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Competitive Convicts Weekly (Week 6, Nominate OU/UU Pokemon for Week 7)


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I'm sure at one point or another we've all had that one Pokemon which came into battle against us and just couldn't find an answer for it. Each and every year there are new threats in the game that we must adapt to, and in turn adapt to the new emerging counters to said threats. In this thread, each week we will collectively pick and discuss some threats and how to effectively check and counter them.

How it will work:
1. Each week from Monday through Thursday, you will be asked to nominate one OU Pokemon and one Pokemon from one of the lower tiers on rotation (UU/RU/NU), which will be indicated at the beginning of each week. If greater interest in the lower tiers picks up, we can do each of them weekly.
2. After Pokemon have been nominated, from Friday through Sunday there will be a poll to pick from the nominations for both the OU and lower rotated tiers.
3. While this is happening throughout the week, the Pokemon selected from the previous week's vote will have their common sets posted and your fellow battlers will be listing potential checks and counters to the selected Pokemon.
4. At the end of each week, the Pokemon selected to be discussed for that week will be archived here in the first page along with their potential checks and counters contained within a spoiler.
Please keep the following in mind.

  • The Pokemon should be viable to use in the tier outside of just checking/countering the Pokemon being discussed. For example, please don't list Bastiodon as a counter Sylveon just because it has a type advantage and high Special Defense. It wouldn't be effective much at all in the OU tier.
  • The difference between a Check, and a Counter

via Smogon and MattL


Pokémon A checks Pokémon B if, when Pokémon A is given a free switch into Pokémon B, Pokémon A can win every time, even under the worst case scenario, without factoring in hax.
Pokémon A counters Pokémon B if Pokémon A can manually switch into Pokémon B and still win every time, even under the worst case scenario, without factoring in hax.

Archive of Inmates

Week 1 - (OU: Heatran, UU: Florges)

OU

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Checks:


Submitted by: Jericho
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Excadrill @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
[ANALYSIS]

This set, is not advised to switch in on Heatran, but after one of your party members falls or gets a free switch via Volt Turn (definition of check being a free switch), It can threaten Heatran out with very easily. It gets the assured kill with Earthquake assuming Heatran does not have an Air Balloon still. Additionally, with Rapid Spin you can clear away any frequent stealth rocks Heatran might have laid down before if you think your opponent will in fact switch out.


[THINGS TO LOOK OUT FOR]

As aforementioned, the Air Balloon would be troublesome as Heatran even with full special defense and HP investment has a chance to really grind up Excadrill, and the additional 10% damage from a Life Orb attack would leave it at 90% or 325 HP.
--0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Excadrill: 306-362 (84.7 - 100.2%)--

If Heatran is Choice Scarfed and the Sandstorm is not in play, it WILL outspeed Excadrill, and it WILL kill Excadrill.



Submitted by: Lord Bagel
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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge
This lando-t isn't very bulky so a switch isn't fun but it can easily break a balloon with u-turn and assert dominance with that nice scarfed stealth rock. So fun to trick people into thinking you're bulky lando, you take out a lot of latios that way.

Submitted by: Destructive Skitty
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Superpower
- Play Rough

[ANALYSIS]


Azumarill will destroy Heatran!
...Unless you switch in on it and get burnt by the Will-O-Wisp or the Lava Plume.
So it is recommended that you use bring in Azumarill with slow Volt Switches or U-turns.



Submitted by: Nona Severa
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Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Rock Slide

Every time your opponent is going to see a Terrakion, they know their Smogonturd is going to get outsped.....or they'll find out, the hard way.

Submitted by: Nickcrash
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Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 252 Atk / 252 SpD
Adamant Nature
- Mach Punch
- Knock Off
- Drain Punch
- Ice Punch

Analysis


Usually Conkeldurr cannot cope with much special damage, but the assault vest helps neutralize things. A 1v1 is definitely in Conkeldurr's favor. If you have "Iron fist" as an ability you can count on a OHKO, whereas "Guts" gives you a certain 2HKO, which you can do either with another drain punch or a mach punch. In case Heatran tries to burn you, guts makes it all easier.



Submitted by: FruitDealer
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Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Mega heracross will be hurt a lot if it switches into a lava plume and gets burnt. But if it gets batonpassed/voltswitched/u-turned for free on to a non scarf heatran, RIP heatran.


Counters:


Submitted by: Jericho
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Keldeo @ Choice Specs
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind
[ANALYSIS]

Water resists both of Heatran's STAB types (Fire and Steel). Not only that, but both of it's STAB types are super effective against Heatran. Secret Sword uses physical defense and the other attacks use Special Defense so you're more free to predict what your opponent might switch into not being limited to physical or special walls.
--252 SpA Choice Specs Keldeo Secret Sword vs. 248 HP / 0 Def Heatran: 396-468 (102.8 - 121.5%)--
--252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 220+ SpD Heatran: 380-450 (98.7 - 116.8%)--
--252+ SpA Heatran Overheat vs. 0 HP / 4 SpD Keldeo: 127-150 (39.3 - 46.4%)-- (Also decreases special attack 2 stages)


[THINGS TO LOOK OUT FOR]

Heatran, especially defensive ones, very often carry protect so if you are using choiced Keldeo, your opponent very may use Protect and you will be locked into that move. This appears to be the most common Keldeo set from what I can tell so it will be anticipated that it is scarfed and your opponent will switch out after protect scouting.



Submitted by: Lord Bagel
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Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Stealth Rock

Garchomp can live a switch into any of trans main moves and scare it away and get up rocks or take it out with an eq if no balloon.

Submitted by: Destructive Skitty
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Manaphy
Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald/Surf
- Psychic

[ANALYSIS]


Manaphy will always beat any Heatran no matter what.
It can begin to set up Rain Dance or Tail Glows while Heatran can't do anything significant in return.
Manaphy heals off annoying status conditons with Hydration under the rain, and do serious damage with a Rain boosted Scald or Surf. You won't be disappointed by slapping this monster onto your squad of six.



Submitted by: Nona Severa

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Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang

(couldn't find the Mega Sprite, oops) - Megados is nice and bulky and gets rid of a potentially bad weakness to Stone Edge, thus most likely forcing a switch from Heatran, giving this thing a free Dragon Dance and puts pressure on the opponents team.

Submitted by: Nickcrash

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Lati-bros (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Recover / Earthquake


Heatran cannot do much damage to those. Either they have a sub+calm mind set or simply surf, they can enter the game, take a hit, recover if needed a second one, and 2HKO as they please. It also gives the surprise factor when you switch, because they can simply use EQ or another move, depending on what they predict. EQ is a nice move to have and pretty much guarantees an OHKO factoring in SR, and that with Timid nature.



Submitted by: FruitDealer

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Suicune @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Rest
- Sleep Talk

This set should beat all kinds of heatran. If suicune gets burnt, it is not hurt as badly since it is a special attacker and can remove any unwanted status by resting it off. It can tank all of heatrans move comfortably (unless solarbeam in the sun). Even better, It can set up on heatran (assuming no taunt or roar) and than precede to sweep the rest of the opponents team.


