Counter that Pokemon - Mk IV [FINAL MATCH - Team 1 won!]

Again, if we're going to use Mew, I would rather suggest a Nasty Plot / Baton Pass set with Psychic and either Fire Blast or Aura Sphere. It doesn't allow phazers to disrupt it, so it allows it to keep up the pressure while maintaining the ability to pass the stats.
 
Slowbro looks the best bet at the moment; while it doesn't wall Terrakion like Hippo does, it can keep up momentum thanks to Regenerator and the fact Terrakion is choice locked. If Terrakion goes for the X-Scissor, Landorus can come in for "free" (still takes 25%...ugh) afterwards and threaten Team 2, and if Terrakion goes for the Stone Edge, we just need to pick a Rock resistance to do the same (a Fighting type could help greatly, resisting both Rock and Bug coverage and being probably able (with a little coverage) to hit hard both the opposing members right now.

Slowbro also has the HUGE advantage of not making us super weak to Water and Ice, which is the fact that worries me about Hippowdon.
 
Yeah, Slowbro is definitely the cool pick here (not just cause it's gen 1). Between T-Wave and 100% Scald burns it's not an easy switch-in for anything, even Zapdos who needs to stay healthy for Lando. It won't have to waste a turn healing until after repeated Stone Edges which means it'll not give the other team free turns and will help keep momentum going. The only thing I want to ask about is the choice of Ice Beam. Is there anything specific that coverage gives us or would we be better off with a Flamethrower so a Ferrothorn or some other Spike setter doesn't find any chances to lay hazards?
 
While Slowbro is obviously good to keep momentum with Regenerator, i think its usefulness for the team is being overrated. You guys need to remember why Slowbro is not OU in the first place. This is because even though Slowbro is a good physical wall that can keep up the pace due to Regenerator, it hardly does anything special in terms of team support, which means that it can be easily shut down. For example Slowbro can do nothing against defensive Starmie and any kind of Celebi, meaning that the opponent will get easy opportunities to use Rapid Spin or do whatever it wants with Celebi every time Slowbro comes in. Not only this, but in later stages, where the opposing team can design and choose Pokemon able to sweep through the opposing team easily, Slowbro will be one of the easiest Pokemon in our team for the opponent to setup against, as many Pokemon can take advantage of Slowbro and there is nothing that Slowbro can do. SubCM Keldeo, SubCM Jirachi, ChestoRest Volcarona, SubDD Gyarados, SubHoneClaws Kyurem-B, SubCM Latias, and many other dangerous threats can all be potential problems for team 1 and Slowbro can do nothing to stop them from setting up.

Now let's go to Hippowdon. Hippowdon sets up sand and SR, both huge team support tools. By picking Stealth Rock early in the game we will be able to see the other team's response to it (Xatu, rapid spinner) and act accordingly (Weavile, Gothitelle, Scarf Tyranitar), meaning that it will be easier for us to keep Stealth Rock up, helping Landorus get past Zapdos easier. Also as i mentioned again, sand allows Landorus to get past Zapdos much easier, negating its lefties recovery, and building damage alongside SR nicely. Furthermore, Hippowdon has Whirwind, another wonderful team support tool, meaning that no Pokemon can set-up on Hippowdon if Hippo choses to stay in, which will be very important when the final sweeper of team 2 gets picked. Also, due to Whirlwind and Stealth Rock, Hippowdon is much harder to make a liability than Slowbro. Unless the opponent brings in a Rapid Spinner, Stealth Rock will always be useful, and even if they do bring in a spinner, they will need to spend one turn to get rid of SR, thus giving to one of our Pokemon a free turn to switch-in. I know that there is Xatu, which admittedly is a problem, but thankfully there are plenty of good Pokemon that can take care of Xatu (either trappers such as Tyranitar and Weavile or dangerous offensive Pokemon that setup on it, such as SubSalac Terrakion, SubDD Gyarados, etc) and Xatu is a very mediocre Pokemon in general.

So all in all, i feel that Hippowdon is a much better pick due to the sheer support options that it brings to team 1, as well as ability to prevent setup from anything it wants as long as it is willing to sacrifice himself, which will help in later stages of the project.
 
The issue with Hippo, of course, is Taunt, more than anything. It's a problem both Slowbro and Hippo have. I like both picks.

One thing to consider for Slowbro to make it a little more difficult to take advantage of would probably be Trick. I think slotting it over a coverage move might be pretty interesting given the fact that our coverage move won't be all that helpful in a project like this this early in the selection process, while Trick is pretty much universally useful against everything except for substitute. Trick Scarf + TWave is always fun, too.

