Monotype EV and Sets Compendium

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Sorry everyone, I've been studying a lot since I have a lot of tests this week and I have finals the next. But once that's done, I'll have the time to update this. Good job tho, everything's looking great! :D
 


Meet Druddigon, an unfortunately very outclassed but cool Dragon-type Pokemon who still has one niche: a Stealth Rock setter if Garchomp is busy running a set that cannot afford having Stealth Rock (Choice Scarf, "SubSalac", Mega Wallbreaker if having Stealth Rock hurts the coverage too much).

Druddigon (Dragon):

Druddigon @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Dragon Tail
- Glare
- Sucker Punch

Alternate Abilities: Sheer Force or Mold Breaker over Rough Skin.
Rough Skin is generally the best out of three Abilities on this set, as other two are niche within a niche: Sheer Force alongside Fire Punch has a chance to OHKO Weavile after a round of Life Orb recoil, a pain in the butt for Dragon-types, though Glare or even Revenge put Weavile out of commission as well. Mold Breaker lets Druddigon bypass Magic Bounce and set Stealth Rock against likes of Mega Sableye, or even use Toxic against it.

Alternate moves: Toxic or Taunt or Fire Punch or Revenge over Sucker Punch.
While Sucker Punch provides some priority for this sluggish Dragon, Toxic could be used to cripple walls. Druddigon might be too slow for a Taunt, but it helps against bulky status inducers and hazard setters (run the EV spread from below alongside Taunt). Fire Punch is best used with Sheer Force if your team is short on Fire-type attacks. Revenge acts as a direct weapon against Weavile. Druddigon doesn't mind Revenge's negative priority, and Druddigon is often straight-off attacked, making it a fine choice. Basically, Druddigon can run a lot of various options in the 4th slot, because it usually only gets a chance to use only first three moves anyway.

Alternate spreads: 252 HP / 236 Def / 20 Spe.
20 Speed EVs let you outpace Chansey, Mega Aggron, Hippowdon and odd Conkeldurr if these are a concern for you. Keep in mind it gives scarfed Salamence more chance to OHKO Druddigon with Outrage, however.
 
Latias (Dragon):



Standalone offensive supporter (no Latios as a teammate).

Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Defog
- Healing Wish

Alternate items: Latiasite over Life Orb.
Latiasite provides very nice bulk enchancement in cost of slight amount of power: don't expect Draco Meteor to dish out lots of damage. Therefore I personally suggest using Life Orb on standalone Latias (without Latios as a teammate).

Alternate moves: Tailwind over any of these moves.
Tailwind is a great supportive move for somewhat sluggish Dragon-types like Mega Garchomp, Dragonite and non-Choice Scarf Black Kyurem, but putting it into the set is a challenge. From my experience, it's best used over Defog if you don't mind your Rock-weak Pokemon having their health cut, but Tailwind followed by Healing Wish makes a huge momentum shift in your favour.

Alternate spread: 72 HP / 184 SpA / 252 Spe
Only if not running Latiasite, and I don't really think Monotype Latias needs this OU Latias' spread, since it's not going to check Thundurus often, and offensive Latias is better having all the power she can get.

Latios-supported offensive Defogger.

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Energy Ball
- Hidden Power [Fire]
- Defog
- Healing Wish

Alternate items: Expert Belt or Leftovers over Latiasite.
Latiasite is more suggested on this set, but Leftovers or Expert Belt could be used if your Mega slot is taken already. Expert Belt is preffered as a damage boosting item over Life Orb because this set focuses on landing supereffective hits.

Alternate moves: Thunderbolt + Ice Beam over Energy Ball + Hidden Power Fire.
If you have both Latias and Latios in your team, it's best to let Latios wallbreak with Psyshock and Draco Meteor, while Latias will take on something that Latios cannot just OHKO. Therefore, Latias can forfeit Psyshock and Draco Meteor and focus on using one of two dual-move offensive combinations to attain the maximum coverage.

Energy Ball + Hidden Power Fire is the first option, and I'm more keen of it because it goes very well with Latias' primary job: to Defog the hazards away, while the majority of hazard setters are weak to either Fire or Grass and are outspeeded by Latias, as well as lured to the false sense of security: both Lati twins share the same checks, and if Latias eliminates them, Latios will have easier time breaking stuff. It also lets Latios not to run Hidden Power Fire and preserve his valuable 350 Speed. Preferred coverage moves for Latios: Ice Beam, Surf, Thunderbolt, Shadow Ball.

