Project Victim of the Week

yea i see now that my definition of slowbro as a counter is probably wrong because "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."
Now I dont think that slowbro can survive 2 knock off after sr+3spikes damage and with sandstorm up, which is actually the worst scenario possible; so I might change it as a check
You don't really have to add in spikes and SS lol (if that's the case we won't have much counters in the first place), because Spikes and SS are unrealistic. But Stealth Rocks are still pretty realistic to be taken into consideration.
 
Check


Kyurem-B @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 56 SpAtk / 200 Spe
Lonely Nature
- Fusion Bolt
- Outrage
- Dragon Claw
- Ice Beam

While a dragon type isn't the first thing that generally comes to mind when you want to check a fairy type, Kyurem will outspeed and hit Azumarill on its weaker defense stat with a SE Fusion Bolt off of fully invested base 170 attack. Its a check because it can only switch in on Waterfall or Aqua Jet (or Knock Off if Azu has prior damage, but otherwise it wont be able to OHKO without the LO boost), but if it comes in safely, Azu will switch out or die.

252+ Atk Life Orb Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 458-541 (114.2 - 134.9%) -- guaranteed OHKO


Its not the ideal spread, but in theory you could also invest in HP to prevent Play Rough from getting the OHKO.

252+ Atk Huge Power Azumarill Play Rough vs. 128 HP / 0 Def Kyurem-B: 356-422 (84.1 - 99.7%) -- guaranteed 2HKO


You could also theoretically completely change the spread to make it a "counter" but then youd be running a shitty KyuB set just to beat Azu.

252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 236 Def Kyurem-B: 288-338 (63.5 - 74.6%) -- guaranteed 2HKO after Stealth Rock
0 Atk Choice Band Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 412-486 (102.7 - 121.1%) -- guaranteed OHKO

EDIT: Still wouldnt be a counter because switching in on Knock Off prevents it from OHKOing.
 
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Check


Kyurem-B @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 56 SpAtk / 200 Spe
Lonely Nature
- Fusion Bolt
- Outrage
- Dragon Claw
- Ice Beam

While a dragon type isn't the first thing that generally comes to mind when you want to check a fairy type, Kyurem will outspeed and hit Azumarill on its weaker defense stat with a SE Fusion Bolt off of fully invest base 170 attack. Its a check at best because it can only switch in on Waterfall or Aqua Jet (or Knock Off if Azu has prior damage, but otherwise it wont be able to OHKO without the LO boost), but if it comes in safely, Azu will switch out or die.

252+ Atk Life Orb Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 458-541 (114.2 - 134.9%) -- guaranteed OHKO


Its not the ideal spread, but in theory you could also invest in HP to prevent Play Rough from getting the OHKO.

252+ Atk Huge Power Azumarill Play Rough vs. 128 HP / 0 Def Kyurem-B: 356-422 (84.1 - 99.7%) -- guaranteed 2HKO


You could also theoretically completely change the spread to make it a "counter" but then youd be running a shitty KyuB set just to beat Azu.

252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 236 Def Kyurem-B: 288-338 (63.5 - 74.6%) -- guaranteed 2HKO after Stealth Rock
0 Atk Choice Band Teravolt Kyurem-B Fusion Bolt vs. 240 HP / 0 Def Azumarill: 412-486 (102.7 - 121.1%) -- guaranteed OHKO

EDIT: Still wouldnt be a counter because switching in on Knock Off prevents it from OHKOing.
this pokemon can't be a check. It's more of a revenge killer. If Kyurem switches into Play Rough, it died. If not KO, Aqua Jet will do the rest, also Life Orb
 
Since everyone is mentioning the standard Counters and Checks I shall just bring up 2 more rarely seen checks to AV Azumarill.
Gastrodon: Check
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD or 164 HP / 252 Def / 92 Spe to Counter
Bold Nature
- Scald
- Earth Power
- Toxic
- Recover

Gastrodon can come in on nearly anything Azumarill has at it and survive 2 hits, Toxic it, and stall it out with Recover. However, it has to be cautious when switching into Play Rough because Play Rough 3HKOs meaning you cannot switch in directly into it and Toxic it before dying. In order to counter Azumarill, simply shift the SpD EV and 88 HP EVs into Spe to outspeed Azumarill. You still survive 2 Play Roughs after SR.
Calcs: First one illustrates 252/252+/4 SpD, second one shows 164/252+/92 Spe to speedcreep Azumarill. Basically 1st one is a check, second one is a counter.
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Gastrodon: 163-193 (38.2 - 45.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Azumarill Play Rough vs. 164 HP / 252+ Def Gastrodon: 163-193 (40.3 - 47.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

And Gastrodon actually has an OU analysis lol.