But if we're choosing between Ice Beam and Flamethrower, I don't think you can go wrong here. Flamethrower helps against spike setters (Skarmory, Ferrothorn) and common top-tier threats (Jirachi, Scizor), but it's not like it's very powerful except it's 4x-effective. Ice Beam is in the same boat--however, there are a lot more powerful threats 4x-weak to ice than to fire. Scizor and Ferrothorn on one hand, Salamence, Dragonite, Garchomp, Gliscor, Landorus-I, Landorus-T, etc. on the other.
 
I'd like to see Hippowodon over Slowbro for four main reasons:

1. The prevalence of flying-types in OU means that it will not be overly difficult to find something that can take a Close Combat.

2. Hippowdon means that our SR slot is taken care of, which would otherwise limit future teambuilding picks.

3. Hippowdon's phazing gives the other team reason to be cautious when thinking about physical set-up sweepers.

4. Hippowdon just walls more threats in general, provides weather, and is overall a better mon than Slowbro.

Team two will almost guaranteed go for a Keldeo if Team One chooses the Hippo, but we can always go for Celebi or something to negate the water weakness.

EDIT: I'd vote for the Whirlwind/EQ/SR/Slack Off set

Also, Trick Scarf or even Specs Slowbro sounds like a bad idea to me, as there are plenty of good checks to it. Celebi, Thunderus-T, Ferrothorn, Dragonite and Keldeo all come to mind since it can't run all of Psychic, Flamethrower, Ice Beam.
 
Scizor and Ferrothorn on one hand, Salamence, Dragonite, Garchomp, Gliscor, Landorus-I, Landorus-T, etc. on the other.

Seeing how Mence, DNite are ruined by Thunder Wave and Gliscor, Garchomp and Lando formes are ruined by Scald, this is basically an argument in Flamethrower's favor. Scizor and Ferrothorn don't care about Thunder Wave and may even switch on purpose into it just to avoid being burned, then your Slowbro is basically a free switch-in for them.
 
You guys need to remember why Slowbro is not OU in the first place. This is because even though Slowbro is a good physical wall that can keep up the pace due to Regenerator, it hardly does anything special in terms of team support, which means that it can be easily shut down.

Not only this, but in later stages, where the opposing team can design and choose Pokemon able to sweep through the opposing team easily, Slowbro will be one of the easiest Pokemon in our team for the opponent to setup against, as many Pokemon can take advantage of Slowbro and there is nothing that Slowbro can do.
I think it's misleading to not include Thunder Wave and Scald under the Support tag seeing as it does help the rest of the team by spreading crippling status effects. Team support in general doesn't prevent a mon from being easy to shut down (think Wish, Heal Bell, Spikes etc.) the only thing that prevents this is phazing which isn't the entirety of support. (I know that you had phazing in mind when you were saying this but the wording was misleading.) The examples you provide were also a bit unfair as they were both Natural Cure users which are specific counters to the status support Slowbro does provide.

This is also a bit misleading. The major advantage of Slowbro is the fact that it reacts immediately to the Terrakion it is countering. If it comes in on a Stone Edge the next turn is spent passing to a Rock resist (giving no room for setup sweepers to come in and setup). If it's the Fighting STAB Slowbro enters on it can immediately fire off a Scald or Thunderwave which also makes it risky or impossible for setup sweepers to come in and prepare a sweep. The only situation where things could go sour for Slowbro is if the opponent double switches their Sub setup sweeper the turn Slowbro switches in to respond to Terrakion. However, that is being called outplayed and there isn't much you can do about that with any Pokemon. (even those with Phazing moves may be helpless due to the immediate threat of a KO or the possibility of Taunt)

In fact, Hippowdon is arguably more prone to being taken advantage of than Slowbro. Assuming it comes in on Close Combat, Hippowdon will be forced to recover HP with Slack Off in order to continue to serve as a counter to Terrakion during which the other team can bring in another wall breaker and main offensive pressure. Spikes setters can also switch in easily on Hippowdon and lay the all powerful hazards (there's going to be a lot of switching in this project) that not only give them a general advantage but also immediately remove Hippowdon's potential to serve as a counter to Terrakion. Even if Hippowdon comes in on a Stone Edge, wallbreakers and Spike setters still fear little from the hippo as all it can punish them with is an uninvested Earthquake and hazard dependent Whirlwind.

