This is a page containing all the usable movesets for each pokemon. The movesets for this page are actively being worked on by our members, hence the lack of them at the moment - check out the Standard Movesets Project forum to learn more! (PM me (Enigma, click my name at the bottom of this page) if you see any mistakes. Suggestions to the actual movesets should be discussed in the Standard Moveset Project, which is already linked to. ;) )
- Venusaur
- Charizard
- Butterfree
- Beedrill
- Pidgeot
- Raticate
- Arbok
- Fearow
- Pikachu
- Raichu
- Sandslash
- Nidoqueen
- Nidoking
- Clefable
- Ninetales
- Wigglytuff
- Vileplume
Leech Seed and Powder
Venusaur@Leftovers
Overgrow
Calm/Modest
208 HP / 60 Special Attack/ 152 Special Defence
- Leech Seed
- Sleep Powder
- Energy Ball
- Earthquake/HP Ice/HP Fire/Sludge Bomb/Light Screen/Synthesis
Ok, this is Venusaur, the very first fully evolved Pokemon in your Pokedex! Its been around since the good old days of RBY and ever since then has seen fair useage throughout the generations. Its a very sturdy pokemon with good defensive stats (80HP/83Def/100SDef), and can take hits reasonably well with the correct EV investments. Its attacking stats are average at best, 100 base isn't exactly a lot in the world of Garchomps and Slaking.
The moveset is simple enough to utilise, although you may have trouble getting Venusaur in. Its low base speed coupled with its ability to be 2hko'd by a lot of attacks means unless you play it right, your Venusaur could be down without so much as a scratch on the opponent.
Nevertheless, Sleep Powder should be your first port of call, effectively immobilizing one opponent allowing you to fire off a Leech Seed unharmed. This is the point when you should think about switching out to something more capable of dealing with the threat. Your opponent most likely switched out meaning you're likely to be facing an opponent who can immediately pose a threat to you (ie a counter).
You should try to make use of Venusaur's decent SAtk with Energy Ball,although Grass Knot works just as well. The final slot is pretty much a filler, so choose what you feel your team needs. A few ideas have been listed.
Regarding the nature, Calm allows you to take more hits, while Modest is for those that enjoy firing off stronger attacks.
Choice Scarf
Venusaur@Choice Scarf
Overgrow
Timid / Hasty
252Special Attack / 252 Speed / 4HP
- Leaf Storm
- Sleep Powder
- Sludge Bomb / HP Fire
- Earthquake
This works like slower, bulkier ScarfRoserade. Sleep Powder gives ScarfSaur a fast, fairly accurate sleep move. Leaf Storm is an obviously powerful move that works well with Choice Scarf. Sludge Bomb provides powerful secondary STAB, but lacks coverage that HP Fire can provide. Earthquake can be a bit of a surprise to stuff like Heatran that think they can wall Venusaur's two stab moves.
Swords Dance
Venusaur@Life Orb
Overgrow
Jolly/Adamant
252 Speed / 252 Attack / 4HP
- Swords Dance
- Seed Bomb
- Earthquake
- Synthesis
Swords Dance up and then abuse Life Orb with Earthquake and Seed Bomb. You won't keep it in against things like Skarmory, Staraptor who can eat you anyway, so it doesn't matter about it's inability to hit Flying types well. Seed Bomb gets STAB, so it's good for neutrality. Jolly is the preferred nature, since you're getting the attack boost from Life Orb and Swords Dance anyway, but it's up to preference. Synthesis is there to recover any damage you get that threatens to conspire with Life Orb recoil and knock you out, though in the fast pace of DP's OU, don't expect to be using this too much. As with the last set, move EVs from Speed into HP if you want a bulkier attacker.
Choice Specs
Venusaur@Choice Specs
Overgrow
Modest
252 Special Attack / 252 Speed / 4HP
- Sludge Bomb
- Energy Ball / Hidden Power Ice
- LEaf Storm
- Sleep Powder
Not really effective without Hidden Power Ice, otherwise put that over Energy Ball. Sleep Powder allows you to come in on something and Sleep what you can't kill; working very well with Stealth Rock support to allow the dilemna of staying in or switching out. Leaf Storm is your main attacking move here, 210 Base Power (After STAB) with Specs and Modest.. it's going to hurt. Think of it like a mini-Shaymin on that front, but that front alone. SludgeBomb is a poor attacking type, but STAB helps. Not the most reccomended set, but it has the suprise factor which is reason enough to use it.