Celebi: Check
Celebi @ Life Orb
Ability: Natural Cure
EVs: 232 HP / 244 SpA / 32 Spd
- Leaf Storm
- Psychic / Earth Power
- Thunder Wave
- Recover

This is the exact same set I put for Suicune, and is wayyyyyy more practical than the CB Celebi set someone else posted on the previous page. Easiest way to show its effectiveness is by showing calcs:
244+ SpA Life Orb Celebi Leaf Storm vs. 16 HP / 240 SpD Assault Vest Azumarill: 307-367 (88.9 - 106.3%) -- guaranteed OHKO after Stealth Rock

or if rocks are not up:
244+ SpA Life Orb Celebi Psychic vs. 16 HP / 240 SpD Assault Vest Azumarill: 109-129 (31.5 - 37.3%) -- 79.5% chance to 3HKO
followed by:
252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 232 HP / 0 Def Celebi: 258-304 (64.6 - 76.1%) -- guaranteed 2HKO
and KO:
244+ SpA Celebi Leaf Storm vs. 16 HP / 240 SpD Assault Vest Azumarill: 236-282 (68.4 - 81.7%) -- guaranteed 2HKO
Minimum damage roll would be 109+236=345 damage, which is the hp that AV Azumarill has.

240/0 AV Azumarill are screwed even more badly:
244+ SpA Life Orb Celebi Leaf Storm vs. 240 HP / 0 SpD Assault Vest Azumarill: 406-478 (101.2 - 119.2%) -- guaranteed OHKO
 
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this pokemon can't be a check. It's more of a revenge killer. If Kyurem switches into Play Rough, it died. If not KO, Aqua Jet will do the rest, also Life Orb
Thats exactly why it's a check.

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.
Never mind, apparently thats not the definition this thread is using, but its a check either way.

Pokémon A checks Pokémon B if Pokémon A can win every time when switching into at least one of Pokemon B's attacks, without factoring in hax.
 
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Check:

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire/Ice
- Flash Cannon
- Thunderbolt

Magnezone is generally used for trap other steel types such as Skarmory , Bisharp , Ferrothorn etc.. but he can be also an useful Check of Azumariill.
He is a Check and not a Counter because of Superpower (Rare) and also for his resistance to Waterfall , Knock off , Belly Drum users and Choice Band users.

Azumarill:

252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Magnezone: 142-168 (41.2 - 48.8%) -- guaranteed 3HKO

252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 0 Def Magnezone: 114-135 (33.1 - 39.2%) -- 100% chance to 3HKO

252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Magnezone: 79-93 (22.9 - 27%) -- 53.5% chance to 4HKO

252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Magnezone: 72-85 (20.9 - 24.7%) -- guaranteed 5HKO

Magnezone:

252+ SpA Choice Specs Magnezone Thunderbolt vs. 240 HP / 16 SpD Assault Vest Azumarill: 380-450 (94.7 - 112.2%) -- guaranteed OHKO after Stealth Rock

252+ SpA Choice Specs Magnezone Volt Switch vs. 240 HP / 16 SpD Assault Vest Azumarill: 296-350 (73.8 - 87.2%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Choice Specs Magnezone Flash Cannon vs. 240 HP / 16 SpD Assault Vest Azumarill: 169-201 (42.1 - 50.1%) -- 90.6% chance to 2HKO after Stealth Rock
 
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Check



Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Wish/Moonlight
- Protect/Flamethrower

So yeah stealing my last entry b/c it still works.
went with bold to max defenses
Non band or drum azu does not hit hard at all
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Clefable: 157-186 (39.8 - 47.2%) -- 1.2% chance to 2HKO after Stealth Rock and Leftovers recovery
This azu is so slow you outspeed it and can heal before it hits twice.
Just CM up then kill azu.
Beware crits tho.
Unaware means Belly Drum boosts do next to nothing.

