Singles Victim of the Week [Current Victim: Landorus-T] ~ VOTING ~

Why is no one voting for the OPness that is Qwilfish? Anyways, my vote goes to ethan06, as it is truly the best choice to check Azu, if you lack the space for a mega slot and need a grass type that functions like Mega Venusaur.

EDIT: Nvm, someone realizes :)
 
For Khaaaaan, I've found that there is very little she can do about this:


Mawile @ Mawilite
Ability: Intimidate --> Huge Power
Nature: Brave/Adamant
EVs: 252 HP / 252 Atk. / 4 Def.
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Some calcs:
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 0 Def Mega Kangaskhan: 145-172 (68.3 - 81.1%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 0 Def Mega Kangaskhan: 129-153 (60.8 - 72.1%) -- guaranteed 2HKO

252+ Atk Parental Bond Mega Kangaskhan Power-Up Punch vs. 252 HP / 0 Def Mega Mawile: 31-37 (19.7 - 23.5%) -- possible 5HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Mega Mawile: 58-69 (36.9 - 43.9%) -- guaranteed 3HKO
+1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Mawile: 120-141 (76.4 - 89.8%) -- guaranteed 2HKO

Even if pre-Mega evolution, Kahn still can't do much considering Intimidate:
-1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Mawile: 54-63 (34.3 - 40.1%) -- guaranteed 3HKO (on normal Mawile factoring in Intimidate)

Mawile can come in on any most common attacks an un-boosted Mega-Kangaskhan can throw, Intimidate it, and 2HKO it with Play Rough or Iron Head. Mega-Mawile works even better with Trick Room, out-speeding Kahn and downright laughing at its Sucker Punches.
252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 252 HP / 0 Def Mawile: 42-49 (26.7 - 31.2%) -- guaranteed 4HKO

EDIT: Because I'm an idiot and forget how versatile Khan is. I tried. xP
 
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Ares

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For Khaaaaan, I've found that there is very little she can do about this:


Mawile @ Mawilite
Ability: Intimidate --> Huge Power
Nature: Brave/Adamant
EVs: 252 HP / 252 Atk. / 4 Def.
- Play Rough
- Iron Head
- Sucker Punch
- Protect

Some calcs:
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 0 Def Mega Kangaskhan: 145-172 (68.3 - 81.1%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 0 Def Mega Kangaskhan: 129-153 (60.8 - 72.1%) -- guaranteed 2HKO

252+ Atk Parental Bond Mega Kangaskhan Power-Up Punch vs. 252 HP / 0 Def Mega Mawile: 31-37 (19.7 - 23.5%) -- possible 5HKO
252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Mega Mawile: 58-69 (36.9 - 43.9%) -- guaranteed 3HKO
+1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Mawile: 120-141 (76.4 - 89.8%) -- guaranteed 2HKO

Even if pre-Mega evolution, Kahn still can't do much considering Intimidate:
-1 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Mawile: 54-63 (34.3 - 40.1%) -- guaranteed 3HKO (on normal Mawile factoring in Intimidate)

Mawile can come in on any attack an un-boosted Mega-Kangaskhan can throw, Intimidate it, and 2HKO it with Play Rough or Iron Head. Mega-Mawile works even better with Trick Room, out-speeding Kahn and downright laughing at its Sucker Punches.
252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 252 HP / 0 Def Mawile: 42-49 (26.7 - 31.2%) -- guaranteed 4HKO
While not exactly common in Battle Spot you will have to watch out for the Earthquake variants and the Fire Punch variants are pretty common for Ferrothorn. I do agree that a lot of Kangaskhan sets don't run those two moves, so for those you have yourself a good counter.

-1 252 Atk Kangaskhan-Mega Earthquake vs. 252 HP / 0 Def Mawile-Mega: 192-226 (122.2 - 143.9%) -- guaranteed OHKO
-1 252 Atk Kangaskhan-Mega Fire Punch vs. 252 HP / 0 Def Mawile-Mega: 144-170 (91.7 - 108.2%) -- 50% chance to OHKO
 
While not exactly common in Battle Spot you will have to watch out for the Earthquake variants and the Fire Punch variants are pretty common for Ferrothorn. I do agree that a lot of Kangaskhan sets don't run those two moves, so for those you have yourself a good counter.

