Monotype Victim of the Week (Round 8: Kingdra)

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Dark / Fighting Counter
Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bulk Up
- Rest
- Drain Punch
- Knock Off

This is a set that can beat any Mega Sableye not running Dazzling Gleam, and also threatens the rest of their team as well.
+6 0 Atk Scrafty Knock Off vs. 252 HP / 252+ Def Mega Sableye: 159-187 (52.3 - 61.5%) -- guaranteed 2HKO
+6 0 SpA Mega Sableye Shadow Ball vs. 252 HP / 252+ SpD Scrafty: 98-116 (29.3 - 34.7%) -- 100% chance to 4HKO after Leftovers recovery
 
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Added the Hall of Fame in addition to the archive in the OP! I'll put it in this post too

Mega Serperior Z 9
Cell 3
Twix 3
Mars Lowell 3
BrandonBeast999 3
Peef Rimgar 3
IronicNinja 3
Juleocesar 3
scpinion 3
Czim 2
EienSieryuu 2
Mentalist Swag 2
Offline_Dating 2
Average Fella 2
cjl1 2
Wanka 1
Darkjak 1
Truedrew 1
OM Room 1
Gentleman Tech 1
1 True Lycan 1
Vlmufa 1
Kgbeast 1
Ridley 1
Bondie 1
Star Sky 1
 
Infernape @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Gunk Shot
- Grass Knot
- Stealth Rock / Filer

Offensive Infernape is a solid Fighting-type check to Sableye as it's immune to Will-O-Wisp and resists Dark Pulse. Fire Blast does a hefty chunk with a Life Orb, and can take on Sableye without boosts.

252 SpA Life Orb Infernape Fire Blast vs. 252 HP / 4 SpD Mega Sableye: 177-211 (58.2 - 69.4%) -- guaranteed 2HKO
252 SpA Life Orb Infernape Fire Blast vs. +1 252 HP / 4 SpD Mega Sableye: 118-140 (38.8 - 46%) -- guaranteed 3HKO
 
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Fighting Check

heracross.png


Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off / Earthquake
- Stone Edge

Outside of keldeo, fighting has a pretty rough time against Mega Sab because everything is susceptible to wisp and it can be a pretty big pain in the ass to take out. Guts hera can absorb that willo and threaten to 2hko mega sab with the guts boost and also do significant damage to everything else on a dark team. knock off is used to spam against ghost teams but EQ could also be used for better coverage for things like diancie and poison types.

good stuff.
 
meh this is easy, fairies and fires beat it; i might as well do something creative:
chansey.gif

Chansey (F) @ Eviolite
Ability: Healer
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Skill Swap
- Soft-Boiled
- Toxic
- Seismic Toss/Stealth Rock/Heal Bell

yeah its just skill swap the magic bounce (not bounced) and then toxic it...
seems gimmicky i guess but its a fun way for normal to beat it and anyway, all the obvious ones ill leave for other ppl.

healer is because u dont want mega-sab to get rid of poison (if u give it natural cure rip) and serene grace cause well, its useless for you but useful for sableye

ill give people ideas i guess:
Psychic - Victini/Mega Gardevoir
Flying - Togekiss/Mega-Charizard-Y/PH Gliscor (SD)
Steel - Heatran/Mawile
Water - Azumarill/Keldeo/SS (Politoed+Kingdra etc.)
Fighting - Keldeo/PH Breloom/Infernape (Taken)/Guts Heracross (I think taken)
Bug - Volcarona/Scizor/Mega-Pinsir (All SD variants)/Guts Heracross
Dragon - Band Dragonite/Band Kyurem-Black (or even toxic kyurem-black)/Specs Latios/Specs Hydreigon/Specs Dragalge
Dark - Mega-Sableye/Stallbreaker Hoopa-U/Specs Hydreigon
Ground - LO Landorus/LO Nidoking/Mega-Camerupt/PH Gliscor (SD)
Normal - Band Staraptor/Band Diggersby/Mega-Lopunny (Obvious)
Fire - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fairy - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Grass - PH Breloom/Whimsicott/Serperior
Electric - Mold Breaker Amphy (Taken)/Guts Luxray
Ghost - Mega-Sab/Chandelure (Specs)/Nasty Plot Confagrigus
Poison - Band Crobat/LO Nidoking/SubPass Scolipede?
Rock - Mega-Diancie <-- best counter by far on rock
Ice - Band Kyurem-B/Frost Breath Walrein or Lapras

Just Some Ideas, note some of them are counters (hard walls and live anything), and some are checks (afraid of burns, get one or two shotted by dpulse/shadow ball).
 
