Metagame NP: RU Stage 9: Hot Damn (Kingdra Quick Banned, see post #68)

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P is For Penguin

formerly MainEvent
So, with Cobalion running around and Psychics like Reuniclus and Uxie gaining traction, I think this thing should get a mention.


Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 248 HP / 252 Def / 8 SpD
Bold / Impish Nature
- Will-O-Wisp
- Foul Play
- Rest
- Sleep Talk

Despite having the Justified-activating Foul Play as its only attack, Spiritomb actually checks Cobalion fairly well.

252 Atk Cobalion Iron Head vs. 248 HP / 252+ Def Spiritomb: 70-84 (23.1 - 27.7%) -- possible 5HKO after Leftovers recovery
252 Atk burned Cobalion Iron Head vs. 248 HP / 252+ Def Spiritomb: 35-42 (11.5 - 13.8%) -- possibly the worst move ever
0 Atk Spiritomb Foul Play vs. 0 HP / 4 Def Cobalion: 48-57 (14.8 - 17.6%) -- 92.5% chance to 4HKO after burn damage

As you can see, Foul Play outdamages a burned Cobalion's Iron Head, and you can even use Justified to your advantage. Infiltrator is used because it allows Spiritomb to get Will-o-Wisp past Substitute, and it has enough bulk to get it off again should it trigger Lum Berry.

Now let's look at Reuniclus.

0 Atk Spiritomb Foul Play vs. 252 HP / 252+ Def Reuniclus: 114-134 (26.8 - 31.6%) -- 25.7% chance to 4HKO after Leftovers recovery
4 SpA Reuniclus Shadow Ball vs. 248 HP / 0 SpD Spiritomb: 66-78 (21.7 - 25.7%) -- possible 5HKO after Leftovers recovery

Okay, you kinda get into a stall war here unless Reuni has any CM boosts. Foul Play has a lot of PP, though, so you shouldn't run out of it anytime soon.

Now to Uxie.

0 Atk Spiritomb Foul Play vs. 252 HP / 212+ Def Uxie: 102-120 (28.8 - 33.8%) -- 95.9% chance to 4HKO after Leftovers recovery (98% chance to 3HKO after Leftovers recovery and burn damage)
0 SpA Uxie Dazzling Gleam vs. 248 HP / 8 SpD Spiritomb: 86-102 (28.3 - 33.6%) -- 94.9% chance to 4HKO after Leftovers recovery

Using the defensive Uxie spread that The Leprechaun proposed. You're about even here if Uxie does decide to run Gleam. If not, it will probably just U-turn out. If you do manage to burn it, odds are pretty good you'll come out on top.
this is not a bad idea however most cobas as of rn have sd so just be careful not to let them get boosted up before coming in

+2 252 Atk Cobalion Iron Head vs. 252 HP / 252+ Def Spiritomb: 139-165 (45.7 - 54.2%) -- 3.1% chance to 2HKO after Leftovers recovery

after 1 sd you are likely to get 2HKO with hazards and some cobas have lum berry and get a free turn vs the wisp so just use with care, overall not a bad idea
 
this is not a bad idea however most cobas as of rn have sd so just be careful not to let them get boosted up before coming in

+2 252 Atk Cobalion Iron Head vs. 252 HP / 252+ Def Spiritomb: 139-165 (45.7 - 54.2%) -- 3.1% chance to 2HKO after Leftovers recovery

after 1 sd you are likely to get 2HKO with hazards and some cobas have lum berry and get a free turn vs the wisp so just use with care, overall not a bad idea
I know they have SD. But remember, Foul Play does more damage when the target has attack boosts, so if you get the burn to stick, you will generally have the upper hand.
 

P is For Penguin

formerly MainEvent
smashpass core

+
+


Gorebyss @ White Herb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shell Smash
- Baton Pass
- Scald
- Ice Beam

Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Poison Jab
- Dragon Claw

Noivern @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Hurricane
- Flamethrower
- Roost

Alright so the main objective of this core is to smashpass to scrafty so it can do work, however there comes times where bping into scrafty is probably not the best idea so noivern becomes a good partner to give some extra power and and make its speed even crazier. Once passed to scrafty he puts in work. Ive put just a few of the things scrafty just destroys after being passed to. I didn't bother to list all the 2HKO's because there would be way too many and im sure if i looked there will probably be other OHKO's also.