Thunderbolt + Ice Beam is an another one. It threatens less number of hazard setters compared to the first option, but gains equally decent coverage outside of that. Also note that it's effective on a different spectra of Pokemon. Preferred coverage moves for Latios: Energy Ball, Hidden Power Fire, Shadow Ball.

Bulky supporter.

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dragon Pulse
- Thunder Wave
- Roost

Alternate nature: Bold.
Depending on your EV spread (look below).

Alternate moves: Energy Ball + Hidden Power Fire or Thunderbolt + Ice Beam over Psyshock + Dragon Pulse, Surf or Thunderbolt or Hidden Power Fire or Hidden Power Fighting over Dragon Pulse. Defog over Thunder Wave.
The choice of first three moves largely depends on what your team needs, because Latias' movepool is really vast. Psyshock + Dragon Pulse is a default combination and can be adjusted in many ways. If you want Mega Latias to check Fighting-types, use Psyshock + a neutral or effective move to Steel. If Fighting-types are not of your concern, either Energy Ball + Hidden Power Fire or Thunderbolt + Ice Beam are for you. Thunder Wave can cripple a lot of Pokemon who threaten Dragon teams, but if it's not needed, Defog is a good alternative. I also would like to note that mono-attacking Latias is underwhelming in Monotype no matter what set does it run.

Alternate spreads: 252 HP / 228 Def / 28 Spe, 252 HP / 124 Def / 132 Spe
Only for Thunder Wave sets. Both of these options alongside with Bold nature make Mega Latias a really sturdy tank. The former spread outspeeds unboosted Cloyster with a Speed-increasing nature, Breloom, Bisharp and standart specially defensive Zapdos, as well as evading OHKO from Choice Scarf Garchomp's and Salamence's Outrage. The latter one outpaces non-Choice Scarf Unbound Hoopa, unevolved Mega Gardevoir, Mega Gyarados and 288 Speed Mew, but it gives Garchomp and Salamence the chance to OHKO Mega Latias with Outrage. Mega Latias can hit a lot of different benchmarks, but these are the most important.

Calm Mind.

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Dragon Pulse
- Calm Mind
- Roost

Alternate nature: Timid.
For the alternate EV spread (look below).

Alternate moves: Energy Ball + Hidden Power Fire or Thunderbolt + Ice Beam over Psyshock + Dragon Pulse, Surf or Thunderbolt or Hidden Power Fire or Hidden Power Fighting over Dragon Pulse.
Same as with Bulky supporter set, except the fact Psyshock is more valuable in this set to stirke both physically and specially bulky Pokemon.

Stored Power as a lone attacking move is not listed in this set for a reason. Before such Mega Latias gains at least two Calm Mind boosts she has near to no offensive presence - something totally unfitting for a Dragon team. In addition, having a Pokemon who is entirely useless in battles against Dark teams is a bad idea as well. Even if Stored Power is run alongside another attacking move, it is still mostly inferior to Psyshock due to necessity of having Calm Mind boosts and inability to threaten special walls.

Alternate spread: 252 HP / 4 SpA / 252 Spe.
A faster, but much less bulkier Mega Latias.

Dual Screens.

Latias (F) @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Defog
- Healing Wish

Alternate moves: Psychic or Psyshock or Tailwind over Defog.
Psychic or Psyshock increase Latias' offensive presence from zero and let you do damage when you don't want to switch your Pokemon, while Tailwind gives your wallbreakers a chance to ravage an entire opponent's team, and as it was noted before, it's especially good alongside Healing Wish. Make sure you have an alternative Defog user if you opt to not have it on Latias!

P.S. please, fix Dragon Hydreigon Choice Scarf set to this:

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn

Alternate spreads: Hasty Nature has a better time tanking special hits, while Naive one lets you take most of priority moves better. The choice is up for you.

Alternate moves: Flash Cannon or Earth Power over Fire Blast. Make sure to have a Fairy check, though! Earth Power is a somewhat compromise between Fire Blast and Flash Cannon, as it hits both Steel-types and Mega Diancie.
 