Double Powder
Venusaur@Leftovers
Overgrow
Calm / Bold / Modest
252HP / 200 Special Defence (or Defence, if using Bold) / 52 Special Attack
- Grass Knot / Energy Ball
- Toxic
- Sleep Powder
- Hidden Power Ice / Hidden Power Fire
Easy to do, Sleep Powder on something, and Toxic the switch-in. Grass Knot or Energy Ball is for STAB, and hurts Tyranitar, Hippowdon, Starmie, Suicune, Slowbro, etc. Hidden Power Ice hits other Grass types, as well as Flying types, and common Dragons like Garchomp, Salamence and Dragonite. Hidden Power Fire hits other Grass types as well, but also gets coverage on Ice and Steel Pokemon, the latter of which are immune to Toxic.
This set has trouble with anything that switches in on Toxic that isn't affected by it like the aforementioned Steel types, Poison types and Immunity Pokemon.
SunnySaur
Venusaur@Hot Rock / Leftovers
Overgrow
Modest
204HP / 252 Special Attack / 54 Speed
- Sunny Day
- Solar Beam
- Hidden Power Fire / Hidden Power Ice / Hidden Power Fighting
- Synthesis / Sleep Powder / Leech Seed
Set up Sunny Day to turn Solarbeam into a one-turn move, while boosting Hidden Power Fire's power. Synthesis will also be boosted thanks to the sun, though Sleep Powder and Leech Seed are more than viable to force a switch or buy some time while you set up the sun. Hidden Power Ice and Fighting are there if you fear the Dragons or Tyranitar, respectively. Hidden Power ground is not reccomended, as you are left helpless against Flying types, but it stops Fire types coming in and taking away all your fun.
BellyZard
Charizard@Salac Berry
Blaze
Jolly / Adamant
252 Attack / 252 Speed / 4 Defence
- Substitute
- Belly Drum
- Fire Punch
- Earthquake / Dragon Claw
This is the Standard Bellyzard. Bring Charizard out against something that would force a switch (Banded Earthquake, or Specsed Leaf Storm, etc) and use Substitute. As the counter is sent in, use Belly Drum, and you've got maximum attack and +1 Speed thanks to Salac Berry. A very important thing to note is that if you were at full health when you used Substitute, Salac Berry will only activate after a Sub and a Drum if your HP is divisible by four. If you're using this for wifi, find out your IV and EV train it accordingly. If this is for a battle simulator, set Charizard's HP IV to 30, and give it no HP EVs. This will allow Salac Berry to activate after Substitute and Belly Drum.
Jolly vs. Adamant is an age old argument, and it really comes down to choice. After Salac Berry, Adamant will give it a speed of 448, while Jolly willy generate 492 after the boost.
Fire Punch is usually used best with Earthquake despite the attractiveness of the coverall combination of Fire Punch and Dragon Claw. EQ hits a lot of Pokemon harder (including Heatran who will otherwise ruin this set) among others such as Tyranitar. Usually, Fire Punch will be used more anyway thanks to being in range of Blaze's activation.
This set is destroyed by prioity Pokemon such as Extremespeed Lucario, or Banded Mamoswine's Ice Shard.
SpecsZard
Charizard@Choice Specs
Blaze
Modest / Timid
252 Special Attack / 252 Speed / 4 HP
- Flamethrower / Fire Blast / Overheat
- Dragon Pulse
- Air Slash / Hidden Power Ground / Hidden Power Grass / Focus Blast
- Focus Blast / Earthquake / Hidden Power Ground / Hidden Power Grass
Charizard's Sp. Attack is higher than its Attack; this set takes advantage of that. Fire move of choice + Dragon Pulse provides excellent type coverage and hits pretty hard. Overheat works in the same way as Salamence's Draco Meteor does - hit and run. If that's not your style, Flamethrower and Fire Blast are more than decent. Air Slash is a good STAB move, and you might get lucky with that 30% flinch rate. The last move finishes up this set's type coverage. Focus Blast can hit Heatran, which could otherwise completely wall this set. Earthquake is a safer, more accurate option, though it runs on Charizard's weaker offensive stat. HP Ground covers Heatran as well, but if you're not worried about it, HP Grass hits hard on things like Rhyperior and Swampert. Consider replacing Choice Specs with a Choice Scarf to suprise the opponent's revenge killer.
Life Orb Zard
Charizard@Life Orb
Blaze
Naive
200 Attack / 200 Special Attack / 104 Speed
- Flamethrower / Overheat
- Earthquake
- Dragon Claw / Dragon Pulse
- Roost / Focus Punch / Rock Slide / Air Slash
Life Orb Charizard works best with Stealth Rock support, but then again, what doesn't? He can offer a hell of a surprise to the opposition who expect either BellyZard (as you Earthquake) or SpecsZard (as you Flamethrower), whilst can do some serious damage. Your Fire/Dragon/Ground combination needs to be there, with the dilemnas on the Fire and Ground moves being simple; Physical or Special Dragon move, (don't use Pulse with Overheat), do you want the boost Overheat offers and stick to Physical moves, or not? Flamethrower and Dragon Pulse are your best bets as Salamence won't be reducing your Special Attack, but that's up to preference.