Went with check as band or expert belt sets can beat me. Crits also a problem. Fast sets can also flinch me.
 

Andrew

beep boop
is a Top Artist Alumnus
Counter



Qwilfish @ Leftovers
Ability: Intimidate
EVs: 252 Hp / 8 Atk / 244 Def
Impish Nature
-Poison Jab
-Waterfall
-Thunder Wave
-Spikes

8 Atk Qwilfish Poison Jab vs. 240 HP / 0 Def Azumarill: 204-240 (50.8 - 59.8%) -- guaranteed 2HKO
-1 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 236+ Def Qwilfish: 75-89 (22.4 - 26.6%) -- possible 5HKO after Leftovers recovery

Sadly, Qwilfish is ass in OU, but it counters AV Azu!
 
Check:

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire/Ice
- Flash Cannon
- Thunderbolt

Magnezone is generally used for trap other steel types such as Skarmory , Bisharp , Ferrothorn etc.. but he can be also an useful Check of Azumariill.
He is a Check and not a Counter because of Superpower (Rare) and also for his resistance to Waterfall , Knock off , Belly Drum users and Choice Band users.

Azumarill:

252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Magnezone: 142-168 (41.2 - 48.8%) -- guaranteed 3HKO

252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 0 Def Magnezone: 114-135 (33.1 - 39.2%) -- 100% chance to 3HKO

252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Magnezone: 79-93 (22.9 - 27%) -- 53.5% chance to 4HKO

252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Magnezone: 72-85 (20.9 - 24.7%) -- guaranteed 5HKO

Magnezone:

252+ SpA Choice Specs Magnezone Thunderbolt vs. 240 HP / 16 SpD Assault Vest Azumarill: 380-450 (94.7 - 112.2%) -- guaranteed OHKO after Stealth Rock

252+ SpA Choice Specs Magnezone Volt Switch vs. 240 HP / 16 SpD Assault Vest Azumarill: 296-350 (73.8 - 87.2%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Choice Specs Magnezone Flash Cannon vs. 240 HP / 16 SpD Assault Vest Azumarill: 169-201 (42.1 - 50.1%) -- 90.6% chance to 2HKO after Stealth Rock
Actually this Magnezone cannot switch into Knock Off. By having its Choice Specs removed, it loses the ability to OHKO a healthy Azumarill and is almost always 3HKOed by a Knock Off/Waterfall/Aqua Jet combo:

252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 0 Def Magnezone: 114-135 (33.1 - 39.2%) -- 100% chance to 3HKO
252+ SpA Magnezone Thunderbolt vs. 240 HP / 16 SpD Assault Vest Azumarill: 254-302 (63.3 - 75.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Magnezone: 142-168 (41.2 - 48.8%) -- 11.7% chance to 2HKO after Stealth Rock
252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Magnezone: 72-85 (20.9 - 24.7%) -- 11.5% chance to 4HKO after Stealth Rock

Azumarill deals 95.2% minimum with that combo while only fearing an OHKO if it switched in twice with rocks in the field.

But apart from Knock Off (In which it has to Volt Switch to avoid getting KOed), Magnezone can safely switch in on all other moves used in this very set, though, so it's still a good check
 
Thats exactly why it's a check.



Never mind, apparently thats not the definition this thread is using, but its a check either way.
Actually, The word "check" in free switch-in definition sound more true i think ( i usually imagine it with checkmate in chess) but i believe Revenge Killer has almost all of that definition
 
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Counter

Cresselia @ Leftovers
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Moonlight
- Toxic
- Reflect
- Psyshock/Psychic/Ice Beam

Cresselia takes 43.6% tops from the first Knock Off, after which the best Azu can muster is a 4HKO with Play Rough. Reflect turns this into a 7~8HKO, easing Moonlight PP consumption and providing team support after Cress switches out. Toxic and Moonlight allow Cresselia to stall out Azu effortlessly. Last slot doesn't really matter here, but if strictly targeting AV Azu Psyshock tacks on the most additional damage. Reflect could be dropped for a different move as well, AV Azu doesn't hit hard enough for Cress to need it.
 

