rhydonphilip

Z boosted sets worth using LC

Jan 8th, 2017
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  1. ----Amazing ones:
  2.  
  3. Vullaby (F) @ Flyinium Z
  4. Ability: Weak Armor
  5. Level: 5
  6. EVs: 236 Atk / 76 SpD / 196 Spe
  7. Adamant Nature
  8. - Brave Bird
  9. - Knock Off
  10. - Rock Smash
  11. - Mirror Move
  12.  
  13. Now, keep in mind the Nasty Plot set, and see how this set becomes insane paired with it. Having acces to a move to boost attack by +2 and an ability to boost speed to +2 allowing you to outspeed any pokemon but drop defense to make yourself more prone to Priority attacks. The only downside this set has is that it needs a safe set up opportunity and it wants to get that speed boost while setting up. Besides the obvious set up and amazing coverage in Dual Stab + filling it up with Rock Smash purely to beat Pawniard.
  14. If the set up opportunity doesn't sound good enough for you, you can utilize a 190 base Z-Brave Bird. Overcoat can be utilized to set up on foongus and not be as prone to priority but I would only see the use if you also pair it with Roost. Brave Bird also has the slight downside of withering yourself down but, unlike Doduo, it's not really an issue.
  15.  
  16.  
  17. Ponyta @ Firium Z
  18. Ability: Flame Body
  19. Level: 5
  20. EVs: 236 SpA / 76 SpD / 196 Spe
  21. Modest Nature
  22. IVs: 0 Atk
  23. - Fire Blast
  24. - Solar Beam
  25. - Will-O-Wisp / Morning Sun
  26. - Sunny Day
  27.  
  28. Now this set has been tested before, it's great. The main use of this set is to be a strong all out attacking Fire type with 1 turn of set up to both set Sun and boost speed by 1. Scarfed Vulpix doesn't need the set up but does less damage granting a large range of valid 1HKO's but missing on some very important ones without the use of Overheat and Energie Ball isn't powerfull enough sometimes. This essentially means you have 17 Special Attack Stat instead of 14 and the ability to blast through Grass/Rock Types with Solar Beam (120 instead of 90). Additionally you also have better coverage in the ability to run Will-O, Morning-Sun or even Hypnosis.
  29. Just to compair what this mon can all do, you did need a Munchlax or Mantyke to wall this thing after it set up. It's also not like it can't set up on a large aray of pokemon ranging from Mienfoo to Water types like Chinchou as it can only do so little damage back against you. Watch out for Sturdy Rock types, the 2 above named walls, Hippopotas and Z-Rain Chinchou/Staryu.
  30. Overall, this is a threat to look out for as it has allot going for it to be paired with it's normal utility set and the bulky Sunny Day set (That uses Eviolite and Morning Sun's 75% in sun recovery on top of the lowered water damage and Fire damage boost:
  31. exists out of: Fire Blast/Flamethrower, Solar Beam, Sunny Day and Morning Sun.)
  32.  
  33.  
  34.  
  35. ----Good ones:
  36. Chinchou @ Waterium Z
  37. Ability: Volt Absorb
  38. Level: 5
  39. EVs: 52 Def / 228 SpA / 220 Spe
  40. Timid Nature
  41. IVs: 0 Atk
  42. - Hydro Pump
  43. - Thunder
  44. - Ice Beam
  45. - Rain Dance
  46.  
  47. Staryu @ Waterium Z
  48. Ability: Natural Cure
  49. Level: 5
  50. EVs: 76 Def / 196 SpA / 236 Spe
  51. Modest Nature
  52. IVs: 0 Atk
  53. - Hydro Pump
  54. - Thunder
  55. - Ice Beam
  56. - Rain Dance
  57.  
  58. Both work compairably. Chinchou gets to use an insanly powerfull Thunder Stab to be finally abuseable. Staryu gets the most insane speed tier it could imagin but mostly relies on powerfull water Stab for it to work. I wouldn't say Staryu gets most out of it without the multiple other sets people expect where as Chinchou's set makes a stand allone utility.
  59.  
  60.  