Your last move is entirely up to you. The recoil from Life Orb can build up, ergo Roost seems like a good choice and eliminates your Electric weakness and reduces Rock weakness, but Charizard probably won't be surviving many moves to utilise Roost; it gets in there, does damange, bows out. Focus Punch can be useful if you're good at predicting, Rock Slide's good if you want to further the type coverage, Air Slash allows a chance of flinching. This last move is pretty much a filler, the other three moves will see the most usage on this set, though Roost is a fantastic move for a Pokemon that takes 50% from Stealth Rock every time it switches in to have. (It's also nice to make that Rock weakness half as effective, though don't expect to be taking a multitude of Stone Edges.)
It is quite acceptable to replace your Life Orb for a Muscle Band, or Expert Belt - as soon as the opponent sees that 10% fall from your HP, they'll know you're a Life Orb user, but if they witness no decrease in HP, they will still be clueless as to what set you are using. They could incorrectly predict that your Overheat was a Specsed one, switch in Heatran and watch in horror as Earthquake rips it apart. It can be quite satisfying.
Suffix-tiredZard
Charizard@Choice Band
Blaze
Jolly
252 Attack / 252 Speed / 4HP
- Flare Blitz / Fire Punch
- Aerial Ace
- Outrage / Dragon Claw
- Earthquake / Rock Slide / Focus Punch
Choice Band Charizard doesn't see a lot of play due to it having other sets that are seen to be more effective, but some believe this is a very underrated set. Your first two slots hold your STAB moves, essential on something that wants to pack a punch instantly. The third slot should be a dragon move, as only a handful of pokemon (Heatran is the only one I can think, probably more) resist this combination. The fourth slot could be anything. The fourth moveslot is your "specific [pokemon] counter" slot. Earthquake hits Heatran, Rock Slide for fliers, although your Fire STAB move should do more anyway. Focus Punch is there because it's Focus Punch.
Counters are anything that can come in on your predicted attack and absorb it easily, forcing you out.
Double Powder
Butterfree@Focus Sash
Compound Eyes
Jolly
252 Speed / 252 Atk / 4 HP
- Sleep Powder
- Stun Spore
- U-Turn
- Whirlwind / Tail Wind
Thanks to the gift in Compound Eyes, Butterfree can now fire off a very potent Double Poweder moveset. Sleep the first Pokemon, Paralyse the switchin, then U-Turn away. Focus sash will allow you to use Sleep Powder again against a Pokemon that's threatening to sweep your whole team (DDos anyone?) and Whirlwind can help you remove Pokemon that are statting up in Butterfree's face.
Choice Butterfree
Butterfree@Choice Scarf / Specs
Compound Eyes
Naive
252 Special Attack / 252 Speed / 4 HP
- Sleep Powder
- Bug Buzz / U-Turn
- Psychic
- U-Turn / Energy Ball / Stun Spore
A vastly inferior Venomoth, but can be a surprise and do some damage. With a flawless Speed IV and max EVs in Speed, with Scarf it reaches 393 Speed which is then outrunning all base 125 Pokemon with supportive natures, and outrunning base 140 (Electrode) with a neutral nature, as long as they do not have a Choice Scarf themselves. This proves useful when Sleep Powdering. Bug Buzz is a Bug-type Psychic that can do some good damage, but U-Turn might be preferred as those who are weak to Bug usually have poor Defence stats. The next moveslot depends on what you want to do; inflict damage or Paralyse Pokemon. If you want to just damage Pokemon, bar Sleep Powdering them, then Psychic and an offensive move in your last slot works well, but it's recommended that you use Stun Spore and then choose what your team wants more; Psychic or Energy Ball.
Endeavor Kill
Beedrill@Salac Berry
Swarm
Adamant / Jolly
252 Attack / 252 Speed / 4 HP
- Endeavor
- Endure
- Poison Jab / Pursuit
- X-Scissor / Pursuit
The idea of this set is to predict a powerful hit (most of which are when used against a Pokemon as frail as 'drill) and use Endure to hit 1HP. The tier that Beedrill is played in will help it - there are rarely SStorm and Hail teams in UU and NU, so sitting on 1HP isn't too awful. Getting down that low will activate Salac, allowing you to sweep with Endeavor. Sort of. Beedrill's choices are pretty slim, so your best bet is bringing something bulky down to 1HP, getting killed by it, and then bringing in a revenge killer to finish it off (Dugtrio?) Your two STAB moves are pretty cool, but you may want to go with Pursuit so you're not stuck against Ghost types.
