Thread: [Gen V] Zylas's ClumzyMon!
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Old April 16th, 2013 (12:26 PM).
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Include. EVs. And. Nature. That is all. (punctuated for emphasis)

For one, Ninjask doesn't run any attacking moves in OU, simply because it's too fast to be Taunted, though it can get screwed by it just the same:
-Substitute
-Baton Pass
-Protect
-Swords Dance/Toxic
Nature: Bold
EVs: 248 HP/236 Def/24 Spe
Item: Leftovers/Mental Herb
Ability: Speed Boost

Lucario literally has no reason to use Earthquake, as it's redundant with Close Combat. Pure physical sets are also preferred:
-Swords Dance (in the event that Ninjask has no time to pass Attack boosts to it)
-Close Combat
-ExtremeSpeed
-Crunch/Ice Punch/Bullet Punch
Nature: Adamant/Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb

Gyarados also doesn't even use Outrage, mainly because it has better coverage options:
-Substitute/Taunt
-Dragon Dance
-Waterfall
-Bounce
Nature: Jolly
EVs: 88 HP/248 Atk/4 Def/168 Spe
Item: Leftovers

or
-Dragon Dance
-Waterfall
-Bounce
-Stone Edge/Earthquake
Nature: Adamant/Jolly
EVs: 252 Atk/4 Def/252 Spe
Item: Life Orb/Lum Berry
Ability: Moxie

Espeon is basically mandatory on Baton Pass teams in order to prevent most status moves from screwing it over; this can go over Skarmory to alleviate the need of a hazard setter, though you need good prediction skills to do this effectively:
-Calm Mind
-Stored Power
-Hidden Power (Fighting)
-Baton Pass
Nature: Timid
EVs: 252 HP/4 SAtk/252 Spe
Item: Leftovers
Ability: Magic Bounce

If you want to keep Skarmory, the fourth move slot should go to an entry hazard (Spikes or Stealth Rock). Brave Bird is also the better option over Drill Peck due to the extra power (the recoil can be healed later with Roost):
-Stealth Rock/Spikes
-Whirlwind
-Roost
-Brave Bird/Taunt
Nature: Impish/Careful
Evs: 224 HP/252 Def/32 Def or 224 HP/32 Def/252 SDef
Item: Leftovers/Shed Shell
Ability: Sturdy

or (if you want to get hazards as soon as you can):
-Stealth Rock
-Spikes
-Brave Bird
-Taunt
Nature: Jolly
EVs: 252 HP/4 Def/252 Spe
Item: Custap Berry
Ability: Sturdy

Fire Blast is still the better option over Flamethrower on Chandelure because of its better accuracy compared to Thunder, Blizzard and Focus Blast:
-Substitute
-Fire Blast
-Shadow Ball
-Hidden Power (Fighting)/Pain Split
Nature: Timid/Modest
EVs: 4 HP/252 SAtk/252 Spe
Item: Leftovers/Life Orb
Ability: Flash Fire

While Electivire has good coverage, the lack of high base power moves outside of Wild Charge seriously hinders it. Other strong attackers to consider are Breloom, Salamence, Hydreigon, Garchomp, and Infernape.

Breloom:
-Bullet Seed
-Low Sweep
-Mach Punch
-Spore/Stone Edge
Nature: Adamant/Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb/Choice Band/Lum Berry/Fighting Gem
Ability: Technician

Salamence:
-Draco Meteor
-Outrage
-Fire Blast
-Earthquake
Nature: Naive
EVs: 64 Atk/192 SAtk/252 Spe
Item: Life Orb

Hydreigon:
-Draco Meteor
-Fire Blast
-Superpower
-Earthquake/Earth Power/Dark Pulse/Roost
Nature: Rash/Mild
EVs: 4 Atk/252 SAtk/252 Spe
Item: Life Orb/Expert Belt

or
-Substitute
-Dragon Pulse
-Focus Blast
-Fire Blast/Roost
Nature: Modest
EVs: 4 HP/252 SAtk/252 Spe
Item: Leftovers/Life Orb

Garchomp:
-Stealth Rock
-Outrage/Dragon Claw
-Earthquake
-Fire Blast/Swords Dance
Nature: Naive/Jolly
EVs: 252 Atk/4 SAtk/252 Spe
Item: Life Orb/Focus Sash

Infernape:
-Fire Blast
-Close Combat
-ThunderPunch
-Hidden Power (Ice)/U-turn/Mach Punch
Nature: Hasty/Naive
EVs: 180 Atk/76 SAtk/252 Spe
Item: Life Orb/Expert Belt
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