Project Victim of the Week

Counter



Reuniclus (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Psyshock
- Calm Mind
- Recover
- Shadow Ball

How can we forget Reuniclus ? With its amazing ability Magic Guard (prevents indirect damage) and its amazing bulk, Reuniclus is a better counter than Clefable and you all know why: Psychock. Reuniclus can easily set up on +1 Suicune, and spam Calm Mind / Recover.

+1 0 SpA Suicune Scald vs. 252 HP / 4 SpD Reuniclus: 135-160 (31.8 - 37.7%) -- 0.2% chance to 3HKO after Leftovers recovery

Now +6 Suicune vs +6 Reuniclus:

+6 0 SpA Suicune Scald vs. +6 252 HP / 4 SpD Reuniclus: 91-108 (21.4 - 25.4%) -- possible 5HKO after Leftovers recovery

+6 4 SpA Reuniclus Psyshock vs. 248 HP / 252+ Def Suicune: 273-322 (67.7 - 79.9%) -- guaranteed 2HKO after Leftovers recovery

So yeah, Reuniclus is definitely a better counter than Slowbro and Clefable.
 

Tele

a quality human being
Check

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Wish
- Protect
- Roar

I don't think there's too much to say about this choice; Vapo can perfectly wall Cune thanks to Magic Absorb, just like Seismitoad; plus given that Cune can't do really nothing to Vapo, we also have the possibility to recover the other pkmns by abusing the move Wish.

Suicune Scald vs. Water Absorb Vaporeon: 0-0 (0 - 0%) -- aim for the horn next time
 
Some of these pokemon can actually be played around in some way, maybe not reliably, but it's possible:

As much as I like Ampharos, it's not a solid counter. Suicune actually gets 2 Calm Minds before it has to take an attack, one CM on the switch and one more because Suicune is faster. Then:

252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. +2 252 HP / 0 SpD Suicune: 170-204 (42 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. +3 252 HP / 0 SpD Suicune: 138-164 (34.1 - 40.5%) -- 46.9% chance to 3HKO after Leftovers recovery

Suicune tanks one Thunderbolt, Calm Minds again to +3, Rests up, and then it's up to if Sleep Talk can pick more Calm Minds, as well as the damage rolls on that possible 3HKO at +3.

Thundurus runs into a similar problem of not being able to always overpower Suicune's Calm Minding, unless it runs Nasty Plot, but someone else already pointed that out.

Encore Alakazam can be PP stalled. Pressure means Alakazam only gets 4 Encores, so Suicune can just switch out 4 times, though on the type of teams Alakazam is on, you shouldn't be letting Suicune get 5 chances to sweep. Also, Suicune can just kinda tank its attacks if it's locked into Calm Mind and gets to +6. Or Rest means that it will just heal off your stuff. Alakazam can only really win if Suicune is locked into Sleep Talk (which it doesn't necessarily need to use if it knows it could get locked into it), or locks it into Calm Mind and then starts hitting it early before it gets too many Calm Minds.

Vaporeon gets PP stalled. Suicune can Rest without Sleep Talking, and combined with Pressure, Vaporeon can't really do anything about it until it eventually struggles. It can Roar out Suicune, but only if there are actually teammates to Roar it out to.

Amoonguss and Celebi are pretty good stops, I admit (I posted Celebi). But keep in mind that Amoonguss gets 12 Clear Smogs (Pressure) and Celebi gets 8 Perish Songs while Suicune gets ~37 Calm Minds factoring in Sleep Talk. So don't Clear Smog/Perish Song every time Suicune uses a Calm Mind or you'll run out. They can take heavily boosted Scalds easily, so try to bait Suicune to set up to about +4 to +6 before you go remove its boosts.
 
i use CM raikou way too often but it just. does. so. much.


Raikou @ Leftovers
Ability: Pressure
EVs: 32 Def / 252 SpA / 224 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
- Calm Mind

gonna call this a check because it can only switch in on so many scalds, but it always wins vs. crocune 1v1.

