Gen 6 Victim of the Week - ORAS Edition (Week 14 - 3 Attacks Mewtwo-Mega-X)

Status
Not open for further replies.
Base stats is a misleading term now that I've reviewed my post, but my point still stands that the Soul Dew bonus is not additive with stat boosts like Calm Mind (as PBR's calculations had demonstrated). Functionally, it works exactly like a 50% increase to the original/raw stat because any stat boost in battle is multiplied by this new number.

E.g. Latios has an original Special Attack stat of 359 in this set. 359 would first be increased by 50% due to Soul Dew, creating a new default SpA number of 538. Calm Mind would then increase this number by 50%, creating a SpA number of 807. It is definitely not the same as a Calm Mind boost, as 2 Calm Minds would result in 359 + 2 (359 x 0.5) = 718.

Thanks to PISTOLERO for fully explaining the mechanics.
 

SparksBlade

is a Tournament Directoris a Community Leaderis a Community Contributoris a member of the Battle Simulator Staffis a Top Dedicated Tournament Host
Community Leader
your use of "base stat" mislead me, ye i meant the same->it boosts the stat like a calm mind, but further actual calm mind takes the stat resultant of soul dew as its actual stat
 
Genesect
Hard Check

Genesect @ Choice Scarf
Ability: Download
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- U-turn
- Iron Head
- Explosion
- ExtremeSpeed

By far the best U-Turner in the game is back in action. While he doesn't have as much entry hazards on his side most of the time, as before, he can still do what he's supposed to do with relative ease. Against a glasscannon like Latios, U-Turn has no problem killing with the +1 attack, which Genesect always will get. The rest of the moves is just filler and designed to take on other threats in the meta, but U-Turn is really the biggest draw to this set. He has enough speed to outspeed neutral scarfed base 95's and lower.

+1 252+ Atk Genesect U-turn vs. 4 HP / 0 Def Latios: 428-506 (141.7 - 167.5%)
+1 252+ Atk Genesect Explosion vs. 4 HP / 0 Def Latios: 509-599 (168.5 - 198.3%)

252 SpA Choice Specs Latios Draco Meteor vs. 32 HP / 0 SpD Genesect: 165-195 (56.7 - 67%)
252 SpA Choice Specs Latios Psyshock vs. 32 HP / 0 Def Genesect: 102-120 (35 - 41.2%)
 
Reserving Arceus-Fairy as a check

Name : Arceus
Status: Check


Arceus @ Pixie Plate
Ability: Multitype
EVs : 252 HP / 4 Def / 252 Spe
Timid Nature
- Calm Mind
- Judgment
- Recover
- Earth Power

Arceus can freely switch into any of Latios's moves except Psyshock, which has a small chance to 2HKO with Stealth Rock. Then, it can either 2HKO Latios with Judgment, boost up its stats with Calm Mind or heal up the damage taken with Recover. Earth Power is chosen in the fourth slot so that Groudon-Primal can be hit super-effectively

Calculations:
1) At +0/ +0

252 SpA Choice Specs Latios Psyshock vs. 252 HP / 4 Def Arceus-Fairy: 168-198 (37.8 - 44.5%) -- 3.1% chance to 2HKO after Stealth Rock
0 SpA Pixie Plate Arceus-Fairy Judgment vs. 0 HP / 4 SpD Assault Vest Latios: 186-222 (62.2 - 74.2%) -- guaranteed 2HKO after Stealth Rock

2) At +1 / +1
+1 252 SpA Choice Specs Latios Psyshock vs. 252 HP / 4 Def Arceus-Fairy: 250-295 (56.3 - 66.4%) -- guaranteed 2HKO after Stealth Rock
0 SpA Pixie Plate Arceus-Fairy Judgment vs. +1 0 HP / 4 SpD Assault Vest Latios: 126-150 (42.1 - 50.1%) -- 90.2% chance to 2HKO after Stealth Rock
 
Last edited:

yohoE

I'm jus Here for da memes r wateva dem shits called
If you see that somebody has reserved something and they haven't posted anything in a day or two, go ahead and take it.

Also, if you do reserve something, write at least a little bit before wandering off and you can add more later. Please don't reserve something and never touch it again.
 
Reserving Heatran as a check.