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Fighting Check
lucario.gif

Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Dark Pulse / Vacuum Wave

Special Lucario is one of the few Fighting answers to Mega-Sableye.
Utility Sableye is actually fully countered as Foul Play, Will-o-Wisp, and Knock Off do very little to Lucario's ability to setup and sweep. It can switch in at any time and proceed to setup. A +2 Flash Cannon is a guaranteed OHKO. For the CM Sableye sets, Nasty Plot sets up faster than Calm Mind does. If the Sableye runs Dark Pulse, Snarl, or Dazzling Gleam, special Lucario counters that set as well, as the damage from these moves are not enough to stop Lucario from catching up in boosts if it's behind.
Nasty Plot is the obvious boosting move of choice. Flash Cannon is the STAB that importantly hits Fairy types (and here it hits Sableye) and has surprisingly good coverage with Aura Sphere. Dark Pulse is important to hit Ghost and Psychic types, but Vacuum Wave is viable for priority purposes. Modest is preferred because the speed tier Lucario is in doesn't benefit greatly from a speed boosting nature.

+2 252+ SpA Life Orb Lucario Flash Cannon vs. 252 HP / 0 SpD Mega Sableye: 304-359 (100 - 118%) -- guaranteed OHKO
 
Poison checks
roserade.gif

Roserade @ Choice Specs
Ability: Technician / Natural Cure
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Grass Knot / Energy Ball
- Sludge Bomb
- Dazzling Gleam
- filler

This can switch in on Mega-Sableye as it uses Calm Mind for the first time and doesn't mind the potential Will-o-Wisp all that much. It can then proceed to click Dazzling Gleam:
252+ SpA Choice Specs Roserade Dazzling Gleam vs. +1 252 HP / 0 SpD Mega Sableye: 166-196 (54.6 - 64.4%) -- guaranteed 2HKO
If they click Calm Mind again:
252+ SpA Choice Specs Roserade Dazzling Gleam vs. +2 252 HP / 0 SpD Mega Sableye: 124-148 (40.7 - 48.6%) -- guaranteed 3HKO
The 2HKO is not guaranteed but you do enough damage were they have a difficult time recovering back up which gives you opportunity to fish for a crit.
In case you're facing a utility Mega-Sableye with Knock-Off, you can be pretty sure it does not carry Calm Mind. Dazzling Gleam is a guaranteed 2HKO even without your Choice Specs

Grass Knot hits heavier foes such as Tyranitar, Gyarados and Suicune very hard and Technician boosts its power when used against light targets. Energy Ball is an alternative for more consistent power and to not being shit on by featherweights such as Rotom and Manaphy. Sludge Bomb is secondary STAB and has decent coverage alongside Grass STAB. Some good options for the last moveslot are Hidden Power (Ice, Fire etc.), which gets boosted by Technician to a solid 90 BP, Extrasensory to hit Poison types such as Venusaur and Tentacruel hard and Shadow Ball to hit Psychic and Ghost types as well as hitting Steel types for neutral damage. The Speed Ev's outspeed most Zapdos and the things trying to speed creep it (you can run more/less speed if you like). Natural Cure is an option over Technician to get rid of the burn from Will-o-Wisp.

golbat.gif

Golbat @ Eviolite
Ability: Inner Focus / Infiltrator
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Poison Fang
- Defog
- Roost

There are more mons who can get around Mega-Sableye's Magic Bounce with Poison Fang (Nidoqueen and Drapion for example), but Golbat can actually last throughout the match with it's good bulk and access to Roost. The idea is simple: Click Poison Fang until you badly Poison Mega-Sableye (50% chance; not too bad since you often get multiple tries). Golbat isn't terribly useful for much else in the Ghost/Dark matchup anyway so it doesn't matter all that much that you get burned while trying to poison it (it's still better than flat out losing to Mega-Sableye.)

Brave Bird is your main STAB move. Defog is for hazard removal. Roost is for recovery. Pretty straightforward stuff.
Inner Focus allows you to counter Scarf Togekiss and surprise KO Mega-Medicham and Mega-Lopunny who think they can get free damage with Fake Out. Infiltrator is useful to deal with Substitute users such as CM Keldeo and SD Hawlucha.
You can also run a Physically defensive set.


tentacruel.gif

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 224 SpD / 36 Spe
Calm Nature
- Scald
- Acid Spray
- Rapid Spin
- Haze

Tentacruel as a Mega-Sableye check is easier to fit on teams than Roserade and Golbat, but it's also more prone to being worn down. The idea is to remove Calm Mind boosts with Haze or Acid Spray, lower it's Special Defense further with Acid Spray and eventually do enough damage with Scald to force it out. The Speed EV's allow you to outspeed Adamant Bisharp. The rest is trown into Hp and Special Defense for more bulk.
 
