I'm going to come up with a bunch of competitive move-sets for all the pokemon here, as I've nothing better to do.
For example, here's what I came up with for JOUBUSH!
WARNING, WALLS OF TEXT IN THE HIDE BOXes!I like these sets I came up with:
Joubush Is a very solid (get it?) pokemon. It's Grass/Steel Typing gives it plenty of resistances, removal of grass' many weaknesses and a weakness only to Fire and Fighting. With powerful physical moves to use that base 120 Attack stat such as Power Whip and Iron lance including an essential coverage move in Close Combat, it's a very powerful force!
Unfortunately, it's average defenses let it's typing down sometimes, as it won't take those super effective hits well, ESPECIALLY not x4 fire attacks!
CHOICE BAND/SCARF
Joubush @ Choice Band/Scarf
Ability: Overgrow
EVs:4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Power Whip
- Pursuit/ Drill Peck
- Close Combat
- Iron Lance
These sets are here to take advantage of Joubush's Nice Offensive stats. The choice of Band ro Scarf is based on what you need, but they're slashed due to the moveset's similarities.
Pursuit and Drill Peck are slashed for either choice band or Choice Scarf. I presonally like banded pursuits so as to trap psychic types that can't do anything to Joubush and OHKO them w/Band, However drill peck is an option to hit fighting types super effectively and always outspeed them with Scarf. It's a matter of preference, as the other three moves are a must have. Power Whip and Iron lance are Joubush's strongest STAB attacks, and with either a band or scarf, you wanna do a lot of damage. If you don't like Recoil or the chance to miss, you could go with Iron head and Leaf Blade respectivly, but the drop in power would be far too noticable.
Closecombat is essential for smacking any steel type who thinks they can take all of your other attacks.
The Choice between Adamant or Jolly is yours, more damage or faster damage? Whichever.
The evs are pretty common for choice pokemon, I'd think. Maxing out the stats you wanna use to the fullest, and dumping the leftover EVs to whatever you like.
SWORDS DANCE
Joubush @ Life Orb/Leftovers
Ability: Overgrow
EVs:252 HP / 4 Atk / 252 Spe
Jolly Nature
- Power Whip
- Swords Dance
- Synthesis
- Iron Lance/Close Combat
This set uses Joubushes's average bulk, great typing, and nice speed to set up swords dances. Life orb is if you want a boost in damage while still being able to switch attacks. While the chip damage is annoying you can remedy this with synthesis. Leftovers are for if you want to have passive recovery, which can be handy.
Power Whip and Iron Lance are the STAB moves, however you could substitute Iron Lance's Poor coverage with Close Combat to smack steel types. However with enough SDs under your belt, you might not need a Super Effective hit to 2HKO the steel types.
The EVs are simple, be very fast and have the ability to take hits. You won't need to bolster your attack as Swords dance is doing that for you. Jolly nature to get as much speed as you can and avoid being revenge killed.
DEFENSIVE
Joubush @ Leftovers
Ability: Overgrow
EVs:252 HP / 252 SpD / 4 Atk OR 252 HP / 252 Def / 4 Atk
Careful OR Impish Nature
- Power Whip/Iron Lance/CloseCombat
- Toxic
- Synthesis
- Protect/Pursuit
This set is my attempt at making a defensive set. Leftovers is mandatory for the passive recovery, however you'll notice two different sets of EVs. The difference is actually simply. Defensive or Specially defensive. I don't actually know which would be more useful, it'd probably be dependant on your team. Careful or Impish nature for SpD and Def respectivly.
Your one attacking move, I can't decide on. Powerwhip is a good stab move, however you'll find this Joubush useless against poison types as they're immuine to Toxic. IronLance is good, however the recoil can wear you down quickly. Close Combat is an option only because it rids of steel types, as they are also immune to Toxic and both Iron lance AND Powerwhip won't harm them. However the drop in defenses will cripple your ability to take hits.
As for the other moves, they're quite common for defensive pokemon. Toxic for chip damage, protect to rack up toxic damage and regain your own health with leftovers and synthesis for immediate recovery. You could also use pursuit in the last slot, however protect is needed for stalling. Pursuit would be for catching those who'd want to switch out due to you being too bulky.
UNSURE OF THIS SET:
MIXED Sweeper/Attacker
Joubush @ Life Orb
Ability: Pvergrow
EVs: 4 HP / 78 Atk / 178 SpA / 252 Spe
Nuetral or Naive Nature
- Energy Ball
- Flash Canon/Iron Head
- Close Combat
- Work Up/Synthesis
I'm unsure of this set as it suffers greatly from Four Move-Slot Syndrome. I'd love to fit all it's coverage moves that are both special and physical as well as Work Up for the boosts, and Synthesis to act as a buffer against Life orb.
But you can only have four moves.
The only reason I'm putting this out there is for variety and Joubush's Decent Special Attack Stat. Any lower and I'd of been like "Not worth it."
Anyways, the set. You'll want at least one special stab, otherwise you're better off running the other sets. I slashed flash canon with iron head as an alternative physical stab, not Iron Lance as the wear down from Life Orb would be too much in conjunction with this. Close combat is to remove the pesky steel types that would otherwise wall you, and Work up is for making your special moves more potent. (I'd prefer Growth in the sun, but Joubush doesn't learn growth and I've no idea of the viability of weather yet, what with the only auto-inducer being Tricalp w/sandstorm.)