EDIT:



Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Roar
- Taunt
- Toxic

Heatran is a very nice Calm Mind Latios check since it is able to come in on any of it's moves quite safely due to it's own good bulk, crippling it with Toxic, making its longevity much smaller or phazing it out with roar. Taunt is used so that Heatran is able to stop Latios from setting up Calm Minds and regaining health with Roost, and finally Lava Plume is just an attacking STAB move.

Relevant Calcs:

252 SpA Choice Specs Latios Psyshock vs. 252 HP / 0 Def Heatran: 93-110 (24 - 28.4%) -- possible 5HKO after Leftovers recovery

252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Heatran: 110-129 (28.4 - 33.4%) -- 95.1% chance to 4HKO after Leftovers recovery

+1 252 SpA Choice Specs Latios Psyshock vs. 252 HP / 0 Def Heatran: 140-165 (36.2 - 42.7%) -- 95.5% chance to 3HKO after Leftovers recovery

+1 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Heatran: 165-194 (42.7 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
 
Last edited:
Nominating the mighty shedinja!

Focus sash
Trait:wonder guard
Ev Spread: 252 atk/252 spe
Adamant nature (band scizor is no longer used much, so jolly baton pass has no niche anymore)
Moves
Swords dance
X-scissor
Shadow sneak
Toxic/will-o-wisp

This set easily hard counters cm latios, as long as you have hazard control. (sableye/diancie/absol/xatu/espeon).
Some calcs to back it up
Latios Draco Meteor vs. Wonder Guard Shedinja: 0-0 (0 - 0%) -- aim for the horn next time
Latios Psyshock vs. Wonder Guard Shedinja: 0-0 (0 - 0%) -- aim for the horn next time

Pick me yohoE!
 

haxiom

God's not dead.
is a Top Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Tyranitar
Counter



Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Payback / Crunch

This is pretty much a standard Specially Defensive Tyranitar (i.e. more or less the only kind you will see in Ubers). It has impressive Special bulk, further boosted by Sandstorm. It can tank most of Latios's hits with ease and KO with Payback or Crunch, although the latter requires two rounds of Sandstorm for a guaranteed OHKO which you will likely have, but not always. Additionally, you have the ability to Pursuit trap Latios using Pursuit, which allows Tyranitar to not only be able to beat it, but be able to deter its escape and potentially remove it altogether. Stealth Rock and Stone Edge are filler; they are not necessary to check Latios but are otherwise useful to Tyranitar in general. Here are some relevant calculations.

Tyranitar-->Latios
4 Atk Tyranitar Payback (100 BP) vs. 0 HP / 0 Def Latios: 336-396 (111.6 - 131.5%) -- guaranteed OHKO
4 Atk Tyranitar Crunch vs. 0 HP / 0 Def Latios: 270-318 (89.7 - 105.6%) -- 31.3% chance to OHKO
4 Atk Tyranitar Pursuit vs. 0 HP / 0 Def Latios: 134-162 (44.5 - 53.8%) -- 87.5% chance to 2HKO after sandstorm damage
4 Atk Tyranitar Pursuit (80 BP) vs. 0 HP / 0 Def Latios: 270-318 (89.7 - 105.6%) -- 31.3% chance to OHKO

Latios-->Tyranitar
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Tyranitar in Sand: 153-181 (37.8 - 44.8%) -- guaranteed 3HKO
+1 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Tyranitar in Sand: 229-271 (56.6 - 67%) -- guaranteed 2HKO
-2 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Tyranitar in Sand: 76-91 (18.8 - 22.5%) -- possible 5HKO
-1 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Tyranitar in Sand: 102-121 (25.2 - 29.9%) -- guaranteed 4HKO
-4 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 252+ SpD Tyranitar in Sand: 51-61 (12.6 - 15%) -- possible 7HKO


To conclude, Tyranitar is an effective counter to Latios, utilizing good Special bulk, while threatening Latios with Pursuit, Payback, or Crunch.
 

yohoE

I'm jus Here for da memes r wateva dem shits called
Going off of what Steeljackal<3 said.. if you can, try and make your set actually useful for others things other than just checking the set posted.

Here is a good example of a set that not only checks the Victim Of The Week, but also helps your team by doing many other things.

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Thunder Wave
- Toxic
- Spikes
- Play Rough
As you can see, this set both checks the given set, and also does other things. Instead of putting all EVs into Def to help soak the Psyshocks, Steel put them into SpD to help with other things such as Xerneas.