Calcs
+2 252+ Atk Scrafty Dragon Claw vs. 0 HP / 0 Def Kingdra: 310-366 (106.5 - 125.7%) -- guaranteed OHKO
+2 252+ Atk Scrafty Knock Off (97.5 BP) vs. 0 HP / 4 Def Noivern: 324-382 (104.1 - 122.8%) -- guaranteed OHKO
+2 252+ Atk Scrafty Drain Punch vs. 160 HP / 0 Def Cobalion: 338-398 (93.1 - 109.6%) -- 56.3% chance to OHKO (support)
+2 252+ Atk Scrafty Drain Punch vs. 0 HP / 4 Def Cobalion: 336-396 (104 - 122.6%) -- guaranteed OHKO (SD offensive)
+2 252+ Atk Scrafty Knock Off (97.5 BP) vs. 252 HP / 4 Def Bronzong: 474-560 (140.2 - 165.6%) -- guaranteed OHKO
+2 252+ Atk Scrafty Drain Punch vs. 0 HP / 0 Def Glalie: 504-594 (167.4 - 197.3%) -- guaranteed OHKO
+2 252+ Atk Scrafty Knock Off (97.5 BP) vs. 0 HP / 0 Def Flygon: 325-384 (107.9 - 127.5%) -- guaranteed OHKO (offensive)
+2 252+ Atk Scrafty Knock Off (97.5 BP) vs. 252 HP / 212+ Def Jellicent: 510-600 (126.2 - 148.5%) -- guaranteed OHKO
+2 252+ Atk Scrafty Knock Off (97.5 BP) vs. 252 HP / 0 Def Meloetta: 672-792 (166.3 - 196%) -- guaranteed OHKO
+2 252+ Atk Scrafty Drain Punch vs. 252 HP / 0 Def Scrafty: 372-438 (111.3 - 131.1%) -- guaranteed OHKO
+2 252+ Atk Scrafty Poison Jab vs. 4 HP / 0 Def Virizion: 390-460 (120.3 - 141.9%) -- guaranteed OHKO


http://replay.pokemonshowdown.com/ru-230607955

http://replay.pokemonshowdown.com/ru-230567319

Also, gorebyss is good right now due to its access to swift swim and the amount of rain being used, i put 252+ SpA due to the fact you will beat amoongus if it tries to switch in. Also gore lives a kingdra hydro, in rain its a roll if it is OHKO.

+2 252+ SpA Gorebyss Ice Beam vs. 252 HP / 96 SpD Amoonguss: 420-496 (97.2 - 114.8%) -- 81.3% chance to OHKO
 
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aVocado

@ Everstone
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I know they have SD. But remember, Foul Play does more damage when the target has attack boosts, so if you get the burn to stick, you will generally have the upper hand.
+2 0 Atk Spiritomb Foul Play vs. 0 HP / 4 Def Cobalion: 96-114 (29.7 - 35.2%) -- 18.9% chance to 3HKO

+2 252 Atk Cobalion Iron Head vs. 252 HP / 252+ Def Spiritomb: 139-165 (45.7 - 54.2%) -- 50% chance to 2HKO

Spiritomb isn't really a decent check to Cobalion, especially seeing as how the most common Cobalion set right now is SubSD.
 
+2 0 Atk Spiritomb Foul Play vs. 0 HP / 4 Def Cobalion: 96-114 (29.7 - 35.2%) -- 18.9% chance to 3HKO

+2 252 Atk Cobalion Iron Head vs. 252 HP / 252+ Def Spiritomb: 139-165 (45.7 - 54.2%) -- 50% chance to 2HKO

Spiritomb isn't really a decent check to Cobalion, especially seeing as how the most common Cobalion set right now is SubSD.
Will-o-Wisp?
 

Lord Death Man

i cant read
is a Community Contributoris a Tiering Contributor
A core I've had a lot of success with is Band Scrafty + Scarf Medicham


Scrafty @ Choice Band
Ability: Intimidate
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Knock Off
- Drain Punch
- High Jump Kick
- Poison Jab


Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Trick

With the popularity of Togetic as a team's main fighting resist, both mons can easily stop it from being useful with the right predict (Knock Off and Trick respectively). Band Scrafty is just a good pivot and scarf medicham is a pure monster (I originally used Baton Pass over Trick but Baton Pass is questionable to me when Trick + Ice Punch seem so necessary). I was originally using sub SD Cobalion alongside these two to really bop Togetic, but I decided it wasn't worth it.
 