-1 252 Atk Kangaskhan-Mega Earthquake vs. 252 HP / 0 Def Mawile-Mega: 192-226 (122.2 - 143.9%) -- guaranteed OHKO
-1 252 Atk Kangaskhan-Mega Fire Punch vs. 252 HP / 0 Def Mawile-Mega: 144-170 (91.7 - 108.2%) -- 50% chance to OHKO
Touche, I'm an idiot. Forgot about that completely. Oh well. Thanks for pointing it out, though, it's probably best I learn. xD

That being said, I'm used to playing doubles more than singles, and this does do quite well for scaring Kangaskhan in that format.

In doubles:
252+ Atk Mega Kangaskhan Earthquake vs. 252 HP / 0 Def Mawile: 104-124 (66.2 - 78.9%) -- guaranteed 2HKO
+1 252+ Atk Mega Kangaskhan Earthquake vs. 252 HP / 0 Def Mawile: 156-184 (99.3 - 117.1%) -- 93.8% chance to OHKO

Mega-Kahn can run attacks that threatens a lot of its normal counters, imo. Aegislash doesn't like Earthquake either, and I've surprised a few Rocky Helmet users with Rock Slide. ;)


But yeah basically non existent in dubs
Okay, fine, I lose. xP
To be fair, I've never run into a Khan with EQ on BS. Then again, I can't get past 1400, so maybe it's more common on higher-than-default rank. xD
 
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This is my own personal check to Mega Kanga as of now, so I'll just nominate it here:



Lopunny @ Lopunnite
Ability: Limber
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Return / Ice Punch
- Fake Out
- Encore / Ice Punch

Pretty standard set for Mega Lop, minus encore. HJK murders most things weak to it, and is an extremely good move with Scrappy. Return is a nice and strong secondary STAB. Fake out is useful for breaking sashes and getting into a more usable speed tier in the next turn. Encore is used mainly for Aegislashes who think they can KS me, while they get locked into the move and are usually HJK bait after that. Encore is also for bulky boosting sweepers who think they can set up on M-Lop, only to be screwed the next three turns. Encore also serves usefulness for M-Kanga itself. If she decides to use Sucker Punch or set up a Sub on Mega Lopunny, it's GG from there. Mega Lopunny can OHKO all variants of M-Kanga, except the physically bulky variants (those are so rare anyway). Ice Punch can be used over Return or Encore if you really need coverage.

Calcs:

252 Atk Mega Lopunny High Jump Kick vs. 0 HP / 4 Def Mega Kangaskhan: 228-270 (126.6 - 150%) -- guaranteed OHKO
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 4 Def Mega Kangaskhan: 228-270 (107.5 - 127.3%) -- guaranteed OHKO
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 252+ Def Mega Kangaskhan: 168-198 (79.2 - 93.3%) -- guaranteed 2HKO (can't really do much in return imo)


252 Atk Parental Bond Mega Kangaskhan Return vs. 0 HP / 4 Def Mega Lopunny: 135-159 (96.4 - 113.5%) -- 75% chance to OHKO (don't switch in, it's too risky)


MEGA KUNG-FU BUNNY OF TERROR WILL WRECK U KANGA!

K, that's all.
 
Gamefreak: Hey Kanga is 2 OP, lets make something to check it. Result:
@ Galladite
Ability: Steadfast/Justified > Inner Focus
Level: 50
Shiny: Dosen't matter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut/Zen Headbutt
- Ice Punch/Swords Dance
- Knock Off

So here is a pretty quick and easy answer to Mega Kangaskhan, who is able to OHKO all but the most physically invested variants. Just dont switch in unless you KNOW its going to Sucker Punch.
252 Atk Mega Gallade Close Combat vs. 252 HP / 0 Def Mega Kangaskhan: 246-290 (116 - 136.7%) -- guaranteed OHKO
252 Atk Mega Gallade Close Combat vs. 0 HP / 0 Def Mega Kangaskhan: 246-290 (136.6 - 161.1%) -- guaranteed OHKO
252 Atk Mega Gallade Close Combat vs. 252 HP / 252+ Def Mega Kangaskhan: 176-210 (83 - 99%) -- guaranteed 2HKO