Aragorn the King

Literally a duck
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Week 21:
Okay this week was tough; it was hard to go through eleven 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. One other thing I'm considering adding is a Hall of Fame, where users with more than three archived sets will go. I'm not sure, but I think I'll add this.

This week, we'll do standard Thundurus!


Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot

Thundurus is a very common Pokemon in OU, and for a good reason. It has an excellent Speed tier and great special attack, and so it makes a great special attacker with BoltBeam coverage. However, its main draw for usage comes from its ability, Prankster. This gives Thunder Wave priority, and so allows it to serve as a stop to most sweepers in OU. It also grants it Priority taunt, which helps stop setup + recovery. It also resists Flying and OHKOs Talonflame and Pinsir, so it is able to serve as a check to them. Thundurus is a highly influential Pokemon in OU, and it's integral to know how to check and counter all of its sets, but most importantly its most common set.

Okay sorry for the confusion. Vote here for the 4th move, since it's been pointed out that Taunt isn't ideal.
 
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Week 16:
Okay this week was tough; it was hard to go through eleven 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. One other thing I'm considering adding is a Hall of Fame, where users with more than three archived sets will go. I'm not sure, but I think I'll add this.

This week, we'll do standard Thundurus!


Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Thundurus is a very common Pokemon in OU, and for a good reason. It has an excellent Speed tier and great special attack, and so it makes a great special attacker with BoltBeam coverage. However, its main draw for usage comes from its ability, Prankster. This gives Thunder Wave priority, and so allows it to serve as a stop to most sweepers in OU. It also grants it Priority taunt, which helps stop setup + recovery. It also resists Flying and OHKOs Talonflame and Pinsir, so it is able to serve as a check to them. Thundurus is a highly influential Pokemon in OU, and it's integral to know how to check and counter all of its sets, but most importantly its most common set.
I really do despise that Thundy set cause its fairly easy to check/counter for most part. Here is one that while not normally thought of first, but fits the bill well enough:

Check -_-

Magnezone @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 172 HP / 84 Spd
Modest Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch

Resists bolt beam, resists most of his common coverage moves, can avoid the 2hko most of the time (but still can be 2hko'd) and can OHKO with Volt Switch as it moves after. Magnezone is a utility mon, and being able to decimate a mon that is often glue for some teams is critical, and the fact he does so with minimal effort is amazing. He also decimates most if not all steel mons as Skarmory, Heatran, and Excadrill all wither against his appropriate move making him far from pidgeon holing him into one role.

Beautiful mon, and he loves beating stuff to a pulp. Elect today! :D
 
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Counter:


Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Iron Head
- Earthquake
- Rapid Spin

He is immune to Thunderbolt and Thunder Wave , also Taunt is useless against him. After a free switch he can outspeed and probably OHKO Thundurus with Rock Slide after Stealth rocks or Life Orb recoil.

252 Atk Mold Breaker Excadrill Rock Slide vs. 0 HP / 4 Def Thundurus: 226-266 (75.5 - 88.9%) -- guaranteed OHKO after Stealth Rock

He has also a good resistance to Hidden Power ice.

252 SpA Life Orb Thundurus Hidden Power Ice vs. 0 HP / 0 SpD Excadrill: 117-139 (32.4 - 38.5%) -- 98.8% chance to 3HKO
 
Week 16:
Okay this week was tough; it was hard to go through eleven 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. One other thing I'm considering adding is a Hall of Fame, where users with more than three archived sets will go. I'm not sure, but I think I'll add this.

This week, we'll do standard Thundurus!


Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Thundurus is a very common Pokemon in OU, and for a good reason. It has an excellent Speed tier and great special attack, and so it makes a great special attacker with BoltBeam coverage. However, its main draw for usage comes from its ability, Prankster. This gives Thunder Wave priority, and so allows it to serve as a stop to most sweepers in OU. It also grants it Priority taunt, which helps stop setup + recovery. It also resists Flying and OHKOs Talonflame and Pinsir, so it is able to serve as a check to them. Thundurus is a highly influential Pokemon in OU, and it's integral to know how to check and counter all of its sets, but most importantly its most common set.
Taunt hardly gets any usage and its pretty useless imo... Better off replacing it with nasty plot, psychic, focusblast, superpower, nasty plot, or even grass knot.
 