P is For Penguin

formerly MainEvent
A core I've had a lot of success with is Band Scrafty + Scarf Medicham


Scrafty @ Choice Band
Ability: Intimidate
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Knock Off
- Drain Punch
- High Jump Kick
- Poison Jab


Medicham @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Trick

With the popularity of Togetic as a team's main fighting resist, both mons can easily stop it from being useful with the right predict (Knock Off and Trick respectively). Band Scrafty is just a good pivot and scarf medicham is a pure monster (I originally used Baton Pass over Trick but Baton Pass is questionable to me when Trick + Ice Punch seem so necessary). I was originally using sub SD Cobalion alongside these two to really bop Togetic, but I decided it wasn't worth it.
scraft + medicham + coba

the fighting spam is real lol. What are you running with them to help vs noivern?
 

Lord Death Man

i cant read
is a Community Contributoris a Tiering Contributor
scraft + medicham + coba

the fighting spam is real lol. What are you running with them to help vs noivern?
mirror coat mola because i don't know how to teambuild

glalie and sneasel are much cooler and better choices who have good synergy with fighting spam imo though. noivern gets 2hko'd by scarf medicham hjk even before rocks so its not as big of a deal as it might seem

edit: added real content
 
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so felt kinda tempted to say things, take them w/a pinch of salt b.c i'm an average player, yeah?

defensive 'tomber is cool imo, but resttalk is dooky; it's clunky and heavily chance-reliant, which i hate in a defensive 'mon. from my experiences with this pokemon (since i used it more a fair deal more than most people pre-tier shifts), the more consistent set here would be dark stab (foul play and snarl are both good, depends on how badly you need this soft-check spa 'mons or keeping lum boosters and whatnot honest) / wisp / protect / taunt, which now has a lot more value with the increasing hype for cobalion, which i consider to be a bit much, but i digress. speaking of, kids are really sleeping on volt switch on the sd set, it's fire; allows it to make much better use of its defensive functionality in the mid-game, allows you to feign a non-boosting set decently, and can even net cool chip on qwilfish if you so desire (though subsd cobalion v.qwilfish is a match-up that can go either way, depending on circumstances and spreads). if you wanna focus your cobal in on end-gaming, then subsd is the way to go for sure, but i feel sd + volt switch is by far the next best thing, since it actively allows it a secondary function. oh, also, chople and shuca are both hot on sub-less cobal o_o

also, yeah, while i feel the 'weight' qwilfish had has dropped off a notable amount with this current metagame, what with the introduction of not only a highly resilient and splashable source of hazard removal in flygon (both makes hazard stacking difficult for it, but also makes a tspike absorber that much less valuable by extension), but also a threatening and [toxic] spikes-immune offensive presence in noivern that it risks conceding free turns to, i don't consider it to be wholly bad metagame for this pokemon. plenty of facets of the current metagame might favour a spiker with more longevity (as even sash qwilfish can be conserved for the mid-game, while omastar really can't from my experiences), it's defensive capacities allow it to check, or at the very least stymy the liberal boosting from dd scrafty and kingdra variants (amongst other things), and it can at the very least punish noivern significantly w/twave. of course, it does have to adapt a bit to function optimally, but such is the case for most pokemon. currently, i feel all of [toxic] spikes / taunt / scald / twave are necessary, when before you could oftentimes afford to utilize dual spikes over twave (perhaps even pain split, though i dislike the move on qwilfish greatly myself), though in a kingdra-less metagame, i could full well see ice beam w/some spa evs pooled as a feasible tech, as a means to keep noivern and flygon honest:
124 SpA Qwilfish Scald vs. 0 HP / 0 SpD Cobalion: 85-102 (26.3 - 31.5%) -- 17.1% chance to 4HKO after Leftovers recovery
124 SpA Qwilfish Ice Beam vs. 0 HP / 0 SpD Noivern: 236-280 (75.8 - 90%) -- guaranteed OHKO after Stealth Rock
124 SpA Qwilfish Ice Beam vs. 252 HP / 0 SpD Flygon: 236-280 (64.8 - 76.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
124 SpA Qwilfish Ice Beam vs. 0 HP / 4 SpD Flygon: 232-276 (77 - 91.6%) -- guaranteed 2HKO after Stealth Rock


mind you, it's nothing phenomenal in terms of damage, but it would hold significant application in such a metagame, and would certainly be something more aggressive builds could afford, given both the necessity to retain some forme of offensive momentum and the incredibly limited pool of solid switch-ins such squads with have for these types of pokemon.