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6TI, your suboptimal Grass posts made me legitimately upset, so I'm posting these here.
Anttya, hope finals have been going well!

Mega Venusaur

Bulky Special Attacker

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
- Synthesis

Standard special attacking set, able to take on many attacks and dish out plenty of damage in return.

Alternate spreads: N/A
Alternate moves: N/A


Whimsicott

Offensive Support
Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Encore
- Taunt
- Stun Spore

Offensive utility set, capable of handling many situations in a pinch. Priority Stun Spore stops sweepers, Encore catches them boosting. Taunt shuts down opposing utility supports or walls as well as boosting Pokemon locked into an Encore if they choose to stay in. Moonblast is for strong STAB.

Alternate spreads: N/A
Alternate moves: Giga Drain over Taunt (use Life Orb over Pixie Plate)


Celebi

Life Orb Attacker
Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Psychic
- Earth Power
- Recover

Offensive attacker, punches holes in many of Grass's weaknesses thanks to its good coverage moves. Recover adds much needed longevity.

Alternate spreads: Modest over Timid
Alternate moves: N/A

Utility Support
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 SpD / 36 Spe
Calm Nature
- Thunder Wave
- Giga Drain
- Heal Bell
- Recover

Provides much-appreciated utility to the backbone of a Grass team, especially Heal Bell support for more defense-oriented teams.

Alternate spreads: 252 HP / 220 Def / 36 Spe, Bold Nature
Alternate moves: U-turn or Psychic over Giga Drain (Stealth Rocks are unneeded due to Cradily and Ferrothorn doing it better without wasting a moveslot). Use a Careful or Impish nature if running U-Turn.


Ferrothorn

Existing set, move the slash for Power Whip next to that of Protect, and add Knock Off slashed to Protect as well. Remove the slash for Curse, it's done much better by Cradily.


Cradily

Curse

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Rock Slide
- Earthquake
- Recover

Standard Curse set. Very strong special bulk can cause big problems for the opponent if Cradily finds the opportunity to start setting up boosts. Very hard to take down, but be careful around status, which can cripple it.

Alternate spreads: N/A
Alternate moves: N/A
Alternate ability: Sticky Hold over Storm Drain, for those more worried about phasing. Storm Drain is much more recommended for its immunity to Scald and the subsequent burns it can bring, but is still viable considering other Pokemon like Skarmory and Hippowdon.
 
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Oh, and just a couple corrections I missed:

Specially Defensive Cradily with Rocks
This nature can be Careful rather than Sassy, since it's not using any special attacks. It lets it retain a little bit of speed, which isn't super useful but still better than nothing.

Utility Support Celebi
You slashed Giga Drain twice there rather than Psychic by accident. <_<;

SubSeed Whimsicott
EVs can also be 4 HP / 252 Def / 252 SpD. A lower HP stat means more HP% return on Leech Seed, which keeps your health pool significantly higher per turn. Tradeoff is that your Substitutes may break easier from the physical side, but I feel it's worth it.

Breloom
This can run an Adamant nature rather than a Jolly one as an option. The extra damage boost is quite noticeable, but at the cost of Spore speed.
 
Hydreigon (Dragon):

Wallbreaker.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dark Pulse
- Draco Meteor
- Superpower
- Flash Cannon

Alternate items: Choice Specs.
For Superpower-less sets only, but not a necessity.

Alternate natures: Mild, Naive, Hasty, Modest, Timid.
Mild, Naive and Hasty is only for Superpower-containing sets, while Modest and Timid are for full-special ones. The difference between 295 and 324 Speed is not very meaningful for Hydreigon, so I would suggest using a Speed-boosting nature only if a really concerning for you threat sits in that range.

Alternate moves: Fire Blast or Flamethrower or Taunt over Superpower or Flash Cannon.
It doesn't really matter what combination of moves do you run in the last two slots. Flamethrower/Fire Blast + Superpower make it a formidable Steelbreaker, Superpower + Taunt can make some Normal or Steel defensive cores cry, and Flamethrower/Fire Blast + Flash Cannon make it threaten both Fairy and Steel teams alike.

Stallbreaker.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Flash Cannon
- Taunt
- Roost

Alternate items: Leftovers.
Makes Hydreigon harder to wear down in expense of power.

