Lead Lucario
Lead
Lucario @ Focus Sash
Lonely (+Atk, -Def)
Inner Focus
6 HP / 252 Atk / 252 Spe
- Close Combat
- Extreemespeed
-
Crunch
- Counter
I've been using this lead almost exclusively for a few weeks, and it has proven quite worthy of a slot on my team. The main focus is to always get at least one KO plus scout the opponent's team for counters to Fighting-types (I've used this mainly on a team focused around ScarfCross).
The Hasty nature is chosen to maximize damage from Counter and to allow you to go mixed off of 266 Special Attack should you have the desire. No matter what nature you chose, +Speed is always recommended to get the jump on +Speed Heatran and to tie with other base 90 Pokemon like Roserade. No amount of EVs allow you to OHKO Swampert with Hidden Power Grass, so theres no point in trying. However, with the aforementioned 266 Special Attack coming off a neutral nature, you will always 2HKO. Inner Focus is a great ability when a Pokemon like Lead Infernape is popular, as it allows you to always come out on top with a combination of Close Combat and Extreemespeed, ending with Lucario either at 1 HP and them defeated, or with Lucario at full health and them defeated with Stealth Rock up.
[note: LR pointed out that I had made a mistake in assuming Lucario needed a +Speed nature to outrun Heatran, so Lonely is the preffered nature in 'most all cases]
Close Combat + Extreemespeed will, more often than not, beat Suicide leads like Aerodactyl and Infernape. Counter allows you to beat physical revenge-killers coming in after you beat the opponent's lead should your Sash still be intact, plus have a way to beat bulky leads like Bronzong, Swampert, and Metagross should they get greedy and try to Earthquake you. The third slot is a bit trickier, as it is mostly dependent on the battle. Hiddem Power Grass allows you to always 2HKO Swampert should you go with a neautral nature, however will do disappointing damage to anything not 4x weak. Dark Pulse gives you a move to hit Azelf and also rounds off type-coverage. Another interesting use for it is to weaken any Ghosts (especially the Rotom-formes) switching in to counter Lucario expecting a full Physical set, thus preparing your team for a later sweep with Agiligross or ScarfHera. Toxic a kind of conservative choice that allows Lucario to damage walls like Dusknoir or Hippowdon that it wouldn't have otherwise been able to touch, while also weakening them for a late-game sweep. Another interesting choice is Protect, which is especially helpful for not giving away Counter and for scouting any Pokemon that come in after you win the initial matchup. However, it should be noted that the best choice in the third slot will almost always be Dark Pulse.
[note: the average damage of Crunch may be beneficial over Dark Pulse should your team not be based around beating bulky defenders like mine was]
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disclaimer: most of these situations will be reliant on prediction or the choice of a certain move in the last slot. the example situations given are obviously not the only ones that could happen, but are the ones that most commonly occur in my opinion. obviously these are not real logs.
1 | Metagross
Against Metagross, it's largely dependent on whether it's a Scarf or Bulky lead. It is generally most safe, if you lack Protect, to Counter right away, as most seem to Earthquake you to block any attempts of a sweep. Should you ever blow your cover off the bat, it might be helpful to know that Close Combat will always at least get the 3HKO.
situation 1:
Metagross used Earthquake
Lucario lost 100% if its health
Lucario hung on with Focus Sash
Lucario used Counter
Metagross fainted
situation 2:
Metagross used Stealth Rock
Lucario used Counter
The move failed
This situation could go a few ways. The Metagross could either have Earthquake but have not used it because you don't particularly threaten it, not have Earthquake and be forced to Explode or switch out to do damage, or have a Choice Scarf and be forced to switch out. In any case, they will be on edge after seeing Counter and will usually refrain from attacking directly with Earthquake, so usually the best choice here is to Close Combat.
requires: prediction, Counter
beaten: this one requires more prediction than the other leads do, but most of the time Counter will spell its doom.
