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     Mememons 

Some sets have become so common/popular on Showderp that they've been accepted as "Memes" and have been placed in a list that is posted at the beginning of every thread for quick access, and just saying their names is considered enough for Champ to accept them as a team member.

BOOM BOOM

"It's not ogre yet! I believe in Champ and BOOM BOOM!"

A moveset for Clefable (and sometimes Togekiss) that revolves around stalling for time with health restoration, boosting attack and defense stats up with various moves, and then spamming Metronome so the opponent will have no idea what to defend against.BOOM BOOM supposedly gets his name from the unfortunate habit of Metronome to randomly roll suicide moves such as Explosion or Selfdestruct, ruining the potential sweep.


  • Confusion Fu: The main reason BOOM BOOM is so damn tough to stop once he's boosted up and starting to use Metronome: his physical and special attacking stats are both through the roof, so neither a physical or special wall works to bulk all of his attacks, and he could potentially use 99% of all the moves in the game, including ones usually reserved for Olympus Mons.
  • Epic Fail: BOOM BOOM used Metronome! Waggling a finger let it use Heart Swap! BOOM BOOM'S stat changes were swapped with the opponent! (tl:dr: Opponent instantly gains quadruple of EVERY offensive and defensive stat, and BOOM BOOM is left with nothing).
  • Heal Thyself: In two ways. Firstly, BOOM BOOM always runs some sort of health-restoring move (Wish, Roost, Soft-Boiled, etc.) to bide time to status up and for Metronome to roll something good. Secondly, the two Clefable sets for BOOM BOOM hold Leppa Berries to replenish the amount of times they can use one of their moves (BOOM BOOM's greatest weakness by far is running out of Metronome PP: without that, the most he can do is Struggle stall opponents to death). Older versions of BOOM BOOM even included the move Recycle to generate more Leppa Berries indefinitely.
  • Lethal Joke Character: A cute pink Pokémon with less than exceptional offensive ability, normally used for stalling and even then seen as an inferior Chansey or Blissey? And it's using a combat-focused set? How powerful could that b- *x4SpecialAttack Aeroblast to the face*
  • Luck-Based Mission: A given, considering Metronome is BOOM BOOM's only offensive capability. Sometimes it works out excellently, like using Foul Play to turn a Groudon's own physical strength against him for a OHKO, and sometimes… well, let's just say Trick or Treat followed by Selfdestruct is NOT a desired combination. note 
  • Meaningful Name: When you play with Metronome, there's always the chance of things blowing up in your face with Selfdestruct.
  • Mighty Glacier: Speed is not BOOM BOOM's strong suit but once his stat boosts are up, he's a force to be reckoned with.
  • No-Sell: Dragon-type moves to both variants due to the Fairy typing. Ground moves, Spikes, and Toxic Spikes to Togekiss BOOM BOOM. Anything besides direct non-Dragon attacks do not hurt Clefable BOOM BOOM thanks to his Magic Guard ability, so trying to Leech Seed, Burn or Toxic stall him will not work. He isn't even damaged by entry hazards such as the ever-popular Stealth Rocks.
  • Pre-Mortem One-Liner: "BOOM", of course. Especially when he actually goes Boom.
  • Status Effects: While Clefable BOOM BOOM is more focused on buffing defenses and attack power, Togekiss BOOM BOOM may be equipped with Thunder Wave or Toxic to cripple opponents while waiting for a lucky Metronome, or Heal Bell to fix any status problems the rest of the team has.
  • Stone Wall: Clefable has excellent defenses to begin with, even without any boosts, and BOOM BOOM has a Healing Factor on top of that, whether through Leftovers or self-healing moves.

Boostan Roostan

"tfwnote  no boosts"

"20% = 100%!"