UU

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Checks:

Submitted by: Destructive Skitty
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Lucario
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

Lucario is a effective check against all types of Florges.
The reason why it is not a counter is because Lucario will not appreciate taking a Moonblast from Florges whatsoever.
It is advised to bring in Lucario when a team member dies, so Lucario will be ready to combat against Florges.



Submitted by: Nona Severa

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Crobat @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Defog

BandBat is a fairly obvious check that will run circles around Florges if it stays in. Only attacking Crobat run Cross Poison, but honestly, in order to preserve Florges (who is hapless in terms fo physical defense.), you should probaly treat every Crobat you see as an attacker until you know the things moveset. This is a good pokemon to bring if you are having problems with Florges in particular.

Counters:

Submitted by: Destructive Skitty
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Jirachi
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Iron Head
- Body Slam


Jirachi can beat whatever Florges throws at it.
With its Super effective STAB Iron Head, it will do a huge ammount to Florges. Florges can't do anything with Moonblast.

Jirachi also gives support to the team by scaring out Florges so it can utilize Wish.



Submitted by: Nona Severa
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Durant @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head
- Superpower
- Crunch

Those of you that know me....know that I think Durant is TERRIBLE....and it still is, but there is literally nothing a Florges is going to be be able to do to this thing, and so long as you give Durant the luxury of sticking around till it's counters are dealt with, this thing effectively dispatches the flower fairy. Yes, it is from a lower tier, but for the sole purpose at hand, it's very, very good. (even though it's bad. :D)


Week 2 - (OU: Mega Lopunny, RU: Alomomola)

OU

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Checks:


Submitted by: blasterman4
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Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch / Earthquake / Agility
- Zen Headbutt
- Ice Punch / Thunder Punch
Calcs:

252 Atk Lopunny Fake Out vs. 0 HP / 0 Def Metagross: 24-29 (7.9 - 9.6%) -- possibly the worst move ever
252 Atk Lopunny High Jump Kick vs. 0 HP / 0 Def Metagross: 154-183 (51.1 - 60.7%) -- guaranteed 2HKO


Submitted by: Destructive Skitty
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Talonflame @ Choice Band
Ability: Gale Wings
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Talonflame checks all sorts of Mega Lopunny bro. Just click Brave Bird and win. Unless it's behind a substitute. >:[

Submitted by: Sonikku
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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 HP / 240 Atk / 42 Def / 224 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch

Stronkeldurr is quite frankly stronk, and bulky, allowing it to live whatever Lopunny can toss at it, and get its hp back with drain punch. And as a backup, Mach Punch will be there for ya.


Analysis


Usually Conkeldurr cannot cope with much special damage, but the assault vest helps neutralize things. A 1v1 is definitely in Conkeldurr's favor. If you have "Iron fist" as an ability you can count on a OHKO, whereas "Guts" gives you a certain 2HKO, which you can do either with another drain punch or a mach punch. In case Heatran tries to burn you, guts makes it all easier.



Submitted by: nickcrash
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Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Sludge Bomb
- Leech Seed
- Giga Drain
- Synthesis

Details:


Who said M-Venusaur is only for special defence? M-Venu can enter, and kill Lopunny with two Sludge Bombs or a Sludge Bomb and a Giga Drain to get some health back. M-Lopunny is guaranteed to 3HKO it, albeit that's the case where Synthesis is not used at all, giga drained HP is not counted back, and a Return can do maximum 47.6% damage. All these mean that Venu can come in and stay. If you are lucky to predict the fake out you can even switch in and act as a counter, although it's not recommended. After all dinosaurs>bunnies


Counters:


Submitted by: Destructive Skitty
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Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Scald
- Psyshock
- Thunder Wave
- Slack Off
What's a Mega Lopunny to a Slowbro? NOTHING. Return/Frustration doesn't hurt Slowbro, and it gets destroyed by Psyshock. GOODBYE MEGA LOPUNNY. Or, Slowbro can thunder wave it for whatever reason.

Submitted by: Hukuna
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Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Whirlwind
- Brave Bird
- Stealth Rock/Defog
Analysis:


Skarmory takes handy care of our Bunny friend with a combo of BB and Roost polishing off the damage from Punny. Just Roost off all the damage and BB when possible. to whittle down the Rabbit into tiny misty red chunks. Really just keep clicking BB if they stay out and use Roost to keep dat health nice and high. ((lefties help keep you there through the BB recoil.)), that Bunny is toastrino.



Calcs:


Lopunny's Attacks:
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 252+ Def Skarmory: 126-148 (37.7 - 44.3%) -- guaranteed 3HKO after Leftovers recovery. The big one, with Lefties this is nuthin' as it is the harder thing Mega Lop can hit you with.

In case someone tries to get cheeky and run Fire Punch: 252 Atk Mega Lopunny Fire Punch vs. 252 HP / 252+ Def Skarmory: 98-116 (29.3 - 34.7%) -- 100% chance to 4HKO after Leftovers recovery It is actually Weaker, thought I would put here in case someone tried be like lel, use Fire Punch.

Skarm's Attack. ((Cause he only needs one Baby!!!)) *puts on shades*:
SPAMMING BRAVE BIRD FO' DAYS!!!: 0- Atk Skarmory Brave Bird vs. 0 HP / 4 Def Mega Lopunny: 204-240 (75.2 - 88.5%) -- guaranteed 2HKO after Stealth Rock



Submitted by: nickcrash
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Gyarados @ Leftovers
Ability: Intimidate
EVs: 176 HP / 184 Atk / 148 Def
Impish Nature
- Waterfall
- Bounce
- Crunch
- Dragon Dance

(Alternatively) Second Set - More aggressive



Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 192 Atk / 224 Def
Adamant Nature
- Waterfall
- Bounce
- Crunch
- Dragon Dance




Details:


You didn't expect a counter here, did you? Bulky DD Gyarados is not so often in the meta, however it is still a viable weapon of choice. Here Gyarados demonstrates how Intimidate makes it a wonderful tank which can wreck even the most prominent physical sweepers. It's innate spDef also helps with the others. Here, in the first set you tank all hits M-Lopunny wants to make and ask for more. You retaliate either with a Bounce or 2 Waterfalls that will kill the ever frail bunny. In the second set you act in a more niche way, as you have to go for the bounce, otherwise you're 3HKO'ed. Gyarados holding this set can work better as a check than a counter, whereas the first set looks like it can pull off anything you give it. Don't forget that this DD can even save Gyarados if it is Lopunny that switches in, predicting a mega evolution.



RU

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Checks:

Submitted by: Destructive Skitty
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Magneton @ Choice Specs
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [ice]

Magneton fries this stupid fish anytime. It's too bad you risk the burn from scald or Knock Off, since it makes Magneton weaker throughout the whole game. Don't underestimate fish.

