Time to get this rolling with two set submissions that work in tandem. One is covered ground, one is out of the blue:
Name: Plotting Doom
Move 1: Nasty Plot
Move 2: Focus Blast
Move 3: Sludge Bomb / Thunderbolt
Move 4: Psychic
Ability: Lightning Rod
Item: Life Orb / Psychium-Z
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
- Nasty Plot gives Voodoom a huge boost in SpA that lets it overcome many threats.
- Focus Blast's raw power is worth the price in accuracy, as it steamrolls many metagame threats at +1 or +2.
- Sludge Bomb along with Life Orb allows Voodoom to power through opposing Fairy types like Clefable, even through Unaware. Thunderbolt is useful specifically against Tapu Fini (which is the bulkiest Tapu) and also nails Arghonaut, Naviathan, Slowbro, and other bulky waters.
- Psychic allows Voodoom to break past Tomohawk, SpD Mollux, and Mega Venusaur.
- Max SpA and Spe because offensive mon.
VS. Tapus:
[Note: Tapu Koko's standard set does not currently run Dazzling Gleam, making it susceptible to Voodoom.]
+2 252 SpA Life Orb Voodoom Sludge Bomb vs. 0 HP / 0 SpD Tapu Lele: 390-460 (138.7 - 163.7%) -- guaranteed OHKO
+2 252 SpA Life Orb Voodoom Thunderbolt vs. 248 HP / 16+ SpD Tapu Fini: 315-372 (91.8 - 108.4%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Voodoom Sludge Bomb vs. 248 HP / 16+ SpD Tapu Fini: 159-187 (46.3 - 54.5%) -- 96.9% chance to 2HKO after Stealth Rock and Leftovers recovery
+2 252 SpA Life Orb Voodoom Psychic vs. 4 HP / 0 SpD Tapu Bulu: 229-270 (81.2 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock
252 SpA Life Orb Voodoom Sludge Bomb vs. 4 HP / 0 SpD Tapu Bulu: 463-546 (164.1 - 193.6%) -- guaranteed OHKO
+2 252 SpA Life Orb Voodoom Psychic vs. 0 HP / 0 SpD Tapu Koko: 279-329 (99.2 - 117%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Voodoom Sludge Bomb vs. 0 HP / 0 SpD Tapu Koko: 278-330 (98.9 - 117.4%) -- guaranteed OHKO after Stealth Rock
Vs. Other threats / in other scenarios:
+1 252 SpA Life Orb Voodoom Focus Blast vs. 248 HP / 20 SpD Rotom-Wash: 305-360 (100.6 - 118.8%) -- guaranteed OHKO [Lightning Rod boost from Volt Switch]
252 SpA Life Orb Voodoom Sludge Bomb vs. 252 HP / 192+ SpD Unaware Clefable: 179-213 (45.4 - 54%) -- 95.3% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Voodoom Psychic vs. 252 HP / 4 SpD Tomohawk: 265-312 (64 - 75.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Voodoom Shattered Psyche (175 BP) vs. 252 HP / 4 SpD Tomohawk: 394-464 (95.1 - 112%) -- guaranteed OHKO after Stealth Rock
Not much to say here. If you want Voodoom to beat Clefable, Sludge Bomb / Wave is basically it. Flash Cannon can't hit the 54% without Modest.
Second Set:
Name: Power Trippin'
Move 1:
Hold Hands
Move 2:
Power Trip
Move 3: Earthquake /
Gunk Shot
Move 4: Bulk Up
Ability: Lightning Rod / Cursed Body
Item: Normalium-Z
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Z-Hold Hands raises all stats, allowing Voodoom to outrun Scarfed Lele and friends.
- Power Trip is the main selling point of this set, turning Voodoom into a potent physical attacker with 120 BP (or 140 if you pick up a Lightning Rod boost) Dark STAB.