2 | Azelf
Against Azelf, you are mostly even should you not pick Dark Pulse in the third slot. Extreemespeed and Close Combat both miss the 2HKO, but will always 3HKO, meaning you will always come out with at least 1HP and them with Stealth Rocks up. Should you posses Dark Pulse, however, you can hit it once with the move and then finish it with an Extreemespeed.
situation 1:
Azelf used Stealth Rock
Lucario used Dark Pulse
Azelf lost 86.60% of its health
Lucario used Extreemespeed
Azelf lost [however much is remaining] health
Azelf fainted
situation 2:
Azelf used Flamethrower
Lucario lost 100% of its health
Lucario hung on with Focus Sash
Lucario used Dark Pulse
Azelf lost 86.60% of its health
Lucario used Extreemespeed
Azelf lost [however much is remaining] health
Azelf fainted
As you can see, your opponent will always either be forced to forego Stealth Rock to get Lucario at 1% health, or get Stealth Rock up but have to deal with a Lucario at 100% health with a Focus Sash intact. Against Dual Screen Azelf leads, they'll nearly always go for a Reflect>Light Screen first considering Lucario's popular usage as a Physical Pokemon. This gives you the chance to Dark Pulse, then finish it off with Extreemespeed, letting them get only 1 Screen up.
requires: Dark Pulse, Extreemespeed
beaten: it either gets Stealth Rock up and has to deal with a full health Lucario, or it doesn't get rocks up and you're left at 1HP. All in all, you will almost always come out with a KO.
3 | Infernape
Against Infernape, you're better off than against almost any other lead, or similarly to Azelf. Any that make the mistake of using Fake Out lose immediately. However, most battlers will just go for the Stealth Rock, which allows you to Close Combat and then finish it with Extreemespeed. Should they attempt to attack you like shown in the second Azelf situation, they will not get Stealth Rock off and will always die. Since the examples are so similar to Azelf's, I won't write any demonstration logs on how the turns will go. However, if you are against the somewhat popular Endeavor Lead (I never faced one with this), whether you beat it or not is very dependent on what it does. If it uses Overheat or some other Fire-type attack first turn, it will likely come away with the victory after finishing you with Vacuum Wave. This does mean, however, that by sending out a faster Pokemon or one with priority not weak to Fighting, you have prevented the opponent from setting up Stealth Rock. If they set up Stealth Rock, the situation will likely turn out like Azelf's first situation.
requires: Close Combat, Extreemespeed
beaten: it either gets Stealth Rock up and has to deal with a full health Lucario, or it doesn't get rocks up and you're left at 1HP. All in all, you will almost always come out with a KO.
4 | Jirachi
Jirachi will do 31.32% on average with a Choice Scarfed Jolly Iron Head, so it's fair to say that it can't do any damage to you (U-turn is also not threatening). Most will be reluctant to Trick a Scarf onto you, so the majority will either U-turn out in fear, or Stealth Rock and then switch out. The best move here is usually to just Close Combat to either hit the switch in hard or to hit Jirachi for about 50%. It should be noted that an 80 HP EV Jirachi will be 2HKOed by Close Combat 92.50% of the time.
situation 1:
Jirachi used Stealth Rock
Lucario used Close Combat
Jirachi lost 50% of its health
Jirachi switched to [Pokemon]
Lucario used Close Combat
[Pokemon] lost [something]% of its health
situation 2:
Jirachi used U-turn
Lucario lost [minimal amount]% of its health
[Opponent] switched to [Pokemon]
Lucario used Close Combat
[Pokemon] lost [something]% of its health
With Jirachi, it's largely dependent on what comes in next to judge if you beat it or not, but as it is, Jirachi can't touch you. If it Tricks a Scarf onto you, you beat it without it getting to do anything at all (unless it switches) and are left with a full health Scarf Lucario.
requires: Close Combat
beaten: i'm apprehensive to say you beat this thing, as it pretty much depends on what it switches to. however, just the fact that it has to switch to do any damage to you is a victory in my book.