252 SpA Raikou Thunderbolt vs. +1 252 HP / 0 SpD Suicune: 162-192 (40 - 47.5%) -- guaranteed 3HKO after Leftovers recovery

4 SpA Suicune Scald vs. 0 HP / 0 SpD Raikou: 79-94 (24.6 - 29.2%) -- possible 5HKO after Leftovers recovery
+1 4 SpA Suicune Scald vs. 0 HP / 0 SpD Raikou: 118-141 (36.7 - 43.9%) -- 99.4% chance to 3HKO after Leftovers recovery

Raikou gets the faster CM, so Cune should never be more than +1 ahead; Raikou also gets the faster attack, so Suicune just dies before it manages to accomplish much. Lefties means burn is only doing -6% each turn, so when it's all said and done, the opp now has to deal with a +1 or +2 Raikou. gg genie spam.
 
Posting an actual full counter:


(Gastrodon) (M) @ Leftovers
Trait: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Earthquake
- Scald
- Curse
- Recover

Storm Drain means that Scald can't do anything to it and you can beat easily it in 1v1 with Curse or force it out havin a free boost. taken it from one of ctc's teams though
 


Another great check that I remembered.

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Aqua Jet

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald / Hydro Pump
- Secret Sword


Basically Keldeo can set up Subs on Suicune's Scalds to avoid the burn, and Suicune can't break the Sub until it's at least 2 more Calm Minds up than Keldeo. Which you shouldn't allow, since Keldeo is faster. Keldeo wins the Calm Mind war because Secret Sword ignores Suicune's boosts. And then Keldeo will screw up the next team member who has to break a boosted Keldeo's sub, and then unless they have a faster revenge killer that can finish off the SpD boosted Keldeo, even more pokemon will get screwed up.

Check not counter because if it switches into a Scald and gets burned, that's super irritating and really hinders Keldeo's ability to spam Subs on Suicune.
 
Counter



Jellicent (F) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 44 SpD / 212 Spe
Calm Nature
- Taunt
- Scald
- Shadow Ball
- Recover

This is maybe one of the really Total counters of Crocune , because he force him to switch. With Taunt , Suicune is forced to use scald and with shadow ball it will probably have a progressive Special Defense reduction. Thanks to Shadow Ball and Scald burn Jellicent will probably kill Suicune more easily.
 
Some of these pokemon can actually be played around in some way, maybe not reliably, but it's possible:

As much as I like Ampharos, it's not a solid counter. Suicune actually gets 2 Calm Minds before it has to take an attack, one CM on the switch and one more because Suicune is faster. Then:

252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. +2 252 HP / 0 SpD Suicune: 170-204 (42 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. +3 252 HP / 0 SpD Suicune: 138-164 (34.1 - 40.5%) -- 46.9% chance to 3HKO after Leftovers recovery

Suicune tanks one Thunderbolt, Calm Minds again to +3, Rests up, and then it's up to if Sleep Talk can pick more Calm Minds, as well as the damage rolls on that possible 3HKO at +3.
Appreciate the criticism, but what you are arguing for is perfect conditions or worst case scenario for Mega Ampharos because for the above to happen:

1) Suicune needs to be at full or near full health to be able to pull that 2 CMs. Keep in mind Suicune is built to tank hits with a switch in (at least 70% health and 2 low rolls for Amphy).
2) No SR.
3) Since Mega Ampharos is slow and will be spamming T-Bolt even after rest +3 SpD Suicune has a low chance of surviving the next two hits. It also now has to depend on sleep condition being reliable and Sleep talk not choosing Rest or Scald which is barely a 2HKO at +6.

That being said the OP does say "even under the worst scenario possible" but I imagine all of the above depends on ideal conditions and RNG luck, which qualifies as hax.
 