:] Counter:


Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 240 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Draco Meteor
- Muddy Water
- Fire Blast

This thing. Easily tanks an HP Ice or four and retaliates with a Draco Meteor or a couple Sludge Bombs(for all you accuracy freaks). Thunder Wave isn't too big of a deal as it's typically moving last anyway. Speed outspeeds 252 Spe Azumarill(and mons that creep to that point, such as heatran or venusaur) To the set listed, it's a pretty hard counter. To all of Thundurus's sets, it's a really hard check, only fearing LO Superpower.

+2 252 SpA Thundurus Hidden Power Ice vs. 248 HP / 8 SpD Assault Vest Goodra: 120-142 (31.3 - 37%) -- guaranteed 3HKO after Stealth Rock
240+ SpA Goodra Draco Meteor vs. 0 HP / 0 SpD Thundurus: 247-292 (82.6 - 97.6%) -- guaranteed OHKO after Stealth Rock
240+ SpA Goodra Sludge Bomb vs. 0 HP / 0 SpD Thundurus: 114-135 (38.1 - 45.1%) -- 74.2% chance to 2HKO after Stealth Rock and Leftovers recovery

edit: changed for NP thund
 
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imo Taunt is pretty useful on Thundurus, catch things like Smeargle and Chansey, making them pretty much useless.

Now, back to the victim, I was tempted to do Rotom-W or Thundurus-T, but those are pretty much the first things that come to mind, and I am one to do things that you wouldn't expect. So I came up with

Check

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off/Poison Jab

Conkeldurr is an amazing Pokemon in the OU tier, being able to absorb wild Thunder Waves, Will-O-Wisps, and Toxics with ease and threaten to basically 2 or 3 hit KO almost any Pokemon the opponent if it can't oneshot the opposing Pokemon already. And with being able to increase his already massive attack stat thanks to switching in on a T-wave, it can destroy Thundurus, while it can do less than half to him with LO Thunderbolt.
252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 236 SpD Assault Vest Conkeldurr: 133-156 (37.8 - 44.4%) -- guaranteed 3HKO after Stealth Rock
252+ Atk Conkeldurr Ice Punch vs. 0 HP / 4 Def Thundurus: 254-300 (84.9 - 100.3%) -- 6.3% chance to OHKO


And if it dares Thunder Wave it,
252+ Atk Guts Conkeldurr Ice Punch vs. 0 HP / 4 Def Thundurus: 380-448 (127 - 149.8%) -- guaranteed OHKO

The only thing stopping Conk from being a counter to Thundurus is now that it has Nasty Plot.
+2 252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 236 SpD Assault Vest Conkeldurr: 261-308 (74.3 - 87.7%) -- guaranteed 2HKO
 
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aVocado

@ Everstone
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Counter


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Sleep Powder / Hidden Power Fire

This is another one that's straightforward. Thick Fat makes Venusaur able to tank HP Ices easily, while resisting Thunderbolt and not caring much about Taunt. the only thing it might take a but of damage from is HP Flying though, which isn't used on the set you posted. :o

20 speed outspeeds azumarill with HP Fire's IV drop factored in
 
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Aragorn the King

Literally a duck
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Taunt hardly gets any usage and its pretty useless imo... Better off replacing it with nasty plot, psychic, focusblast, superpower, nasty plot, or even grass knot.
Yeah that's fair. I wasn't really aware that Taunt has slowly become irrelevant on Thundy. My bad. It however is more common that Grass Knot + Psychic, so there's that. I'd prefer not to screw over salemance + Puralux, so I think I'm going to change Taunt to Nasty Plot. I've used TWave + Nasty Plot, and it's definitely not bad. Unless there are any further comments, that will be final. Sorry guys.
I really do despise that Thundy set cause its fairly easy to check/counter for most part. Here is one that while not normally thought of first, but fits the bill well enough:
Counter
Magnezone
Item: Specs
Timid
Magnet Pull
252 Sp Atk / 252 Spd / 4 HP
-Thunderbolt
-Flash Cannon
-Hidden Power Fire
-Volt Switch

