Bob Fizzle
OBEY THE BEARD
- Joined
- Dec 29, 2016
- Messages
- 202
- Reaction score
- 308
Always glad to be of help. Now that I have a better idea of your team, here's what I envision their sets looking like:
Mega Ultra Chicken (Blaziken) (M) @ Blazikenite
Ability: Speed Boost (after mega)
-Protect/Swords Dance
-High Jump Kick/Sky Uppercut
-Flare Blitz/Blaze Kick
-Stone Edge
You can either protect to get a free speed boost, or switch Blaziken in on something that can't threaten it and go for the swords dance. Sky Uppercut does less damage than high jump kick (HJK also requires you to go back to the move relearner) but you don't have to worry about crashing. Flare blitz hits harder than Blaze Kick, but watch out for recoil, while stone edge is its best choice for coverage.
Gardevoir (F) @ Leftovers
-Moonblast
-Psyshock
-Calm Mind
-Focus Blast/Shadow Ball
Gardevoir will probably make the best use of your leftovers so she can have an easier time setting up a Calm Mind or two. Psyshock is nice to prevent you from getting walled by fat special walls, while Focus Blast is preferred over Shadow ball so you don't have to run to Blaziken any time a Steel-type appears.
Zangoose (F)
-Shadow Claw/Knock Off
-Close Combat/Brick Break
-Swords Dance/Quick Attack
-Crush Claw/Return/(if immunity)/Facade (if toxic boost)
Zangoose is not somebody that I use pretty much ever, so this one is probably going to be somewhat subpar. If you happen to have Toxic Boost, then give her that toxic orb ASAP to boost her attack by 50% and let her do real damage with massive Facades. If not, Return is going to be its highest-power STAB move, while I'd recommend Crush Claw as your best option until her happiness gets high enough. Swords Dance can be used, but due to poor bulk, Zangoose doesn't find many setup opportunities (especially if she is going to utilize toxic boost), so Quick Attack may be a better option to pick off weakened foes. Shadow Claw and Close Combat provide perfect neutral coverage. Knock Off can be used over Shadow Claw, but most trainers in-game don't utilize held items. Brick Break can also be used over Close Combat, but I think that in most cases, the extra power of Close Combat may be a necessity. Zangoose can also utilize Strength if you wish to go that route.
Manectric (M)
Ability: Lightning Rod
-Thunderbolt
-Volt Switch
-Flamethrower/Overheat
-Hidden Power (ice)/Quick Attack
This is my standard Manectric set, and I love it. Try to switch him into Electric attacks whenever possible to activate Lightning Rod and get a nice Special Attack boost. Overheat is more likely to guarantee a KO before volt-switching into something else, while Flamethrower can deal decent damage and let Manectric stay in, especially after a Lightning Rod boost. HP Ice is the best choice for the last move to round off the Pseudo-BoltBeam coverage, while HP Grass and Ground are the next-best choices. If Hidden Power doesn't turn out to be one of those types, then I'd go with Quick Attack for the last move to pick off weakened foes before pivoting out.
Milotic
-Scald/Surf
-Ice Beam
-Toxic
-Protect
I chose Protect over Recover for the last move slot since recovery moves are pointless unless you're doing a no-item run, and if that's the case, use Recover is mandatory to keep it healthy. Milotic doesn't really have a lot of attacking options, but Scald and Ice Beam do the trick quite nicely. Toxic and Protect are the last slots to let Milotic just wear down opponents while stalling with Protect. If you aren't using items in-battle, then use Recover over Protect. I was going to recommend Haze for the last slot until I checked and found Milotic can only learn Haze via breeding.
I'm going to list both Dusclops and Flygon sets, and let you decide on which one you want to use.
Ducslops @ Eviolite
Ability: Pressure
-Calm Mind
-Rest/Shadow Ball
-Will-o-Wisp/Shadow Ball
-Ice Beam
A Chesto Berry can also be used instead of having to wait for rest turns to finish, but Eviolite makes Dusclops even bulkier than Dusknoir which is the reason I recommended using it over its evolution (Note: Dusknoir gets a decent Attack stat, so it ends up going with a physical set). Pressure is great for PP stalling while you set up with Calm Mind. Rest is the only form of recovery available to Dusclops, but it utilizes it quite nicely, especially after having burned the foe and setting up a Calm Mind or two. If you are using healing items, then replace Rest with Shadow Ball. It may seem a little strange running Will-o-Wisp over STAB, but burning foes makes Dusclops that much harder to break, while ghost STAB only hits psychic and ghost-types super-effectively. Ice beam is chosen over Dark Pulse as coverage to aid in pesky ground-types, but ghost- and psychic-types are less of a problem than ground-types to the rest of the team.
Flygon @ Lum Berry
Ability: Levitate
-Earthquake
-U-Turn
-Protect/Dragon Claw
-Defog/Stone Edge
This Flygon is designed to fill a supporting role on your team, offering a decently fast U-turn pivot into your breakers/setup 'Mons. If you aren't concerned with entry hazards, then Stone Edge/Earthquake is great neutral coverage. Lum Berry also lets Flygon absorb a status move, fills both the roles of Electric immunity and Ground immunity. Dragon STAB is largely unnecessary, and I would carry Protect until you start to run into a lot of dragon tamers/Drake. (Dragon Claw is conveniently TM02, found in Meteor Falls, or just use a Heart Scale in Fallabor Town.) If you are using no held-items, then I would fit Roost into one of the last slots.
