Project Counter That Threat! Mk. III [Week 12: Garbodor]

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Ok, now lets try something actually in NU... ^_^;
That also happens to be a personal favorite. <3
This would be able to both check and counter Mega Snowball.

Torkoal @ Leftovers
Bold, 252 HP, 252 Def, 4 Sp. Atk
Ability: Shell Armor

- Lava Plume
- Rest
- Sleep Talk / Rapid Spin
- Overheat

Sleep Talk should be used if the user already has a Rapid Spin/Defog user, as Torkoal isn't exactly good at using it but it can if it absolutely must. Anyway, this gives exactly 1 fucks about Mega Glalie.

252+ Atk Refrigerate Glalie Double-Edge vs. 252 HP / 252+ Def Torkoal: 75-89 (21.8 - 25.8%) -- possible 5HKO after Leftovers recovery
252+ Atk Refrigerate Glalie Explosion vs. 252 HP / 252+ Def Torkoal: 156-184 (45.3 - 53.4%) -- 1.2% chance to 2HKO after Leftovers recovery*
252+ Atk Glalie Crunch vs. 252 HP / 252+ Def Torkoal: 52-62 (15.1 - 18%) -- possible 8HKO after Leftovers recovery
252+ Atk Glalie Earthquake vs. 252 HP / 252+ Def Torkoal: 130-154 (37.7 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
4 SpA Refrigerate Glalie Hyper Beam vs. 252 HP / 0 SpD Torkoal: 165-194 (47.9 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery**

* Super Fang + Explosion will never, ever, ever KO with Leftovers recovery factored in. Even a crit is not possible.
** Super Fang + Hyper Beam needs a max damage roll to actually KO with Leftovers.

In return...

4 SpA Torkoal Lava Plume vs. 0 HP / 0 SpD Glalie: 182-216 (60.4 - 71.7%) -- guaranteed 2HKO
4 SpA Torkoal Overheat vs. 0 HP / 0 SpD Glalie: 296-350 (98.3 - 116.2%) -- 87.5% chance to OHKO

Mega Glalie's broken jaw is melted into a puddle.

I know Overheat Torkoal is kinda Flannery's thing, but it's not exactly required to win, and does allow Torkoal to fire off an impressively powerful hit when needed. Sheer Cold is banned in NU, so that's out the window. Now, in the realm of utter obscurity...

4 SpA Glalie Weather Ball (100 BP Water) vs. 252 HP / 0 SpD Torkoal in Rain: 340-402 (98.8 - 116.8%) -- 93.8% chance to OHKO

Torkoal is rendered useless in the Rain, and Glalie does in fact learn Rain Dance, so if we're looking at a RainBall Glalie, Torkoal is a pile of utterly fucked setup bait. I have a strange feeling that RainBall Mega Glalie isn't a common sight though.

The cute little fire-turtle can also be used to smite Steel, Bug, Grass, and a handful of other Ice Types in the tier, and sponge status / WoW for his allies. It also has higher physical bulk than Skarmory with the ability to burn its foes as well.

I would of done Relicanth, but Torkoal is so much cuter.
 
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s/o to The Goomy for bulky scyther set. it's still p good in oras imo


Scyther @ Eviolite
Ability: Technician
EVs: 176 HP / 116 SpD / 216 Spe
Jolly Nature
- Aerial Ace
- Substitute
- Roost
- Swords Dance

you dont even need defense evs on this thing to shit all over hariyama. the most popular hari set is ass vest but i'll include guts set calcs anyway.

(calcs)
(ass vest w/ evio)

252+ Atk Hariyama Knock Off (97.5 BP) vs. 176 HP / 0 Def Eviolite Scyther: 89-105 (27.3 - 32.3%) -- guaranteed 2HKO after Stealth Rock - allows a roost on switching in
252+ Atk Hariyama Close Combat vs. 176 HP / 0 Def Eviolite Scyther: 40-48 (12.3 - 14.7%) -- 100% chance to 4HKO after Stealth Rock - lolz
(ass vest w/o evio)
252+ Atk Hariyama Knock Off (97.5 BP) vs. 176 HP / 0 Def Scyther: 132-156 (40.6 - 48%) -- guaranteed 2HKO after Stealth Rock - you still outheal with roost
252+ Atk Hariyama Close Combat vs. 176 HP / 0 Def Scyther: 61-72 (18.7 - 22.1%) -- guaranteed 3HKO after Stealth Rock - still a yummy snack for scyther
(guts w/ evio)
252+ Atk Guts Hariyama Knock Off (97.5 BP) vs. 176 HP / 0 Def Scyther: 198-233 (60.9 - 71.6%) -- guaranteed OHKO after Stealth Rock - can't switch in
252+ Atk Guts Hariyama Close Combat vs. 176 HP / 0 Def Scyther: 91-108 (28 - 33.2%) -- guaranteed 2HKO after Stealth Rock - let's hope they pick this move instead

so im not even going to include the post knock calcs for guts hari because of obvious reasons. there's also the possibility that hari will run ice punch, although i've never seen it used over any other move. so what can scyther do back?