You could slash Work up with synthesis if the Life orb Damage really bothers you, but remember that Joubush's special attacks aren't very good without a boost.
All in all, I enjoy Joubush! It's diversity surprised me and I believe it will hold lots of power!
DRAGABLO:
Dragablo is a bit of an oddball. A massive base 130 Special attack limited by a poor special movepool. Why, it doesn't even get a special dark stab! However, it has a useable attack stat, and a large physical movepool to use and abuse it! This pokemon is perfectly for wall breaking! However it's average speed stat may let it outspeed walls, it's not outspeeding much else.
With a Fire/dark typing, it leaves it weak to common attacking types such as Fighting, ground, rock and water. The Aforementioned rock weakness also means it takes a quarter from stealth rocks every time it switches in!
In fact, any entry hazard will put Dragablo's Longevity into the gutter, as most sets require it to switch in a lot.
With an Odd HP number, Dragablo would gain the ability to switch in not a maximum of four, but five times into stealth rocks assuming it takes no other damage. So it can be helped. Pairing this up with a defogger and/or rapid spinner would seem essential!
Set's I Like:
MIXED SCARF
Dragablo @ Scarf
Ability: Blaze
EVs: 4 HP if it would give Dragablo an ODD HP number, if it originally has an ODD HP Number, add these 4 into Atk, 78 SpA / 178 Atk / 252 Spe
Naive/Hasty Nature
- Fireblast/FlameThrower
- Crunch
- Stone Edge/Flamethrower
- Earthquake
This set is to bring Dragablo's Poor Speed stat off the ground and into the sky! With full speed investement it'll outspeed plenty of things, which it'll probably need to do. The evs are for boosting Dragablo's base 92 Attack stat to respectable levels. You may choose to not put any EVs into SPA as you only have one, Powerful Stab special attack that might not need the boost and instead max out the attack, which is completely fine.
Fireblast is slashed with flamethrower only for their major difference in accuracy. You may not need to do a lot of damage if you're revenge killing, so not missing is a great thing for flamethrower. However there is a very noticable drop in power from fireblast, which has a chance to 2HKO stuff, I'm sure, making flamethrower a less appealing alternative. If you want the ability to choose between power or accuracy all the time, you make slash out Stone Edge with flamethrower as stone edge's coverage is a bit redundant with EQ. Crunch is it's physical stab and Earthquake is an essential coverage move for removing rock and opposing fire types from play, giving you more breathing room for fire blast.
Flare Blitz is an option over fire blast, as it'll take full advantage of your maxed attack. However the recoil is very off-putting, as Dragablo already has problems staying alive, so I wouldn't recommend it.
SUNNYBEAM
Dragablo @ Heatrock/Life Orb
Ability: Blaze
EVs: MAYBE 4 HP / 252 SpA / 252 Spe
Timid/Hasty/Naive Nature
- Sunny Day
- Solar Beam
- Fireblast/Flamethrower
- Earthquake
A classic set, this one takes advantage of Dragablo's ability to set up sun via Sunny Day, have a fire move in either Fire Blast or Flamethrower, the choice between them depending on your preference of ACC VS Power, and attack instantly with solarbeam to hit water types who'd normally resist you. Earthquake is to smack fire types that would otherwise resist your other moves, as well as to hit Fuzard, who's dragon typing gives it a resistance to Fire and Grassm but it's poison typing leaves it weak to ground.
Heatrock is to make the sun last longer, which is very handy considering you're relying on the sun. However life orb is an option to hit very hard at the cost of 10& recoil every attack.
EVs are simple, be fast, hit hard with Fire Move + Solarbeam and be able to switch into stealth rocks (or Take hits) more often. Choice of nature is up to you. Do you not mind weaker earthquakes? Timid is for you! Think you can lower you average physical defense and still take hits? Hasty is you! Don't think Dragablo's low Special Defense would allow it to take special attacks anyways? Then Naive is perfect!
UTILITY
Dragablo @ Leftovers
Ability: Blaze
EVs: MAYBE 248 HP / 252 Def / 8 Spe
Bold Nature
- Wil-O-Wisp
- FlameThrower
- Taunt
- Earthquake
This set is to make use of Dragablo's good support movepool. Leftovers for Passive recovery as you won't be attacking much. Wil-O-Wsip is to burn physical attackers and be able to take their hits with ease. Flamethrower is a reliable stab attack with High PP, so you won't have to worry too much about running out.
Taunt is to prevent pokemon from setting up entry hazards and to stop a pokemon from setting up or crippling you with thunderwave or toxic. It's overall utility is what, I'd say, makes this set.
Earthquake is there for good coverage, as fire types won't be burned by wil-o-wisp.
That's all I got for this guy! I don't think any set-up moves will work well, though a set with Dragon-tail, wil-o-wisp/toxic, Bulk Up and earthquake might work as a phazer-set-up-sweeper. However even after a few bulk-ups dragon tail's NON-stab power would be pretty underwhelming.
What do ya think?