This isn't even entering into the whole possibility of an Xatu counterpick (who needs a double switch to trap due to Screens/U-Turn) or a bulky Spinner (of which there are many that can come in on Hippowdon while Spin Blockers are naturally Pursuit weak) who can take advantage of the free turns given by Hippowdon to counter the support it gives itself.
 
Given the coverage of Scald against Gliscor/Landorus/Garchomp and the utility of T-Wave against Mence/Nite/Lati, I'd probably lean Flamethrower as the coverage move so as to deter Ferrothorn/Skarmory/Scizor. But, it's important to realize that all it takes is something that resists Water to set up a substitute on Slowbro and call it a day.

But I do love Slowbro. And I love regenerator.
 
I agree with all the troubles of Hippo that you mentioned Mewtwo, but SR + sand + Whirwlind really make a ton of difference to me, even if Hippo is easier to switch into. As i said again, Slowbro is too easy to set-up against, provided the sweeper in question switches in for free, which is not good for a project where the last picks are always sweepers that can take advantage of the rest of the team. At least Hippowdon can give to the problematic sweeper something more to think that just: ''Yay set-up time''.

And even though i hate to bring this as a point, Hippowdon is overall a better defensive Pokemon in this metagame and brings much more support to the table than Slowbro (i don't consider T-Wave and Scald as great team support, especially when most good teams have Pokemon to deal with bulky waters, be it Rotom-W, Celebi, Amoonguss, Chansey, or whatever) which is nothing more than an overreaction to the Terrakion pick. Don't forget that many offensive teams can handle Terrakion just fine, by having faster Pokemon that can OHKO, priority, and slower Pokemon that can take a hit and OHKO. Of 'course if we pick Hippowdon we shouldn't build a team where Terrakion is free to spam CC, and if we make it offensive enough, Hippowdon will handle Terrakion good enough, as it always does whenever i use it.
 
Taunt Gyarados sets up more easily on Hippowdon than SubGyara sets up on Slowbro since Taunt Gyarados can come in directly multiple times whereas SubGyara has to predict the double switch. On top of that, this is Team 1 making the picks so assuming they cannot make picks to discourage a setup sweeper (which you are going to have to do no matter who you pick) that can take advantage of Slowbro they can still respond with a revenge killer (assuming there isn't one already) or a counter. (Nothing can Sub and boost on the free turn from the retreat)
 
Taunt Gyarados sets up more easily on Hippowdon than SubGyara sets up on Slowbro since Taunt Gyarados can come in directly multiple times whereas SubGyara has to predict the double switch. On top of that, this is Team 1 making the picks so assuming they cannot make picks to discourage a setup sweeper (which you are going to have to do no matter who you pick) that can take advantage of Slowbro they can still respond with a revenge killer (assuming there isn't one already) or a counter. (Nothing can Sub and boost on the free turn from the retreat)
Yeah Mewtwo, revenge killing and checking with other Pokemon are certainly options, but keep in mind that the final sweeper of Team 2 will take advantage of Team 1's 5 five picks no matter how well the team is built, and Hippowdon simply leaves less holes open.
 
Oh, wow. I go to school (checking the forums sometimes from iPhone while the teacher is not watching me) and 10 new posts are here before I can return to my house.

Gang4lf convinced me. Flamethrower > Ice Beam on Slowbro. (editing the post)
 
Seeing how Mence, DNite are ruined by Thunder Wave and Gliscor, Garchomp and Lando formes are ruined by Scald, this is basically an argument in Flamethrower's favor. Scizor and Ferrothorn don't care about Thunder Wave and may even switch on purpose into it just to avoid being burned, then your Slowbro is basically a free switch-in for them.
Nah, Flamethrower doesn't really go that well with Slowbro's role. It is a nice move to have but not essential at all. However, Ice Beam is an essential move without which Slowbro flat out fails to deal with many Pokemon it is supposed to, such as Lum DDnite and SD Garchomp, not to mention that Scald is too weak to prevent threats such as Landorus-I (65.83 - 77.74%) from setting up on Slowbro late-game.
 
That's debatable as all Whirlwind does that Scald + Twave doesn't is mess with Substitute setup sweepers. Seeing as Hippo gives a lot more free turns and is such massive Spikes fodder it'll probably actually hurt us more than Bro.

Edit: No, go with Flamethrower. We aren't picking Bro to counter those threats, Scald lets it handle Terrakion so it's better to have Flame so it isn't as easy to counter pick. (It would be really Ferro weak without it)
 
I don't understand the need to counter the terrakion pick right away.

I think the best way to proceed is to build more offensive pressure and press team 1 into defense.

