G-Von
Both Heatran and Rotom-W dgaf about Bullet Punches; the former takes 11% max and the latter 13% max. Rotom is a completely safe switch into Metagross, since the most threatening attack it has against it is an unstabbed, 40 base power Pursuit to deal 28.92 - 34.29%, which is absolutely laughable.I am not to sure if we have something solid to take a STAB CB Bullet Punch. Skore's Mienshao seems decent at this point, but I think Metagross will be a thorn in our side.
Ganj4lF posted this exact set last round; so you should probably give him credit.
Magnezone @ Air Balloon
Trait: Magnet Pull
EVs: 36 HP / 252 SpA / 220 Spe
Nature: Timid
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Charge Beam
Thanks for that, fixed.^28 SpA EVs are only necessary for the Expert Belt set. With LO, the KO on Gliscor is guaranteed even without investment.
28 SpA EVs are only necessary for the Expert Belt set. With LO, the KO on Gliscor is guaranteed even without investment.28 special attack to ensure an OHKO on Gliscor with HP-Ice without rocks up.
We already have a great switch into Meloetta-P with Celebi, so we don't need to outspeed it. Scarf Terrakion is pretty weak compared to its other sets and can be set up pretty easily on. Also, there are way more hard counters to Scarf Terrakion. Plus, Meloetta would have to use Relic Song before we bring in Terrakion, otherwise we outspeed it and can guarantee an OHKO after one LO recoil.The Terrakion set above may not be able to outspeed Meloetta without a Scarf.
I can see the merit in SubSalac, but it requires more prediction. You may sub up on Thundurus-T predicting your opponent to switch out, but they can stay in and Thunderbolt, wearing away at you until Metagross can come in and revenge kill. Subbing up on Meloetta is extremely dangerous because it can break your sub with Relic Song, then proceed to outspeed and OHKO with CC. SubSalac can only work once, which is bad because you only have 1.95% chance of 2HKOing Metagross, meaning that it'll be hard to get rid of Metagross, who impedes your sweep. Finally, SubSalac allows Scarf Techniloom (underrated threat imo) to revenge you (before the boost), which would put a LOT of pressure on Celebi (who has no reliable recovery) combined with the pressure of Thundurus-T and Meloetta.I don't understand that Terrakion set by mrb though- why do protect and make it that complicated when you can just do plain SubSalac? You can still bait Metagross, and you can actually set up for a sweep. In fact, their only pokemon preventing you from setting up is the pokemon you want them to send in. Just an idea.
Oh, sorry about that. I've only been looking at this thread a little bit so didn't see that. But yea, credit to him.Ganj4lF posted this exact set last round; so you should probably give him credit.
Actually, it requires less prediction than you'd think- of course Thundurus-T is going to switch out if you come in on a Nasty Plot, because you outspeed an can OHKO with Stone Edge without any boosts. Substitute is enough for Terrakion IMO, because it already outspeeds all of team 1 and the only situation where you'd ever have to use Protect is if Metagross comes in to revenge kill. Still, it's your submission, so you can do it however you want.I can see the merit in SubSalac, but it requires more prediction. You may sub up on Thundurus-T predicting your opponent to switch out, but they can stay in and Thunderbolt, wearing away at you until Metagross can come in and revenge kill. Subbing up on Meloetta is extremely dangerous because it can break your sub with Relic Song, then proceed to outspeed and OHKO with CC. SubSalac can only work once, which is bad because you only have 1.95% chance of 2HKOing Metagross, meaning that it'll be hard to get rid of Metagross, who impedes your sweep. Finally, SubSalac allows Scarf Techniloom (underrated threat imo) to revenge you (before the boost), which would put a LOT of pressure on Celebi (who has no reliable recovery) combined with the pressure of Thundurus-T and Meloetta.
I think Protect is a surer way of keeping Terrakion alive to dish more damage and to scout Choiced pokes (like Metagross and their inevitable scarfer) so that we can switch to the appropriate pokemon.
Of all offensive, physical pokes that can put pressure on Team 1, Landorus-I is the least appealing to me. Its typing is great, compared to other suggestions, but it has a good share of problems. First of all, its ability is basically useless since it's quite clear that sand won't be used in this match-up. Second, and most important, even if you predict correctly and switch into a NP from Thundurus, you basically have a 50% chance to have a full HP Thundurus with a NP under its belt. Most of the other sets suggested easily outspeed and OHKO with a super effective move; why choose one of those offensive pokemons that can't do so? Mienshao is often overlooked, but it's still a great U-Turner, and can use Regenerator to heal residual damage (I'm not sure we're going to include a spinner), and can outspeed Thundurus easily; Terrakion can do the same, albeit not being able to U-Turn (not even going into Mamoswine, since priority solves all those problems). If you don't like it, you can use Infernape or some sort of Azelf to do the trick. They have their own problems, but at least don't rely on a tricky speed tie to handle Thundurus (which seems the most dangerous Team 1 member till this point), and can still complete a VoltTurn core.
Landorus-Incarnate @ Life Orb
Speaking of monkeys with fire coming out of their heads...If you don't like it, you can use Infernape or [...]
I love Darmanitan, but rain could easily be used on team 1 and that would severely hurt it's usage, making me think that Terrakion or Mamoswine would be better choices.Speaking of monkeys with fire coming out of their heads...
Darmanitan @ Choice Scarf
Trait: Sheer Force
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-Turn
- Rock Slide / Stone Edge
- Superpower
The sheer force (get it?) of this thing is incredible. Flare blitz hits like a radioactive truck filled with flaming ninjas on steroids - scoring an OHKO on every poke on Team 1 so far; and will deal massive amounts of damage to anything that doesn't resist it unless Team 1 decides to use rain.
475 speed means Darmanitan possesses a pretty quick U-turn useful for scouting early. Using Jolly instead of Adamant allows Darmanitan to outspeed a few threats, such as Salamance, who is OHKOed by Rock Slide or Stone Edge after SR. Speaking of these attacks - while Rock Slide is my preferred option due to it being 10% more accurate; I put Stone Edge as a slash because it can OHKO Thundurus-T without SR on the field - something Rock Slide won't let us achieve; and Thundy seems to be a priority right now. Superpower simply grants good coverage.
While Darmanitan is not going to be able to come in on anything because of his 55/55 defenses, I feel he is a good option for Team 2 because he completes a VoltTurn core with Rotom-W, puts a lot of pressure on our opponent and, damn it, it's about time Team 2 got a physical attacker.