Now, for a set that does nothing for your team other than check the given set, we have this:
Focus sash
Trait:wonder guard
Ev Spread: 252 atk/252 spe
Adamant nature (band scizor is no longer used much, so jolly baton pass has no niche anymore)
Moves
Swords dance
X-scissor
Shadow sneak
Toxic/will-o-wisp

Sure, this set checks/counters the given set, and it's completely acceptable for this thread. But, outside of checking the votw (in extreme-ish conditions, may I add) it offers close to nothing to your squad.

Basically, what I'm trying to say is to, if you can, make your set as viable and helpful as you can. I understand that some sets can't fulfill this, such as TFL's Bisharp Set, but if you can, please do.

Now, I'm not saying to not post your 'mon if it's not viable, because the semi-defeats the purpose of this thread. I'm just asking, if you can, make it as helpful to your team as you can.
 
That was quite harsh imo.
Can i just say that, in the words of user steeljackal, shedinja loses to " any surprise super effective attack." While this is true, this applies for most of the checks/counters on this thread, eg, the klefki set that yohoE posted also gets beaten by " any surprise super effective attack," as the most likely " surprise super effective attack," being hp fire, also beats klefki.
+1 252 SpA Latios Hidden Power Fire vs. 248 HP / 252+ SpD Klefki: 156-184 (49.2 - 58%) -- 61.3% chance to 2HKO after Leftovers recovery
0 Atk Klefki Play Rough vs. 4 HP / 0 Def Latios: 194-230 (64.2 - 76.1%) -- guaranteed 2HKO

Also, shedinja does not provide 0 utility, it is incredibly useful for switching in to a kyogre/lati@s/ many other mons not running coverage to hit it, and then can toxic/will o wisp the switch in, this is great in a stall v offense/balance match up, because eventually shedinja's checks will be worn down by status, and next time shedinja switches in, it can act as a wincon by swords dancing on the switch and can clean a severely weakened team with shadow sneak, or can get an x scissor followed by a shadow sneak off due to focus sash.

And for the record, when I mentioned Absol/Xatu/Espeon, I was joking, which I thought was pretty obvious by the complete unviability of these 3 pokemon.

So in conclusion, I disagree with a lot of what you said, as I was perfectly within the boundaries of this thread to post Shedinja, as it is an excellent counter to the current Victim of the Week.
 
Nominating Shedinja for something like this is pretty lame. Obviously, from time to time, there will be something that can't touch him, but that does not make Shedinja a hard counter, no matter what way you look at it. If you've seen a lot around on the other suggestions, you can see that many include Stealth Rocks while finding out how good the check/counter is. So including SR damage, Shedinja has that mighty 0% chance of winning, which is why he'll never be more than a lame, dull check, that very few individuals either deems viable, or somewhat creative. Imo, we should just make a rule banning Shedinja, as nothing good will come from it.
 
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- King's Shield
- Gyro Ball
- Toxic
- Pursuit

Could definitely run better evs but not that even a 252+ atk Aegi can't OHKO Latios with a switch-boosted pursuit all the time. It's pretty similar to Jibaku's nomination with the distinct advantage of having much higher sdef and no 4x weak.

I don't normally post here much but regarding the Shedinja debate and whatnot I might as well chime in: The only way this project is going to be any efficient to provide resources for newer/inexperienced players is to take in account viability of the counters posted. I hope Yohoe considers this and adds something like a "no shitty gimicks"-warning in the ruleset. Stuff like Flygon, Ludicolo and Torterra being accepted in this exercise (and even won in the former the case of the former two) is nothing short of counterproductive.
 
EDIT: Since no one seems to have done this yet I nominate Steel Arceus as a check (Calm mind) and possible counter (Swords Dance)



Name: Arceus-Steel
Status: Check


Arceus-Steel @ Iron Plate
Ability: Multitype
EVs: 252 HP / 80 SpA / 176 Speed
Timid Nature
- Calm Mind
- Judgment
- Recover
- Roar/Earth Power/Thunder/Will-O-Wisp

Calm Mind Steel Arceus performs very well against Calm Mind Latios. It has the bulk and typing to switch in on any move Latios can throw, even Thunder and HP Fire (though these moves are not taken too comfortably at +1, but since they're not listed in the set given I'm not going to bother too much.) A combination of +1 Psyshock and Draco Meteor will not be able to bring down Steel-Arceus, even if it does not use Recover (which it can use to easily avoid 2HKOs even from +2 Latios). Here are the relevant calculations (not including those at +0 since they're laughable)