Alternate natures: Modest.

Alternate moves: Draco Meteor over Flash Cannon.
Draco Meteor is best used with Life Orb, as you better focus on either consistency or going as hard as possible.

Choice Scarf set was noted before. For changes I requested see "P.S." part of post #130 (about Latias).

P.S. Anttya, excuse me, but what is that mess in the Latias part of Dragon sets?
 
Electric (changes in red)


Specs Attacker


Magnezone @ Choice Specs
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hidden Power [Grass]
- Thunderbolt
- Volt Switch
- Flash Cannon
Alternate Move: Hidden Power Ice (Use only w/ Choice Scarf)
Alternate Item: Choice Scarf
Alternate Spread: Timid


Resttalk (Take out the resttalk alternate moves on the first set)
Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Discharge
- Dragon Pulse
- Rest
- Sleep Talk
Alternate moves: Thunderbolt over Discharge
Alternate spreads: 252 Sp.D over 252 def, Calm


Special Attacker
Manectric-Mega @ Manectite
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
- Thunderbolt

Alternate spreads: N/A
Alternate moves: Overheat instead of Flamethrower, Electro Ball over Thunderbolt



Choice Specs
Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Extrasensory
- Hidden Power [Ice]

Alternate Moves: Aura Sphere (Must have a Rash nature and be shiny to be compatible), Signal Beam, Shadow Ball over Extrasensory/Hidden power Ice

Choice Scarf



Electivire @ Choice Scarf
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Hammer Arm
- Earthquake
- Volt Switch
Alternate moves: Cross Chop (not recommended) over Hammer Arm, Rock Slide over Wild Charge or Volt Switch
Alternate abilities: Vital Spirit

Life Orb Attacker
Electivire @ Life Orb
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Hammer Arm
- Rock Slide
- Earthquake
Alternate moves: Cross Chop (not recommended) over Hammer Arm, Volt Switch over Wild Charge
Alternate abilities: Vital Spirit


Choice Scarf
Thundurus-Therian (M) @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Sludge Wave
- Flash Cannon
Alternate Moves: Dark Pulse, Focus Blast, Grass Knot, Psychic over Sludge Wave or Flash Cannon

Double Dance
Thundurus-Therian (M) @ Leftovers
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Agility
- Nasty Plot
- Thunderbolt
- Hidden Power [Ice]
Alternate Moves: Focus Blast, Dark Pulse over Hidden Power Ice
Alternate Spreads: Modest

Nasty Plot
Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunderbolt
- Grass Knot
- Hidden Power [Ice]
Alternate moves: Psychic, Focus Blast, Flash Cannon, Sludge Wave over Grass Knot or Hidden Power Ice


Webs Suicide Lead (Not recommended because electric is generally fast enough to not need sticky web)
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Bug Buzz
- Thunder
- Energy Ball
Alternate Moves: Giga Drain instead of Energy Ball
Alternate Items: Life orb


Choice Specs
Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Signal Beam
- Shadow Ball


Rock Setting Status Spreader
Stunfisk @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Scald
- Toxic
Alternate moves: Thunder Wave over Toxic
Alternate Spreads: 252 Sp.D, 8 Def, Calm



Choice Attacker

Magnezone @ Choice Specs
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hidden Power [Grass]
- Thunderbolt
- Volt Switch
- Flash Cannon
Alternate Item: Choice Scarf
Alternate Spread: Timid


All-Out Attacker
Heliolisk @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Surf
- Thunderbolt
- Hyper Voice
Alternate Item: Choice Specs, Life Orb

Pretty sure this finishes off electric.
6Ti I felt like you were missing some things in your post about electric so I went ahead and listed some suggestions.

Zapdos

Specially Defensive Defogger
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Toxic / Heat Wave
- Discharge / Volt Switch
- Defog

Mandatory Defogger on Electric teams, lives pretty much everything except for things like bandtini / hoopa-u.
Alternative Spreads: 252 HP / 240 Def / 16 Spe if you feel like your team needs more defensive bulk.