Salac Dance
Beedrill@Salac Berry
Swarm
Jolly
252 Attack / 252 Speed / 4 HP
- Swords Dance
- X-Scissor
- Poison Jab
- Pursuit / Brick Break
Predict a hit that you can survive (read: nothing in OU), use Swords Dance, activate your Berry and attempt to sweep away with your Swarm-Boosted X-Scissor. Go with Brick Break if you're terrified of Steels, but it's probably reccomended you just switch out to something more adept at handling those Defence-laden critters.
Lower Tier Baton Passer
Beedrill@Focus Sash
Swarm
Jolly
252 Attack / 252 Speed / 4 HP
- Baton Pass
- Agility / Swords Dance
- X-Scissor
- Roost / Subsitute / Swords Dance / Agility / Sunny Day / Poison Jab
First things first, you cannot have this set without having Pokemon XD; this is the only way Beedrill learns Baton Pass. Now then, it's up to you whether or not you choose to pass Speed or Attack; I'd recommend Speed as you'll want to be able to outspeed the opposition to use Baton Pass, providing you're at 1HP. If you're fancying your chances, you can run both Agility and Swords Dance, and hope that their starter will switch out to something they know can easily OHKO it; allowing you to get one boost in. They attack, you survive with 1HP, you use the other boost, and then Baton Pass next turn to something that'll be able to resist the move. It's risky but can work wonders. As for his attacking move, remember that Swarm'll kick in at 1HP and can give you a good attacking offence. However, the only flaw in using two boosts is that everything can damage/OHKO Beedrill so it's unlikely he'll get the chance to use another boost.
Sunny Day's a weird move on this set, but it allows you to neutralise Sandstorm / Hail on your first go if something like Tyranitar stares in your face, but it's circumstational. Really, the top three moves are the ones Beedrill'll use 99.9% of the time, so the fourth move doesn't matter too much really.
Choice Bee
Beedrill@Choice Band / Choice Scarf
Swarm
Jolly / Adamant
252 Attack / 252 Speed / 4 HP
- X-Scissor
- Pursuit
- Poison Jab
- Aerial Ace / Brick Break
Choice Beedrill is an odd bee, but can work well in UU/NU. X-Scizzor and Poison Jab are for STAB. Pursuit is cool, since now Beedrill can hit any running Psychics or Grass types. Aerial Ace is to hit other UU Bug types, and some Grass types thast stay in. Brick Break, on the other hand, can hit Dark/ Rock/ Steel/ Normal types, and Steel is a notable type, as it resists all Beedrill's other attacks.
Choice Band Pidgeot
Pidgeot@Choice Band
Tangled Feet / Keen Eye
Adamant / Jolly
252 Attack / 252 Speed / 4HP
- Return
- Brave Bird
- U-Turn
- Quick Attack / Pursuit / Steel Wing / Mirror Move
Having such an abysmal movepool doesn't help Pidgeot when it has such poor stats. Return and Brave Bird are the mandatory STAB moves, with U-Turn there for it to switch out against a counter (which in the higher tiers is pretty much everything for Pidgeot.) Quick Attack is good for revenge killing, but Pidgeot just begs to be revenge murdered itself, while Pursuit and Steel Wing offer weak or innaccurate (respectively) attacks. Not much will run from Pidgeot, so don't look forward to using Pursuit much, while Steel Wing is required to get one up on the Rock types that pervade UU. Mirror Move allows you to switch into Banded EQs and bounce them back at their Steel type users.
Pidgey-Tank
Pidgeot@Leftovers
Tangled Feet / Keen Eye
Adamant / Jolly
252 HP / 124 Defence / 128 Special Defence
- Return / Aerial Ace / U-Turn
- Toxic
- Featherdance
- Roost
Choose which attack appeals most to you, and then use thatafter you've poisoned the Pokemon, suitably lowered their Attack and outstalled them long enough to land a hit. This could only ever work in NU, and even then, it fades in comparison to the choice set.
Markaus Supermaus
Raticate@Focus Sash
Guts
Adamant/Jolly
252 Attack/ 252 Speed / 4 HP
- Super Fang / Counter
- Sucker Punch / Counter
- Reversal
- Thunder Wave / Endeavour / Counter
Quite a fun set to play with, though it works best with no Sandstorm, Hail, Spikes, Stealth Rocks or Toxic Spikes on the field. The idea is to sheer off 50% of their health, take a hit, then finish them off with Reversal. Sucker Punch the revenge killer for a smidgen of damage. Thunderwave is a nice option to hit Gengar that comes in as it predicts a Super Fang, while Endeavor can dent Skarmory where Reversal would not be quite as effective. Counter is a fantastic option on this set when factoring in Focus Sash. If you're having problems with a Swords Dancing Garchomp, or perhaps a Dragon Dancing Gyarados, you can just Counter back the damage. Perhaps it's not worth sacrificing a Pokemon to stop one Pokemon, but it's better than losing your whole team.