At +1:
  • +1 252 SpA Soul Dew Latios Psyshock vs. 252 HP / 0 Def Iron Plate Multitype Arceus: 126-148 (28.3 - 33.3%) - not an issue
  • +1 252 SpA Soul Dew Latios Draco Meteor vs. 252 HP / 0 SpD Iron Plate Multitype Arceus: 204-240 (45.9 - 54%) - not an issue factoring in the drop in power
  • +1 252 SpA Soul Dew Latios Thunder vs. 252 HP / 0 SpD Iron Plate Multitype Arceus: 231-272 (52 - 61.2%) - easily workable with CM, Recover and Thunder's own poor accuracy
  • +1 252 SpA Soul Dew Latios Hidden Power Fire vs. 252 HP / 0 SpD Arceus-Steel: 252-298 (56.7 - 67.1%) - still workable - cannot 2HKO after one Calm Mind
At +2:
  • +2 .252 SpA Soul Dew Latios Psyshock vs. 252 HP / 0 Def Iron Plate Multitype Arceus: 168-198 (37.8 - 44.5%) - still no problem
  • +2 .252 SpA Soul Dew Latios Draco Meteor vs. 252 HP / 0 SpD Iron Plate Multitype Arceus: 272-321 (61.2 - 72.2%) - still not an issue, factoring in the drop in power and recover

Note: At +2, Thunder and HP Fire both cleanly 2HKO, even if Steel Arceus sets up a Calm Mind after surviving the first hit. Since this is an extremely long shot, and since these moves are not specified in the given set, I'm not posting calculations and am also not taking them into account for this post.

Go-to: Pretty obvious, switch in on any move even at +2, proceed to use Recover and Calm Mind in tandem to rack up boosts. At least 176 Speed EVs with a Timid nature allows Latios to be outpaced. Judgment is the preferred attacking move, and at a relative +1 in the Calm Mind or Roost wars (should there be one), Steel-Arceus delivers 49.6 - 58.6% to Latios with 80 EVs in Special attack - as clean a 2HKO as possible. This works only if Latios starts to boost after Arceus and not with it.

The last move is up to choice. Roar is the best way to get rid of Latios and any other boosting opponent, while a +1 Earth Power and Thunder can take care of Primal Groudon and Ho-oH respectively. (ho-oh is OHKOed after rocks) A somewhat inferior but still workable option is Will-O-Wisp, which can be used to surprise Extremekiller and Mega Kangaskhan switch-ins and inflict residual damage on Latios itself to whittle it down.




Name: Arceus-Steel
Status: Check and Counter?

Arceus-Steel @ Iron Plate
Ability: Multitype
EVs: 4 HP / 252 Atk / 252 Speed

Jolly Nature
- Swords Dance
- Iron Head
- Recover / Earthquake
- Eathquake / Stone Edge

Swords Dance Steel Arceus takes a more offensive approach to fulfilling the same goal. It still retains the bulk and typing to take any attack of Latios', even at +2 (calculations are the same as for the Calm Mind variant as base).

Go-to: This version of Arceus-Steel deals more easily with Latios and less easily with other threats. Unlike Ground Arceus, it has not the same amount of offensive presence, but it does have a good typing and a truckload of resistances. The object is simple: Arceus can switch in on any move of Latios as long as it is not already heavily boosted (+3 and above) and can 2HKO with Iron Head right off the bat, or OHKO with it at +2. Recover is essential for Arceus to survive a Draco Meteor and a Psyshock from +2 Latios, while Earthquake and Stone edge offer coverage against Primal groudon and Ho-oh respectively.
 
Last edited:


Name: Arceus-Steel
Status: Counter


Arceus-Steel @ Iron Plate
Ability: Multitype
EVs: 252 HP / 80 SpA / 176 Speed
Timid Nature
- Calm Mind
- Judgment
- Recover
- Earth Power/Will-O-Wisp/Thunder/Roar
Can't do calcs atm but I'm pretty sure Latios wins if it just CMs 6 times. With Soul Dew and a Calm Mind on your switch in it will always have a substantial lead in the CM war (approximately +2/+2 ahead of you). Based on your +2 Psyshock calc Latios OHKOes you at +6. Latias ran Psyshock on its Gen 5 CM set for this exact reason--it could win CM wars against almost any Arceus forme, even Steel. IMO Steelceus is more likely to be setup fodder than a counter.