Rotom-Wash

Physically Defensive
Rotom-Wash @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split / Rest
- Will-O-Wisp

Highly Recommended defensive wall that has access to WoW and Hydro Pump for ground types. Levitate is another bonus against ground teams which Electric struggles so much against.
Alternative Spreads: N/A

Scarf
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Trick / Thunder Wave

Underrated scarver that outspeeds heracross and can burn unsuspecting generally quicker pokemon such as Medicham. Trick is generally preferred, but TWave can be used if you'd rather go for paralyzing your opponent instead.

Thundurus

Special Attacker
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Grass Knot / Focus Blast / Knock Off
- Hidden Power [Ice]
- Thunder Wave

Powerful Special Attacker that has access to grass knot for Hippowdon. Twave is very helpful for stopping major threats like scarf kyu-b in its tracks.
Alternate Spreads: 64 Atk / 180 SpA / 252 Spe Hasty Nature for mixed

Physical Attacker
Thundurus @ Choice Band
Ability: Defiant
EVs: 252 Atk / 252 Spe
Jolly Nature
- Superpower
- Wild Charge
- Knock Off
- U-Turn

Knock Off can be problematic for psychic & ghost teams alike. U-Turn promotes momentum while Superpower is useful against normal and dark teams.
Alternate Spreads: N/A

Luxray

Physical Attacker
Luxray @ Choice Band
Ability: Guts
EVs: 252 HP / 252 Atk
Adamant Nature
- Wild Charge
- Crunch
- Superpower
- Quick Attack / Ice Fang

Powerful Physical Attacker that 2HKO's everything on normal without needing knock off. Guts boost raises its Attack power to dangerous levels
Alternative Spread: N/A

Jolteon

Special Attacker
Jolteon @ Choice Specs
Ability: Quick Feet
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch / Signal Beam

Jolteon should be bumped up to B rank being that modest hits harder than Raikou and still outspeeds Thundurus. Quick Feet allows it to get a 1.5 speed boost.
Alternative Moves: You can replace Volt Switch with Signal Beam if you feel like you need something for Hoopa-U

Eelektross

Bulky Physical Attacker
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Knock Off / Flamethrower
- Drain Punch / Giga Drain
- Rock Slide
- Volt Switch

Underrated assault vester that is useful for killing volcarona. Physical set is useful against normal teams while the special set gives you a bit more coverage and can be used against bug, steel, ground, etc.

Heliolisk

Special Attacker
Heliolisk @ Life Orb / Choice Specs
Ability: Dry Skin
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Surf
- Grass Knot / Focus Blast
- Hidden Power Ice

Decent Special Attacker with access to grass knot and surf for ground teams. Scarf isn't as good because Heliolisk loses the much needed power in order to do as much damage as it can.
Alternate Spreads: N/A
Alternate Moves: Glare

Electivire

Physical Attacker
Electivire @ Choice Band / Life Orb
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Lonely Nature
- Wild Charge
- Hammer Arm / Cross Chop
- Earthquake
- Ice Punch / Iron Tail / Volt Switch

I ranked this pokemon down because it's probably the worst physical attacker out of the ones previously mentioned that Electric has to offer. Band / LO > Scarf because Electivire needs to hit as hard as possible.
 

Aggron-Mega
Bulky Attacker

Aggron-Mega @ Aggronite
Ability: Heavy Metal
EVs: 252 HP / 184 Atk / 74 Def
Impish Nature
- Rest
- Sleep Talk
- Heavy Slam
- Fire Punch

Alternate Spreads: Adamant Nature
Alternate Moves: Dragon Tail over Fire Punch

This Mega Aggron set allows it to handle big threats to the Rock Monotype such as Mega Medicham, Mega Scizor, Ferrothorn, and Mega Diancie. 252 HP EVs with 74 Defense EVs and a defensive nature allows Aggron to survive a High Jump Kick from Mega Medicham and returning a chance to OHKO with Heavy Slam (Guaranteed OHKO after rocks if you go with the Adamant set). Fire Punch allows you to hit Mega Scizors and Ferrothorns fairly hard and they can't do nothing about it. RestTalk provides good recovery for Aggron so it can shake off burns and still add pressure to the opposing team while asleep. Dragon Tail also works over Fire Punch if you want a phazer.