Celebi: Counter
Celebi @ Life Orb
Ability: Natural Cure
EVs: 232 HP / 240 SpA / 36 Spd
- Leaf Storm
- Hidden Power [Fire] / Psychic
- Thunder Wave
- Recover

Yes I know someone wrote on Perish Song Celebi, but offensive Celebi destroys CroCune instead of just forcing it out:
240+ SpA Life Orb Celebi Leaf Storm vs. 252 HP / 0 SpD Suicune: 445-525 (110.1 - 129.9%) -- guaranteed OHKO
If you come in on the Calm Mind:
240+ SpA Life Orb Celebi Leaf Storm vs. +1 252 HP / 0 SpD Suicune: 296-351 (73.2 - 86.8%) -- guaranteed 2HKO after Leftovers recovery
And the subsequent Leaf Storm kills.
-2 240+ SpA Life Orb Celebi Leaf Storm vs. +2 252 HP / 0 SpD Suicune: 112-135 (27.7 - 33.4%) -- 90.7% chance to 4HKO after Leftovers recovery
Minimum damage roll over 2 turns: 296 + 112 = 408 damage -> Suicune has 404 HP. As long as it comes in on rocks which negates its lefties for 2 turns its dead.
Alternative Psychic > Leaf Storm guarantees the 2HKO without having lefties negated.
 
Check

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
- Will-O-Wisp / Toxic
- Shadow Ball / Scald
- Recover
- Taunt

If a pokemon has Water Absorb, it's a CroCune check. Jellicent stands out among the rest by having access to Taunt, making it harder to play around and PP stall. From there, it can proceed to slowly chip away at Suicune with burns, Toxic, or Shadow Ball.

It's only a check because it's slower than Suicune without maximum investment into Speed or a Choice Scarf, and it can't exactly do anything back if it already started to set up.
 
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Check

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
- Will-O-Wisp / Toxic
- Shadow Ball / Scald
- Recover
- Taunt

If a pokemon has Water Absorb, it's a CroCune check. Jellicent stands out among the rest by having access to Taunt, making it harder to play around and PP stall. From there, it can proceed to slowly chip away at Suicune with burns, Toxic, or Shadow Ball.

It's only a check because it's slower than Suicune without maximum investment into Speed or a Choice Scarf, and it can't exactly do anything back if it already started to set up.
Puralux already posted Jellicent
Counter



Jellicent (F) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 44 SpD / 212 Spe
Calm Nature
- Taunt
- Scald
- Shadow Ball
- Recover

This is maybe one of the really Total counters of Crocune , because he force him to switch. With Taunt , Suicune is forced to use scald and with shadow ball it will probably have a progressive Special Defense reduction. Thanks to Shadow Ball and Scald burn Jellicent will probably kill Suicune more easily.
 

Croven

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DPL Champion
CroCune checks and counters, and nobody mentioned Ferrothorn? Well, I'm taking it then.

Check:


Ferrothorn @ Leftovers
Ability: Iron Barbs
252 HP/88 Def/168 SpD
Impish Nature
-Leech Seed
-Power Whip
-Stealth Rock
-Protect

The standard Ferrothorn set. It does what it does. Leech Seed for passive damage and extra recovery with Leftovers, Power Whip for a powerful STAB that hits Suicune super effectively, and can easily 3HKO it.

0 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Suicune: 162-192 (40 - 47.5%) -- guaranteed 3HKO after Leftovers recovery

It can take Suicune out while it Sleep Talks, as it's slower and will hit after Rest. SR is for the usual utility, and makes it more easily placed on normal teams. Protect to rack up the passive damage/recovery from Leech Seed, and also to scout for random HP Fires. I don't think I need to explain the usual Ferro set too much, it's been here forever.

+6 4 SpA Suicune Scald vs. 252 HP / 168 SpD Ferrothorn: 120-142 (34 - 40.3%) -- 43.9% chance to 3HKO after Leftovers recovery

Fully boosted Scald does nothing, which Leech seed can easily heal off. Basically Ferrothorn eats up whatever Suicune dishes out, and lashes back with a powerful STAB super effective Power Whip. However, it is not a full counter. Scald can burn it with that annoying 30% chance, and then Suicune can Pressure stall it to win. If it gets a burn, gg Ferro.

