+2 252 Atk Adaptability Mega Lucario Close Combat vs. 248 HP / 252 Def Zapdos: 249-293 (65 - 76.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 248 HP / 0 SpD Zapdos: 201-237 (52.4 - 61.8%) -- 98.8% chance to 2HKO after Leftovers recovery
+2 252 Atk Adaptability Mega Lucario Close Combat vs. 248 HP / 40 Def Moltres: 296-349 (77.2 - 91.1%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 248 HP / 220+ SpD Moltres: 152-179 (39.6 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
+2 252 SpA Mega Lucario Dark Pulse vs. 248 HP / 0 SpD Assault Vest Slowbro: 296-350 (75.3 - 89%) -- guaranteed 2HKO
+2 252 Atk Mega Lucario Crunch vs. 248 HP / 252+ Def Slowbro: 256-302 (65.1 - 76.8%) -- guaranteed 2HKO
+2 252 Atk Adaptability Mega Lucario Close Combat vs. 240 HP / 252 Def Volcarona: 292-344 (78.7 - 92.7%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 240 HP / 0 SpD Volcarona: 177-209 (47.7 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery
+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Mega Venusaur: 238-280 (65.3 - 76.9%) -- guaranteed 2HKO
+2 252 SpA Adaptability Mega Lucario Flash Cannon vs. 252 HP / 252 SpD Mega Venusaur: 258-304 (70.8 - 83.5%) -- guaranteed 2HKO
+2 252 Atk Mega Lucario Crunch vs. 252 HP / 0 Def Aegislash-Shield: 266-314 (82 - 96.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Mega Lucario Dark Pulse vs. 252 HP / 4 SpD Aegislash-Shield: 260-306 (80.2 - 94.4%) -- guaranteed 2HKO after Leftovers recovery
+1 252 Atk Adaptability Mega Lucario Close Combat vs. 248 HP / 252+ Def Gyarados: 178-210 (45.2 - 53.4%) -- 35.5% chance to 2HKO
+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 248 HP / 0 SpD Gyarados: 184-217 (46.8 - 55.2%) -- 69.5% chance to 2HKO
7 fairly good sets in general that completely counter physical and special sets, considering all of these calcs were after a Swords Dance/Nasty Plot. And all of them can carry a move that hurts Lucario quite a bit along with walling it. Not just stall pokes either, with stuff like Bulkyrona and Aegislash. "No true counter" doesn't apply, anyway, if we banned things for not having any true counters Hydreigon and Salamence would have been banned in BW. I'm not saying Lucario shouldn't be banned, but the reason for it is not that it has no counters, so can we move on from that point? 7 hard counters is plenty, considering that all of these pokemon are viable. It's true that many of these pokemon get screwed by hazard support, but that's not always something that can be assumed, even Stealth Rock, anymore, and if that's necessary to get the job done, is it Lucario or the hazard supporter that is broken?
These things are poor excuses for things to handle Mega Lucario. Gyarados is raped if SR is up, and can't do shit besides Roar for Mega Lucario to come back in later and destroy its team with Gyarados gone. Slowbro can't OHKO, and Mega Lucario 2HKOes easily, as you've shown. Volcarona, I guess, can handle Mega Lucario somewhat okay, but it can't switch into anything else the entire game and loses basically all of its health to handle Mega Lucario. Mega Venusaur's Earthquake doesn't even come anywhere close to OHKOing Mega Lucario, and you've clearly shown that it's easily 2HKOed by boosted Mega Lucario. You need Roar to even check it decently, which, again, just leaves it to come in later -- temporarily detains it. Aegislash can serve as a check I guess, but I mean, look at those calcs. Aegislash can't have switched in the entire game (a huge loss for you, as it's a powerful offensive threat that can deal some serious damage), which isn't realistic, and if Dark Pulse flinches, it loses completely. Special Mega Lucario I guess can be handled okay by Moltres, but it's too unreliable with SD, as with SR up (it's not going to be away all the time, I tested Moltres enough to guarantee you that) it flat-out loses, and it HAS to be at full health.