Gutsy Raticate
Raticate@Flame Orb
Guts
Jolly
252 Attack/ 252 Speed / 4 HP
- Facade
- Crunch
- Reversal
- U-Turn / Protect
Facade gets STAB, and a boost from the Burn Raticate gets from the Flame Orb. Crunch hits Ghosts that resist Facade, and Reversal is for when the damage really starts adding up from the Burn and other damage Raticate recieves. U-Turn lets it get out while doing some damage, but Protect will allow Raticate to Burn itself on the first turn to activate Guts without getting hit.
Banded Raticate
Raticate@Choice Band
Guts
Jolly
252 Attack/ 252 Speed / 4 HP
- Facade / Double Edge / Return
- Crunch / Pursuit / Sucker Punch
- Sucker Punch
- U-Turn
Pretty much the same as the Flame Orb set, with Choice Band instead, and no need to waste a turn Protecting. As you're not getting the instant Attack boost from being statused, you can use another Normal type move other than Facade. Double Edge easily 2hkos Swampert (Damage: 61.88% - 73.02%) when Guts is in play, and Return may do (Damage: 51.73% - 60.89%), depending on min/max damage and Swamperts Leftovers. Super Fang is there for bulky stuff like Skarm that try to come in straight up on you, allowing you to escape with U-Turn to a counter. Dark move is of preference for Ghosts and the like.
Arbok Dednab/Defracs (read it backwards, fool)
Arbok@Choice Band/Scarf
Intimidate
Adamant / Jolly
252 Attack / 252 Speed / 4HP
- Gunk Shot / Thunder Fang
- Crunch
- Earthquake
- Ice Fang
EQ and Ice Fang give excellent coverage, with Crunch there to score a few super effective hits. Gunk Shot is something of a must on Arbok, if only for the fact it's a signature move for it. Thunder Fang is there if you really fear having no super effective attack on opposing water types.
Banded Fearow
Fearow@Choice Band
Keen Eye
Adamant / Jolly
252 Attack / 252 Speed / 4HP
- Return
- Drill Peck
- U-Turn
- Quick Attack / Pursuit / Steel Wing / Mirror Move
De ja vu? This is practically Banded Pidgeot with a higher base attack and speed. Return and Drill Peck offer nice STAB attacks, U-Turn can help you damage a switched in counter and come out with a counter to said counter (confused yet?) while the filler moves are down to the trainer's digression - Quick Attack gives Fearow a revenge killer feel, Pursuit can catch fleeing Ghosts (though most will be switching into you as you become locked into Banded Return). Steel Wing takes out the Rock types of UU, while Mirror Move could be fun to abuse when you switch Fearow into Earthquake.
Life Orb Fearow
Fearow@Life Orb
Keen Eye
Adamant / Jolly
252 Attack / 252 Speed / 4 HP
- Drill Peck
- Return/Double Edge
- Steel Wing / Pursuit
- Roost
Outspeed the Pokemon of NU and hit them hard with Life Orb boosted attacks, then Roost of the damage. Roost will also help you survive some unboosted or unSTABbed Electric and Rock attacks.
NU Baton Passer
Fearow@Starf Berry
Keen Eye
Jolly
252 Attack / 252 Speed / 4 HP
- Drill Peck
- Agility
- Substitute
- Starf Berry
Swellow does it better, but is in a higher tier (and lacks Drill Peck). Starf is to pass to a member of a varied team that can make use of all the stats, eg. Defense to a special wall, Sp. Def to a physical wall, Atk/Sp. Atk/Speed to a relevant sweeper etc. HP must be the correct value so Starf activates after 3 subs.
I do believe this is the fastest Baton Passer in NU, but I'd limit this set to that tier. UU has Lopunny which is slightly faster and more defensive.
Light Ball Pikachu
Pikachu@Light Ball
Static
Hasty
252 Special Attack / 252 Speed / 4HP
- Nasty Plot
- Thunderbolt
- Grass Knot / Hidden Power: Ice
- Encore/Focus Punch/Brick Break
The idea of this set is to Encore something that attempts to stat up or lay spikes etc and then attempt to Nasty Plot. Thunderbolt will be very powerful with the addition of Light Ball. Grass Knot is much easier to obtain than a good strength Hidden power, but you'll have the "boltbeam2 combination that is resited by very few pokemon. If you're better with prediction, you can substitute Encore for Focus Punch or Brick Break, though you'll need 252 Attack EVs in order to secure a 2HKO on Blissey with Brick Break (with SStorm or SRock/Spikes help) or an OHKO with Focus Punch (with the aforementioned field effects), though this will either reduce your Thunderbolt and Grass Knot/HP power, or reduce your speed. Generally, if you see Blissey, run.