  61. Ponyta @ Firium Z
  62. Ability: Flame Body
  63. Level: 5
  64. EVs: 236 Atk / 76 SpD / 196 Spe
  65. Jolly / Adamant Nature
  66. - Flare Blitz
  67. - Wild Charge
  68. - Will-O-Wisp
  69. - Flame Charge / Morning Sun
  70.  
  71. I guess this set will be placed here for now but realise how good this could actually be for Ponyta. Raising it's attack by one point from Z-Will-O both burns the opponant and raises your attack into the area it actually becomes a top tier threat. Wild Charge 1HKO's a large quanity of pokemon where as Flare Blitz absolutely nukes anything that doesn't resist the coverage. The only reason I put it back in this low range is simply because of the amout of Rock types and how Chinchou while lesser common is still a solid answere to this mon. Besides that it takes set up opportunity and that could put you in range for some notable priorty users. On top of that, you are still just a Fire type filled with strong waters like Carvanha/Corphish/Tirtouga who can outspeed or use priority to blow you away.
  72. Flame Charge can be placed to outspeed pokemon like Staryu, this is also where an Adamant nature can see some good use as it changes your 18 attack into 19 but overall that's overkill without much needed trade off in terms of unboosted speed and ensuring to outspeed Scarfed Doduo is nice.
  73.  
  74.  
  75.  
  76. ----Niche:
  77.  
  78. Bellsprout @ Poisonium Z
  79. Ability: Chlorophyll
  80. Level: 5
  81. EVs: 36 HP / 76 Def / 196 SpA / 196 Spe
  82. Modest Nature
  83. IVs: 0 Atk
  84. - Solar Beam
  85. - Sludge Bomb
  86. - Weather Ball
  87. - Sleep Powder
  88.  
  89. Basic honestly. All difference it has to the LO set is that you have a more powerfull instant Poison move to hit flying types like Vullaby/Rufflet/Ponyta(Fire type)/Larvesta. If you know the calcs you realise there is some notable difference but compaired to Life Orb Larvesta can be scrapped and Vullaby/Rufflet/Ponyta only matter if Rocks are up(They should always be however). Overall, it has use, gains some versatility and can be opted for as a set on it's own.
  90.  
  91. Pumpkaboo-Large @ Ghostium Z
  92. Ability: Frisk
  93. Level: 5
  94. EVs: 36 Def / 244 SpA / 228 Spe
  95. Modest Nature
  96. IVs: 0 Atk
  97. - Shadow Ball
  98. - Energy Ball / Giga Drain
  99. - Fire Blast
  100. - Trick-or-Treat
  101.  
  102. Main issue this set has is to have a mon like Diglett to remove bulky Fire types. Other then that you get acces to a move that increases all your stats, ranging from attack to defense and back to speed. All with a +1. The grass moveof choise can be anything, Giga Drain makes you more durable while Energie Ball picks up on some notable 1HKO's. Fire Blast is the main possitive of the set in terms of coverage as it hits grasses for respectable damage who would otherwise put you in range for allot of scary things.
  103. Finally, Shadow Ball can be boosted by Ghostium-Z into a 160 Base Never-Ending Nightmare. That move essentially nukes anything now that Pory-GONE. Try to focus on using it as a Sweeper.
  104.  
  105. Pumpkaboo-Small @ Ghostium Z
  106. Ability: Frisk
  107. Level: 5
  108. EVs: 4 HP / 228 Atk / 36 Def / 4 SpA / 228 Spe
  109. Naughty / Adamant Nature
  110. - Bullet Seed
  111. - Rock Slide
  112. - Fire Blast / Shadow Sneak
  113. - Trick-or-Treat
  114.  
  115. Faster, a higher speed tier makes it overall more effective vs a decent amout of pokemon. Main thing this set has to make use of is a pokemon to remove bulky grasses. With the Mixed set you essentially remove the need for that utility but becomes weaker to special attackers that might be able to take a hit. Overall it's a pretty sweet sweeper. Rock Slide is the main possitive the physical set has as it grants you the ability to hit pokemon like Bulkier Vullaby for good damage and other flying types/more offensive vullaby are 1HKO'd.
  116.  