As previous CtP demonstrated, the team that goes defensive first will most probably lose.

I prefer the Slowbro pick by far. Mono ground coverage sucks. Slap taunt on a ground immune setup sweeper and it has to switch. I also think the slowbro pick should be delayed to properly choose coverage and even better, have something like Ebelt because of regenerator, you can just use to scout the choice locked terrakion. CC and SE don't do alot of damage anyway.
 
Ah, this is Counter that Pokemon, and, because of the immense pressure that Terrakion puts to Team 1, we are almost between the sword and the wall (if this phrase exists in English) so we have to chose a defensive mon. Also, Team 1 gets one more pick just after this one, so that will be the moment to put offensive pressure against the other team.
 
Ah, this is Counter that Pokemon, and, because of the immense pressure that Terrakion puts to Team 1, we are almost between the sword and the wall (if this phrase exists in English) so we have to chose a defensive mon. Also, Team 1 gets one more pick just after this one, so that will be the moment to put offensive pressure against the other team.
The problem is that defensive pokemon are much more susceptible to counter picking. There are so many threats that the other team has to keep going into that defensive spiral until it gets overwhelmed. It's just like stall but worse in CtP. When there's a defensive core, usually there is a pokemon that gives problems to it : one offensive mon can actually threaten many defensive pokes. The other side is much less true because good defensive pokes are scarce.
Another things that makes me think defensive pokes later is better are EVs. For offensive pokes, EVs are usually no brainers while for defensive pokes it's much more effective to tailor the EV to the threats you're facing.
 
Also, just throwing out there that a Steel/Fighting like Lucario (priority, sweeper, strong hitter, forcing a defensive pick) or Cobalion (Volt Switch, Stealth Rock, Taunt, Mixed Hitter, Pivot) would be an excellent third pick should Team 1 go with Slowbro. It works very well with Slowbro (and Landorus) and allows Landorus more opportunities for a sweep. It also doubles up on the pressure for Zapdos as Team 2 is currently constructed.

Actually, a Cobalion with Close Combat, HP Ice, Volt Switch, and Stealth Rock would be an excellent partner. HP Ice deters common switch-ins, Volt Switch allows more opportunities for Landorus to come in and matches Landorus in the VoltTurn games, Close Combat kills Terrakion and dents quite a bit, and it allows Slowbro more opportunities to use Regenerator. We'd get to put in Stealth Rock earlier rather than later so that we can scout how Team 2 responds, and we'd have a 4x-rock resist with solid defense (and 4x-bug resist) to further cripple CB Terrakion, making its presence pretty non-threatening. Also, we could even theoretically use Thunder Wave in lieu of Stealth Rock or HP Ice and build Team 1 with massive paralysis in mind, forcing Team 2 to either build a team that doesn't care about paralysis (slower mons, mons immune to T-wave...) or rely on supreme prediction. If we scare Team 2 out of choosing quick sweepers for fear of becoming useless if paralyzed, we make Landorus' job even EASIER to achieve a sweep.

Slowbro really opens up a lot of options in terms of synergy, and its a little bit more creative and different than your standard OU cores. It's got my full support.

EDIT: Aside from obviously giving us a Dragon-resist, Cobalion also gives us something that helps out hugely--it deters a pick like Tyranitar or Weavile, two huge threats Slowbro could face thanks to Pursuit. But wooo am I getting ahead of myself here :p
 
The problem is that defensive pokemon are much more susceptible to counter picking. There are so many threats that the other team has to keep going into that defensive spiral until it gets overwhelmed. It's just like stall but worse in CtP. When there's a defensive core, usually there is a pokemon that gives problems to it : one offensive mon can actually threaten many defensive pokes. The other side is much less true because good defensive pokes are scarce.
Another things that makes me think defensive pokes later is better are EVs. For offensive pokes, EVs are usually no brainers while for defensive pokes it's much more effective to tailor the EV to the threats you're facing.

You have a point, I thought myself submitting something more offensive but couldn't come up with a good suggestion. I'd be very interested to see a suggestion in this direction, to at least explore a different way besides a very defensive pick like already proposed.
 
Not every team, obviously, carries a hippowdon, slowbro, or lando-t, and yet they all deal with bandrakion just fine. Is there /really/ a need to dig for a hard counter to the pony? As was mentioned by someone somewhere up there, simply offensive pressure can function sufficiently.

Alakazam (M) @ Focus Sash
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Focus Blast
- Encore
- Shadow Ball
- Psyshock

In place of my old mew suggestion, i'd like to nominate sashzam, the bane of every pokemon ever.