but yeah, things i was talking about in my prior post; i really like otr 'zonger rn b.c offense can't proficiently manage to keep speed control favourable for them most of the time due to the prevalence of noivern, kingdra, etc., making adoption of trick room splashes in your more conventional builds pretty gainful. the kicker with this pokemon, at least for me, would be the added 'defensive implications', given that it can actually sway the 1v1 trades of offense v.offense a bit more in your favour, being able to counter-play the noivern / flygon / glalie, even offering a nice pivot for 'annoyers' to offense like aromatisse and what have you. for some kind of available method of application to exhibit this set, rather than a couple arbitrary replays, i thought it might be better to drop a team and have you try it for yourselves. also featuring other things i like, including gurdurr, taunt noivern, and piloswine.


Bronzong @ Macho Brace
Ability: Levitate
EVs: 248 HP / 224 Atk / 36 SpD
Brave Nature
IVs: 1 Spe
- Trick Room
- Gyro Ball
- Earthquake
- Explosion

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 40 Atk / 204 SpD / 16 Spe
Adamant Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Toxic

Noivern @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Dragon Pulse
- Taunt
- Super Fang

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 204 Atk / 36 Def / 12 SpD / 4 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Mach Punch
- Ice Punch

Samurott @ Lum Berry
Ability: Torrent
EVs: 112 HP / 224 Atk / 40 SpD / 132 Spe
Adamant Nature
- Swords Dance
- Aqua Jet
- Waterfall
- Megahorn

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Dragon Pulse
- Draco Meteor
 
Just some fun Flygon and Noivern sets I've been playing with recently:

Flygon @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Iron Tail
Lures Aromatisse in if you predict it right and does 59.1-69.9% to standard defensive sets with Iron Tail. The rest is pretty standard.

Noivern @ Expert Belt / Wide Lens
Ability: Infiltrator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hurricane
- Focus Blast / Flamethrower
- U-turn
Great for tricking your opponents into thinking you're specs so they switch in something to resist what you just used and get annihilated. For example, Noivern kills something with Hurricane. Your opponent thinks you're choiced since they didn't see Life Orb, so they switch in their Tyrantrum. Which then dies to a Draco Meteor. Expert Belt obviously helps with damage while Wide Lens makes we feel a bit better about running two moves with 70% accuracy and coverage is based on what your team needs to deal with.
 
Im using cobalion but im not sure about how to fill the fourth moveslot, at first i thought in sub but noivern is realy common right now and it can be really troublesome with infiltrator (same for spiritomb with will-o-wisp) so right now im choosing between magnet rise and taunt for spiritomb, both options sound tempting. Probably im going for magnet rise.
 

Senpai D.M

さようなら
is a Tiering Contributor Alumnus
Im using cobalion but im not sure about how to fill the fourth moveslot, at first i thought in sub but noivern is realy common right now and it can be really troublesome with infiltrator (same for spiritomb with will-o-wisp) so right now im choosing between magnet rise and taunt for spiritomb, both options sound tempting. Probably im going for magnet rise.
Taunt helps for all annoying mons and helps more for the team support
 

migzoo

new money
Volt Switch is an obvious choice. So obvious in fact, that you probably chose it for your third slot.
Assuming he's running physically offensive Cobalion, there is no reason to be running Volt Switch. I'd suggest Taunt for the random utility. Magnet Rise has become less useful, as Steelix and Rhyperior have gone down in usage since the drops.
 