Diancie-Mega
Offensive

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 44 Atk / 212 SpA / 252 Spe
Naive Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Moonblast
- Hidden Power [Fire]
- Diamond Storm
- Protect

Alternate Sets: 252 Atk / 4 SpA / 252 Spe (Not recommended)
Alternate Moves: Earth Power over HP Fire (Set IVs back to 31)

Pretty standard set, similar to the OU Offensive set aside from HP Fire. HP Fire allows you to hit Ferrothorn and Scizors on the switch. The alternate set provided allows Mega Diancie to 2HKO Chansey with Diamond Storm (Not recommended). Diamond Storm hits Fire monotypes pretty hard (Watch out for AV Torkoal sets with Gyro Ball, it's a OHKO). Moonblast is the primary STAB move and eases the Dragon Matchup.


Terrakion
Choice Band

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Iron Head / Poison Jab / Filler

Alternate Sets: Scarf Set (Below this set)
Alternate Moves: Aerial Ace in the Filler Slot

Terrakion is pretty much a staple for every Rock team. Close Combat is your hardest hitting move and will generally put a dent into a lot of threats, especially if you run Sticky Web support. Stone Edge is your second STAB move and it deals with a lot of flying threats such as Dragon Dance Gyarados (OHKO after rock damage and Intimidate) Earthquake is a coverage move and hits Mega Manectric, Luxray, and other Electric Mono threats. The last move slot is a filler, you can use Iron Head and Poison Jab to hit fairies or you can go with Aerial Ace to hit teams carrying Scarf Heracross + Webs (Aerial Ace OHKOs Scarf Heracross)

Choice Scarf
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Aerial Ace / Iron Head / Poison Jab
252 Atk Terrakion Aerial Ace vs. 0 HP / 4 Def Heracross: 332-392 (110.2 - 130.2%) -- guaranteed OHKO


Shuckle
Hazard Setter

Shuckle @ Mental Herb
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Sticky Web
- Stealth Rock
- Knock Off
- Encore

Alternate Sets: N/A
Alternate Moves: Infestation over Knock Off

Shuckle is a staple on many rock teams and provides much needed support with Sticky Web and Stealth Rock. Encore traps other Hazard Setters and Knock Off is very useful against Chansey, Scarf Keldeo (Big Threat to Rock Teams) and Stall teams. Mental Herb is a must on this set as it prevents Taunt and Encore from opposing Shuckles. A defensive set is the best way to go as most rock teams carry Tyranitar which sets sand and boosts your team's Special Defense by one stage.


Cradily
Physical Wall

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Recover
- Giga Drain
- Mirror Coat

Alternate Sets: 252 HP / 4 SpA / 252 SpD (Only use if you don't have Tyranitar sand support and even then it's iffy)
Alternate Moves: N/A

Cradily is one of rock's best mons as it allows you to check Scarf Keldeo with Storm Drain + Giga Drain. Toxic wears down stall teams and the longevity of offensive teams are reduced. Giga Drain hits Mega Swampert, Seismitoad, and Quagsire hard while Recover gives you reliable recovery and increases Cradily's longevity. Mirror Coat is a nice addition to this set and teams lacking a Mega Venusaur check, Mirror Coat puts a huge dent in Venusaur and possibly KO it from around 60% health (If they choose Sludge Bomb).


Aerodactyl-Mega
Tough Claws Offensive

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aerial Ace
- Hone Claws
- Fire Fang
- Stone Edge

Alternate Sets: 252 Atk / 4SpD / 252 Spe (Jolly) - Only use if no Sticky Web Support.
Alternate Moves: Defog over Hone Claws

Pretty straight forward set, Mega Aerodactyl outspeeds most of the metagame already, and pretty much the rest if you have sticky web support. Hone Claws boosts the accuracy of Stone Edge and Fire Fang while also boosting attack. Mega Aerodactyl handles one of mono rock's biggest threat, Serperior. Adamant Mega Aero OHKOs LO Serperior and many other grass type mons such as Mega Venusaur(After +1) with Aerial Ace. Fire Fang is coverage for Scizor and Ferrothorn while Stone Edge is the primary STAB move. Defog is also a viable move over Hone Claws if your team struggles to hazards or dual screen teams.