- Earthquake OHKOs Tapu Koko, Mollux, Plasmanta, Naviathan, Crucibelle, and a number of other common threats as well as being good general coverage with Power Trip. Gunk Shot specifically targets the Tapus.
- Focus Blast is the natural choice for raw power at +1, and can even OHKO Rotom-W if a Lightning Rod boost precedes it. Voodoom is unlikely to be targeted by Will-O-Wisp because of the strength of the NP set.
- Alternatively, this set struggles if it loses the +1 Attack, so Bulk Up restores it after Intimidate and allows Power Trip to OHKO Offensive Lando-T before it can Supersonic Skystrike.
- Cursed Body does not assist in buffing Power Trip like Lightning Rod may occasionally do, however at +1/+1 Bulk Voodoom can withstand and potentially disable neutral hits, allowing it to futher set up Bulk Up or attack.
- The key element to this set is surprise - its checks and counters are so vastly different from the NP set that it gets a chance to either immediately damage the would-be NP Set Counter or to set up again as the opponent switches. It's horrible against Unaware Pokemon and Tomohawk, but flattens a lot of other counterplay. If opponents get caught off guard and allow Voodoom to set up a Hold Hands and a Bulk Up, in many cases it's game over.
[If only you could Baton Pass other boosts with Speed]
Jolly Calcs:
+1 252 Atk Voodoom Power Trip (120 BP) vs. 0 HP / 4 Def Metagross-Mega: 308-366 (102.3 - 121.5%) -- guaranteed OHKO
+1 252 Atk Voodoom Power Trip (120 BP) vs. 0 HP / 4 Def Tapu Lele: 279-328 (99.2 - 116.7%) -- guaranteed OHKO after Stealth Rock
+1 252 Atk Voodoom Gunk Shot vs. 0 HP / 0 Def Tapu Koko: 338-398 (120.2 - 141.6%) -- guaranteed OHKO
+1 252 Atk Voodoom Earthquake vs. 0 HP / 0 Def Tapu Koko: 282-332 (100.3 - 118.1%) -- guaranteed OHKO
+1 252 Atk Voodoom Earthquake vs. 4 HP / 0 Def Plasmanta: 424-500 (161.8 - 190.8%) -- guaranteed OHKO
+1 252 Atk Voodoom Gunk Shot vs. 248 HP / 192 Def Tapu Fini: 222-262 (64.7 - 76.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 252 Atk Voodoom Gunk Shot vs. 248 HP / 192 Def Tapu Fini: 294-348 (85.7 - 101.4%) -- 87.5% chance to OHKO after Stealth Rock
252 Atk Voodoom Power Trip (100 BP) vs. 0 HP / 4 Def Landorus-Therian: 135-159 (42.3 - 49.8%) -- 89.1% chance to 2HKO after Stealth Rock [Landorus switches in to revenge]
252+ Atk Landorus-Therian Earthquake vs. +1 4 HP / 0 Def Voodoom: 157-186 (48.7 - 57.7%) -- 95.7% chance to 2HKO [Only Flyinium-Z Landorus contests Voodoom here. At +1 Def Voodoom is too far gone for Landorus to catch up.]
+1 252 Atk Voodoom Power Trip (140 BP) vs. 0 HP / 4 Def Landorus-Therian: 280-330 (87.7 - 103.4%) -- guaranteed OHKO after Stealth Rock [You anticipate Landorus Switch and Bulk Up as it comes in]
These two sets work together because they have entirely different checks and counters. Arghonaut, Tomohawk, and Clefable are given trouble by the Nasty Plot set, while Tapu Lele and Scarf Plasmanta find out they aren't going to outrun Voodoom, or else their dedicated special wall realizes Voodoom will get out of hand very quickly. The Power Trip set requires an immediate and effective response to counteract (again, outside Unaware Mons and Hawk), as it turns out Voodoom can be just as scary at +2 Attack as it is at +2 SpA.
Why Z-Hold Hands instead of Z-Celebrate? Well, a Perfect Mate would Hold Hands, wouldn't they?