Choice Raichu
Raichu@Choice Specs / Choice Scarf
Static
Timid / Modest
252 Special Attack / 252 Speed / 4HP
- Grass Knot
- Thunderbolt
- Focus Blast
- Hidden Power Ice
Choice Raichu. Thunderbolt gets STAB. Grass Knot hits the likes of Swampert, Hippowdon, Rhyperior, and some bulky Water types (although Thunderbolt hits those bulky Water harder) in OU. In lower tiers, Grass Knot hits Gastrodon, Lanturn and Quagsire. Focus Blast is good for Blissey, Porygon-Z, Heatran, Magnezone and others in standard play. in UU, it hits Bastiodon, Steelix, Clefable, Probopass and other common Normal, Steel and/ or Rock types. Hidden power Ice is great to hit Grass types, and common Dragons. Also, Raichu is adoreable.
Nasty Plot
Raichu@Life Orb
Static
Timid
252 Special Attack / 252 Speed / 4HP
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Grass Knot / Focus Blast
Switch in against something that you can scare off, Nasty Plot as they flee, then attempt to sweep. Choose between Grass Knot and Focus Blast for the last moveslot, depending on what you fear most - Bulky Waters or Bulky Steels.
SupportSlash
Sandslash@Leftovers
Sandveil
Adamant
252 HP/ 252 Defence/ 4 Attack
- Swords Dance / Stealth Rock / Substitute / Counter
- Rapid Spin
- Earthquake
- Night Slash
If you already have a Pokemon that can deal out Stealth Rocks, put Swords Dance over it, to boost your other two attacks, or Substitute, which is a lot easier to activate thanks to Sandslash's ability in a Sandstorm. Earthquake is your basic STAB move, with Nights Slash to hit floating things such as Gengar and Mismagius. Rapid Spin is what makes this set, as any ghost that walls your attempt eats a powerful Dark type attack with a high critical hit ratio. Consider placing Counter over the other support moves, if you have them elsewhere on your team, as this will bounce back any physical attack Sandslash takes.
Choice Sandslash
Sandslash@Choice Band
Sand Veil
Adamant
252 Attack/ 176 Speed / 80HP
- Earthquake
- Focus Punch / Brick Break / X Scissor
- Night Slash
- Stone Edge
Sandslash can use a Choice Band like any other physical Pokemon. Earthquake gets STAB, and has great coverage anyway. X-Scissor hits Grass types that are troublesome for Sandslash. Focus Punch is an option over X-Scissor, as it Grass types most certainly won't like being hit by Sandslash's Night Slash or Stone Edge anyway, and a Choice Band Focus Punch will put a big dent in things that aren't resistant or immune to it. Brick Break is also an option for those who prefer to play more carefully, but Focus Punch is the preferred option. Night Slash hits Ghosts like Rotom in UU, or if you're bold enough to use the sand rat in OU, it hits Gengar and Mismagius for a OHKO after they take a hit from Stealth Rock, which is cool. Stone Edge hits Flying types that are immune to Sandslash's STAB attack.
Scarf King
Nidoking@Choice Scarf
Rivalry
Adamant
252 Attack/ 252 Speed / 4 HP
- Earthquake
- Stone Edge
- Sucker Punch / Megahorn
- Poison Jab / Super Power
This set sould work with CB as well. EQ and SE to cover everything except Breloom, Claydol, Flygon, Torterra and Bronzong (Levitate). Poison Jab for STAB and removing Breloom and Torterra. Superpower can be considered over Poison Jab due to the hit and run nature of the set, while Megahorn can be used in place of Sucker Punch to hit Psychic types harder.
Specs King
Nidoking@Choice Specs
Rivalry
Modest
252 Special Attack/ 252 Speed / 4 HP
- Earth Power
- Ice Beam
- Thunderbolt
- Shadow Ball / Sludge Bomb / Flamethrower
Nidoking was gifted with an insane elemental movepool and it can utilise this to run a Specs set. Boltbeam offers great coverage, and any holes (such as Magnezone) are covered with STAB Earth Power and the final attack of your choice. Sludge Bomb holds no weight other than being a powerful STAB move, while Shadow Ball could hit Grumpig as it switches in. Flamethrower would be a good choice when using Specs King in OU, as it would help scare off Skarmory while ensuring Forretress and Scizor don't come in and set up on you. Just be careful for Heatran that can use Earth Power right back at you.