Submitted by: nickcrash
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Exploud @ Life Orb
Ability: Scrappy
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Boomburst
- Fire Blast
- Focus Blast
- Surf


WHAT DID YOU SAY? I COULDN'T HEAR YOU OVER THE SOUND OF HOW AWESOME I AM! MY VOICE SHALL BE HEARD AROUND THE GLOBE AND I SHALL 2HKO ANY ALOMOMOLA THAT STANDS IN MY WAY. CAPS LOCK OFf
Seriously though, while Exploud doesn't care about status, it can wear down Alomomola even if it continues to use it's Wish/Protect combination as you have a net effect of ~35% damage, given it doesn't OHKO if only for a small percentage.

Counters:

Submitted by: jelly
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Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Recover
- Psyshock
- Shadow Ball/Focus Blast
doesnt care about knock off too much. takes 0 from scald and doesnt care about burns. "immune" to toxic in the fact that it doesnt take damage from it. can set up calm minds in alomomola's fat fish face.

Submitted by: Nona Severa
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Eelektross @ Assault Vest
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpA
Modest Nature
- Volt Switch
- Giga Drain
- Flamethrower
- Knock Off

The Eel pokemon has a very unique distinction from other Electric type pokemon, and that's the ability Levitate. (I know ROTOM gets it, so does the whole planet, therefore that doesn't count.) It's moveset is -so- diverse that it can predict an incoming switch to a bulky grass or ground type pokemon and pressure it. Alomomola wouldn't be able to get anything past Eelektross stab Electric type attacks either.

Submitted by: Destructive Skitty
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Heliolisk @ Choice Specs
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [ice]
- Dark Pulse
Alomomola is just as good as worthless vs Heliolisk. It takes ZERO from Scald with Dry Skin, grabs momentum with Volt Switch, and has great coverage. What is a Alomomola to a Heliolisk? smfh

Submitted by: Hukuna
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Virizion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Focus Blast
- Filler...

Analysis:

Do I even need this part? This savage tears holes in Alololololol. What is an Alomomola to a Virizion? Virizion doesn't even feel that Scald tickling its feet, it just starts getting CALM AS HECK UP IN HERE!!! It could care less about that item, when it be making dem stat gains, hitting up that MENTAL GYM real quick!!! and it certainly cares not if it is burned. What is this silly burn? IT WON'T SAVE YOU FROM THE POWER OF MY MIND!!!! Virizion about to gobble down them souls, and suck every drop of life out your stupid heart.. hand... fish... thing, and then real quick move on the the rest of your team.



Calcs: Alomomola has no shot in hell of doing anything to Virizion, calcs really aren't needed to confirm on this. Like the amount of damage it does is pathetic, and it is all healed away with Giga Drain.

Submitted by: nickcrash
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Heard you talking shit (Amoonguss) @ Leftovers

Ability: Regenerator
EVs: 128 HP / 196 SpA / 184 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

The logic behind this one is quite simple. As Grass is super effective against water, we tweak the EVs to be able to 2HKO most Alomomolas. If that's not good enough, we can always spore them to sleep and do our job. As Scald does basically nothing and Amoonguss couldn't care less about a burn, it can out-stall Alomomola and do considerable damage to it and other mons that might come to assist it, mainly steel types, which will get a nice surprise from HP-fire. Alomomola doesn't stand a chance.


Week 3 - (OU: Mega Metagross, NU: Mega Steelix)

OU

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Checks:


Submitted by: Destructive Skitty
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Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
EVs: 96 HP / 252 Atk / 160 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost


Charizard-X can destroy Metagross with Flare Blitz.
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 0 Def Mega Metagross: 404-476 (134.2 - 158.1%) -- guaranteed OHKO
Here's how much an EQ and Zen Headbutt does

252 Atk Mega Metagross Earthquake vs. 96 HP / 0 Def Mega Charizard X: 216-256 (67.2 - 79.7%) -- guaranteed 2HKO

252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 96 HP / 0 Def Mega Charizard X: 172-204 (53.5 - 63.5%) -- guaranteed 2HKO

Nice and powerful check right here!

Submitted by: nickcrash
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Charizard-Mega-Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Solar Beam
- Dragon Pulse
- Roost / Air Slash / Focus Blast


Given no SR is in play, Mega Zard Y, can come in, and do a speed tie with M-Metagross. It can live a Zen Headbutt and OHKO with flamethrower (or fire blast if that's your thing). It suffers from quite a chunk of damage, but it can roost it almost all off in a next turn, or go for an attack. It kills Metagross and that's all you need to know about this beast.



Submitted by: Kamina
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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion
- Stone Edge

Lando-t can't switch in on an ice punch from mega metagross D:. However, if it can somehow safely switch in on a mega metagross, eq will deal massive damage and should OHKO metagross if it is at ~83% HP



Submitted by: cowtao
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Diggersby @ Choice Scarf
Ability: Huge Power
Evs: 4 HP / 252 Atk / 252 Spe
-Earthquake
-U-turn
-Return
-Wild Charge

A bit on the same boat as Landorus-T, except that Diggersby has a chance to live Ice Punch or Meteor Mash. Thanks to STAB EQ, Diggersby has a very high chance of OHKOing Metagross on the spot.
252+ Atk Huge Power Diggersby Earthquake vs. 0 HP / 0 Def Mega Metagross: 300-354 (99.6 - 117.6%) -- 93.8% chance to OHKO


Counters:


Submitted by: Destructive Skitty
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Slowbro @ Leftovers
Ability: Regenerator
EVs: 240 HP / 140 Def / 128 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Foul Play
- Thunder Wave
- Slack Off

Slowbro can tank both STAB moves from Metagross and hit back with a hard Foul Play! Metagross will not be able to break through this powerful shell with anything.

252 Atk Tough Claws Mega Metagross Thunder Punch vs. 240 HP / 140+ Def Slowbro: 176-208 (45 - 53.1%) -- 0.4% chance to 2HKO after Leftovers recovery

0 SpA Tough Claws Mega Metagross Grass Knot (80 BP) vs. 240 HP / 128 SpD Slowbro: 166-196 (42.4 - 50.1%) -- guaranteed 3HKO after Leftovers recovery

Submitted by: Hukuna
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@ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split


Analysis:


Rotom, or as I call him Mister Maytag, takes nearly nothing from any of Mega Meta's attacks, taking most from Zen Headbutt, but our lefties put us back over half. ((even without Lefties, Megagross would have to roll Max damage twice which is highly unlikely.)) Also do to Rotom's super low weight even if Mega Gross carries the Grass Knot, we take almost nothing from it. Wash can not only take all of Mega gross's attacks very well, it can also Burn it and cripple him or even still get a free Will-o on something that switches in, overall, Rotom-Wash will destroy Mega Gross pretty much everytime.



Calcs:


Rotom-Wash:
0 SpA Rotom-W Hydro Pump vs. 0 HP / 4 SpD Mega Metagross: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO: As Meta has no Recovery, Rotom puts dents into it pretty hard. It won't last nearly that long.

Mega Metagross:

252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 248 HP / 216+ Def Rotom-W: 133-157 (43.8 - 51.8%) -- guaranteed 3HKO after Leftovers recovery:
Gross's most effective attack, After Will-O-Wisp it does pretty much no damage and Rotom-Wash can run home free on Gross.