Resists bolt beam, resists most of his common coverage moves (outside of the rare focus blast) and if often fulfills the role of a steel trapper as well while being a great thundy counter. True it will get worn down initially by repeated switch ins, but it usually will rip stuff to shreds as is with two quite spammable STABs and excellent coverage in HP Fire. Sorry if its sounding rushed, but my preferred Zone is usually Lefties Analytic but the scarf/specs one is more common so thought id go with that. :D
Due to Nasty Plot now being used over Taunt, Magnezone can be 2hkod. Yes, it switches in on a NP and will win usually, but it still can't live two hits. Therefore I think it'd be safer as a check. Sorry for the change.
:] Counter:


Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 240 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Sludge Bomb
- Draco Meteor
- Muddy Water
- Fire Blast

This thing. Easily tanks an HP Ice or four and retaliates with a Draco Meteor or a couple Sludge Bombs(for all you accuracy freaks). Thunder Wave isn't too big of a deal as it's typically moving last anyway. Speed outspeeds 252 Spe Azumarill(and mons that creep to that point, such as heatran or venusaur) To the set listed, it's a pretty hard counter. To all of Thundurus's sets, it's a really hard check, only fearing LO Superpower.

252 SpA Life Orb Thundurus Hidden Power Ice vs. 248 HP / 8 SpD Assault Vest Goodra: 78-94 (20.3 - 24.5%) -- 72.8% chance to 4HKO after Stealth Rock
240+ SpA Goodra Draco Meteor vs. 0 HP / 0 SpD Thundurus: 247-292 (82.6 - 97.6%) -- guaranteed OHKO after Stealth Rock
240+ SpA Goodra Sludge Bomb vs. 0 HP / 0 SpD Thundurus: 114-135 (38.1 - 45.1%) -- guaranteed 2HKO after Stealth Rock
You OHKO after rocks and he can't 2hko you at +2, so this still should be okay. It is riskier though with NP.
imo Taunt is pretty useful on Thundurus, catch things like Smeargle and Chansey, making them pretty much useless.

Now, back to the victim, I was tempted to do Rotom-W or Thundurus-T, but those are pretty much the first things that come to mind, and I am one to do things that you wouldn't expect. So I came up with
COUNTER

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off/Poison Jab

Conkeldurr is an amazing Pokemon in the OU tier, being able to absorb wild Thunder Waves, Will-O-Wisps, and Toxics with ease and threaten to basically 2 or 3 hit KO almost any Pokemon the opponent if it can't oneshot the opposing Pokemon already. And with being able to increase his already massive attack stat thanks to switching in on a T-wave, it can destroy Thundurus, while it can do less than half to him with LO Thunderbolt.

252 SpA Life Orb Thundurus Thunderbolt vs. 4 HP / 252 SpD Assault Vest Conkeldurr: 129-152 (36.6 - 43.1%) -- guaranteed 3HKO after Stealth Rock
252+ Atk Conkeldurr Ice Punch vs. 0 HP / 4 Def Thundurus: 254-300 (84.9 - 100.3%) -- 6.3% chance to OHKO

And if it dares Thunder Wave it,
252+ Atk Guts Conkeldurr Ice Punch vs. 0 HP / 4 Def Thundurus: 380-448 (127 - 149.8%) -- guaranteed OHKO
Again riskier thanks to NP. I'd be more comfortable calling it a check.

Okay sorry guys. There've been a lot of posts, and I'm not entirely sure of the 4th move now. I think I want to stick with Nasty Plot, but just in case, vote here: http://strawpoll.me/2508223.