Edit: +6 Psyshock is a 2HKO but my point still stands.
 
Last edited:
I understand and accept that point, having faced the same situations with Latias/Latios in Gen 5. Latios at +6 will do 75.4% - 88.7% to +6 Steel Arceus with Psyshock - if one lets it. To avoid that situation, I had suggested using Roar in my first post. Hypothetically, the following three approaches exist:

First Approach: Arceus cannot beat Latios in a Calm Mind war even if there is a turn gap. After testing, I have found that unless Arceus is at a relative +2, it can't 2HKO Latios as it boosts.
Naturally, this approach might be very difficult to achieve in practice. At +3 and beyond, even Recover will not help unboosted base Arceus live repeated Psyshocks. I have edited my earlier post to make this clarification and call Calm Mind Arceus a check instead.

Second Approach:
Use Roar. It will always get rid of Latios, but may reduce coverage against other threats unless one forgoes Recover and runs the risk of being unable to heal. That is worse than being Groudon/Ho-oh bait, but as that isn't the problem at hand, Roar is the best option against Latios.

Third Approach:
Turning Steel-Arceus into a full support variant with Toxic or into a physical one with Iron Head. Since this is a different set altogether, I was unsure about including it in the first post; however, since I had basically reserved Arceus-Steel as a Pokemon, and since I'm allowed to post multiple nominees until Tuesday, I have added that in the description as well. My thanks to ZoroarkForever for confirming this for me.
 
Last edited:
I understand and accept that point, having faced the same situations with Latias/Latios in Gen 5. Latios at +6 will do 75.4% - 88.7% to +6 Steel Arceus with Psyshock - if one lets it. To avoid that situation, I had suggested the following two approaches:
First Approach:
Switch in on Latios, preferably as it attacks off the bat or before it uses the first Calm Mind or latest before it reaches +2. Proceed to engage in Calm Minds. Since Arceus is faster than Latios, it will be able to be at a relative +1 over Latios, unless Latios also uses Calm Mind in the same turn, until +6 is reached. Suppose then, in our exammple, Latios is at +2 and Arceus is at +3. Judgment, if used then, does 41.7 - 49% to Latios. If Latios uses Roost in the next turn, to try and heal back, it is to no avail, since Arceus can continue spamming Judgment. If Latios uses another Calm Mind, both will be at +3, and so Judgment will do 33.1 - 39%. The next turn, Arceus is still faster, and will be able to do another +3 vs +3 Judgment, which at this point will KO Latios.

Note: This will work best if, in a hypothetical situation, the following conditions are met:
  • Arceus switches in on a Draco Meteor, or to a lesser extent on a Psyshock, or as Latios uses the first Calm mind but before it gets to its second.
  • Arceus must have a speed-boosting nature with a minimum of 176 EVs in speed to outpace all Latios.
  • Latios has switched into Stealth Rock at least once and preferably twice for best results.
  • Latios is not allowed to reach +6 in the Calm Mind wars. This can be prevented by attacking when at the beginning of a turn, in a worst-case scenario, both Arceus and Latios are at the same level of boosts (+3 in our example). Then, Judgment will do ~35%, and if Latios uses another Calm Mind, Judgment will still do ~31% in the next turn. If in that turn Latios again uses Calm Mind (being at +5 in our example) Judgment would still do ~27% in the next turn. If, however, it uses Roost while at +4 (and by then having lost ~66% of its health), It will be at ~80% health, following which Judgment would bring it down to ~49% again, and in the next turn, down to 18%. In both cases, the above strategy can bring Latios down to a minimum of 9-18% of its health before it has a chance to Roost a second time and/or get to +6. (If either of these happen, it wins all the time). This is not factoring in a crit (which by this time is more than likely) and assumes that Latios is at full health. In a real case, it is highly probably that Latios is not at 100% health, and therefore can be disposed of by the above method, since it is forced to either be at a relative +1 or to waste a turn on Roost, whereas Arceus Steel will not be OHKOed by Psyshock in any condition should Latios choose to attack
Naturally, this approach might be difficult to wrap one's head around in theory, but in practice, as long as Latios has taken slight hazard/prior damage (usually it doesn't want to waste a turn on Roost if it is at ~80% health simply to get to 100%) Arceus-Steel can beat it down with Judgment even as Latios boosts or attacks. At worst, this makes me reclassify Arceus-Steel as a check and not a 110% counter, but the right timing and strategic play would be able to win. Still, I have edited my earlier post to make this reclassification.