A Togekiss set that is basically Exactly What It Says on the Tin, in that it Boosts (stat buffs)… and then it Roosts (regain lost health). Notably, the set takes advantage of Togekiss' Serene Grace special ability to aid in the boosts, by first spamming Ancient Power (which has a low random chance of raising ALL of the user's stats by one level). Serene Grace causes Ancient Power's boosting ability to be increased. Allegedly. If Boostan Roostan gets hurt while Boosting, he simply Roosts to heal up again and get a few extra turns to boost. Once Togekiss has been boosted up high enough, he blows the foe away with Stored Power (a move that gets stronger with every stat boost.. see how this set is starting to work now?), or Baton Passing the buffs to a teammate better suited to sweeping the opponent.

  • Heal Thyself: With Roost, and he carries a Leppa Berry just like BOOM BOOM, for extra Ancient Power. Status effects are still a serious problem, though.
  • Luck-Based Mission: More often than not, the boosts won't activate in time to save Boostan Roostan from getting knocked out, either by a Lucky Crit or unexpected type coverage by the opponent. But when it does work, he's nigh unstoppable. Some of the luck is improved by Serene Grace, but there's a reason that "Boosts when? Boosts never." has become a Showderp catchphrase.
  • No-Sell: Dragon and Ground attacks, as well as Spikes and Toxic Spikes.
  • Stone Wall: Not as much as BOOM BOOM, but it does have high defenses that only get higher with Ancient Power buffs, and it can remove several turns' worth of the opponent's effort with Roost, which restores 50% health.

Shrekle

A Shuckle based around dishing out high amounts of damage rather than being a Stone Wall. It's a common bit of Pokémon trivia that Shuckle has potentially the highest damage output in the game if set up right. Shrekle draws off of this knowledge to keep the Smogon peasants out of his swamp. Here's how it works: Power Trick to swap Shrekle's embarrassing Attack value with his incredible Defense. Shell Smash to blast attack Attack through the roof even further, as well as making Shrekle much faster. Then press the Rollout button and watch the damage rack up over five turns. Rest if he gets too hurt. The fun never ends.

  • Heal Thyself: He carries Leftovers and knows Rest, and in some variations he even knows Sleep Talk so he can continue the carnage WHILE HE'S SLEEPING.
  • No-Sell: Anything resistant to rock that switches in on Shrekle before he gets a chance to boost up won't have a hard time squashing him.
  • Shout-Out: Shrekle is love. Shrekle is life.

Mr. Smockle

A more traditional Shuckle set, designed to trap an opponent and Toxic-stall them to death.

  • Boring, but Practical
  • Heal Thyself: Runs Rest while holding Leftovers like Shrekle, but has more survivability overall.
  • No-Sell: His primary damage-dealer, Toxic, won't work against Poison-type opponents or ones that carry a move like Heal Bell to cure themselves.
  • Useless Useful Spell: The official set requires him to carry Shell Smash, despite Mr. Smockle not being designed for offense at all.
  • You Will Not Evade Me: Carries Infestation to prevent opponents from switching out of the Toxic-Stall-a-thon.

BLOOD BELL

"Ask not for whom the bell tolls…"

Basically a worse version of Boostan Roostan, BLOOD BELL is a Chimecho that first spams Cosmic Power to gain boosted Defenses, then uses Stored Power to deal… okay amounts of damage. It carries Leftovers and has Recover for when it gets hurt, but still isn't likely to sweep. Its fourth moveslot is left up to the Champ's discretion, and is usually a status move like Thunder Wave or some kind of coverage for dark-types who aren't affected by Stored Power.

Balk Bird

A rather common defense-based Mandibuzz set. She runs Iron Defense and Substitute for protection, Roost for healing, and Foul Play so it can deal some damage while staying protected. Has Overcoat as an ability to protect her from Weather and Leftovers for more BALKing.

Mr. Luggs

A literal Mighty Glacier, Mr. Luggs is here to prove that Ice-types can be good at defense, too! He uses Curse to make his physical attack and defense at the low, low price of reduced speed, Rest to patch himself up, Avalanche (a move that does more damage if the user is damaged before using it) to fight back with icy vengeance, and Sleep Talk to keep up the assault during his naps. To cover for his lack of a Special Defense boosting move, Mr. Luggs carries a Maranga Berry which gives him a booster shot of Special Defense immediately following the first time he gets hit by a non-physical strike.

