
- Ability: No Ability
- - Haze / Thunder Wave
- - Thunderbolt / Thunder / Flamethrower
- - Ice Beam / Flamethrower
- - Body Slam / Thunder Wave / Dragon Breath / Dynamic Punch
- 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.)
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- :electabuzz: Mixed Attacker
- Electabuzz @ Leftovers / No Item
- Ability: No Ability
- - Thunderbolt / Thunder
- - Ice Punch
- - Cross Chop
- - Thunder Wave / Thief / Hidden Power [Ground]
- 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.
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- :electrode: Hyper Offensive Lead
- Electrode @ Miracle Berry
- Ability: No Ability
- - Reflect
- - Light Screen
- - Thunderbolt
- - Explosion
- 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.
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- :entei: Sunny Day
- Entei @ Leftovers
- Ability: No Ability
- - Sunny Day
- - Fire Blast
- - Solar Beam
- - Hidden Power [Rock] / Hidden Power [Ice]
- 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.
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- :entei: Defensive
- Entei @ Leftovers
- Ability: No Ability
- - Flamethrower
- - Hidden Power [Rock] / Toxic
- - Rest
- - Sleep Talk
- 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.
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- :espeon: Growth + Baton Pass
- Espeon @ Leftovers
- Ability: No Ability
- - Growth
- - Psychic
- - Baton Pass
- - Hidden Power [Water] / Morning Sun / Hidden Power [Fire] / Substitute
- 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.
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- :espeon: Growth w/o Baton Pass
- Espeon @ Leftovers
- Ability: No Ability
- - Growth
- - Psychic
- - Hidden Power [Water] / Hidden Power [Fire]
- - Morning Sun / Bite
- 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.
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- :granbull: Curse Utility
- Granbull @ Leftovers
- Ability: No Ability
- - Curse
- - Return
- - Roar / Hidden Power [Ground]
- - Lovely Kiss / Heal Bell
- 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.
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- :houndoom: Pursuit
- Houndoom @ Miracle Berry / Leftovers
- Ability: No Ability
- - Fire Blast / Flamethrower
- - Crunch
- - Pursuit
- - Thief / Roar / Hidden Power [Ice] / Hidden Power [Rock] / Hidden Power [Grass]
- 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.
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- :houndoom: Sunny Day
- Houndoom @ Leftovers
- Ability: No Ability
- - Sunny Day
- - Fire Blast
- - Crunch
- - Hidden Power [Rock] / Hidden Power [Ice] / Solar Beam
- 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.
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- :hypno: Special Wall
- Hypno @ Leftovers
- Ability: No Ability
- - Seismic Toss
- - Thunder Wave
- - Rest
- - Sleep Talk
- 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.
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- :jolteon: Growth + Baton Pass
- Jolteon @ Leftovers / Miracle Berry
- Ability: No Ability
- - Growth
- - Thunderbolt / Thunder
- - Hidden Power [Ice]
- - Baton Pass
- 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.
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- :jolteon: Growth w/o Baton Pass
- Jolteon @ Leftovers / Miracle Berry
- Ability: No Ability
- - Growth
- - Thunderbolt / Thunder
- - Hidden Power [Ice]
- - Thunder Wave / Thunder
- 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.
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- :jumpluff: Disruptor
- Jumpluff @ Leftovers / Miracle Berry
- Ability: No Ability
- - Sleep Powder
- - Stun Spore
- - Encore
- - Leech Seed / Synthesis
- 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.
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- :kangaskhan: Curse + Roar
- Kangaskhan (F) @ Leftovers
- Ability: No Ability
- - Curse
- - Double Edge / Return / Body Slam
- - Rest / Earthquake / Substitute
- - Roar
- 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.
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- :kangaskhan: Curse + Sleep Talk
- Kangaskhan (F) @ Leftovers
- Ability: No Ability
- - Curse
- - Double Edge / Return / Body Slam
- - Rest
- - Sleep Talk
- 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.
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- :kangaskhan: Curse + Earthquake
- Kangaskhan (F) @ Leftovers
- Ability: No Ability
- - Curse
- - Double Edge / Return / Body Slam
- - Earthquake
- - Rest / Substitute
- 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.
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- :kangaskhan: Attacking Lead
- Kangaskhan (F) @ Leftovers
- Ability: No Ability
- - Double-Edge
- - Earthquake
- - Fire Blast
- - Roar / Curse / Rock Slide / Substitute
- 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.
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- :kingdra: Wall
- Kingdra @ Leftovers
- Ability: No Ability
- - Surf / Haze
- - Dragon Breath
- - Rest
- - Sleep Talk
- 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.
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- :lanturn: Wall
- Lanturn @ Leftovers
- Ability: No Ability
- - Surf
- - Thunder
- - Rest
- - Sleep Talk
- 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.
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- :lapras: 3 Attacks
- Lapras @ Leftovers
- Ability: No Ability
- - Surf / Hydro Pump
- - Ice Beam
- - Thunderbolt / Thunder
- - Sing / Nightmare / Perish Song / Body Slam / Protect
- 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.
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- :lapras: Rest + Sleep Talk
- Lapras @ Leftovers
- Ability: No Ability
- - Ice Beam
- - Surf / Thunderbolt / Thunder
- - Rest
- - Sleep Talk
- 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.
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- :lapras: Rain Dance
- Lapras @ Leftovers
- Ability: No Ability
- - Rain Dance
- - Hydro Pump / Surf
- - Ice Beam
- - Thunder / Thunderbolt
- 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.