  117. Bulbasaur @ Normalium Z
  118. Ability: Chlorophyll
  119. Level: 5
  120. EVs: 240 SpA / 240 Spe
  121. Modest Nature
  122. IVs: 0 Atk / 30 SpA / 30 Spe
  123. - Energie Ball / Giga Drain
  124. - Sludge Bomb
  125. - Hidden Power [Fire]
  126. - Celebrate
  127.  
  128. I feel like this one suits the group, having compairable utility but a, I guess worse type? Grass/Poison has some possitives but also some downsides. Realise resisting Ground, neutral to Poison and the beautifull neutral utility Ghost has in the Ghost/Grass type, it's hard to compete. Now Bulba does have some sick things going for it. Small notice: Overgrow is unobtainable thanks to the event Celebrate Bulbasaur having Chlorophyll. Now there are some big things to point out. For one Grass/Poison is a more spamable coverage. Now thanks to not being a Sun Sweeper anymore this should be irrelevant to begin with but having a way of 2HKO'ing vullaby is nice but alright. You also somewhat counteract sun in a sense, you have the speed tier to outspeed any sun mon and have the coverage to 1HKO Vulpix and outspeed + 1HKO Bellsprout even without the boost. Niche but I guess that has some uses.
  129.  
  130. Buneary @ Normalium Z
  131. Ability: Limber
  132. Level: 5
  133. EVs: 228 Atk / 4 Def / 236 Spe
  134. Jolly Nature
  135. - Splash
  136. - Return
  137. - Jump Kick
  138. - Baton Pass / Quick Attack
  139.  
  140. Buneary @ Normalium Z
  141. Ability: Limber
  142. Level: 5
  143. EVs: 76 HP / 84 Def / 68 SpD / 236 Spe
  144. Jolly Nature
  145. - Splash
  146. - Return
  147. - Thunder Wave / Encore
  148. - Baton Pass
  149.  
  150. The first of the 2 is an offensive support/use set that grants you the ability to hit someone for horribly strong +3 Stab Return from 16 Attack. However is compleatly walled by Ghosts so passing into a proper abuser should be a no brainer. Think about the use +3 instant attack has for some pokemon. Pretty rediculess but not too many pokes. Most of the ones that do don't pair all that well with this mon. The second set is the supportive passer with a good amout into defences to take on a handfull of things to set up on. Thunder wave can be used to prevent Omanyte/Other Shell-Smashers from overpowering you 1v1.
  151. Besides that Encore can be used to put a handfull of pokemon down to the ground when trying to set up on you however most of the important pokemon like Omanyte, are faster after the boost anyway so.
  152.  
  153. Aipom @ Normalium Z
  154. Ability: Skill Link
  155. Level: 5
  156. EVs: 76 HP / 116 Atk / 76 Def / 236 Spe
  157. Jolly Nature
  158. - Fury Swipes
  159. - Knock Off
  160. - Work Up
  161. - Baton Pass
  162.  
  163. It's almost the same as Bunnelby besides the fact you have Knock Off, slightly better defences and Work Up boosts attack by +2 and special attack by +1. Overall more to Baton Pass to. It's not much different then the above one so I feel it should speak for itself.
  164.  
  165. Diglett @ Darkinium Z
  166. Ability: Arena Trap
  167. Level: 5
  168. EVs: 36 HP / 236 Atk / 236 Spe
  169. Jolly Nature
  170. - Earthquake
  171. - Rock Slide / Sludge Bomb / Stealth Rocks
  172. - Sucker Punch
  173. - Memento
  174.  
  175. Pretty simple and has some handy things going for it: Z-boosted Memento works like Healing Wish but doesn't remove status when passing into whatever your Memento support was ment for. You basically drop the opponants attack/spA by 2 and heal your next mon to enter the field back to 100%. Sucker Punch can also become a 160 base Dark move allowing you to blast through Pumpkaboo after 50% of it's HP is gone. The filler slot can be a way to hit Flying types, Dewpider and Larvesta. Sludge Bomb hits Cottonee, Snubbull and Morelull.
  176.  