(more calcs)
0 Atk Technician Scyther Aerial Ace vs. 252 HP / 0 Def Hariyama: 320-378 (65 - 76.8%) -- guaranteed 2HKO - clean 2hko
+2 0 Atk Technician Scyther Aerial Ace vs. 252 HP / 0 Def Hariyama: 636-750 (129.2 - 152.4%) -- guaranteed OHKO - solid

so, scyther is a pretty nice check to hari as long as it doesnt carry ice punch or is the bad guts set.
 
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Ares

Fool me...can't get fooled again
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-1 252+ Atk Hariyama Heavy Slam (120 BP) vs. 252 HP / 252+ Def Granbull: 158-186 (41.1 - 48.4%) -- guaranteed 3HKO after Leftovers recovery

mate
tbh Hariyama shouldn't be running Heavy Slam any more. The main reason it was being run in the first place is because Slurpuff was such a huge threat, now with that gone and granbull somewhat uncommon Hariyama is better off running EQ and Ice Punch. Still makes it a check, but pretty much close to a counter.

Edit @ below: true lol, forgot about audino cause no one seems to be running it seeing as m-steelix just shits all over it.
 
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tbh Hariyama shouldn't be running Heavy Slam any more. The main reason it was being run in the first place is because Slurpuff was such a huge threat, now with that gone and granbull somewhat uncommon Hariyama is better off running EQ and Ice Punch. Still makes it a check, but pretty much close to a counter.
Mega Audino is a huge threat as well.. Letting it set up a Calm Mind or 2 can easily be game in so many cases.

252+ Atk Hariyama Heavy Slam (120 BP) vs. 252 HP / 252+ Def Audino: 168-198 (40.9 - 48.2%) -- 69.5% chance to 2HKO after Stealth Rock

I mean obviously it isn't as common as it was when Slurpuff was around (Slurp was everywhere) but it's still a fairly effective move to play.
 

Punchshroom

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Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Moonlight
- Moonblast

252+ Atk Hariyama Ice Punch vs. 252 HP / 252+ Def Vileplume: 136-162 (38.4 - 45.7%) -- guaranteed 3HKO after Black Sludge recovery
4 SpA Vileplume Moonblast vs. 0 HP / 252 SpD Assault Vest Hariyama: 108-128 (25.1 - 29.8%) -- guaranteed 4HKO

Hariyama's best attack doesn't 2HKO, and every other attack it has does pitiful damage in comparison. Repeated Ice Punches or other such contact attacks can also trigger Effect Spore, tilting the matchup even more to Vileplume's favor. Honestly Vileplume's STABs do fine at keeping Yama at bay, what with Giga Drain stealing health and Sludge Bomb poison whittling it down, but Moonblast is there just to give Plume a solid 4HKO against Yama, as well as allowing it to combat Malamar as well.
 

watashi

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if the op didnt post a set then all moves should be considered even uncommon ones

no idea why he didnt post a set though

Tangela @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Synthesis
- Leech Seed
- Giga Drain
- Hidden Power [Fire]

avoids the 2hko from any move even after being knocked off. leech seed + synthesis stalls it out
 

marilli

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Pelipper @ Leftovers
Ability: Keen Eye
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Roost
- Scald
- Air Slash
- Defog

Tanks CC / Knock Off / Ice Punch / EQ / Heavy Slam / Fake Out / Bullet Punch even if rocks are up, Roost and Defog makes him do his thing

He can keep Close Combating you on the roost for 50% but you just air slash with the decreased spdef and its like gg anyways
 
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Ares

Fool me...can't get fooled again
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Guys, only consider viable moves on the set. The point of not posting a specific set is that there can be multiple viable options in the last slot, or various sets a mon can run. Thunderpunch is not a good option whatsoever so that would make Pelipper a counter. Like i dont get whats so hard to grasp about this concept.
 