Rhyperior
Bulky Offensive

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 44 Atk / 252 Def
Adamant Nature
- Earthquake
- Stone Edge
- Avalanche
- Fire Punch

Alternate Sets: Weakness Policy over Leftovers
Alternate Moves: N/A

Rhyperior is a nice addition to rock with Solid Rock. The HP and Defense EVs add bulk to Rhyperior and the rest of the EVs went into Attack. Rhyperior has nice EdgeQuake STAB along with coverage moves like Fire Punch for Scizor and Ferrothorn as well as Avalanche for Landorus-T and Garchomp.


Sableye-Mega
Imprison CM

Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 244 HP / 208 Def / 44 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Imprison
- Recover
- Calm Mind
- Dazzling Gleam

Alternate Sets: N/A
Alternate Moves: Knock Off or Foul Play over Gleam, Shadow Ball or Dark Pulse over CM if you run Knock off or foul play

Imprison Mega Sableye is quite nice for ghost mono, it shuts down opposing Mega Sableyes and allows you to set up Calm Minds and check it with Dazzling Gleam. Recover is for increasing the longevity of Mega Sableye. 12 Speed EVs allows Mega Sableye to outspeed other common Mega Sableyes.


Chandelure
SubCM - Bisharp Lure

Chandelure @ Leftovers
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Flamethrower
- Shadow Ball

Alternate Set: N/A
Alternate Moves: N/A

The SubCM Set for Chandelure allows it to lure Bisharp in and use Substitute to prevent Sucker Punch damage and the OHKOing with Flamethrower or set up calm minds. Flame Body is preferred here as Porygon2 with Trace could easily wall this thing and Infiltrator would allow Porygon2 to attack past the sub. Shadow Ball is the second STAB move so Heatran and other Flash Fire mons don't wall Chandy.

Choice Scarf
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Trick
- Fire Blast
- Shadow Ball

Alternate Set: Infiltrator
Alternate Moves: Flamethrower over Fire Blast



Golurk
Offensive No Guard + Rocks

Golurk @ Focus Sash
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dynamic Punch
- Stone Edge
- Stealth Rock
- Ice Punch

Alternate Set: 248 HP / 252 Atk / 8 Def, Choice Band
Alternate Moves: Thunder Punch over Ice Punch, Shadow Punch over Rock if Banded

Golurk performs as an offensive threat as well as a Rock setter. No Guard helps a lot against Mono Flying teams as Stone Edge hits 100% of the time. Dynamic Punch can be nice for Dark Mono teams as well due to No Guard. 252 Speed EVs allow Golurk to outspeed some threats and hit them hard, notably Mega Venusaur (Standard). Ice Punch is coverage for Lando-T/I and Garchomp.


Jellicent
Specially Defensive

Jellicent @ Leftovers
Ability: Cursed Body
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Acid Armor
- Scald
- Recover
- Toxic

Alternate Set: N/A
Alternate Moves: N/A

Jellicent has a nice ability and defenses to stall a lot of threats and reduce their longevity with Toxic. The special wall is ideal here as Jellicent has access to Acid Armor which boosts the Defense by two stages and scald to cripple physical wallbreakers. Recover increases Jellicents longevity.


Cofagrigus
Toxic Spikes Hex

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 176 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Pain Split
- Will-O-Wisp
- Hex

Alternate Sets: N/A
Alternate Moves: N/A

The EVs on Cofagrigus allow it to survive a LO Knock Off from Jolly Bisharp and return with a burn. Pain Split helps against opposing stall, letting you gain more health and reducing their longevity. Toxic Spikes is a nice addition as it allows you to abuse Dual Status + Hex.
 

Seo.

Nice guys always finish last...
AV Jirachi (Steel)



Jirachi @ Assault Vest
Ability: Serene Grace
Shiny: Yes
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Energy Ball
- Moonblast
- Charge Beam
 
Last edited:

Confluxx [Old]

Banned deucer.
AV Jirachi (Steel)



Jirachi @ Assault Vest
Ability: Serene Grace
Shiny: Yes
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Energy Ball
- Moonblast
- Charge Beam
16 HP / 252 SpA / 240 Spe is the spread I recommend for this set.
 

Confluxx [Old]

Banned deucer.
The ownership of this thread has changed since Anttya is leaving. The new one is here.

I copy/pasted pretty much everything including stuff contributed by you guys that Anttya didn't manage to edit in her posts. If I missed anything feel free to repost it in the new thread.

Tagging scpinion to lock this.
 
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