Counter:


Ferrothorn @ Leftovers
Ability: Iron Barbs
252 HP/88 Def/168 SpD
Impish Nature
-Leech Seed
-Power Whip
-Substitute
-Protect

I believe that this is a full counter to CroCune. Basically the same set as before, but it carries Substitute. If a teammate carries Rocks already, and your team is just absolutely wrecked by Suicune, then this set may be needed. Normally I wouldn't recommend Sub on Ferro, but if CroCune plagues you, might as well try it. Suicune needs a +3 max damage to break the sub, and getting up to +3 or +4 is extremely difficult to do with Power Whip lurking in the corner. Sub prevents burn, the only way that Suicune can win. Now Suicune needs some decent hax to get around Ferro, only getting about 2 chances at best to Scald it, while Ferro can easily take back the Sub damage with Leech Seed/Protect. It's really funny how one move change can completely shut down a poke that before had a decent chance of winning, isn't it?
 
Guys I think before just posting any old water absorb or storm drain mon or another calm minder take into account firstly, Suicunes ability pressure that allows for pp stalling of moves like perish song, Power Whip etc as well as common pokemon that are paired with Suicune to take out standard checks and counters. If anyone knows what pokes pair best with Suicune please share!
 
Celebi: Counter
Celebi @ Life Orb
Ability: Natural Cure
EVs: 232 HP / 240 SpA / 36 Spd
- Leaf Storm
- Hidden Power [Fire] / Psychic
- Thunder Wave
- Recover

Yes I know someone wrote on Perish Song Celebi, but offensive Celebi destroys CroCune instead of just forcing it out:
240+ SpA Life Orb Celebi Leaf Storm vs. 252 HP / 0 SpD Suicune: 445-525 (110.1 - 129.9%) -- guaranteed OHKO
If you come in on the Calm Mind:
240+ SpA Life Orb Celebi Leaf Storm vs. +1 252 HP / 0 SpD Suicune: 296-351 (73.2 - 86.8%) -- guaranteed 2HKO after Leftovers recovery
And the subsequent Leaf Storm kills.
-2 240+ SpA Life Orb Celebi Leaf Storm vs. +2 252 HP / 0 SpD Suicune: 112-135 (27.7 - 33.4%) -- 90.7% chance to 4HKO after Leftovers recovery
Minimum damage roll over 2 turns: 296 + 112 = 408 damage -> Suicune has 404 HP. As long as it comes in on rocks which negates its lefties for 2 turns its dead.
Alternative Psychic > Leaf Storm guarantees the 2HKO without having lefties negated.
A +1 Suicune can use Rest as Celebi uses Leaf Storm to force Celebi out. Granted, offensive Celebi is kind of unexpected so Suicune probably won't use Rest as Celebi uses Leaf Storm, but Suicune can beat this set if it CMs on the switch.

Edit escarlata: True, but if Suicune uses Calm Mind on Psychic, then Leaf Storm will not KO. Offensive Celebi can win with good prediction, but it is not a surefire counter.
 
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A +1 Suicune can use Rest as Celebi uses Leaf Storm to force Celebi out. Granted, offensive Celebi is kind of unexpected so Suicune probably won't use Rest as Celebi uses Leaf Storm, but Suicune can beat this set if it CMs on the switch.
However, Psychic > Leaf Storm still kills, so there's that
 

Aragorn the King

Literally a duck
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Week 10:
Okay this week was really tough; it was hard to go through eight checks and fourteen counters and only choose three of each! If I didn't choose yours, it was most likely due to the competition being so fierce. But as always, feel free to PM me if you object.

Now, we'll do AV Azu!


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Knock Off
- Aqua Jet
- Waterfall
- Play Rough

Azumarill is in my opinion the best mon in OU now. With Assault Vest, it's able to act as a glue-mon on offensive teams that need some bulk while still retaining its insane power.