0 SpA Tough Claws Mega Metagross Grass Knot (20 BP) vs. 248 HP / 0 SpD Rotom-W: 40-48 (13.2 - 15.8%) -- possibly the worst move ever
Proof that Grass Knot is super bad on Rotom-W. Really FOlks... just don't use Grass Knot on it.



Submitted by: nickcrash
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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect


Works both as a check and a counter. It can leech seed stall all day against M-Metagross plus if Meta doesn't have EQ, it will have to suffer damage from iron barbs. Since MegaMeta never carries Fire Punch, you can bring this plant in and make it suffer, as it tries to bring down your HP, but instead loses its own. You can always do the Leech Seed & Protect combo, for extra recovery, which with lefties goes to 18% per turn. Not bad, huh?



Submitted by: cowtao
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Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
-Scald
-Wish
-Protect
-Knock Off

Alomomola is similar towards Slowbro, except not being able to take Zen Headbutt quite as well. Mola has the added benefit of using other utility options that Slowbro lacks such as Wish and Knock Off. Very similar towards Slowbro. Scald. Get a burn. Protect. Regen. Start it all over.
252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 232 HP / 252+ Def Alomomola: 156-184 (29.4 - 34.7%) -- 100% chance to 4HKO after Leftovers recovery

Submitted by: Kamina
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Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Whirlwind
- Stealth Rocks
- Brave Bird

Unless metagross is somehow at +3, Skarmory can tank any move that metagross choses to throw at it and either roost up, set up hazards, or get rid of any boost that metagross might have by phasing it out. Even if it runs thunderpunch (which is not that common) It is only a guaranteed three hit ko.

252 Atk Tough Claws Mega Metagross Thunder Punch vs. 252 HP / 252+ Def Skarmory: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Leftovers recovery


RU

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Checks:

Submitted by: jelly
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Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Scald
- Haze
- Toxic
takes 0 from heavy slam. immune to eq. stone edge/tfang arent that common so it's a pretty reliable check to mlix.

relevant calcs:

252+ Atk Mega Steelix Heavy Slam (80 BP) vs. 248 HP / 244+ Def Mantine: 63-75 (18.9 - 22.5%) -- possible 6HKO after Leftovers recovery

4 SpA Mantine Scald vs. 252 HP / 252+ SpD Mega Steelix: 108-128 (30.5 - 36.1%) -- 44.3% chance to 3HKO



Submitted by: Nova
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Feraligatr @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Waterfall
- Swords Dance
- Aqua Jet/Earthquake/Ice Punch

- Earthquake/Ice Punch/Aqua Jet


Calcs:
+2 252+ Atk Feraligatr Waterfall vs. 252 HP / 252+ Def Steelix: 192-228 (54.2 - 64.4%) -- guaranteed 2HKO
252 Atk Steelix Earthquake vs. 252 HP / 4 Def Feraligatr: 123-145 (32.8 - 38.7%) -- 7.3% chance to 3HKO after Leftovers recovery
4 Atk Steelix Earthquake vs. 252 HP / 4 Def Feraligatr: 94-112 (25.1 - 29.9%) -- 0.1% chance to 4HKO after Leftovers recovery

Submitted by: Destructive Skitty
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Magmortar @ Expert Belt
Ability: Vital Spirit
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Thunderbolt
- Earthquake
- Focus Blast


Magmortar just completely destroys Steelix. It won't appreciate a EQ, but Steelix won't be able to take a Fire Blast. Bring in Magmortar by good switches, prediction, and you got yourself a dead Mega Steelix!

Submitted by: Hukuna
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@ Life Orb/Expert Belt ((all calcs will be done with life Orb as the active item, though it doesn't really matter too much.))
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Fire Blast
- Focus Blast
- Giga Drain
- Knock Off

Analysis:


Heatmor can put on the hurt with Fire Blast OHKOing the big Mega Lix. It is faster than all variants of Lix as well, so it will outspeed and OHKO. NEVER switch Heatmor into Steelix unless you predicting you opponent to switch into it on the same turn. Heatmor is easily OHKO'd by an EQ If you catch Mega Lix on the switch it is easy to pick it off as one can use Giga Drain if it doesn't OHKO



Calcs:


Heatmor's Attacks:
252+ SpA Life Orb Heatmor Fire Blast vs. 252 HP / 252+ SpD Mega Steelix: 330-390 (93.2 - 110.1%) -- 81.3% chance to OHKO after Stealth Rock:
Without SR up it is around 61% to OHKO, this is still more than 1/2 and with any prior dmaage it is 100% certain to nab Mega Lix. ((As Mega Lix has 0 recovery it is quite possible to wear it down.)).

Mega Lix:
4 Atk Mega Steelix Earthquake vs. 0 HP / 0- Def Heatmor: 408-482 (131.1 - 154.9%) -- guaranteed OHKO
yea don't get hit by this.... it isn't good for your health.

Counters:

Submitted by: Ace_Trainer_Vince
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Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic

Quagsire can take anything MegaLix can throw and burn it with Scald.

Submitted by: Destructive Skitty
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Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Knock Off

Seismitoad easily shuts down Mega Steelix. It takes a Earthquake very nicely, and can retaliate with a Scald for super effective damage! It's one of the greatest physical walls as well!


Week 4 - (OU: Sableye (+Mega), UU: Snorlax)

OU

302.gifsableye-mega.gif

Checks:


Submitted by: Destructive Skitty

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Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Ice Punch


[ANALYSIS]


Mega Lopunny will be able to defeat Sableye/Mega by retaliating with a High Jump Kick! Scrappy makes it break through Sableye's ghost typing, and destroy it hitting it as a Dark type. Be wary of Will-O-Wisps though. That would be disappointing for Lopunny.



Submitted by: nickcrash
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Volcarona @ Leftovers
Ability: Swarm
EVs: 96 HP / 240 SpA / 172 Spe
Modest Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Hidden Power [Rock]


Volcarona has the power of the quiver dance which can win the stall war against Sableye, due to it's ultimate bug buzz. Therefore, even if Sableye packs substitute, it can bypass it and hit hard. If the opponent doesn't know how much damage Volcarona could cause, even in +2, they won't have enough time to press recover, so they have to switch or stay and faint. That's also the case when Sableye taunts Volcarona. If Sableye has somehow managed to get to +3 when Volcarona gets in, it could still do a quiver dance before the taunt, however then it's hard to beat the devil. Still swarm (uncommon on Volcarona) could help as it gives a free +1 boost when under 1/3rd of health, so you still can hit it, without having to worry about being hit back. Lefties for longer survival.