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- :magneton: Offensive Wall
- Magneton @ Leftovers
- Ability: No Ability
- IVs: 26 Def
- - Thunder
- - Hidden Power [Ice]
- - Rest
- - Sleep Talk
- 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.
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- :meganium: Defensive Utility
- Meganium @ Leftovers
- Ability: No Ability
- - Leech Seed
- - Razor Leaf / Earthquake
- - Light Screen / Reflect
- - Synthesis
- 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.
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- :meganium: Swords Dance
- Meganium @ Leftovers
- Ability: No Ability
- - Swords Dance
- - Body Slam / Light Screen / Hidden Power [Rock]
- - Earthquake
- - Synthesis
- 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.
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- :moltres: Sunny Day AoA
- Moltres @ Leftovers
- Ability: No Ability
- - Sunny Day
- - Fire Blast / Flamethrower
- - Double-Edge
- - Hidden Power [Grass] / Hidden Power [Dragon] / Agility / Roar
- 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.
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- :moltres: Rest + Sleep Talk
- Moltres @ Leftovers
- Ability: No Ability
- - Flamethrower
- - Double Edge / Hidden Power [Grass] / Roar / Sunny Day
- - Rest
- - Sleep Talk
- 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.
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- :muk: Curse
- Muk @ Leftovers
- Ability: No Ability
- - Curse
- - Sludge Bomb
- - Fire Blast / Thunder / Hidden Power [Ground]
- - Explosion
- 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.
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- :muk: Offensive Utility
- Muk @ Leftovers / No Item
- Ability: No Ability
- - Sludge Bomb
- - Fire Blast / Thunder / Hidden Power [Ground]
- - Haze / Hidden Power [Ground] / Thief
- - Explosion
- 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.
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- :quagsire: Belly Drum
- Quagsire @ Leftovers
- Ability: No Ability
- IVs: 22 HP / 26 Atk / 24 Def
- - Belly Drum
- - Earthquake
- - Hidden Power [Rock]
- - Sludge Bomb / Rest
- 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.
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- :quagsire: Defensive Hazer
- Quagsire @ Leftovers
- Ability: No Ability
- - Haze
- - Earthquake
- - Hidden Power [Rock] / Toxic / Sleep Talk
- - Rest
- 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.
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- :sandslash: Swords Dance
- Sandslash @ Leftovers
- Ability: No Ability
- IVs: 26 Atk / 26 Def
- - Swords Dance
- - Earthquake
- - Rock Slide
- - Hidden Power [Bug]
- 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.
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- :scizor: Double Dance + Baton Pass
- Scizor @ Leftovers / Miracle Berry
- Ability: No Ability
- - Swords Dance
- - Agility
- - Hidden Power [Fighting] / Hidden Power [Rock]
- - Baton Pass
- 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.
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- :scizor: Swords Dance + Light Screen
- Scizor @ Leftovers
- Ability: No Ability
- - Swords Dance
- - Double-Edge
- - Steel Wing / Hidden Power [Fighting]
- - Light Screen
- 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.
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- :scizor: Curse + Rest
- Scizor @ Leftovers
- Ability: No Ability
- - Curse
- - Double-Edge
- - Steel Wing / Hidden Power [Fighting]
- - Rest
- 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.
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- :scyther: Baton Pass
- Scyther @ Miracle Berry
- Ability: No Ability
- - Swords Dance / Agility
- - Return
- - Hidden Power [Rock]
- - Baton Pass
- 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.
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- :slowking: Mixed/Special Wall
- Slowking @ Leftovers
- Ability: No Ability
- - Surf
- - Psychic / Thunder Wave
- - Rest
- - Sleep Talk
- 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.
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- :smeargle: Lead
- Smeargle @ Miracle Berry
- Ability: No Ability
- - Spore
- - Spikes
- - Agility
- - Baton Pass
- 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.
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- :tauros: Mixed All-Out Attacker
- Tauros (M) @ Leftovers / Miracle Berry
- Ability: No Ability
- - Double-Edge
- - Earthquake
- - Fire Blast / Iron Tail
- - Iron Tail / Substitute
- 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.
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- :tauros: Rest Talk
- Tauros (M) @ Leftovers
- Ability: No Ability
- - Double Edge
- - Earthquake
- - Rest
- - Sleep Talk
- 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.
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- :tentacruel: Swords Dance
- Tentacruel @ Leftovers
- Ability: No Ability
- - Swords Dance
- - Hydro Pump
- - Sludge Bomb
- - Hidden Power [Ground] / Substitute
- 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.
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- :typhlosion: Mixed Attacker
- Typhlosion @ Leftovers
- Ability: No Ability
- - Fire Blast
- - Earthquake
- - Hidden Power [Ice] / Hidden Power [Rock]
- - Sunny Day / Thunder Punch
- 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.
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- :ursaring: Curse
- Ursaring @ Leftovers
- Ability: No Ability
- - Curse
- - Return
- - Earthquake
- - Roar / Fire Punch
- 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.
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- :ursaring: Rest Talk
- Ursaring @ Leftovers
- Ability: No Ability
- - Return
- - Earthquake / Curse
- - Rest
- - Sleep Talk
- 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.
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- :venusaur: Support
- Venusaur @ Leftovers
- - Leech Seed
- - Synthesis
- - Toxic / Sleep Powder / Roar
- - Razor Leaf / Reflect / Light Screen
- 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.
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- :victreebel: SD + Sleep
- Victreebel @ Leftovers
- Ability: No Ability
- - Sleep Powder
- - Swords Dance
- - Sludge Bomb
- - Hidden Power [Ground] / Hidden Power [Rock]
- 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.
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