Assuming he's running physically offensive Cobalion, there is no reason to be running Volt Switch. I'd suggest Taunt for the random utility. Magnet Rise has become less useful, as Steelix and Rhyperior have gone down in usage since the drops.
Yeah, also spiritomb is really troublesome for my team, and spiritomb with rest just destroys it, so i guess i wil be using teaunt. Still, magnet rise is really funny to use and sometimes its definetly useful lol but definetly im going for taunt.
 

phantom

Banned deucer.
Scrafty @ Choice Band
Ability: Intimidate
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Knock Off
- Drain Punch
- High Jump Kick
- Poison Jab
Not gonna comment on the core, but I've been using Choice Band Scrafty as well and it's pretty superb. Although, I'd definitely recommend more speed on it to outrun defensive Seismitoad, and more importantly, Hitmontop. This is the spread I've been using for reference:

Scrafty @ Choice Band
Ability: Intimidate
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Poison Jab
- Drain Punch

The reason why you want to outspeed Hitmontop is because Choice Band Scrafty can do this:

-1 252+ Atk Choice Band Scrafty High Jump Kick vs. 252 HP / 252+ Def Hitmontop: 135-160 (44.4 - 52.6%) -- guaranteed 3HKO after Leftovers recovery

Which is a 2HKO after a layer of Spikes or after you Knock Off its leftovers in tandem with Stealth Rock, which is very impressive, and outspeeding and KOing Seismitoad before it can burn you with Scald is pretty useful as well. Normally, I'd recommend going Iron Head > Poison Jab on Scrafty, especially for Dragon Dance sets because one flinch can mean the difference between a dead Scrafty and a won game, but on the Choice Band set, Poison Jab is a lot more useful to me considering you can punish walls like Alomomola and put Fairys like Aromatisse and Togetic into 2HKO range if they switch into a Poison Jab and are statused that very turn.

Anyway, about the set itself: it's very reminiscent of Choice Band Pangoro, although it is weaker, it has the exact same coverage, but what's better about Scrafty is that it contributes to the defensive synergy of your team thanks to its bulk and Intimidate. For instance, it can switch into weaker physical attackers like Flygon and Sneasel and dish out a really powerful attack on the following switch in, which makes it better vs more offensive teams unlike Pangoro. It can also be used to swap into Tyrantrum's Head Smash and Rhyperior, which is very useful as well due to the limited switch-ins of the above two Pokemon on more balanced teams.

This Scrafty set is probably the easiest to use because unlike the Dragon Dance sets or the mediocre Bulk Up sets, it needs no set up to pose a threat to practically every play style and it can even maintain longevity thanks to Drain Punch. Shed Skin is an option as well and is a lot more useful vs defensive teams; however, you can't switch in or force out switches vs certain offensive Pokemon as easily, which makes it a secondary option imo. Also, fun fact: Choice Band Scrafty's High Jump Kick deals more damage in two turns than Choice Band Pangoro's Superpower:

252+ Atk Choice Band Scrafty High Jump Kick vs. 232 HP / 252+ Def Alomomola: 226-267 (42.7 - 50.4%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Choice Band Scrafty High Jump Kick vs. 232 HP / 252+ Def Alomomola: 226-267 (42.7 - 50.4%) -- guaranteed 3HKO after Leftovers recovery

50.4+50.4 =100.8

252+ Atk Choice Band Pangoro Superpower vs. 232 HP / 252+ Def Alomomola: 259-306 (48.9 - 57.8%) -- 53.1% chance to 2HKO after Leftovers recovery
-1 252+ Atk Choice Band Pangoro Superpower vs. 232 HP / 252+ Def Alomomola: 174-205 (32.8 - 38.7%) -- 5.4% chance to 3HKO after Leftovers recovery

57.8+ 38.7 = 96.5

:toast:
 

atomicllamas

but then what's left of me?
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnus
Kingdra has been quickbanned from RU:

Kingdra is an extremely versatile Pokemon that depending on the set renders Stall, Balance, and Offense unviable. The Critdra set has a total of 0 viable defensive responses in the tier (unless you count AV Shell Armor Lapras as viable, which I do not), while maintaining its prowess against offense thanks to Agility. Against more offensive teams, Rain Dance Kingdra has very limited checks, and if given one free turn to set up Rain Dance, it is often "good game", this can be made even more threatening by using another Pokemon to provide Rain for it. On top of the ease with which RD Kingdra batters offensive teams, it is also extremely difficult to deal with for defensive teams do to the sheer power of LO Hydro Pump in the rain, and the fact that there are pretty muchno viable Pokemon allowed in RU that resist both Water and Dragon. And this doesn't even mention the Dragon Dance set(s) which can easily dismantle balance, and hit the opponent from the physical side unexpectedly beati. While all of these sets need a turn of set up in order to sweep, this is actually very easy for Kingdra to obtain given its good defenses for an offensive Pokemon, and excellent defensive typing with only two weaknesses, while holding some key resists such as a 4x resistance to Water and Fire. Overall, Kingdra's lack of checks and counters, and the ease with which it can set up and sweep mean that Kingdra is far to much for the RU tier and thus has been unanimously quick banned by the RU council.