Have fun countering, checking, and discussing :)
 
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aVocado

@ Everstone
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counter


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Giga Drain
- Hidden Power [Fire]
- Synthesis

Good old megasaur is a fullstop to pretty much all kinds of Azumarill. It resists both STABs, doesn't care about Knock Off, and only fears CB Double-Edge really. AV Azumarill is outright 100% hard countered by this thing, and it even has Giga Drain to recover back any damage it got in the process of countering Azumarill. Nothing much needs to be said to be honest. Best Azumarill counter out there arguably.
 
Counter


Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 Spe
Nature: Bold (+Def, -Atk) or Impish (+Def, -SpA)
- Will-o-Wisp
- Roost / Soft-Boiled
- Psychic / Knock Off
- Defog / Heal Bell / Taunt

People seem to underestimate invested 100/100 bulk a lot. This mew set is a supreme physical wall in the meta and can easily switch into any of azumarill's moves:
252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Mew: 186-220 (46 - 54.4%) -- 4.7% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power Azumarill Knock Off vs. 252 HP / 252+ Def Mew: 124-148 (30.6 - 36.6%) -- 65% chance to 3HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Mew: 129-153 (31.9 - 37.8%) -- 91.1% chance to 3HKO
Mew is then able to cripple azumarill for the remainder of the match with will-o-wisp, while recovering to become unkillable. If mew switches into a knock off while holding an item, all it needs to do is recover before using will-o-wisp so it can switch back in later if needed. All other times, even if azumarill switches out before mew gets a chance to recover, it can switch safely back in later, regardless of stealth rocks. Really only two of the moves (WoW and recovery) in the set I provided are need to counter azumarill; the rest are for more general usefulness and for making the burn stall last shorter.
 

Croven

certified genius
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DPL Champion
Well, not sure if this is really a counter, but whatever, let's give it a go.

Counter


Scizor @ Scizorite
Ability: Light Metal ==> Technician
EV's: 248 HP/ 44 Atk/ 116 Def/ 100 SpDef
Adamant Nature
-Bullet Punch
-Knock Off
-Swords Dance
-Roost

Bulky SD Megazor coming to save the day. EV's are a bit weird, but they're taken straight from the analysis. AV Azu lacks the power to break through this monster:

252+ Atk Huge Power Azumarill Waterfall vs. 248 HP / 116 Def Mega Scizor: 109-129 (31.7 - 37.6%) -- 87.1% chance to 3HKO

Even if Scizor has taken prior damage, it is faster than no speed Azu naturally, and Aqua Jet does pitiful damage. Scizor can then proceed to set up in your face, then sweep your team with Bullet Punch, can Knock Off to cripple the incoming switch, or can Roost to continually counter Azu. Azumarill can't really do anything, as even with hax, Scizor wins. Flinches won't happen, and crits do 56% at max roll. Aqua Jet crit does 28% max roll, so even then Scizor would need to be weakened a bit more than just SR. End of story, Azu can't break Scizor, while Scizor can break Azu and possibly the opponents entire team.

It does take up the Mega slot, but it can't be crippled by Knock Off and it is also a solid win con.

Will get a pic later, I'm on my phone and getting the calc was hard enough.
 
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Counter



Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Bold Nature
- Scald
- Wish
- Protect
- Toxic/Knock Off

Whenever somebody thinks Azumarill counter, they immediately go for a bulky grass type, such as Mega-Venusaur, Amoonguss, or Ferrothorn. But certain bulky water types, such as Alomomola, can do just as well handling Azumarill. This is basically the standard Alomomola set that people run in OU. Wish and Protect since Alomomola's primary role on a team is passing around massive Wishes. Scald is there to fish for burns on otherwise threatening physical attackers. And the last move is utility, and adds to Alomomola's general annoyance factor. The EVs are pretty standard, maximizing Alomomola's physical bulk, which allows it to do its job much better. 232 HP EVs let Alomomola switch into Stealth Rock an extra time, and provide maximum healing with Leftovers and Regenerator.