5 | Aerodactyl
Aerodactyl is probably the easiest Suicide lead to defeat, as it will always be taken out with a combination of Close Combat and Extreemespeed. Very rarely will it attempt to Earthquake, and if it does, you have prevented it from getting Stealth Rock up. Again, the situations are very similar to Azelf, so I'll leave it to you to figure out how this one will usually play out.
requires: Close Combat, Extreemespeed
beaten: it either gets Stealth Rock up and has to deal with a full health Lucario, or it doesn't get rocks up and you're left at 1HP. All in all, you will almost always come out with a KO.
6 | Swampert
Very rarely will a an Opponent forego a free KO, and this is generally the case versus Swampert. More often than not, Swampert will attempt to KO you with a STAB Earthquake only to be Countered back for a KO. This works similarily to any other bulk lead, but with less prediction required. Should you choose to go with Hidden Power Grass on the set, you need even less prediction to beat this guy. With a neutral nature and no EVs, Lucario will always 2HKO Swampert with HP Grass.
requires: Counter
beaten: reflect its Earthquake back for the first KO of the game
7 | Bronzong
This guy works similarly to Metagross and Swampert, only with a few different possibilities. Whatever happens, you will always be looking to Counter its Earthquake back for a KO. Versus this Pokemon is where Swords Dance becomes an interesting choice; if you get a Swords Dance off while it uses Stealth Rock, you can Close Combat then Extreemespeed and have the ability to Extreemespeed anything faster that comes in.
requires: Prediction, Counter
beaten: versus Bronzong is a real prediction war; predict when it is going to attack and use Counter. if it lacks Earthquake, it really can't touch you besides using Explosion. this is obviously a fairly shaky matchup that will really be decided each battle.
8 | Tyranitar
There is almost no need at all to even have a description for Tyranitar, considering you will always come out on top if it doesn't switch (it does). Close Combat will always OHKO, while your Sash will protect you from any weird Scarf variants. It should also be noted that Lucario takes no damage from Sandstorm, therefore its Sash will always be intact.
requires: Close Combat
beaten: always
9 | Hippowdon
Very much the same as Swampert, this Pokemon will rarely not Earthquake you. A STAB Super Effective Earthquake is just too tempting coming off that great Attack stat, and if you don't attack now, it might set up on you! Attack! Attack I say! Again, Lucario is immune to Sandstorm, so it doesn't have to worry about its Sash being broken.
requires: Counter
beaten: nearly always, unless you blow your cover
10 | Heatran
I lied when I said Aerodactyl was probably the easiest beaten lead by this thing; this is. Just outspeed with your sexy +Speed nature and Close Combat to OHKO. Should it be a Scarf version, you hang on with your Focus Sash and KO it anyway.
situation 1:
Lucario used Close Combat
Heatran fainted
requires: Close Combat
beaten: always
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With the moves at hand, Lucario can be flexible to beat nearly all leads I have faced. Some other examples include Ambipom, Salamence, Weavile (with prediction), Machamp, Smeargle, and Mamoswine. I stopped giving examples of how situation should go at a certain point since most leads can be split up into two main groups: Bulky, and Suicide. It beat both most handily, only having problems with the occasional misprediction on my part.
What makes this better than any old Counter lead?
Good question. The main answer I have to this question is
versatility. For one, it is immune to Sandstorm, making it able to Counter versus Tyranitar and Hippowdon. Inner Focus also allows it to not be completely screwed over by Ambipom and Infernape like most Counter leads. Looking back on the versatility aspect, this lead can also dispose of Suicide leads as well as bulky attackers or Choice Banders; unlike some other Counter leads, it isn't completely dependent on the opponent attacking, it can beat fast leads looking to set up Stealth Rock. Extreemespeed is another very valuable aspect of this lead; it can break sashes plus allow itself to bypass its average Speed.
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I hope this hasn't been brought up before, and thanks for taking the time to view this. I'd ask that if anyone so desires to make a write up of this in C&C (just sayin) that they contact me first.