Submitted by: Nona Severa/Blind Guardian
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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Substitute


Megavoir can't Taunt Megaeye due to Magic Bounce, but it can definitely blast it with Pixilate Hyper Voice for an ohko on standard sets, even if it's at +1:

232 SpA Pixilate Mega Gardevoir Hyper Voice vs. +1 252 HP / 0 SpD Mega Sableye: 270-318 (88.8 - 104.6%) -- 25% chance to OHKO
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 0 SpD Mega Sableye: 402-474 (132.2 - 155.9%) -- guaranteed OHKO





Counters:


Submitted by: Destructive Skitty
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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower


[ANALYSIS]


No Sableye is going to break through a Clefable. Clefable will always win the Calm Mind war against Sableye. It can also beat any version of Sableye just by clicking Moonblast. It takes ZERO damage from Will-O-Wisp, and takes barely anything from Shadow Ball / Dark Pulse. It's a excellent counter against it.



Submitted by: nickcrash
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Togekiss @ Leftovers
Ability: Serene Grace
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Dazzling Gleam
- Air Slash
- Roost
- Thunder Wave / Nasty Plot


This one might need a tweak in the EVs. However one thing is certain: Sableye has a timer set on it. At +2 Sableye starts to threaten our beautiful Togekiss, as Shadow Ball reaches 49% (higher percentage to go lower than 50), and Dazzling gleam (at 0) still hits 43%. This means that with a Nasty Plot, you should be able to take care of whatever Sableye tries to throw at you. Even when taunted, in order to stop your setup would have to be from normal Sableye, which means that they lose the turn from Calm Minding, something definitely in your favor, as you now know you can spam fairy attacks all day and watch it try to survive. You can turn Togekiss into a more destructive cannon (which pairs better with Nasty Plot than T-wave) by giving it a life orb and even threatening with an OHKO. You could also give it more SpD EVs if you want to play safer.



UU

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Checks:

Submitted by: jelly
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Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dynamic Punch
DAS ALL U NEED

252+ Atk Choice Band Machamp Dynamic Punch vs. 252 HP / 252+ Def Snorlax: 506-596 (96.5 - 113.7%) -- guaranteed OHKO after Stealth Rock

252+ Atk Snorlax Return vs. 0 HP / 4 Def Machamp: 195-231 (60.7 - 71.9%) -- guaranteed 2HKO

Submitted by: Sonikku
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(Steelix) (F) @ Steelixite
Ability: Sheer Force
EVs: 196 HP / 252 Atk / 60 SpD
Brave Nature
- Heavy Slam
- Earthquake
- Stealth Rock
- Toxic

Submitted by: Destructive Skitty
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Infernape @ Life Orb
Ability: Iron Fist
EVs: 228 Atk / 28 SpA / 252 Spe
Naive Nature
- Close Combat
- Fire Blast
- Grass Knot
- Earthquake



Infernape is a very threatening pokemon because of its Fighting typing. It can threaten Snorlax with a super effective Life Orb Close Combat! That should be one fat mon out of the team just for you! Be careful trying to switch in Infernape though, as a Body Slam or EQ will deal a ton of damage.




Submitted by: Jericho
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Sawk @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Earthquake

Choice Band Sawk hits extremely hard, but being an Adamant Choice Band Wallbreaker, it's not going to be hugely fast. There are realistically two options an opposing Curselax would start off with if sent in. More likely in the early game would be a Body Slam at neutral damage, especially if they know you have a counter to it such as Sawk waiting in the back. The other possibility would be to go for the curse and get to +1 defense/attack. If you have a counter for something like Snorlax, you need to bring it in immediately before it has a chance to set up some curses.

Relevant Calculations:
252+ Atk Choice Band Sawk Close Combat vs. 144 HP / 188 Def Snorlax: 696-818 (140 - 164.5%) -- guaranteed OHKO
252+ Atk Choice Band Sawk Close Combat vs. +1 144 HP / 188 Def Snorlax: 464-548 (93.3 - 110.2%) -- guaranteed OHKO after Stealth Rock
0 Atk Snorlax Body Slam vs. 0 HP / 4 Def Sawk: 126-148 (43.2 - 50.8%) -- 4.7% chance to 2HKO

Counters:

Submitted by: Kamina

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Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Curse
- Iron Head
- Rest
- Sleep Talk


What snorlax set can this not beat!? If snorlax curses up then you can also spam curse. Curse lax usually runs return + crunch and none of those moves will be doing much to a mega aggron even if they end up getting a crit at +6. mega aggron also has a higher base speed than snorlax so it can also potentially flinch it to death if they both are at +6. Mega Aggron can also switch in on a choice banded eq (252+ Atk Choice Band Snorlax Earthquake vs. 252 HP / 16+ Def Filter Mega Aggron: 103-123 (29.9 - 35.7%) -- 31.5% chance to 3HKO) [/size]and then precede to set up and sweep.

Week 5 - (OU: Landorus-T, RU: Delphox)

OU

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Checks:


Submitted by: Destructive Skitty

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Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Outrage
- Iron Head
Switch in Kyurem-Black safely, and revenge kill Landorus-Therian with Ice Beam. There's not much to say about this matchup, as Ice completely destroys the Ground and Flying lion.


Submitted by: nickcrash

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 128 Atk / 132 Def
Impish Nature
- Substitute
- Protect
- Earthquake
- Ice Fang

When in doubt, fight ground/flying with ground/flying. Gliscor is an underrated threat in the OU metagame, which has enough bulk to stop all those without a X4 effective move, slay dragons, out-stall walls, or PP stall whatever it dislikes in the opposing team. Landorus-t is just another case. If he's the fast and destroying variant, it has a small chance to deal damage if he's locked in Stone Edge. Even so, Gliscor gets more than enough HP back each turn, thanks to poison heal and good use of Sub/Protect combo, while Lando loses its PP. EQ is useless and U-turn might scratch it, while it's putting up a sub. At -1 Gliscor can 4HKO Lando, and at 0 it even has a chance to 2HKO. Lando-t cannot do anything against it, so the opponent has at some point to give you free turns. Behind the sub you can hit and weaken whatever they bring in to deal with Gliscor. Do as you please, because you might have already won.



Submitted by: blasterman4
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Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Calm Mind
- Secret Sword

i'll also say keldeo might be a counter to lando if it hasn't been mentions, more likely a check though

252 SpA Keldeo Hydro Pump vs. 72 HP / 0 SpD Landorus-T: 432-510 (128.1 - 151.3%) -- guaranteed OHKO

252 SpA Keldeo Scald vs. 72 HP / 0 SpD Landorus-T: 314-372 (93.1 - 110.3%) -- 56.3% chance to OHKO

252 SpA Keldeo Scald vs. 240 HP / 0 SpD Landorus-T: 314-372 (82.8 - 98.1%) -- guaranteed 2HKO

252 SpA Keldeo Hydro Pump vs. 240 HP / 0 SpD Landorus-T: 432-510 (113.9 - 134.5%) -- guaranteed OHKO

252 Atk Landorus-T Earthquake vs. 0 HP / 4 Def Keldeo: 193-228 (59.7 - 70.5%) -- guaranteed 2HKO after Leftovers recovery

0 Atk Landorus-T Earthquake vs. 0 HP / 4 Def Keldeo: 162-192 (50.1 - 59.4%) -- 79.3% chance to 2HKO after Leftovers recovery

Counters:


Submitted by: Destructive Skitty

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Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Thunder Wave
- Foul Play
- Slack Off

It walls Landorus-Therian all day, and can retaliate with a Scald for a 2HKO. Slowbro will break through Landorus-Therian at all times, and can make sure that annoying pest is down for good.