Life Orb King
Nidoking@Life Orb
Rivalry
Naughty
252 Special Attack/ 104 Speed / 152 Attack
- Earthquake
- Ice Beam / Focus Punch
- Thunderbolt
- Stone Edge / Flamethrower
Life Orb is noteworthy solely because it allows Nidoking to hit both sides of the spectrum. Earthquake is a must, as it has STAB and it just your basic attack on something that hits this hard. Thunderbolt is a must to take on the inevitable Gyarados switch in, while helping with the bulkier waters of UU. Ice Beam is if you fear the Dragon types that run rampant in OU, but Focus Punch and Flamethrower cannot be ignore as a powerful SkarmBliss-Removal combo.
Supporting Clefable
Clefable@Leftovers
Magic Guard
Calm
252 HP/ 252 Special Defence / 4 Defence
- Thunder Wave / Toxic / Knock Off
- Wish
- Stealth Rock / Light Screen / Reflect / Knock Off / Protect
- Ice Beam / Seismic Toss / Flamtethrower
LOTS of supporting options are available to this little fairy. Thunder Wave is an obviously useful technique, giving the precious paralysis that can shut down a sweeper instantly. Toxic is as useful a status move as ever, slowly destroying your opponent's tank or sweeper. Wish is your healing move - While Softboiled is instant and reliable, it is legal only via FRLG Tutor in which Magic Guard, the far superior ability, did not exist. Hopefully, Platinum may bring back the Tutors, but for now, Wish is a fine alternative. Wish can be used to heal other team members for more support. You've got a lot of options for your next move - Stealth Rock is good on Clefable, but so many Pokemon can learn it that you may opt for something else. Light Screen or Reflect are obviously useful - Reflect may be a better option as these EVs mean Clefable absorbs special moves well enough, and Relfect can also seperate it from Blissey, something this set could use. You've then got your attacking move. Seismic Toss is a reliable, 100 HP move. Ice Beam hits Dragons, as well as the Grounds that resist Thunder Wave. Flamethrower hits the Pokemon that are immune to your Toxic. If you go with either special attack, it's very minor but possibly worth considering 4 SpA EVs over the Defense EVs. Knock Off is there for the obvious choice of reducing an enemy's potency as a threat by removing its item.
Your choices really come down to what you need. Clefable knows so many supporting moves that it can fill almost any hole your team is missing, and will be difficult for your opponent to read. What moves to use tgether is worth looknig into - If you want one of the special moves for attacks instead of Seismic Toss, use Ice Beam with Thunder Wave and Flamethrower with Toxic. Protect works for Wish (to prevent damage during the Wish waiting period) as well as Toxic (the infamous Toxic/Protect stall tactic) AS WELL AS stalling for Leftovers recovery. If it doesn't worry you that this will make your Clefable a bit less unpredictable, an area that is Clefable strongest point, it's not a bad idea. Try mixing and matching moves to see how things work for you.
Calm Mind Clefable
Clefable@Life Orb
Magic Guard
Bold
252 HP/ 152 Defence / 104 Special Attack
- Calm Mind
- Softboiled
- Ice Beam
- Thunderbolt
Magic Guard and Softboiled allow Clefable to get lots of Calm Minds up, along with allowing it to utilise the 1.3x boost of Life Orb without enduring the 10% HP reduction each turn. Thunderbolt and Ice Beam offer good coverage with steady PP, and its ability also allows it to sweep unhindered by Toxic, Sandstorm and most other effects.
Scheming Ninetales
Ninetales@Leftovers / Life Orb
Flash Fire
Timid
252 Special Attack/ 252 Speed / 4 Defence
- Nasty Plot
- Flamethrower
- Energy Ball
- Hidden Power Ice / Hidden Power Ground / Dark Pulse / Hypnosis / Extrasensory
The Standard Ninetales. Switch it in against something that will switch out (even better if you switch into a Fire attack to activate Flash Fire) and then Nasty Plot as they switch. Flamethrower gets STAB, Energy Ball is a must for coverage against Water types, and your last move is down to preference and which tier you're using 'tales in. In OU, Hidden Power Ice will take out Salamence, Dragonite, and Flygon, if it's around. Hidden Power Ground, on the other hand, ensures you can effectively damage Heatran and any other Fire type that walls you. UU, however, will see you using either Extrasensory (for the pleothra of Poison types in that tier) or Dark Pulse for the Psychics. Hidden Power Ground can be useful here as well, both for hitting Poison and Fire types, but the flinch from the other two moves is rather attractive. Other unmentioned moveslots could be Hidden Power Water for Fire Types, and hitting Charizard and Moltres (who resist your two main attacks) or Hypnosis, though with the accuracy drop that Platinum brought about, this may not be reliable.