Blood Waifu

Petal Dance: the grass type's answer to Outrage and Thrash. It's an extremely powerful move, but balanced out by the fact that the user becomes confused and likely to hurt itself for a few turns after the attack ends.

Blood Waifu doesn't care. Blood Waifu doesn't give a shit about confusion. Blood Waifu gives so few shits, she'll actually spend a few turns using Quiver Dance to show you how few shits she gives and to make her Special Attack and Speed even higher, then use Petal Dance to kill your entire team of burly bruisers with FLOWER POWER. And she'll be immune to the only drawback thanks to her Own Tempo ability. She also knows Sleep Powder to guarantee herself at least one free turn of Quiver Dancing, Hidden Power to cover for things Petal Dance won't do much damage to, and carries a Lum Berry so your puny status effects won't stop the carnage that is Petal Dance.

Draining Waifu

Blood Waifu's calmer variant, content to slowly but surely sap away opponent's HP while anchored to her roots, impossible to force away. She has Leech Seed and Giga Drain to soak up HP from most Pokémon, Dream Eater just in case you thought you could heal yourself with Rest, and Ingrain for extra health restoration and so she can't be forced to switch out by Whirlwind or other moves.

Don Carlton

A Malamar that is as immune to the rules of status changes as he is to the law. He has Night Slash and Psycho cut as ordinary damage-dealing moves, but when he starts using Superpower, the fight really starts to heat up. Superpower is very strong, but has the drawback of lowering the users' Attack and Defense stats from the extreme effort put into the move. But the Don's Contrary ability flip-flops that rule, making him get EVEN STRONGER AND MORE DEFENSIVE every time he uses the move, and the damage increase carries over into his other two attacks as well. For opponents who think they're clever and can boost their own stats up to match Carlton, he uses his species' unique Topsy-Turvy move to turn the opponent's status buffs into nerfs, and vice versa, if he's feeling merciful or something I guess. The Don can turn your sorry life around for the better… or he can make it all come crashing down on you in a single turn.

The Hero We Need

Is a sentient dog/meringue monster the hero we deserve to save Gotham City and show Dragon-types that they aren't so tough? Maybe not. But he is the Hero We Need. This Slurpuff set focuses around throwing his defenses and special attack to monstrous levels with Cotton Guard, Calm Mind, and Substitute, and then defeating all who stand in his path with Draining Kiss, which also serves to replenish any health lost while fighting to defend the innocent. He also carries a Red Card to throw off the opponent's strategy and buy time for himself by forcing the first villain that dares to attack him to switch out with a different one.

Cupkek

A chubby Fairy-type Pokémon that isn't very intimidating to look at, but uses the Belly Drum move and high-speed attacks to wipe out everything in his way. What? No, I'm not talking about Azumarill, I'm talking about Cupkek, the Slurpuff set! Even though Slurpuff doesn't have access to priority moves like Azumarill's Aqua Jet, Cupkek has the next best thing: the Unburden ability, which gives him extra speed after he uses up his item; in this case, a Sitrus berry that gets immediately consumed after Cupkek uses Belly Drum, leading to a huge bonus to Attack and Speed in a single turn. After these boosts, Cupkek can wipe out pretty much anything he damn well pleases with Return and Play Rough, but for extra coverage he also carries either Flamethrower (for baking Steel-types at 450 degrees Fahrenheit), Thief (to "borrow" an item from an enemy for a tactical bonus without sacrificing his Unburdened speed boost), or Yawn (to put enemies to sleep and give Cupkek a couple extra turns to knock out a tough enemy, or causing the opponent to switch out to something weaker).

BLOOD TOTEM (and Blood Totem V2)

"BLOOD FOR THE BLOOD TOTEM!"