Submitted by: nickcrash

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Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Knock Off
- Icicle Crash

The mammoth doesn't play. It can come inside, like a fully invested Stone Edge, which will do maximum 46% guaranteeing a 3HKO, but Mamo can retaliate with an icicle crash (or two) and an Ice shard to bring the tiger into oblivion. A 252/224+ variant is OHKOed and a 252/252+ one is definitely OHKOed after SR damage. Mamo's speed investment allows it to outspeed 252 spe Lando-t and hit it hard. The speedy Lando-t couldn't live to tell the tale after a single ice shard.

Submitted by: Jericho

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Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Defog
- Brave Bird
- Stealth Rock/Whirlind

252+ Atk Choice Band Landorus-T Superpower vs. 252 HP / 252+ Def Skarmory: 133-157 (39.8 - 47%) -- guaranteed 3HKO after Leftovers recovery
That's all you need to know, Skarmory can take Landorus' absolute best shot and shove it back in it's face by roosting if off. Also gives you a chance to get rid of hazards or set up your own. Without access to healing moves, Landorus will go no where against Skarmory



UU

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Checks:

Submitted by: Jericho

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Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic

Without access to recovery, Mantine while it is a great special wall, can not go in for the long haul against Delphox.

252 SpA Choice Specs Delphox Psychic vs. 252 HP / 252+ SpD Mantine: 115-136 (34.4 - 40.7%) -- 58.2% chance to 3HKO after Leftovers recovery

4 SpA Mantine Scald vs. 0 HP / 0 SpD Delphox: 146-174 (50.1 - 59.7%) -- guaranteed 2HKO


Submitted by: blasterman4
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Druddigon @ Assault Vest
Ability: Sheer Force
EVs: 236 HP / 252 Atk / 20 Spe
Adamant Nature
- Dragon Claw
- Sucker Punch
- Fire Punch
- Gunk Shot

252+ Atk Druddigon Sucker Punch vs. 0 HP / 4 Def Delphox: 238-280 (81.7 - 96.2%) -- guaranteed 2HKO

+1 252 SpA Delphox Psychic vs. 236 HP / 0 SpD Assault Vest Druddigon: 147-174 (41.5 - 49.1%) -- guaranteed 3HKO


Submitted by: Destructive Skitty

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Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Reversal
- Earthquake
- Memento
- Stone Edge


Dugtrio will be able to trap Delphox and outspeed to kill with a STAB super effective Earthquake. You're really frail though, so switching in is not recommended

Counters:

Submitted by: Destructive Skitty
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Houndoom @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dark Pulse
- Flamethrower
- Destiny Bond

Houndoom can take any hit Delphox throws at it, and hit back hard with a Dark Pulse. Flash Fire eats up Fire Blasts, the Dark typing nullifies Psychic or Psyshock, and Grass Knot does pitiful damage.

Submitted by: jelly

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Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Fire Blast
- Scald
- Psyshock
- Grass Knot

takes anything delphox wants to throw at it. ko's back w/ scald.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

--WEEK 6--

For week three we will be discussing Mega Venusaur from OU, and Feraligatr from NU

Additionally, please nominate one Pokemon in OU and one Pokemon from UU to potentially discuss next week.

pkmn___mega_venusaur_by_kurokitsune777-doriginal_surf_on_feraligatr_by_ninja_jam


OU:
Mega Venusaur

I don't even know what to call this thing. Is it a plant? An Animal? A.... planimal? Whatever you call it, it is one heck of a monster if you ask me. This thing has really good typing paired with it's thick voluptuous body it doesn't matter if it's hot or cold, it don't care at all. Not only that, but it can put you to sleep, it can sew plants into poor innocent pokemon's bodies, and it can take energy from the sun and photosynthesize or whatever them botany types call it. One things for sure, it does not go down very easily

Mega Venusaur's Weapons of Choice

PRAISE THE SUN

Venusaur @ Venusaurite

Ability: Chlorophyll
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

With maximum Special Attack, Giga Drain deals a ton of damage while simultaneously restoring a good piece of Mega Venusaur's health. Sludge Bomb hits Fire, Flying and Dragon types that often try to switch in on Giga Drain for a large amount of damage, easily 2HKOing many things like the Lati twins and Mega Charizard-Y. Hidden Power Fire provides a reliable way of damage against Steel types like Bisharp and Ferrothorn and beating Chesnaught and will 2HKO most of them. Synthesis provides valuable healing and is somewhat reliable, as offensive Venusaur is capable of threatening every Politoed, Tyranitar, Hippowdon, and Abomasnow, being a nuisance to Synthesis.

NEVER SAY DIE

Venusaur @ Venusaurite

Ability: Chlorophyll
EVs: 232 HP / 180 Def / 96 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed / Knock Off
Giga Drain is Mega Venusaur's great STAB move by keeping itself healthy, especially against many threats such as Keldeo and Landorus-Therian. Sludge Bomb is a excellent STAB move that is mainly used to hit things that Giga Drain can not such as Fire, Flying and Dragon types. Hitting Fairy types super effectively is a added bonus, being able to 2HKO many Fairy types, while few can do nothing in return. Synthesis is Venusaur's "reliable" recovery if you can not recover enough with Giga Drain. However, you have to use them wisely, as you have only 8 PP for it, and it is influenced by the current weather condition.

Leech Seed gives another method of recovery with Giga Drain and Synthesis, making Venusaur difficult to take down with chip damage. Knock Off is very useful to cripple many typical Venusaur switch ins, such as Gengar, Latios, and Chansey, being able to cripple Chansey taking away its Eviolite.


And this weeks Lower Tier Rotation
NU:
Feraligatr

Wooooeeee. I've seen a few gators in my day, but none quite like this. An often forgotten starter, Feraligatr is known for a few things, both of which mean trouble for you. When it hits you it packs a wallop. With access to Sheer Force this thing gets a boost for almost everything it does. It also gets a plethora of enhancin type moves. It'll dance circles around you with Dragon Dance and/or Swords Dance. If this thing gets an opportunity to complete it's.... dancing ritual so to speak, it's all over fer ya!

Feraligatr's Weapons of Choice

BEACH BULLY

Feraligatr @ Lum Berry

Ability: Torrent
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Ice Punch
- Swords Dance

This set is really powerful! The given EV spread allows you to outspeed Jolly Cacturne, while maximizing attack and adding a bit of Bulk into HP. Set up with Swords Dance, and proceed to annihilate the opponents team with Waterfall and Ice Punch, and cleaning up with Aqua Jet.

CROCODILE HUNTER

Feraligatr @ Life Orb
Ability: Torrent
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Ice Punch
- Earthquake

Dragon Dance gives Feraligatr a Speed boost if you prefer speed over a bit more damage. Waterfall is once again used for its STAB. Ice Punch is important coverage for Grass-types, hitting Lilligant and Vileplume for a ton of damage. Finally, Earthquake allows Feraligatr to hit Lanturn and other Water types.