Oh and you outspeed 2 (after Mega). Apart from Kangkhan, Gallade also deals with a multitude of Pokes like P2, Non-Scarf Hydra, Lopunny, Ttar, Venusar, ect. The choice of secondary STAB is mostly up to choice. Psycho Cut cant miss, while Zen Headbutt has more damage and a small flinch chance. Knock Off is extremely useful for getting rid of items like Choice items, Eviolites, and Leftovers. SD vs Ice Punch is an interesting one, with Ice Punch being able to quickly eliminate Dragons, Lando-T, and other 4x weak stuff. SD however, allows Gallade to sweep efficiently and be able to muscle past walls better. ofc, Gallade has a HUGE movepool, so theres a ton of options in that slot.
 
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Gamefreak: Hey Kanga is 2 OP, lets make something to check it. Result:
@ Galladite
Ability: Steadfast/Justified > Inner Focus
Level: 50
Shiny: Dosen't matter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Psycho Cut/Zen Headbutt
- Ice Punch/Swords Dance
- Knock Off

So here is a pretty quick and easy answer to Mega Kangaskhan, who is able to OHKO all but the most physically invested variants. Just dont switch in unless you KNOW its going to Sucker Punch.
252 Atk Mega Gallade Close Combat vs. 252 HP / 0 Def Mega Kangaskhan: 246-290 (116 - 136.7%) -- guaranteed OHKO
252 Atk Mega Gallade Close Combat vs. 0 HP / 0 Def Mega Kangaskhan: 246-290 (136.6 - 161.1%) -- guaranteed OHKO
252 Atk Mega Gallade Close Combat vs. 252 HP / 252+ Def Mega Kangaskhan: 176-210 (83 - 99%) -- guaranteed 2HKO

Oh and you outspeed
Not to nitpick but do remember that if both Gallade and Kanga are in base forms Kanga is faster than this guy, so you can only outspeed after Mega-Evolving, meaning the only way you're checking it is if Gallade's already Mega-Evolved before switching in. Turn order is set before Mega Evolving after all!
 
Not to nitpick but do remember that if both Gallade and Kanga are in base forms Kanga is faster than this guy, so you can only outspeed after Mega-Evolving, meaning the only way you're checking it is if Gallade's already Mega-Evolved before switching in. Turn order is set before Mega Evolving after all!
I already knew that, I'm just saying after Mega Evolving. Il update i guess
 
I already knew that, I'm just saying after Mega Evolving. Il update i guess
Well I guess the main point I wanted to bring up was that in a 3v3 environment, that looks like an awful lot of hoops to jump through. Maybe if you had Protect on him somewhere? At least if both find themselves on the field at the same time and Gallade's still in base you aren't outright forced to switch/sac and need something else to tank the coming Return/Double-Edge.
 
Ok, some people know that I always use suicune. And this guys is what always made me to #1 in xy. This girl is just too amazing
suicune.gif

Suicune @ Rocky Helmet
Ability: Pressure
Level: 50
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Reflect
- Roar

Full HP and Def makes it easier against physical attackers. This is a perfect counter for Kangaskhan. And it's true since I've won a lot and once went to 1772 Elo with this.
Some calculation this time
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 252+ Def Suicune: 108-127 (52.1 - 61.3%) Recoil: About 17~20% + 32% (Roc helmet) Which is about 50% (I guess)
And most Kangaskhan in top ladder is double edge, not frustration/return, so I'm not considering about it.
And after Reflect, damage is half (of course), and as uou can imagine that wins me.
I can win against p-u p khan if I can do reflect.
In fact, we all know that cresellia is the best counter, but creselia is really bad right now, and you can easily feel that it doesn't work.
And, I feel 3 top megas right now is khan,mence,and gengar. So I really want mega stone for those and not wasting mega poke. So I thought no mega would be cool.
And the best part about helmet suicune is that it counters so many things in battle spot right now. Talonflame,mence,garchomp,blaziken,loppuny... and so on
 
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Blaziken @ Blazikenite
Ability: Speed Boost
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Protect
- High Jump Kick/ Superpower
- Flare Blitz
- Knock Off/ Swords Dance/ Rock Slide