252+ Atk Huge Power Azumarill Play Rough vs. 232 HP / 252+ Def Alomomola: 150-177 (28.3 - 33.4%) -- 0% chance to 3HKO
252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 232 HP / 252+ Def Alomomola: 107-127 (20.2 - 24%) -- guaranteed 5HKO
252+ Atk Huge Power Azumarill Knock Off vs. 232 HP / 252+ Def Alomomola: 72-85 (13.6 - 16%) -- possible 7HKO
252+ Atk Huge Power Azumarill Waterfall vs. 232 HP / 252+ Def Alomomola: 66-78 (12.4 - 14.7%) -- possible 7HKO
252+ Atk Huge Power Azumarill Aqua Jet vs. 232 HP / 252+ Def Alomomola: 33-39 (6.2 - 7.3%) -- possibly the worst move ever

Play Rough is a 3HKO if and only if it rolls absolute maximum damage three times in a row, and Alomomola has lost its Leftovers previously to Knock Off.


As you can see from the damage calculations above, AV Azumarill struggles to break through Alomomola. Every single move does less than 1/3 of Alomomola's HP, meaning that damage will immediately be healed up by Regenerator when Alomomola switches out. If Azumarill chooses to stay in trying to break down Alomomola, that's also a futile effort, since Alomomola has access to reliable recovery in the form of Wish/Protect to continue sponging Azumarill's blows. The most Azumarill can really do is Knock Off Alomomola's Leftovers to annoy it. Besides that, Azumarill is basically useless against our heart-shaped pink fish.

In return, Alomomola can fish for a Scald burn on Azumarill, which basically renders it useless. Alternatively it can Toxic Azumarill or get rid of its Assault Vest with Knock Off, greatly decreasing Azumarill's potential to perform its intended role of being a tank. With no reliable recovery, eventually Azumarill will get worn down by status from Alomomola, while it can do nothing noteworthy back in return.

In addition, Alomomola also provides added utility by being a wish passer with massive wishes (165 base HP is no joke), ensuring a safe switch-in to whatever teammate you chose. The most common scenario involving Alomomola coming in on Azumarill really highlights the usefulness of Wish. Alomomola switches in on Azumarill and takes 33% at most (if Azumarill chooses to Play Rough). Fearing Toxic, Azumarill switches out to a counter while Alomomola uses Wish. Next, Alomomola is free to switch out to something that counters the opponent's Pokemon, healing back to full with Regenerator and ensuring that your switch-in ALSO gets healed back to full health, due to Alomomola's massive Wish. If Azumarill doesn't switch out while Alomomola uses Wish, you can always just go for the Toxic next turn, letting your Wish heal you back up and poisoning Azumarill.

Incidentally, this Alomomola set is also an okay check/counter to Choice Band Azumarill as well. Play Rough does a little less than 50% to Alomomola, even when Azumarill is Banded, meaning you can status Azumarill and then stall it to death with Wish. If you really have to, you can fish for a miss on Play Rough to gain an extra turn to begin your status. However, you don't want to be switching Alomomola into Belly Drum variants of Azumarill, since you can't threaten an OHKO on Azumarill after a Belly Drum, and he OHKOs you back with +6 Play Rough.
 
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Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Defog
- Toxic/Spikes
- Whirlwind

252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 252+ Def Skarmory: 91-108 (27.2 - 32.3%) -- guaranteed 4HKO

Good ol' Steel Bird at it again, tanking physical hits like a boss and in return taking advantage of the situation via a number of ways, for example here we aim to passively damage the opponent via Rocky Helmet and then Toxic and just watch it die or lay down Spikes and then blow it away. It's that simple.
 
Hm while its got more staying power anything not weak to water or fairy with just above average bulk can really check or even counter assault vest azumarill will post counter later
 

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