Mega Ultra Chicken (Blaziken) (M) @ Blazikenite
Ability: Speed Boost (after mega)
-Protect/Swords Dance
-High Jump Kick/Sky Uppercut
-Flare Blitz/Blaze Kick
-Stone Edge
You can either protect to get a free speed boost, or switch Blaziken in on something that can't threaten it and go for the swords dance. Sky Uppercut does less damage than high jump kick (HJK also requires you to go back to the move relearner) but you don't have to worry about crashing. Flare blitz hits harder than Blaze Kick, but watch out for recoil, while stone edge is its best choice for coverage.
Gardevoir (F) @ Leftovers
-Moonblast
-Psyshock
-Calm Mind
-Focus Blast/Shadow Ball
Gardevoir will probably make the best use of your leftovers so she can have an easier time setting up a Calm Mind or two. Psyshock is nice to prevent you from getting walled by fat special walls, while Focus Blast is preferred over Shadow ball so you don't have to run to Blaziken any time a Steel-type appears.
Zangoose (F)
-Shadow Claw/Knock Off
-Close Combat/Brick Break
-Swords Dance/Quick Attack
-Crush Claw/Return/(if immunity)/Facade (if toxic boost)
Zangoose is not somebody that I use pretty much ever, so this one is probably going to be somewhat subpar. If you happen to have Toxic Boost, then give her that toxic orb ASAP to boost her attack by 50% and let her do real damage with massive Facades. If not, Return is going to be its highest-power STAB move, while I'd recommend Crush Claw as your best option until her happiness gets high enough. Swords Dance can be used, but due to poor bulk, Zangoose doesn't find many setup opportunities (especially if she is going to utilize toxic boost), so Quick Attack may be a better option to pick off weakened foes. Shadow Claw and Close Combat provide perfect neutral coverage. Knock Off can be used over Shadow Claw, but most trainers in-game don't utilize held items. Brick Break can also be used over Close Combat, but I think that in most cases, the extra power of Close Combat may be a necessity. Zangoose can also utilize Strength if you wish to go that route.
Manectric (M)
Ability: Lightning Rod
-Thunderbolt
-Volt Switch
-Flamethrower/Overheat
-Hidden Power (ice)/Quick Attack
This is my standard Manectric set, and I love it. Try to switch him into Electric attacks whenever possible to activate Lightning Rod and get a nice Special Attack boost. Overheat is more likely to guarantee a KO before volt-switching into something else, while Flamethrower can deal decent damage and let Manectric stay in, especially after a Lightning Rod boost. HP Ice is the best choice for the last move to round off the Pseudo-BoltBeam coverage, while HP Grass and Ground are the next-best choices. If Hidden Power doesn't turn out to be one of those types, then I'd go with Quick Attack for the last move to pick off weakened foes before pivoting out.
Milotic
-Scald/Surf
-Ice Beam
-Toxic
-Protect
I chose Protect over Recover for the last move slot since recovery moves are pointless unless you're doing a no-item run, and if that's the case, use Recover is mandatory to keep it healthy. Milotic doesn't really have a lot of attacking options, but Scald and Ice Beam do the trick quite nicely. Toxic and Protect are the last slots to let Milotic just wear down opponents while stalling with Protect. If you aren't using items in-battle, then use Recover over Protect. I was going to recommend Haze for the last slot until I checked and found Milotic can only learn Haze via breeding.
I'm going to list both Dusclops and Flygon sets, and let you decide on which one you want to use.
Ducslops @ Eviolite
Ability: Pressure
-Calm Mind
-Rest/Shadow Ball
-Will-o-Wisp/Shadow Ball
-Ice Beam
A Chesto Berry can also be used instead of having to wait for rest turns to finish, but Eviolite makes Dusclops even bulkier than Dusknoir which is the reason I recommended using it over its evolution (Note: Dusknoir gets a decent Attack stat, so it ends up going with a physical set). Pressure is great for PP stalling while you set up with Calm Mind. Rest is the only form of recovery available to Dusclops, but it utilizes it quite nicely, especially after having burned the foe and setting up a Calm Mind or two. If you are using healing items, then replace Rest with Shadow Ball. It may seem a little strange running Will-o-Wisp over STAB, but burning foes makes Dusclops that much harder to break, while ghost STAB only hits psychic and ghost-types super-effectively. Ice beam is chosen over Dark Pulse as coverage to aid in pesky ground-types, but ghost- and psychic-types are less of a problem than ground-types to the rest of the team.
Flygon @ Lum Berry
Ability: Levitate
-Earthquake
-U-Turn
-Protect/Dragon Claw
-Defog/Stone Edge
This Flygon is designed to fill a supporting role on your team, offering a decently fast U-turn pivot into your breakers/setup 'Mons. If you aren't concerned with entry hazards, then Stone Edge/Earthquake is great neutral coverage. Lum Berry also lets Flygon absorb a status move, fills both the roles of Electric immunity and Ground immunity. Dragon STAB is largely unnecessary, and I would carry Protect until you start to run into a lot of dragon tamers/Drake. (Dragon Claw is conveniently TM02, found in Meteor Falls, or just use a Heart Scale in Fallabor Town.) If you are using no held-items, then I would fit Roost into one of the last slots.
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