
Originally Posted by
DarkRecon
Cofagrigus, the only Pokemon whose actual name has been banned in certain tournaments (I think) due to a certain word that's been contained in its name. Nevertheless, it has a unique ability, and pretty nice stats but not that good of a movepool to back it up with. It's def is great as is its Sp.def and Sp.atk but it is lacking in the health and speed department, but the speed can easily be cured by Trick room.
Tricky Mummy
- Trick Room
- Shadow Ball
- Will-o-Wisp
- Hidden Power (fight)/Psychic/Hex
Item: Life Orb
Ability: Mummy
EV: 252 Def,/252 Sp. Atk./4HP or 252 Def./4 Sp. Atk./252 HP
Nature: Relaxed/Quiet
A standard Trick Room set which Confagirgus can set up itself. Shadow Ball is your STAB move, while Will-o-Wisp is there to cripple any physical attacker, especially physical Pursuit users. The last move is a toss-up between HP Fight and Psychic. Psychic does more damage but most Pokemon facing Confagrigus will most likely be Dark-types and Psychic-type moves don't affect Dark-types, while HP Fight will do a good chunk of damage on Dark-types and Steel-types which there are an abundance of in OU. Hex on the other hand, pairs with Will-o-Wisp well so it's another option. With the item, Life orb allows for extra damage, but with Confagrigus's low HP, that might not be the best choice. With EVs, if you want a defensively build Pokemon, go with the second one, but if you want a Trick Room Sweeper, then go with the first choice. Natures, same thing; Relaxed for Defense, Quiet for Sp. Atk.
Crazy or not
- Nasty Plot/Calm Mind
- Shadow Ball
- Will-o-wisp/HP (Fight)
- Hex/Psychic/Energy Ball
Item: Life Orb
Ability: Mummy
EV: 252 Sp. Atk./252 Sp. Def./4 HP or 252 Sp. Atk./252 Def./4 HP
Nature: Modest
For this set, you can either choose Nasty Plot or Calm Mind. Nasty Plot is for those who want to attack hard, while Calm Mind allows you to bide time with the extra boost to Sp. Def. Shadow is your main STAB move again, but the next two slots are trickier. If you decide to go with Will-o-Wisp, you'll also want to go with Hex thanks to the boost in the base attack of the move after your opponent gets burned. If you don't go with Will-o-Wisp, then put HP Fight for your third move, and then the last slot is a toss-up between Psychic and Energy Ball. Energy ball is basically a grass-type Shadow Ball but still weaker than Psychic but unfortunately Psychic still faces the same problems just like in the Trick Room set. Your Item is a life orb which is self explanatory, cause you want that extra power in your moves. EV wise, if you are using Calm Mind, go with the first set of EVs, if you decide to use Nasty Plot, go with the second set. The Modest nature increases your Sp. Atk. while decreasing your Atk. which will never be used.
Mummy's Curse
- Mean Look
- Destiny Bond
- Substitute
- Shadow Ball
Item: Leftovers
Ability: Mummy
EV: 252 HP/252 Def./4 Sp. Def or 252 HP/252 Sp. Def/4 Def.
Nature: Bold/Calm
Despite the name, we are NOT using Curse, it works better on all other types. Basically, this is a gimmick set. Use Mean Look on your first turn to prevent escape, then use Substitute to stall. Wait until your at a low HP, then use Destiny Bond, opponent knocks you out, then they die as well. Shadow Ball is just there in case you get taunted. Your item is Leftovers, gives you some HP to last a little longer. EVs, put them into HP so you have some high HP Substitutes, the other two depend on which you want to emphasize, Def. or Sp. Def. Your nature also depends on which you want to emphasize, Bold for Defense, Calm for Sp. Def.