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NOTE: You do not HAVE to do a check AND a counter. You are free do one and/or the other. Analysis is not required but VERY VERY much appreciated.

[EXAMPLE] (based on week 1: Heatran)

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___

[CHECK]

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Excadrill @ Life Orb

Ability: Sand Rush

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Earthquake

- Rock Slide

- Iron Head

- Rapid Spin

[ANALYSIS]

This set, is not advised to switch in on Heatran, but after one of your party members falls or gets a free switch via Volt Turn (definition of check being a free switch), It can threaten Heatran out with very easily. It gets the assured kill with Earthquake assuming Heatran does not have an Air Balloon still. Additionally, with Rapid Spin you can clear away any frequent stealth rocks Heatran might have laid down before if you think your opponent will in fact switch out.

[THINGS TO LOOK OUT FOR]

As aforementioned, the Air Balloon would be troublesome as Heatran even with full special defense and HP investment has a chance to really grind up Excadrill, and the additional 10% damage from a Life Orb attack would leave it at 90% or 325 HP.

--0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD Excadrill: 306-362 (84.7 - 100.2%)--

If Heatran is Choice Scarfed and the Sandstorm is not in play, it WILL outspeed Excadrill, and it WILL kill Excadrill.

[COUNTER]

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Keldeo @ Choice Specs

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Hydro Pump

- Secret Sword

- Scald

- Icy Wind

[ANALYSIS]

Water resists both of Heatran's STAB types (Fire and Steel). Not only that, but both of it's STAB types are super effective against Heatran. Secret Sword uses physical defense and the other attacks use Special Defense so you're more free to predict what your opponent might switch into not being limited to physical or special walls.

--252 SpA Choice Specs Keldeo Secret Sword vs. 248 HP / 0 Def Heatran: 396-468 (102.8 - 121.5%)--

--252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 220+ SpD Heatran: 380-450 (98.7 - 116.8%)--

--252+ SpA Heatran Overheat vs. 0 HP / 4 SpD Keldeo: 127-150 (39.3 - 46.4%)-- (Also decreases special attack 2 stages)

[THINGS TO LOOK OUT FOR]

Heatran, especially defensive ones, very often carry protect so if you are using choiced Keldeo, your opponent very may use Protect and you will be locked into that move. This appears to be the most common Keldeo set from what I can tell so it will be anticipated that it is scarfed and your opponent will switch out after protect scouting.

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[CHECK]
Landorus-Therian @ Choice Scarf

Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge
This lando-t isn't very bulky so a switch isn't fun but it can easily break a balloon with u-turn and assert dominance with that nice scarfed stealth rock. So fun to trick people into thinking you're bulky lando, you take out a lot of latios that way.

[COUNTER]

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Stealth Rock
Garchomp can live a switch into any of trans main moves and scare it away and get up rocks or take it out with an eq if no balloon.
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OU's Wanted-Dead or Alive

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Heatran

___
[CHECK]
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Azumarill
Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Waterfall
- Aqua Jet
- Superpower
- Play Rough
[ANALYSIS]

Azumarill will destroy Heatran!
...Unless you switch in on it and get burnt by the Will-O-Wisp or the Lava Plume.
So it is recommended that you use bring in Azumarill with slow Volt Switches or U-turns.

[COUNTER]
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Manaphy
Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Rain Dance
- Scald/Surf
- Psychic

[ANALYSIS]

Manaphy will always beat any Heatran no matter what.
It can begin to set up Rain Dance or Tail Glows while Heatran can't do anything significant in return.
Manaphy heals off annoying status conditons with Hydration under the rain, and do serious damage with a Rain boosted Scald or Surf. You won't be disappointed by slapping this monster onto your squad of six.





UU's Wanted-Dead or Alive

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Florges
___
[CHECK]
lucario.gif
Lucario
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

Lucario is a effective check against all types of Florges.
The reason why it is not a counter is because Lucario will not appreciate taking a Moonblast from Florges whatsoever.
It is advised to bring in Lucario when a team member dies, so Lucario will be ready to combat against Florges.

[COUNTER]
jirachi.gif

Jirachi

Jirachi @ Leftovers

Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Wish
- Protect
- Iron Head
- Body Slam

Jirachi can beat whatever Florges throws at it.
With its Super effective STAB Iron Head, it will do a huge ammount to Florges. Florges can't do anything with Moonblast.
Jirachi also gives support to the team by scaring out Florges so it can utilize Wish.

I nominate talonflame.gif and pidgeot.gif for next week.
Talonflame for OU. Pidgeot for RU. (Couldn't find a Mega Pidgeot sprite :()

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Smogonturd......and Fl-....Florges....FLORges....FLORGES-

OU - Check

terrakion.gif

Terrakion @ Choice Scarf

Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Rock Slide
Every time your opponent is going to see a Terrakion, they know their Smogonturd is going to get outsped.....or they'll find out, the hard way.
Counter
gyarados.gif
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang
(couldn't find the Mega Sprite, oops) - Megados is nice and bulky and gets rid of a potentially bad weakness to Stone Edge, thus most likely forcing a switch from Heatran, giving this thing a free Dragon Dance and puts pressure on the opponents team.
UU ~ Check
crobat.gif
Crobat @ Choice Band
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Cross Poison
- Defog
BandBat is a fairly obvious check that will run circles around Florges if it stays in. Only attacking Crobat run Cross Poison, but honestly, in order to preserve Florges (who is hapless in terms fo physical defense.), you should probaly treat every Crobat you see as an attacker until you know the things moveset. This is a good pokemon to bring if you are having problems with Florges in particular.
...and now time for a little bit of innovation, because I'm usually due for it, here's a suggested counter....
durant.gif
Durant @ Life Orb
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head
- Superpower
- Crunch
Those of you that know me....know that I think Durant is TERRIBLE....and it still is, but there is literally nothing a Florges is going to be be able to do to this thing, and so long as you give Durant the luxury of sticking around till it's counters are dealt with, this thing effectively dispatches the flower fairy. Yes, it is from a lower tier, but for the sole purpose at hand, it's very, very good. (even though it's bad. :D)
Hmm.....
mega_charizard_x_sprite__generation_vi_b
alomomola.gif
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I usually wouldn't risk-switch my "counter" if I have a "check" available. It's a good point, but like you said, Gyarados should be able to beat it regardless, especially if it has the often accompanying cleric still around

I mostly suggested Gyarados because Keldeo was already mentioned. :)

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HEATRANNNN!!!!

Check:

ohGHeGJ.gif

Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 252 Atk / 252 SpD
Adamant Nature
- Mach Punch
- Knock Off
- Drain Punch
- Ice Punch
Analysis

Usually Conkeldurr cannot cope with much special damage, but the assault vest helps neutralize things. A 1v1 is definitely in Conkeldurr's favor. If you have "Iron fist" as an ability you can count on a OHKO, whereas "Guts" gives you a certain 2HKO, which you can do either with another drain punch or a mach punch. In case Heatran tries to burn you, guts makes it all easier.