  177. Staryu @ Psychium Z
  178. Ability: Natural Cure
  179. Level: 5
  180. EVs: 76 Def / 196 SpA / 236 Spe
  181. Timid Nature
  182. IVs: 0 Atk
  183. - Hydro Pump
  184. - Thunder
  185. - Blizzard
  186. - Gravity
  187.  
  188. It takes little to explain how this works: you Z-Gravity, that increases your Special attack by +1. You gain the possitives of the accuracy boost from Gravity so you can abuse low accuracy moves like Thunder/Blizzard and you get the handy +1 special attack to aid what would otherwise be outclassed by Life Orb in every aspect. Now keep in mind you kinda need a set up turn, lack recovery and are pretty much a frail one. This All-Out-Attacking set can bring some potential to the era of Z-moves. But for now, I have yet to see what would make this set better then it seems.
  189.  
  190.  
  191. Fletchling @ Flyinium Z
  192. Ability: Gale Wings
  193. Level: 5
  194. EVs: 200 Atk / 120 SpA / 180 Spe
  195. Naughty Nature
  196. - Fly
  197. - Overheat
  198. - Hidden Power [Grass]
  199. - U-turn
  200.  
  201. Sure fletch is bad this gen. However, it gained something new this gen that essentially fixed what was sub-optimal about it last gen: Instant Damage. Fly is a horribly bad move. But if I can make it go in 1 turn and almost double it's base for a 1 time blast... Then you got something insane. This essentially works as the regular lure set for fletch that it has to resort to right now exept it can utilize this 1 time abuseable nuke to plow past anything you need to hit for good or insane damage. Pokemon like Mienfoo -> 1HKO, Foongus -> 1HKO. The main downside is that you now have a horrible STAB move to work with and with all honesty there isn't much it would have done besides hit something hard for 1 time now that gale wing is so hampered down by Stealth Rocks.
  202. This set can be utilized mid game to get rid of something scary or utilized to save you from set up sweepers after they set up.
  203. Most notable pokemon in clude: Shellder, Scraggy, Vullaby, Z-weather users and allot more. Stuff that regular Fletch would just barely lack the offense for. I invested more into special attack simply because it makes some difference in damage calcs so I went with the assumption there will be a calc where it will matter as right now, more defense seems rather redundant on Fletchling.
  204. To show some calcs:
  205. 200+ Atk Fletchling Supersonic Skystrike (160 BP) vs. -1 116 HP / 0 Def Vullaby: 28-34 (112 - 136%) -- guaranteed OHKO
  206. 200+ Atk Fletchling Supersonic Skystrike (160 BP) vs. 156 HP / 196 Def Eviolite Mienfoo: 26-32 (113 - 139.1%) -- guaranteed OHKO
  207. 200+ Atk Fletchling Supersonic Skystrike (160 BP) vs. 124 HP / 156+ Def Eviolite Foongus: 26-32 (104 - 128%) -- guaranteed OHKO
  208. 200+ Atk Fletchling Supersonic Skystrike (160 BP) vs. 36 HP / 36 Def Eviolite Scraggy: 26-32 (118.1 - 145.4%) -- guaranteed OHKO
  209. 200+ Atk Fletchling Supersonic Skystrike (160 BP) vs. 116 HP / 36 Def Eviolite Scraggy: 26-32 (113 - 139.1%) -- guaranteed OHKO
  210. 200+ Atk Fletchling Supersonic Skystrike (160 BP) vs. -1 36 HP / 36 Def Eviolite Shellder: 16-21 (80 - 105%) -- 93.8% chance to OHKO after Stealth Rock
  211.  
  212.  
  213. Cottonee @ Darkinium Z
  214. Ability: Prankster
  215. Level: 5
  216. EVs: 36 HP / 40 Def / 144 SpA / 40 SpD / 232 Spe
  217. Timid Nature
  218. IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
  219. - Dazzling Gleam / Giga Drain
  220. - Hidden Power [Fighting]
  221. - Encore / Tailwind / Knock Off
  222. - Memento
  223.  