Spirit - Ban
Eonx - Ban
galbia - Ban
New Breed - Ban
-Tsunami- - Ban
Arikado - Ban
49 - Ban
atomicllamas - Ban
Omfuga - Ban
Molk - Ban
Nails - BAN


Tagging The Immortal cause I think that's what I do :O, ladder will be updated whenever he does this :] (thanks baby ;])
 
Don't get me started on how good Cobalion is. Like pair that with a pursuit trapper for Jellicent and Reuniclus, ez win. Even Duggy isnt a problem if you run Shuca. Here are some sets Ive been missing around with, s/o to xastify, 49 and a few other people who I dont remember for the sets. I don't know if Cobalion is truly ban worthy, but if you haven't tried a team with its SD set I highly recommend it. Chople Scrafty is also really good and annoying for these two, but just run a Togetic or Aromatisse or something.
Cobalion @ Shuca Berry / Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Rock Polish / Substitute
- Swords Dance

+

Drapion @ Choice Band
Ability: Sniper
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Aqua Tail / Earthquake
- Poison Jab
(you can run the standard pursuit set but meh this one's cooler, i like it more)

or

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 216 Atk / 40 SpA / 252 Spe
Naive Nature
- Fire Blast
- Crunch
- Pursuit
- Sucker Punch
 

BETTERTHANRAIN (Victreebel) @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Sludge Bomb
- Solar Beam
- Weather Ball
- Sleep Powder / Growth

Victreebel is insanely stupid in Sun. Through Sun isn't the most common, it's probably the best weather & gimmick of the tier.
Victreebel's coverage is silly & hits almost everything super effectively, if you don't, then put asleep & 2HKO said threat.
Growth is interesting too, like you see, if you wanna 6-0 Stall but lose a bit of effectiveness vs everything else, might as well run Growth Victreebel. At +2, the only that could take a hit from it was Cresselia, who's gone. Now, unless you're an hipster & run Munchlax or Lickilicky into your stalls, Victreebel won't have much trouble to just setup on you ( Bulky waters & grass types ) and kill everything on your team.
 

Arcueid

nah i'd win nah i'd win nah i'd win
is a Battle Simulator Moderator
Reality phases into nightmare when you notice that we have a new king in RU and your team gets broken by it in half.

(the face of evil)

Glalie-Mega @ Glalitite
Ability: Refrigerate
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Shard
- Return
- Earthquake
- Freeze-Dry


This set is an absolute monster. With the drops of Noivern/Flygon/Kingdra (RIP)/Scrafty, you can surely see this monster breaking Noivern and Flygon in half with a STAB Ice Shard. Freeze-Dry is necessary to shut down those pesky Seismitoads, Gastrodon, and alas, Jellicent, which is being used a bit more since the drops. Freeze-Dry is not too weak due to its impressive 100 Base Special Attack.

This is a defensive core I've really enjoyed using since the tier drops

upload_2015-5-9_22-11-45.png
+
upload_2015-5-9_23-11-24.png
+
upload_2015-5-10_15-4-57.png


upload_2015-5-9_22-10-57.png

Glalie @ Glalite
Ability: Inner Focus ---> Refrigerate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
Happiness: 0
Ice Shard / Frustration / Freeze-Dry / Earthquake

(optional, if you want a balanced core) but Registeel in its place can make the already defensive core a lot more defensive


upload_2015-5-9_22-12-1.png

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
Calm Mind / Wish / Protect / Moonblast

upload_2015-5-9_23-11-44.png

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
Toxic or WoW / Scald / Recover / Ice Beam

upload_2015-5-10_15-7-34.png

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
Stealth Rock / Toxic / Seismic Toss / Protect or Iron Head


A beautiful core indeed, Aromatisse and Jellicent's typings do compliment each other. Noivern has a tough time piercing through this core. Mega Steelix gets taken care of by Jellicent and Flygon is a FlyGONE as Aromatisse can Moonblast its way to faint the Flygon assuming the opponent doesn't have any reliable switches. Registeel, with its brilliant defensive stats and being a Steel-Type just provides too many safe switches for this core. Cobalion can be a threat to this core if Jellicent gets taken down. Houndoom can be a threat to this core. Aromatisse + Regi + Jelli just complement each other. Add Mega Glalie if you want some offensive presence in your team but over all what I do expect the viability rises to be.