watashi

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it's not up to you to decide if its viable or not. mantine / qwilfish / pelipper are common enough for it to be viable, and hariyama really only needs close combat, knock off, and a priority move to be effective
 

watashi

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there's nothing in the op that states that moves on the the featured pokemon have to come from the analysis, nor does it imply viability, considering the metagame is always changing and hariyama's analysis isn't even completed yet. if you want to make that a requirement, then that's fine i guess, just contact the person hosting this project about it and have him add it into the rules section

and if it's up to me and you to decide whether it's viable or not should there be some deciding that actually goes on before you post something such as "it's not a good option whatsoever"?

either make this project into one where you post a common set (possibly with slashes) where multiple people post pokemon that counter the specific set or a more challenging one where people find out counters to every possible variation of a pokemon, similar to this project. the former idea would help players get more accustomed to the metagame while the latter would be more of a fun project
 
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soulgazer

I FEEL INFINITE
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It's what gets put on analyses, so yes it's up to me and you to decide what a viable moveset. Anything that's mention on a set or in a sets move section should be considered when dealing with this. It's pretty much what can be placed in the C&C section of an analysis.
lol..

everything is viable if it accomplish something, just saying.
 

Musharna @ Colbur / Kee Berry
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Psychic
- Calm Mind
- Baton Pass / Dazzling Gleam
- Moonlight

Hariyama is total setup fodder to Musharna. Once Musharna has no item, Knock Off will fail to do more than a measly 30% letting Mushy set up (if pro use Kee Berry), and at +2 its a easy OHKO on Yama, especially if it did a CC earlier on. Eats up just about everything Yama has.
 

Audino @ Audinite
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Dazzling Gleam
- Wish
- Heal Bell / Encore
- Protect

Mega audino actually has quite a few sets, but I just went with the one I use (cleric) because despite it stalling out hariyama as apposed to using it as setup bait with the CM set it is still a very effective set and can be used to get up free heal bells and wishes vs hariyama to support your team. Basically, you switch in on hariyama, eat up all of his possible attacks then wish stall and dazzling gleam spam until it dies. In the process you use this as an opportunity to spam wish + heal bell and help out your balance/defensive team. Also you can run 4 or even 8 speed EVs to creep 0 speed hariyamas which are common for some reason.

252+ Atk Hariyama Heavy Slam (120 BP) vs. 248 HP / 252+ Def Mega Audino: 168-198 (41 - 48.4%) -- guaranteed 3HKO
252+ Atk Hariyama Close Combat vs. 248 HP / 252+ Def Mega Audino: 126-148 (30.8 - 36.1%) -- 58.2% chance to 3HKO
8 SpA Mega Audino Dazzling Gleam vs. -1 0 HP / 252 SpD Assault Vest Hariyama: 156-186 (36.3 - 43.3%) -- guaranteed 3HKO

Basically the only way hariyama is 2hko-ing mega audino is if he has heavy slam, rocks are up, he gets a lucky roll and he outspeeds you. Honestly the CM set is a better counter set for yama because you kill it easier, but I find this set to be underrated and it shouldn't be because it is awesome in this meta and people should start building around it imo.
 
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marilli

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Ludicolo @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Synthesis
- Giga Drain
- Leech Seed / Ice Beam

Hard counter

Physically defensive Ludicolo is real! Ludicolo's typing is amazing to say the least: you get to resist Steelix's double STAB, avoiding 2hko from any move. Not to mention, it eats up coverage moves such as Stone Edge, Thunder Fang, Fire Fang, etc, making it a hard counter. Not only does this handle Mega Steelix, it takes care of special Samurott, Feraligatr, Seismitoad, most rain teams, non-Megahorn Rhydon etc. extremely well. It does stuff outside of checking Steelix. In fact, it does basically you'd want a Grass-type to do: beat Water-types reliably.

Scald gives you burn chance, and lands a 3HKO against bulky Curse variants with maximum special defense to stop it from Resttalking. With Synthesis, alongside secondary healing, Ludicolo has real staying power and can realistically act as a long term to answer to Mega Steelix, which has serious staying power even without much investment. Giga Drain takes advantage of Ludicolo's typing and allows it to counter Feraligatr and other Water-types. Last slot can be filled by the likes of Leech Seed or Ice Beam. Leech Seed forces switches, and allows Ludicolo to 1v1 some weaker special attackers thanks to Ludicolo's great base special defense, and racking up Burn + Leech Seed damage can get fun really fast. Ice Beam, on the other hand, catches Grass-types switching into Ludicolo when you reveal that you're physically defensive.
 