  224. It makes some sense why this mon has become worse. Encore now can't lock in Vullaby/Scraggy/Pawn into Nasty Plot, Dragon Dance and swords Dance/Stealth Rocks respectively. Tailwind helps the team allot, Knock Off always has some use especially when luring in Magnemite. HP Fight is the only move cottonee can't afford to not run this gen. It enables you to almost 1HKO Pawniard, a mon able to block Memento and come in with little risk against you. Darkium-Z Memento allowes you to drop the opponants attack and special attack by -2 each AND heals up whatever mon you pass into to 100% (much like Healing Wish but besides the status cure.)
  225. Eviolite is in my opinion still better over it but I can see why you did argue this set.
  226.  
  227. Charmander @ Firium Z
  228. Ability: Solar Power
  229. Level: 5
  230. EVs: 44 HP / 12 Def / 200 SpA / 236 Spe
  231. Timid Nature
  232. IVs: 0 Atk / 30 SpA
  233. - Fire Blast
  234. - Ancient Power
  235. - Hidden Power [Grass]
  236. - Sunny Day
  237.  
  238. Gave it a niche I sepose. Now it can launch Sun AND get +1 speed at once. The next turn it will be able to blast with Solar Powered Fire Blast or one of the coverage moves it has in this set. It hits anything with these moves so it's useable now/not 100% outclassed.
  239.  
  240. ----Simply bad:
  241.  
  242. Diglett @ Darkinium Z
  243. Ability: Arena Trap
  244. Level: 5
  245. EVs: 36 HP / 236 Atk / 236 Spe
  246. Jolly Nature
  247. - Earthquake
  248. - Rock Slide
  249. - Substitute
  250. - Hone Claws
  251.  
  252. This is such a weird set. So limited in set up chances. Substitude only really makes you able to set up on pokemon locked into Electric attacks or Sucker Punch users oooor Frail Flying types. Hone Claws essentially is a +2 attack +1 accuracy, so you can start to clean some things.... What could we be missing? Oh yea. The fact that it lacks LO for most calcs is actually ensuring that it can't 1HKO all the things a +2 Drillburr would compairably also miss out on. It's a big sting in the utility not to speak how little this move does for you besides that.
  253.  
  254.  
  255. Aipom @ Flyinium Z
  256. Ability: Skill Link
  257. Level: 5
  258. EVs: 76 HP / 196 Atk / 236 Spe
  259. Jolly Nature
  260. - Fury Swipes
  261. - Knock Off
  262. - Fake Out / Brick Break
  263. - Bounce
  264.  
  265. I did place this higher but, Z-bounce actually lacks the damage bench it wants to the point Timburr/Bulky Foo/Pancham will always live a Z-Bounce with rocks up. Secondly, Fury Swipes does somewhat compairable damage and with Fake Out included you 1HKO while also having the possitives of an item slot and not needing to ''risk'' going for this 1 time useable move. Overall, it seems nice in theory but lacking in practice.
  266.  
  267. Phantump @ Grassium Z
  268. Ability: Natural Cure
  269. Level: 5
  270. EVs: 12 HP / 196 Atk / 52 Def / 36 SpD / 212 Spe
  271. Jolly Nature
  272. - Horn Leech
  273. - Shadow Claw
  274. - Rock Slide
  275. - Forest's Curse
  276.  
  277. Why wouldn't you use Physical/Mixed Pump-L over this? Well Shadow Claw, what, ironically is done better by Pump as the turn it sets up it changes the opponant into a ghost type so Shadow Sneak does slighly more damage then Shadow Claw would have done.
  278. There is just no real reason to utilize this over it as changing your opponant to a type to resist your primary Stab isn't ideal.
  279.  
  280. Spearow @ Flyinium Z
  281. Ability: Sniper
  282. Level: 5
  283. Happiness: 0
  284. EVs: 36 HP / 196 Atk / 36 Def / 28 SpD / 196 Spe
  285. Adamant Nature
  286. - Drill Peck
  287. - Drill Run
  288. - Frustration
  289. - Tailwind
  290.  
  291. Bad mon, horrible set. Z-tailwind increases Crit chance so Sniper Ability became better. I just want to point out, Doduo is able to do more damage with Life Orb and doesn't require set up. Additionally it also has better coverage in Knock + Jump Kick.
  292.  
  293.  
  294. -Made by Rhydonphilip
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