Caw! Mega Blaziken hits like a truck and can make your opponent regret ever bringing Mega Kangaskhan. It can check M-Kang even after if has set up two PuPs:
+4 252+ Atk Parental Bond Mega Kangaskhan Sucker Punch vs. 4 HP / 0 Def Mega Blaziken: 130-154 (83.3 - 98.7%) -- guaranteed 2HKO
However, obviously you shouldn't try switching in Mega Blaziken on Kang unless you're absolutely sure it's going to go for Sucker Punch, PuP, or a resisted move. But I'm at a bit of a loss as to what switches in safely on Kang. Even Chesnaught gets 2HKO'd by Double-Edge, Ghost types have to deal with Crunch, and Steel types have to deal with PuP, EQ, Fire Punch (in the case of Skarmory) or even potentially Fire Blast, although special M-Kang isn't really a thing (On second thought, maybe Air Balloon SD Aegislash is worth a shot). Anyway, Protect is the most essential part of this moveset, as M-Blaziken needs the turn to mega evolve and outspeed jolly Kang. I would personally choose High Jump Kick as the Fighting move despite the risk of missing because of its insane power, and because I'm not really keen on the Superpower attack drop on a sweeper. However, Superpower is definitely also viable. Low Kick is another alternative (252+ Atk Mega Blaziken Low Kick (100 BP) vs. 252 HP / 4 Def Mega Kangaskhan: 218-258 (102.8 - 121.6%) -- guaranteed OHKO), but I personally don't like it very much because it allows Rotom to counter you. Flare Blitz is there for a powerful secondary STAB move. Knock Off has pretty good synergy with High Jump Kick since it can punish ghost types like Chandelure for trying to switch in on it, while Swords Dance can be used if you predict a switch or if you end up playing mind games against a pokemon like Aegislash. Rock Slide can be used if you're particularly paranoid about Charizard or Talonflame switching in. The 252/252 spread is efficient for an offensive sweeper, while the last 4 EVs can be thrown at HP because Blaziken doesn't really fear the Porygon family's Download and because although 156 is an even number of HP, it's not evenly divisible by 8, so Stealth Rock won't be doing any more damage.

Anyway, something that interests me about M-Kanga is that it's so common it might actually make Rivalry be a less bad ability than usual.
 
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Ares

Fool me...can't get fooled again
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Creeper3971

Switched the gifs around cause I thought this one fit for mega bunny

Edit @ below: Even though Voting is open and posting sets is closed, since no one else has voted I'll let you in late. In the future please try to post during the time allotted.
 
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Sableye @ Sablenite
Ability: Prankster
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Recover
- Dark Pulse
- Calm Mind

The main goal of this is to burn Kang and recover stall. Once Kang is burned, the only thing to worry about is Lunar Dance/Healing Wish, so if you see potential users, you may want to keep Sableye in normal form

The nastiest thing Kang can do to you is EQ you on the switch. This is what happens:
252+ Atk Parental Bond Mega Kangaskhan Earthquake vs. 252 HP / 252+ Def Sableye: 79-94 (50.3 - 59.8%) -- guaranteed 2HKO

THEN you WoW it and this happens:
252+ Atk Parental Bond burned Mega Kangaskhan Earthquake vs. 252 HP / 252+ Def Sableye: 39-46 (24.8 - 29.2%) -- 100% chance to 4HKO

Absolute max damage on both attacks would leave you with 10% health, which is particularly scary when you factor in the fact that Kangaskhan has 4 chances to crit you. KEEP SABLEYE AT ABSOLUTE MAX HEALTH if you see EQ Kangaskhan and you think your opponent is skilled enough to predict you. It's unlikely that Kang will aggressively predict your Sableye switch in from Turn 1, but EVEN if they do you can deal with it.

Once Kang is burned, you can go nuts with the CM's and proceed to win the game.

This is not a 100% foolproof way to deal with it, but in my experience it's the most reliable one.
 

ethan06

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is a Community Contributor Alumnus
haban012

Mostly because this isn't a mega, but I feel this is the easiest one to fit onto a team. I also just thought of something I could've posted here but ah well, too late :[
 
going with PPB here, and that's not because of the bias I have towards M-Blaze. It wins the 1v1 against Khan 90% of the time, and not to mention that it's pretty great in this format.

awesome bugs bunny gif is awesome Montsegur :)
 

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