A variation of the basic Boostan Roostan concept of "Get Status buffs, wreck enemies with Stored Power", this Sigilyph adds his own unique spin. Namely, he has access to the move Psycho Shift in addition to Cosmic Power, Stored Power, and Roost. Psycho Shift is a pretty weird move, so you'd be forgiven for not knowing what it does. Let the Totem fill you in: Psycho Shift transfers a status problem such as paralysis, poison, or burn to the opponent, so the user is cured while the opponent suffers. To better take advantage of this, Blood Totem holds a Flame Orb, which burns him every turn if he isn't already. This has the double effect of ensuring Blood Totem doesn't get paralyzed, which might actually be a problem, and guarantees that he'll have a heavily debilitating effect to pass on. While the opponent is struggling with the HP-draining and Attack-nerfing burns, Blood Totem is free to boost, roost, and psychic blast his way to victory. Oh yeah, and I should probably mention that Blood Totem has the Magic Guard ability, so the burn he acquires from his own Flame Orb doesn't actually damage his health like it will to the enemies afflicted by Psycho Shift.

Blood Totem V2 (who is always female and shiny for some reason) does away with the Flame Orb gimmick and goes straight-out offense, with Psycho Shift replaced with Miracle Eye so that her Stored Power will even hit those usually-immune Dark-type enemies, and instead of a Flame Orb she holds a Weakness Policy, so hitting her with a super effective attack is just going to boost her stats and make her Stored Power hurt a LOT more. And she still has Magic Guard for that beautiful entry hazard and status health drain immunity.

dabears100

A slow but strong Magneton set focused mostly on offense with a little obligatory paralysis crippling. Besides Thunder Wave, dabears100 runs three powerful special attacks: Thunderbolt, Tri Attack, and Zap Cannon. And his Analytic ability makes these attacks even STRONGER if he moves last in the turn, which he will most of the time. He carries either Leftovers for health recovery or Eviolite to boost his Not-Fully-Evolved form to its full defensive potential.

GOOD GOY

Everyone's favorite ethnic mon, GOOD GOY is a level 2 Probopass. Just what can a L2 mon do in the heady ranks of the OU tier? Plenty. Its Steel typing makes it immune to poison, so it can switch in to Toxic Spikes or a predicted Toxic with ease. With its Sturdy ability, it can survive any hit with 1 HP, and Pain Split will heal it fully while dealing substantial damage to the opponent, or its held Berry Juice will bring it back into fighting shape. Toxic will slowly bring even the mightiest foe to its knees, and Protect will keep it alive even longer. The final move is often left up to the champ, but is generally either Endure to act as a pseudo-Sturdy if the GOY has to switch in to hazards, Magic Coat to reflect status moves, or Sandstorm to bring in some chip damage.

DOGARS

A Koffing with Eviolite, DOGARS runs based on confusion. The Eviolite and its naturally good defenses make it surprisingly tough, while its comparatively shoddy HP serve to fuel its massive Pain Split. After weathering the first hit, it usually uses Clear Smog to wreck an erstwhile sweeper or wall, then uses Pain Split to knock off a good chunk of the opponent's health. It then burns the opponent with Will O' Wisp and either switches out or stands its ground with Flamethrower. But while it's a surprisingly deadly set, it's really there for only one reason... the song that plays whenever DOGARS switches in. Sing it with us! D! O! G! A! R! S! DOGARS!

Funbro

Funbro just wants to have fun with you! And he won't let you leave until you do!

Funbro is a Slowbro. Funbro turns the fun up to 11 by Blocking the opponent from switching out so they have to have fun. Funbro keeps the fun going with Slack Off to heal himself, and Heal Pulse for when his new friend is Struggling to keep up with the party. Recycle keeps the Leppa Berries on tap when the PP runs low. Fun!

This guy was designed solely to bore everyone to death. Since the champ is forbidden by Showderp rules from forfeiting, the only way out of a battle with Funbro is for the opponent to give in. One notable battle lasted over 2000 turns before the other player threw in the towel. In response to Funbro, Smogon instituted a complex ban they called the Endless Battle Clause, which disallows the use of Recycle in conjunction with Leppa Berry. Meanwhile, in the VGCs starting with Pokémon X and Y, there is a timer, ensuring that strategies like these don't work.

Specs Weedle

Exactly What It Says on the Tin, a Weedle holding Choice Specs.