Second Approach:
Use Roar.
Arceus-Steel cannot best Latios in a CM war without a crit. Even if they start boosting at the same time, Latios will come out on top as soon as it hits +4. Running Roar and phazing Latios is the only way CM Arceus-Steel can win.

Other variants of Arceus-Steel, such as physical support Steelceus with Iron Head or SD Steelceus, defeat CM Latios quite easily, so they're options too.
 
Last edited:

yohoE

I'm jus Here for da memes r wateva dem shits called
Week 5: The powerhouse of XY Ubers, Geomancy Xerneas!


Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 176 HP / 24 Def / 252 SpA / 56 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast​
 

Level 56

Faded memories
is a Tutor Alumnusis a Tiering Contributor Alumnusis the 6th Grand Slam Winner
aegislash_gijinka_by_garbagekeeper-d6p8xeo.png

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Toxic
- Shadow Sneak / pursuit
- King's Shield

This guy is still the best xerneas counter, as it was in XY.

Calculations:

Xerneas:

+2 252+ SpA Xerneas Thunder vs. 252 HP / 252+ SpD Aegislash-Shield: 143-169 (44.1 - 52.1%) -- guaranteed 3HKO after Leftovers recovery

+2 252+ SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 252+ SpD Aegislash-Shield: 123-146 (37.9 - 45%) -- guaranteed 3HKO after Leftovers recovery

Aegislash:

4 Atk Aegislash-Blade Gyro Ball (88 BP) vs. 176 HP / 24 Def Xerneas: 276-326 (63.1 - 74.5%) -- guaranteed 2HKO

As +2 Thunder does 52% to aegislash, and in return gyro ball does 63 - 74 resulting in a 2hko, there is probably no way xerneas can win vs aegislash. Gyro ball is mainly for xerneas and other fast mons in the meta. Toxic has always been a great move for aegi, it punishes mons that try to switch in vs aegi. Shadow sneak is great as it gives priority and pursuit is quite handy vs stuff like mewtwo, gengar, latias/latios etc, which makes Aegislash a useful mon in ubers overall.
 
Last edited:
reserving amoonguss

Edit:

Amoonguss
Check


Amoonguss @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Clear Smog
- Sludge Bomb
- Grass Knot
- Foul Play

This Amoonguss-Set can tank every attack that Xerneas uses and reset its stats to 0 with Clear Smog, while hitting for good damage with Sludge Bomb. The other Moves don't really matter here, but Grass Knot would hit Groundceus and Ogre, while Foul Play hits stuff like Dialga, Tran and Gengar. Let's go through a scenario for this matchup, regarding that Xerneas would always get the highest possible rolls and Amoonguss the lowest, also no hax.

Turn 1
Xerneas uses Geomancy.
Amoonguss gets sent in.

Turn 2
Xerneas hits Amoonguss with its strongest Attack, Moonblast, which deals 34.8% at maximum (on +2).
Amoonguss uses Clear Smog, deals 11.4% and removes all Stat changes that Xerneas has.

Turn 3
Xerneas uses Moonblast again, dealing 17.4% to Amoonguss.
Amoonguss hits with Sludge Bomb, dealing 39.8% damage.

Turn 4
Same as Turn 3 (Xerneas 17.4%, Amoonguss 39.8%)

Turn 5
Same as Turn 3 (Xerneas 17.4%, Amoonguss 39.8%).

Xerneas faints, Amoonguss survives with 13 %.


Calcs
0 SpA Amoonguss Sludge Bomb vs. 176 HP / 0 SpD Xerneas: 174-206 (39.8 - 47.1%) -- guaranteed 3HKO
0 SpA Amoonguss Sludge Bomb vs. +2 176 HP / 0 SpD Xerneas: 86-104 (19.6 - 23.7%) -- possible 5HKO

252+ SpA Fairy Aura Xerneas Moonblast vs. 248 HP / 252+ SpD Assault Vest Amoonguss: 63-75 (14.6 - 17.4%) -- possible 6HKO
+2 252+ SpA Fairy Aura Xerneas Moonblast vs. 248 HP / 252+ SpD Assault Vest Amoonguss: 127-150 (29.4 - 34.8%) -- 11.1% chance to 3HKO
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top