Finally, Zapdos...I've played a ton with Zapdos, and it needs specially defensive EVs to be relevant in the meta. What else is physically defensive Zapdos helping you with? At least, specially defensive Zapdos counters NP Mega Lucario. That's something you should highlight. I mean:
252 SpA Adaptability Mega Lucario Aura Sphere vs. 248 HP / 252+ SpD Zapdos: 72-85 (18.7 - 22.1%) -- possible 6HKO after Leftovers recovery
+2 252 SpA Adaptability Mega Lucario Aura Sphere vs. 248 HP / 252+ SpD Zapdos: 142-168 (37 - 43.8%) -- 99.9% chance to 3HKO after Leftovers recovery
+4 252 SpA Adaptability Mega Lucario Aura Sphere vs. 248 HP / 252+ SpD Zapdos: 213-251 (55.6 - 65.5%) -- guaranteed 2HKO after Leftovers recovery
When you have this, you have a counter to NP. Would you prefer a shaky way to handle both SD and NP or a sure counter to NP? I sure as hell prefer the latter; it's the reason I run Zapdos in the first place.
Outside of Zapdos, defensively handling NP Mega Lucario is almost a joke. SD is a tad easier to handle, but still. There are some offensive checks, but those aren't too complicated to eliminate, and it has priority...
Some Anti-Ban points for Lucario:
- Its speed before MEvo is slow, and outsped by a fair number of things.
- Its coverage moves are weaker than last gen compared to the LO set, meaning important "ohko after rocks" are no longer.
- Its priority is actually quite weak compared to something like Mega Kanga's Sucker punch.
- Things that beat it 1v1 are more common than people would have you believe.
- It is frail, and has extreme difficulty finding free setup turns against any decently built team and this is huge.
As for Deoxys and Genesect...
Deo-S is niche, and nerfed due to Defog buff. Not much ban worthy about it.
Genesect lost 2 key resistances and gained a lot more counters, and with the shift to more bulk this gen can no longer sweep teams outright.
Who cares about pre-MEvo Speed when you get 112 Speed if you click the Mega Evolution box? Its coverage moves are barely weaker, and they don't even matter half the time. It basically only needs its STABs thanks to Adaptability in order to eliminate much of the metagame. Its priority is weaker than a 120 BP priority move, that's obvious. Mega Kangaskhan was banned for a reason. Meanwhile, 40 BP priority moves boosted by Adaptability are powerful. A priority move that does this:
+2 252 Atk Adaptability Mega Lucario Bullet Punch vs. 4 HP / 0 Def Latios: 228-270 (75.4 - 89.4%) -- 12.5% chance to OHKO after Stealth Rock
to Latios is more than strong enough.
When it forces out almost the entire metagame, boosting is easy. Trust me when I say that finding free setup turns is easy as all hell. It's kinda frail, but 70/88/70 isn't
horrible (it lives stuff like Zapdos' Heat Wave, for example).
I'd like you to give me a semi-decent list of Pokemon that beat it 1v1.
Tesung said:
Lucario: (people r gonna hate me for this) not broken. It has fucking counters. Stop saying it has no counters cuz it's does. Zapdos is pretty much a counter, especially with heat wave, which ohkoes if it ccs, while zapdos isn't 2hkoed by +2 np Luke. Physically defensive volcarona (it's best set for reasons other than beating lucario) is a counter. Moltres is a counter. Aegislash is a counter. Tentacruel checks it. Av azumarill is a counter. Talonflame, thundurus check it. Scarf genesect checks it. Scarf lando t is a perfect check too. These are just off the top of my head. Point is, there are many ways to beat it for all playstyles, although it is more difficult for stall. Also, it is very frail, so it will have very few chances to set up. Really good, hard to predict, but not broken.
I demonstrated how Moltres doesn't counter it. Zapdos can't counter SD. Phys def Volcarona is not a counter, as I demonstrated. Aegislash, too. Sure, a couple Scarfers and Talonflame/Prankster TWave Thundurus are checks. AV Azumarill is an okay way to handle NP, I guess, but:
+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Azumarill: 341-402 (84.4 - 99.5%) -- 75% chance to OHKO after Stealth Rock
Raped by SD.
What are your counters? There are only checks, as they're all raped by the other set (SD or NP).
Mega Lucario demands TWO ways to handle it on every team, as you have to pack a way to handle both NP and SD, unless you're looking to get swept. Sure offense can check it a bit better, but you still need two ways to handle it because if one dies you get screwed. This constricts teambuilding, and Mega Lucario sweeps through almost entire metagame with ease.