Counter:
NMX6dhu.gif tBouKHB.gif
Lati-bros (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Recover / Earthquake

Heatran cannot do much damage to those. Either they have a sub+calm mind set or simply surf, they can enter the game, take a hit, recover if needed a second one, and 2HKO as they please. It also gives the surprise factor when you switch, because they can simply use EQ or another move, depending on what they predict. EQ is a nice move to have and pretty much guarantees an OHKO factoring in SR, and that with Timid nature.

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Heatran

Checks!

214-mega.gif

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance
Mega heracross will be hurt a lot if it switches into a lava plume and gets burnt. But if it gets batonpassed/voltswitched/u-turned for free on to a non scarf heatran, RIP heatran.

Counter!

245.gif

Suicune @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Rest
- Sleep Talk
This set should beat all kinds of heatran. If suicune gets burnt, it is not hurt as badly since it is a special attacker and can remove any unwanted status by resting it off. It can tank all of heatrans move comfortably (unless solarbeam in the sun). Even better, It can set up on heatran (assuming no taunt or roar) and than precede to sweep the rest of the opponents team.
I nominate
006-mega-y.gif and 808.png.png
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I'm not really knowledgable enough competitive-wise to be able to tell you the best sets to check/counter, i get the mons to an extent.

I will say that mega Metagross Checks lopunny nicely.

Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Meteor Mash
- Bullet Punch / Brick Break / Thunder Punch / Earthquake / Agility
- Zen Headbutt
- Ice Punch / Thunder Punch

This while probably a terrible set on Metagross, Checks mega Lopunny nicely.

calcs:252 Atk Lopunny Fake Out vs. 248 HP / 0 Def Metagross: 24-29 (6.6 - 7.9%) -- possibly the worst move ever

252 Atk Lopunny High Jump Kick vs. 248 HP / 0 Def Metagross: 154-183 (42.4 - 50.4%) -- 1.2% chance to 2HKO

252+ Atk Tough Claws Metagross Zen Headbutt vs. 0 HP / 4 Def Lopunny: 432-510 (159.4 - 188.1%) -- guaranteed OHKO

Another, Likely Much Better set would be

Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch / Earthquake / Agility
- Zen Headbutt
- Ice Punch / Thunder Punch

Calcs:

252 Atk Lopunny Fake Out vs. 0 HP / 0 Def Metagross: 24-29 (7.9 - 9.6%) -- possibly the worst move ever
252 Atk Lopunny High Jump Kick vs. 0 HP / 0 Def Metagross: 154-183 (51.1 - 60.7%) -- guaranteed 2HKO

Slowbro which would be my counter of choice, was already gone over by Skits

OU nom : Mega Metagross

NU Nom : Lilligant

Edited by blasterman4
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ou: mega meta

nu: mega steelix

counter for alomomola would be:

579.gif

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Recover
- Psyshock
- Shadow Ball/Focus Blast

doesnt care about knock off too much. takes 0 from scald and doesnt care about burns. "immune" to toxic in the fact that it doesnt take damage from it. can set up calm minds in alomomola's fat fish face.

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Mega Lop:

mega_gallade_art.png

Counter - Mega Gallade - Fake Out is pretty standard on Mega Lopunny, and 99 percent of the OU tier would have to suffer getting hit by it....except for Mega Gallade. This is literallly the only case in which 'Inner Focus' is a FANTASTIC ability. Follow the failed Fake Out attempt with the Zen Headbutt and make quick work out of an otherwise dangerous pokemon.

Alomomola

604Eelektross_Dream.png

Check/Counter - Eelektross - The Eel pokemon has a very unique distinction from other Electric type pokemon, and that's the ability Levitate. (I know ROTOM gets it, so does the whole planet, therefore that doesn't count.) It's moveset is -so- diverse that it can predict an incoming switch to a bulky grass or ground type pokemon and pressure it. Alomomola wouldn't be able to get anything past Eelektross stab Electric type attacks either.

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dYhYaRx.gif

Check:

663.gif

Talonflame @ Choice Band

Ability: Gale Wings

EVs: 80 HP / 252 Atk / 176 Spe

Jolly Nature

- Brave Bird

- Flare Blitz

- U-turn

- Tailwind

Talonflame checks all sorts of Mega Lopunny bro. Just click Brave Bird and win. Unless it's behind a substitute. >:[

Counter:

080.gif

Slowbro @ Leftovers

Ability: Regenerator

EVs: 248 HP / 236 Def / 24 SpD

Bold Nature

- Scald

- Psyshock

- Thunder Wave

- Slack Off

What's a Mega Lopunny to a Slowbro? NOTHING. Return/Frustration doesn't hurt Slowbro, and it gets destroyed by Psyshock. GOODBYE MEGA LOPUNNY. Or, Slowbro can thunder wave it for whatever reason.

RU Check for this complicated character'd name fish smfh

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Check:

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Magneton @ Choice Specs

Ability: Analytic

EVs: 4 HP / 252 SpA / 252 Spe

Timid Nature

- Thunderbolt

- Flash Cannon

- Volt Switch

- Hidden Power [ice]

Magneton fries this stupid fish anytime. It's too bad you risk the burn from scald or Knock Off, since it makes Magneton weaker throughout the whole game. Don't underestimate fish.

Counter:

695.gif

Heliolisk @ Choice Specs

Ability: Dry Skin

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Volt Switch

- Thunderbolt

- Hidden Power [ice]

- Dark Pulse

Alomomola is just as good as worthless vs Heliolisk. It takes ZERO from Scald with Dry Skin, grabs momentum with Volt Switch, and has great coverage. What is a Alomomola to a Heliolisk? smfh

I nominate 376.gif and 160.gif.

Mega Metagross for OU and Feraligatr for NU.

Couldn't find the mega sprite for Metagross. :[

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Is this how I would do it?

Alomomola:

Counter

heliolisk.gif

Heliolisk @ Life Orb/Choice Specs
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch/Focus Blast
- Thunderbolt
- Grass Knot
- Hidden Power Ice
Heliolisk gets Dry Skin, when combined with grass knot and STAB moves, transforms it into a terror for water types.
Mega Lopunny
Check
conkeldurr.gif
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 4 HP / 240 Atk / 42 Def / 224 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Stronkeldurr is quite frankly stronk, and bulky, allowing it to live whatever Lopunny can toss at it, and get its hp back with drain punch. And as a backup, Mach Punch will be there for ya.
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Wouldn't Mega gallade be a check to lopunny since even if it switches in on a fake out it will be out speed and most likely die to a return/frustration next turn (assuming it started at max HP).

252 Atk Mega Lopunny Fake Out vs. 0 HP / 0 Def Mega Gallade: 72-85 (25.9 - 30.6%) -- guaranteed 4HKO
and
252 Atk Mega Lopunny Return vs. 0 HP / 0 Def Mega Gallade: 180-213 (64.9 - 76.8%) -- guaranteed 2HKO

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