Mega Glalie = A- ----> A+/A
Jellicent = B ----> B+
Aromatisse = A- ----> A


upload_2015-5-10_15-10-39.png

Meloetta-Pirouette @ Life Orb
Ability: Serene Grace
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Relic Song
- Close Combat
- Frustration / U-turn
- Knock Off


Aria Forme may be bulky but Meloetta's Pirouette forme is a speedy threat. Close Combat and Frustration are ideal STABs, Relic Song can be used to phase into different formes. Words cannot explain how strong this beast is if its in Pirouette forme. This forme is the fastest and most lethal Physical attacker in RU right now, best used as a late game sweeper or a cleaner, though Melo-P has a tough time dealing with defensive bulky Pokemon such as Alomomola, Cresselia, and Doublade.

252 Atk Life Orb Meloetta-P Close Combat vs. 252 HP / 0 Def Mega Steelix: 242-289 (68.3 - 81.6%) -- guaranteed 2HKO
252 Atk Life Orb Meloetta-P Knock Off (97.5 BP) vs. 252 HP / 4 Def Reuniclus: 343-406 (80.8 - 95.7%) -- 56.3% chance to OHKO after Stealth Rock
252 Atk Life Orb Meloetta-P Return vs. 0 HP / 0 Def Noivern: 259-305 (83.2 - 98%) -- guaranteed OHKO after Stealth Rock (outpaces Noivern btw)
252 Atk Mega Glalie Ice Shard vs. 0 HP / 0 Def Meloetta-P: 67-81 (19.6 - 23.7%) -- possible 5HKO
252 Atk Life Orb Meloetta-P Close Combat vs. 252 HP / 0 Def Scrafty: 447-530 (133.8 - 158.6%) -- guaranteed OHKO
252 Atk Life Orb Meloetta-P Close Combat vs. 120 HP / 136 Def Alomomola: 259-305 (51.6 - 60.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Meloetta-P Knock Off (97.5 BP) vs. 252 HP / 136+ Def Cresselia: 190-224 (42.7 - 50.4%) -- 40.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Meloetta-P Knock Off vs. 240 HP / 252+ Def Doublade: 101-120 (31.6 - 37.6%) -- guaranteed 3HKO after Stealth Rock
252 Atk Life Orb Meloetta-P Knock Off (97.5 BP) vs. 240 HP / 252+ Def Eviolite Doublade: 101-120 (31.6 - 37.6%) -- guaranteed 3HKO after Stealth Rock
 

Nails

Double Threat
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UCN I'm not gonna comment too much on the viability of your sets (I don't think Mega Glalie is that amazing because Cobalion is fantastic atm) but I just wanna point out that doublade and cresselia are in UU.
 
Now that Scrafty is in RU, will it become the new Pangoro? Sure it lacks the wall breaking abilities of Jack Black Pangoro but it also has way more tricks it can pull of. Bulk up, DD, and AV are things you'd all have to prepare for.
You're absolutly right! Scrafty is more versatile than we think: it fits most of teams such as balanced, semi-stall and offensive. It has 3 useful abilities that helps it in any way. It does have a good coverage. So to put it all, it's a formidable Pokémon to do not underestimate. But its poor HP and Speed restrain it to do its job.
 

YABO

King Turt
is a Community Contributor Alumnusis a Tiering Contributor Alumnus
UCN I'm not gonna comment too much on the viability of your sets (I don't think Mega Glalie is that amazing because Cobalion is fantastic atm) but I just wanna point out that doublade and cresselia are in UU.
While Cobalion is fantastic atm, Glalie provides a lot of counterplay as a partner to your own Cobalion. From what I've seen over the past few days, Spiritomb, Seismitoad, Cofagrigus, Noivern, and even Mega Steelix are fair ways to put a stop to Cobalion's shenanigans. Glalie baits in a fair few of these guys and threatens them all heavily. Not really sure where to go with this from here but basically what I'm trying to say goes as follows.
  • Cobalion is fantastic.
  • Glalie works well with Cobalion by softening mutual checks and beating others (Tangrowth)
  • Glalie has good niches on its own with Ice Shard and yada yada.
 
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