As for the item, it's a choice between hitting harder or staying around for longer. Really, Life Orb is better for OU as Ninetales won't be taking too many hits, whereas UU might allow Ninetales to stick around, something that Leftovers could help with.
Physical Ninetales
Ninetales@Choice Band/ Life Orb
Flash Fire
Adamant
252 Attack/ 252 Speed / 4 Defence
- Flare Blitz
- Zen Headbutt
- Faint Attack
- Quick Attack / Return / Iron Tail / Will o Wisp / Howl
Quite a suprise for the opponent, the common switch in to Standard Ninetales, Hypno, will get 2HKOed by Flare Blitz, Choice Banded. You can opt to put Life Orb there if you want to use Will o Wisp to increase 'tales survivability, or to use Howl to boost its attack - but this should only be used in UU, where it will be able to take a few hits.
'Tuff Luck
Wigglytuff@Leftovers
Cute Charm
Impish
252 HP / 252 Defence / 4 Special Defence
- Thunder Wave
- Sweet Kiss
- Wish
- Seismic Toss
A paratractafusion set, this Wigglytuff relies on Lady Luck to take her side. Thunder Wave inflicts paralysis, Sweet Kiss induces confusion, and Cute Charm can infatuate the opponent without your intervention. Wish allows you to stick around for a while longer, and Seismic Toss ensures you'll be doing 100 damage each turn you actually attack.
Sup Puncher
Wigglytuff@Leftovers
Cute Charm
Adamant
252 HP / 128 Defence / 128 Special Defence
- Substitute
- Focus Punch
- Body Slam
- Sing
A poor choice for a Subpuncher, but in the lower tiers, this could suprise an opponent. Sing's risky accuracy will let you get a turn to set up your Sub, or deal out the damage to hit the switch in. Body Slam can cause paralysis which will also help you get a sub up.
Supporter
Wigglytuff@Leftovers
Cute Charm
Impish / Bold
32 HP / 224 Defence / 252 Special Defence
- Stealth Rock / Thunder Wave
- Reflect / Light Screen
- Wish
- Seismic Toss
With such high HP, this is quite a useful supporting Pokemon in the lower tiers. With access to both Screens, Wigglytuff can either set up some defences for later Pokemon (and, following on from this, Light Clay is an option for your item slot). Stealth Rock is a must for a support Pokemon, unless another Pokemon in your team has it, in which case you can spread some status with Thunder Wave. Seismic Toss is there to actually deal some damage.
Status Vileplume
Vileplume@Leftovers
Chlorophyll
Calm
244 HP / 136 Defence / 128Special Defence
- Sleep Powder
- Stun Spore
- Aromatherapy
- Sludge Bomb / Energy Ball
Double status Vileplume does exactly what it says on the tin. Sleep one, stun one. Aromatherapy is great for curing your own team's status conditions too. Sludge Bomb or Energy Ball is up to the user, Energy Ball hits more for supereffective, but Sludge Bomb doesn't suffer from hitting many resistant Pokemon.
Swords Dance
Vileplume@Life Orb
Chlorophyll
Adamant
252 Attack / 252 Speed / 4 HP
- Swords Dance
- Razor Leaf / Seed Bomb
- Drain Punch
- Sleep Powder
Despite having a pitiful physical movepool, Vileplume learns Drain Punch, allowing a Swords Dance set to be viable. Razor Leaf is your basic STAB attack, although Seed Bomb is now available in Platinum. Sleep Powder takes care of those immediate switch in counters to our smelly plant friend, allowing Vileplume to get a Swords Dance in.
Sunny Day
Vileplume@Leftovers
Chlorophyll
Modest / Timid
252 Special Attack / 252 Speed / 4 HP
- Sunny Day
- Sleep Powder
- Solar Beam / Grass Knot
- Hidden Power Fire
Sunny Day makes Vileplume a little faster, allowing it to 'sweep.' Sleep Powder shuts down a counter that would switch in and ruin it, while Solar Beam is there for your high powered attack. As Tyranitar and Hippowdon (and Abomasnow, to a lesser extent) would be popular switch ins to negate the sun, it is worth considering Grass Knot - otherwise, you'll be locked into charging your Solar Beam, with no way of switching out. Sludge Bomb is something to consider over HP Gire, but then it becomes somewhat pointless using a Sunny Day set that only boosts your speed and does little else.
Pagina geschreven door Enigma
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PM the creators in the SMP. There is a link at the top to the SMP on the forums.
SubSeed Vileplume plz.
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