In happier news, I'm finishing the Hall of Fame atm :)
 

Hogg

grubbing in the ashes
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Counter


Raikou @ Assault Vest
EVs: 252 SpA / 32 SpD / 224 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Extrasensory

AV Raikou can switch into anything that Thundurus throws at him, outspeeds, and easily 2HKOs with Thunderbolt. With immunity to Thunder Wave and with Thunderbolt or HP Ice not even being a guaranteed 5HKO in return, Raikou has nothing to fear from any Thundurus. It also deals heavy enough damage just with Volt Switch that it can maintain momentum in case Thundy decides to switch out. Also, unlike many other counters, AV Raikou does solidly versus just about every other potential Thundurus set, still winning even if it switches into a Knock Off or Focus Blast or Nasty Plot, so you don't need to wait until Thundy's set is revealed before knowing your counter.

Relevant calcs:

252 SpA Life Orb Thundurus Thunderbolt vs. 0 HP / 32 SpD Assault Vest Raikou: 60-71 (18.6 - 22.1%) -- possible 5HKO

252 SpA Raikou Thunderbolt vs. 0 HP / 0 SpD Thundurus: 162-192 (54.1 - 64.2%) -- guaranteed 2HKO
 

Croven

certified genius
is a Tiering Contributor Alumnusis a Past SPL Champion
Counter:


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

Since Hogg took my AV Raikou (>:I) I have to settle for a regular Thundy counter. Without Focus Blast or Taunt (Nasty Plot is final now, right?), Thundurus has little chance to beat Ferro. +2 HP Ice will hurt, but Leech Seed + Leftovers can recover pretty much all it needs, and LO + Leech Seed + Power Whip will easily wear Thundurus down to its death. Rocks for Rocks purposes, but if you already have a Rocker, then Spikes or Gyro Ball, or maybe even Thunder Wave could be used in that slot. I really appreciate Protect on my Ferro's, the utility it provides alongside Leech Seed is just too good. However, be careful using it, as Thundurus may get up another Nasty Plot if you Protect at a wrong time. Other than that, however, Ferrothorn can fit on pretty much any team, provides good utility with Leech Seed and Stealth Rock, and can do a great job at countering Thundurus.

(Still pissed I can't do Raikou, I was literally writing it up as Hogg posted his set ;-;)
 
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imo Taunt is pretty useful on Thundurus, catch things like Smeargle and Chansey, making them pretty much useless.
or just kill smeargle with tbolt
or chansey with superpower.

Nasty plot good enough

btw 1825 stats:
Moves | | Thunderbolt 89.660% | | Thunder Wave 78.344% | | Hidden Power Ice 70.708% | | Superpower 29.216% | | Focus Blast 28.686% | | Knock Off 21.071% | | Nasty Plot 17.361% | | Psychic 16.556% | | Hidden Power Flying 14.959% | | Taunt 10.688% | | Wild Charge 6.495% | | Other 16.254%
 
or just kill smeargle with tbolt
or chansey with superpower.

Nasty plot good enough

btw 1825 stats:
Moves | | Thunderbolt 89.660% | | Thunder Wave 78.344% | | Hidden Power Ice 70.708% | | Superpower 29.216% | | Focus Blast 28.686% | | Knock Off 21.071% | | Nasty Plot 17.361% | | Psychic 16.556% | | Hidden Power Flying 14.959% | | Taunt 10.688% | | Wild Charge 6.495% | | Other 16.254%
my only problem with nasty plot is that np thundy is usually run with lefties and not life orb granted goodra still does work
 
Check



Hippowdon @ Leftovers
EVs: 252 HP, 252 SpD, 4 Def
Careful Nature
-Earthquake
-Stone Edge
-Slack Off
-Toxic/Stealth Rock

Checks Thundurus by coming in Thunder Wave and Thunderbolt. It can recover damage with Slack Off, and If Thundy decides to Taunt it, it gets OHKOed when attacks later, taking into consideration SR, Life Orb recoil and Sandstorm damage. Relevant Calcs:

252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 252+ SpD Hippowdon: 146-174 (34.7 - 41.4%) -- 67.4% chance to 3HKO after Leftovers recovery

0 Atk Hippowdon Stone Edge vs. 0 HP / 4 Def Thundurus: 212-250 (70.9 - 83.6%) -- 62.5% chance to OHKO after Stealth Rock



EDIT: Welp, now it has Nasty Plot over Taunt, then Hippo may not be a decent check if it decides to come in into one, taking into consideration Stone Edge's accuracy...
 

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