Alright, so this POTW made me get an account. Awesome.
So, does anybody here feel like we need a LITTLE bit more creativity when it comes to these sets? Geez, all there is is Reckless as far as the eye can see. It's brutal, yeah, it'll decimate your opponents, yeah. Will it decimate you? DUH! How about we give Emboar a little bit more survivability? Some more trickery too.
As I read a bit earlier on, a Jolly Emboar with Flame Charge will outrun a normal Jolly Infernape. How does that NOT stand out?
Ability: Blaze/Reckless (I guess you can run it, whatever.)
Item: Leftovers/Muscle Band/Expert Belt/Life Orb (If you're not running Reckless)
-Flame Charge (For the obvious speed boost, that's what this set is based around)
-Brick Break (Because if you use Hammer Arm,you're just gonna be lowering your speed. Otherwise what's the point of running a Flame Charge Set?)
-Stone Edge (Because you can still run a powerful attack without going for an INSANE amount of recoil damage with Head Smash. It's pretty much under the same line of thought that goes with choosing Flamethrower over Fire Blast, you know? Still powerful, not as powerful, but definitely more reliable. In this case, same Accuracy but no recoil. ME LIKEY!)
-Wild Charge/Scald/Level Ground (or Earthquake)/Yawn (This last slot is up for grabs. It all depends on your necessities. You can go with Wild Charge in order to avoid having to switch out on Bulky Water types that would resist all of your other moves. It deals recoil but at least it's the ONLY move you're running with recoil, and, if used first, can trick your opponent into thinking that you're running a Reckless set and make him prepare for that rather than for out-speeding you./Scald, I just like. I haven't thought this move out very well but that possible Burn really trips me out./Level Ground is in case you're not going to run any Fighting STABs in your set and you're in need of good coverage. I'd choose Level Ground over Earthquake because it just really falls in nicely with the Speed gimmick that this set prides itself on. Now YOU have a Speed Boost and your opponents Speed has been compromised. Otherwise, just go with ol' reliable: Earthquake./And finally, my personal favorite: Yawn. This little bastardy Egg Move will surely be causing some annoyance. Forcing switch outs is just fun as all heck and if you can get a nice little Sleep here and there, why not? It's really there for some cool team scouting, and, if you can anticipate your opponent's switch in, boom, he's definitely gonna want to think twice about keeping any kind of counter against Emboar in play for the time being.)
EVs: 252 Speed/252 Attack/4 HP (You could consider spreading EVs between Attack and HP a little bit more generously but you would be sacrificing much needed power considering that you've downgraded a few moves. If you run Scald you can spread those EVs to Special Attack too but that's a lot of work, don't you think? Hah.)
Nature: Jolly/Timid/Naïve/Hasty (Depending on whether you wish to run that Scald and not sacrifice it's power, you can sacrifice some MORE bulk, although I'd recommend otherwise, or some Attack in order to preserve survivability and still hit relatively hard with those Physical Attacks)
Now you have a pretty great Emboar with some awesome versatility, and hey, guess what? YOU DON'T FAINT ON THE FIRST TURN! How's that for pretty freaking genius!? Exploit that massive attack to your heart's delight.
This second set is the exact opposite of the first one in the sense that you're speeding up by slowing down! And no, we're not giving Emboar Trick Room, we're leaving that up to any other pokémon in your team, and that's for YOU to decide but this set definitely relies on Emboar getting some Trick Room support.
Ability: Blaze/Reckless (I guess you can run it, whatever.)
Item: Leftovers/Muscle Band/Expert Belt/Life Orb (If you're not running Reckless)
-Flare Blitz (See? I'm not against recoil. I just think it's use should be very well respected. You should NEVER run more than one of those unless it somehow benefits your strategy, otherwise, stick with a maximum of TWO, and that's PUSHING it. Anyway, obvious STAB with great power.)
-Hammer Arm (Now we can really go for Hammer Arm. The slower you get, the faster you are with this little guy, plus some more STAB and you are READY.)
-Stone Edge/Yawn/Taunt/Rest (Stone Edge and Yawn are here for the same reasons that were detailed in the previous set/Taunt is here in order to ASSURE -hint, hint- that a nice little move in the next slot will work wonders/And Rest is an optional, duh, recovery move that you can consider or not. Just saw that Emboar could learn it and threw it in there. Work around that)
-Bulk Up/Assurance/Wild Charge (Another slot that's up for grabs. Bulk Up is the obvious choice if you go with a Stone Edge. No need for an elaborate explanation here./Assurance on the other hand is something that caught my eye. By this time, you should probably be expecting Trick Room to wear out it's lovely welcome. You can use Taunt in the previous slot to make sure that you will get hit by a move once Trick Room has dissipated. Assurance will then rocket towards a 100 Base Power. Nice! I'm not entirely sure how a Dark Type move fits into this set but, let's just say it's there for the sake of creative, and unexpected, versatility. Has a nice ring to it, don't you think?/And, finally, Wild Charge. I kept my word on that whole at-most-two recoil damage moves. It's there for relative coverage and if you want to run a less technical set. More or less the same reasons as the previous set, really.)
EVs: 252 Attack/252 HP/4 Defense or Special Defense (Pretty straightforward. Defense and Special Defense, it's up to you, it hardly matters. Just focus on those other two immensely important stats.)
Nature: Brave/Adamant (Brave all the way. Beneficial to Attack and Detrimental to Speed. Just what this set is talking about, and, if you want to run Scald somewhere in there, which I did NOT mention for this second set, at least you won't have a nature that's screwing with your Special Attack. On the other side of the spectrum though, you have Adamant which will lower your Special Attack which you don't use, so whatever.)
My #1 Rule is EXPLOITATION. You really want to be able to juice all of your pokémon for what they're worth and Emboar should not be dropped on Hiroshima or Nagasaki and be called a day. Suicide should be reserved for VERY special occasions, like when you've got a Bronzong whose really, truly, only viable sets are support sets. Thank you, and have a nice day.