Can deal with a late game terrakion effortlessly, and is very difficult to counter due to high speed, high spatt, and the fact that it really cant be 1hkod
 
I realized that CB Azumarill OHKO Terrakion with Superpower while having the chance to live a CC (31.25% according to honko. We can tweak the stats abit such that it survives). It also OHKOs Zappy after rocks with Waterfall and Ice Punch. Zapdos can only 2HKO back. What do you guys think?
 
Well, the fact that Slowbro is hardly ever staying in (it just scouts Terrakion's attack) and that he'll throw out status whenever he does decide to stick around sort of reduces the drawbacks of defensive picks (Team 2 will want to have a status absorber now). However, there's no harm in putting up the only viable offensive counter pick.

623.png

Golurk @ Choice Band
Trait: Iron Fist
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Earthquake
- Shadow Punch
- ThunderPunch
- Ice Punch

What does this set do? Counters a wall breaker with a wall breaker. The reason offensive Golurk sets are seen in everyday OU is because the poor guy is just so darn slow and vulnerable to common attacking types that he'll never find an opportunity to attack unless the other team happens to have a Terrakion. Well the other team happens to have a Terrakion here and so we can use an offensive Golurk to take advantage of any turn spent attacking with it. In order for Golurk to tear things apart and remain universally threatening he needs every bit of coverage he can get with as much power boost as possible. A Choice Band gives him that power that makes his STAB Earthquake (that's coming off a base 124 attack mind you) blow down anything that doesn't resist it. Shadow Punch is his other STAB that is fortunately boosted to acceptable levels (72 BP) thanks to Iron Fist. Thunder Punch and Ice Punch finish the set by giving Golurk the excellent BoltBeam coverage that is also boosted by Iron Fist (90 BP) and hits all those ground immune flying types Super Effectively.

252 Atk Choice Band Terrakion Stone Edge vs. 252 HP / 4 Def Golurk: 146-172 (38.21 - 45.02%) -- guaranteed 3HKO after Stealth Rock

252+ Atk Choice Band Iron Fist Golurk Shadow Punch vs. 232 HP / 0 Def Rotom-W: 178-210 (59.53 - 70.23%) -- guaranteed 2HKO


252+ Atk Choice Band Iron Fist Golurk Shadow Punch vs. 252 HP / 252+ Def Bronzong: 121-144 (35.79 - 42.6%) -- guaranteed 3HKO after Stealth Rock

252+ Atk Choice Band Iron Fist Golurk ThunderPunch vs. 224 HP / 252+ Def Skarmory: 178-210 (54.43 - 64.22%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Choice Band Golurk Earthquake vs. 252 HP / 88+ Def Ferrothorn: 175-207 (49.71 - 58.8%) -- guaranteed 2HKO after Stealth Rock

How can this set help the team? Terrakion is a massive threat and is forcing Team 1 to pick defensively. Golurk is the only viable offensive option and one that can hold his ground with his powerful attacks and key resistences.

What can the other team do in response to this set? Funnily enough, the only Pokemon that isn't 2HKO'd by Golurk's attacks and who can actually hit it back is Bronzong (and, lol, P2). This means that the best response to Golurk is a faster response. Unfortunately, 55 base speed means there are a lot of these guys. Skarmory, although 2HKO'd by Thunderpunch, can come in on almost every attack without a problem and proceed to set up Spikes or Roost off a Thunderpunch. (which'll only hit half damage that turn because it won't be SE anymore) Bulky Rotom may take a truckload from Shadow Punch but it'll be able to outspeed and drown it with Hydro Pump or Volt Switch scout a predicted retreat. This applies for just about every bulky water such as Swampert or Suicune. Tyranitar may not be able to come in on Golurk easily but one they are in they can put it in a pickle position between staying in and dieing to Crunch or retreating and folding to a Pursuit.

What potential additions can be made to deal with these responses?
Rotom-W handles both Bronzong and bulky Waters (bar Rotom-W) while maintaining momentum with Volt Switch. Celebi or other sturdy Grass types can deal with every bulky water and provide some support of its own.
 
Yeah, I personally still prefer Slowbro since it really isn't giving many free turns thanks to regen. I posted Golurk so we had an offensive choice to consider but yeah it's not going to do much in the game besides mess with Terrakion and try to sneak a kill when the bull comes in. If a spinner is chosen we can't rely on it to beat it so it just ends up stacking on weaknesses. It's surprisingly strong though.
 
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