Pelipper @ Leftovers
Ability: Rain Dish
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Roost
- Defog
- Air Slash / U-Turn / Toxic

MegaLix literally isn't even a remote threat to Pelipper, it literally can do nothing. Both of its primary attacks do jack shit, and even the Stealth Rocks it attempts to put up get shut down by Pelipper's Defog. Hell, Pelipper can even burn Mega-Steelix to cripple it even further, and with U-Turn can capatalize on the ease at which it forces megalix out.

4 Atk Mega-Steelix Heavy Slam (120 BP) vs. 248 HP / 252+ Def Pelipper: 57-67 (17.6 - 20.7%) -- possible 7HKO after Leftovers recovery
 

boltsandbombers

i'm sorry mr. man
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Pelipper @ Leftovers
Ability: Rain Dish
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Roost
- Defog
- Air Slash / U-Turn / Toxic

MegaLix literally isn't even a remote threat to Pelipper, it literally can do nothing. Both of its primary attacks do jack shit, and even the Stealth Rocks it attempts to put up get shut down by Pelipper's Defog. Hell, Pelipper can even burn Mega-Steelix to cripple it even further, and with U-Turn can capatalize on the ease at which it forces megalix out.

4 Atk Mega-Steelix Heavy Slam (120 BP) vs. 248 HP / 252+ Def Pelipper: 57-67 (17.6 - 20.7%) -- possible 7HKO after Leftovers recovery
Just remember that mega steelix can viably run stone edge, which hits quite hard, and if you try to roost off to avoid that it can go for EQ, but scald burns are a thing.
 

Punchshroom

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>inb4 Thunder Fang Mega Steelix hue


Probopass @ Leftovers / Air Balloon
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Magnet Rise
- Earth Power
- Taunt
- Power Gem / Volt Switch / Hidden Power Fire

252+ SpA Probopass Earth Power vs. 252 HP / 252+ SpD Mega Steelix: 112-134 (31.6 - 37.8%) -- 91.2% chance to 3HKO
252+ SpA Probopass Earth Power vs. 252 HP / 4 SpD Mega Steelix: 156-184 (44 - 51.9%) -- 14.1% chance to 2HKO
252+ Atk Mega Steelix Heavy Slam (60 BP) vs. 172 HP / 0 Def Probopass: 76-91 (25 - 29.9%) -- 0% chance to 4HKO after Leftovers recovery
0 Atk Mega Steelix Heavy Slam (60 BP) vs. 172 HP / 0 Def Probopass: 58-69 (19 - 22.6%) -- possible 6HKO after Leftovers recovery

Probopass is for teams that want Mega Steelix GONE, removed from the picture, outta here, etc. Heavy Slam only nets a measly 60 BP on Probopass which it easily shrugs off, while Probo can begin Earth Powering Mega Steelix into submission. The obvious Earthquake weakness is mitigated by Magnet Rise; Air Balloon seems redundant but it ensures Probopass a safe switch-in, but many Pokes walled by Mega Steelix, namely Swellow, Scyther, and Mesprit, have access to U-turn regardless so that can be eschewed for Leftovers, allowing Probo to tank Heavy Slams much better. Taunt prevents RestTalk stalling and Roar from Mega Steelix, while also stopping Ferroseed's Leech Seed. The last move depends on what u wish for Probo to do next; Power Gem snipes down Flying-types and Levitators such as Scyther and Mesprit, a slow Volt Switch helps keep momentum, while HP Fire is simply for KOing Ferroseed faster.

I don't know if max Speed Rock Polish MLix is a thing but u could theoretically creep that as well (Modest Probo still outspeeds Jolly MLix). Sure you lose out on bulk but Probo doesn't need that much bulk to beat the Steels it traps anyway and that is pretty much all you use Probo for in the first place :P
 

scorpdestroyer

it's a skorupi egg
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Torterra @ Life Orb
Ability: Overgrow
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Wood Hammer
- Synthesis
- Earthquake
- Stone Edge / Stealth Rock

252+ Atk Mega Steelix Heavy Slam (60 BP) vs. 160 HP / 4 Def Torterra: 102-120 (27.4 - 32.3%) -- 54.8% chance to 4HKO after Leftovers recovery

Mega Steelix is unable to touch Torterra unless it runs Ice Fang. Torterra can simply Synthesis to heal back its HP lost from Heavy Slam and hit Steelix hard with Earthquake.
 
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