Citizen Snips

A Drapion set that aims to make the most out of Accupressure. First, Snips powers up using Acupressure repeatedly. Then he spams the hell out of Knock Off, his only attacking move. If the opponent wants to get snippy with him, he just uses Rest and Sleep Talk. Sound underwhelming? Well, you'd do best not to underestimate Snips, as he's surprisingly tanky due to heavily boosted defenses, can possibly dodge a lot of attacks using Evasion, and Knock Off is surprisingly painful coming from STAB and 360 base attack.

  • Fountain of Expies: If a given Pokémon's movepool includes Acupressure, it WILL be made into a Citizen Snips-like set at some point.

hoge

Hoge is a Swinub: specifically, a level one Swinub. And as GOOD GOY has shown, there's plenty an incredibly weakened Pokémon can do in the ranks of OU. First, hoge gets attacked, surviving due to his Focus Sash, then sets up Hail; if he doesn't get attacked the next turn, he sets up Stealth Rock as well. He then uses Endeavor, and the finishing blow isn't dealt by hoge himsel, but rather by the hail he set up. In addition, the opponent has a decreased chance of hitting due to Snow Cloak, so hoge can run his version of the infamous FEAR strategy with less, well, fear, of getting hit.

GASTON

A Victini with a Choice Scarf whose only attacking move is Final Gambit.

  • Joke Character: Its entire purpose is to die.
    • Lethal Joke Character: ...however, this becomes slightly mitigated once you realize that Victini has 100 base HP, and thus the highest potential damage of any Final Gambit user; therefore, it can deal a lot of damage, and fast, due to its Choice Scarf.

wew

Wew is a Mew who functions much like BOOM BOOM, albeit with better stats. Depending on what kind of attacker it's up against, it spams Bulk Up or Calm Mind so that it takes almost no damage from the enemy, then sets up the buff it hasn't used yet. Once it's all primed and ready, it spams the hell out of Metronome. It has Softboiled and Leftovers to recover, and Synchronize makes sure any wall that dares insult it with Toxic or the like will not get off unscathed, and quickly broken thereafter.Parallel Wew, another variation of the set (who is always Shiny for some reason,) functions similarly, but uses Swords Dance, Nasty Plot and Life Orb as opposed to Leftovers, Bulk Up and Calm Mind, going for straight offense instead of being a Lightning Bruiser.

  • Confusion Fu: Comes with using Metronome. Since the move called is completely random, nobody knows what to defend against. However, no matter what it uses, it will still hurt.
  • Lethal Joke Character: A small pink Pokémon who's primarily used for utility? And it has only one attacking move, which has a chance to not be an attacking move at all? How threatening could tha-(400% Spacial Rend to the balls)
  • Master of All: Once it's all buffed up, that is. A Body Press or literally any other move coming from 400 Atk, Def, Sp. Atk and Sp. Def, as well as 100 HP and Speed is...scary, to say the least.

SOLID SUGGESTER

"anus"

SOLID SUGGESTER is a Rhyperior dedicated to doling out as much punishment as possible in a short amount of time. First, it uses Rock Polish twice, getting its Speed up to snuff. Then, it waits for an opponent to hit it with a super effective move, hitting it with Rock Blasts coming off of its great Attack while it does so. When it's hit with the super effective move, its Solid Rock ability decreases its power, and its held Weakness Policy gets activated, allowing it to bring the pain more efficiently.

BALK KING

The king of BALK ascends to his rightful throne once more! BALK KING is a royal Registeel who focuses on defensive buffs so that he is a mighty bastion that radiates an aura of regality. Depending on the opponent's higher offensive stat, he uses Amnesia or Iron Defense accordingly, then uses the other buff. At the end of his preparations, he has defenses truly fit for a king that will send the lowly Smogon paupers back to their fields, due to their utter inability to even touch him. He can also ram his foes with his crown using Iron Head, as it has a relatively hefty 30% chance of flinching. To round his table off, he carries a kingly feast of Leftovers with him at all times, and his last move slot is taken up by Rest. Hey, even kings need a good nap every once in a while!

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