Poison checks
roserade.gif

Roserade @ Choice Specs
Ability: Technician / Natural Cure
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Grass Knot / Energy Ball
- Sludge Bomb
- Dazzling Gleam
- filler

This can switch in on Mega-Sableye as it uses Calm Mind for the first time and doesn't mind the potential Will-o-Wisp all that much. It can then proceed to click Dazzling Gleam:
252+ SpA Choice Specs Roserade Dazzling Gleam vs. +1 252 HP / 0 SpD Mega Sableye: 166-196 (54.6 - 64.4%) -- guaranteed 2HKO
If they click Calm Mind again:
252+ SpA Choice Specs Roserade Dazzling Gleam vs. +2 252 HP / 0 SpD Mega Sableye: 124-148 (40.7 - 48.6%) -- guaranteed 3HKO
The 2HKO is not guaranteed but you do enough damage were they have a difficult time recovering back up which gives you opportunity to fish for a crit.
In case you're facing a utility Mega-Sableye with Knock-Off, you can be pretty sure it does not carry Calm Mind. Dazzling Gleam is a guaranteed 2HKO even without your Choice Specs

Grass Knot hits heavier foes such as Tyranitar, Gyarados and Suicune very hard and Technician boosts its power when used against light targets. Energy Ball is an alternative for more consistent power and to not being shit on by featherweights such as Rotom and Manaphy. Sludge Bomb is secondary STAB and has decent coverage alongside Grass STAB. Some good options for the last moveslot are Hidden Power (Ice, Fire etc.), which gets boosted by Technician to a solid 90 BP, Extrasensory to hit Poison types such as Venusaur and Tentacruel hard and Shadow Ball to hit Psychic and Ghost types as well as hitting Steel types for neutral damage. The Speed Ev's outspeed most Zapdos and the things trying to speed creep it (you can run more/less speed if you like). Natural Cure is an option over Technician to get rid of the burn from Will-o-Wisp.

golbat.gif

Golbat @ Eviolite
Ability: Inner Focus / Infiltrator
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Poison Fang
- Defog
- Roost

There are more mons who can get around Mega-Sableye's Magic Bounce with Poison Fang (Nidoqueen and Drapion for example), but Golbat can actually last throughout the match with it's good bulk and access to Roost. The idea is simple: Click Poison Fang until you badly Poison Mega-Sableye (50% chance; not too bad since you often get multiple tries). Golbat isn't terribly useful for much else in the Ghost/Dark matchup anyway so it doesn't matter all that much that you get burned while trying to poison it (it's still better than flat out losing to Mega-Sableye.)

Brave Bird is your main STAB move. Defog is for hazard removal. Roost is for recovery. Pretty straightforward stuff.
Inner Focus allows you to counter Scarf Togekiss and surprise KO Mega-Medicham and Mega-Lopunny who think they can get free damage with Fake Out. Infiltrator is useful to deal with Substitute users such as CM Keldeo and SD Hawlucha.
You can also run a Physically defensive set.


tentacruel.gif

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 224 SpD / 36 Spe
Calm Nature
- Scald
- Acid Spray
- Rapid Spin
- Haze

Tentacruel as a Mega-Sableye check is easier to fit on teams than Roserade and Golbat, but it's also more prone to being worn down. The idea is to remove Calm Mind boosts with Haze or Acid Spray, lower it's Special Defense further with Acid Spray and eventually do enough damage with Scald to force it out. The Speed EV's allow you to outspeed Adamant Bisharp. The rest is trown into Hp and Special Defense for more bulk.

I love all these poison checks since they get rekt by other dark types like Bisharp and Hoopa . And ghost types too like Chandelure.

The point is, since Poison really can't beat Dark (sadly hoopa can do a lot after drapion and/or skuntank is gone) and ghost can do a lot (even though without aegis it's not quite as viable).
Fighting Check
lucario.gif

Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Dark Pulse / Vacuum Wave

Special Lucario is one of the few Fighting answers to Mega-Sableye.
Utility Sableye is actually fully countered as Foul Play, Will-o-Wisp, and Knock Off do very little to Lucario's ability to setup and sweep. It can switch in at any time and proceed to setup. A +2 Flash Cannon is a guaranteed OHKO. For the CM Sableye sets, Nasty Plot sets up faster than Calm Mind does. If the Sableye runs Dark Pulse, Snarl, or Dazzling Gleam, special Lucario counters that set as well, as the damage from these moves are not enough to stop Lucario from catching up in boosts if it's behind.
Nasty Plot is the obvious boosting move of choice. Flash Cannon is the STAB that importantly hits Fairy types (and here it hits Sableye) and has surprisingly good coverage with Aura Sphere. Dark Pulse is important to hit Ghost and Psychic types, but Vacuum Wave is viable for priority purposes. Modest is preferred because the speed tier Lucario is in doesn't benefit greatly from a speed boosting nature.

+2 252+ SpA Life Orb Lucario Flash Cannon vs. 252 HP / 0 SpD Mega Sableye: 304-359 (100 - 118%) -- guaranteed OHKO

This by itself screws up a lot (fighting vs dark Gg & if u run dark pulse ghost is pretty screwed). Seems like a cool idea.

Why is no one doing the easy checks and counters , I guess ppl like to be creative now ;)
 
Water Check:

latest


Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Scald
- Ice Beam
- Psychic
- Tail Glow

Although the bulky spread used on Manaphy utilizes max SAtk, I believe it's not necessary here. With this set, Manaphy uses Sableye at set up fodder, not even being 2HKOed after +2:

+2 4 SpA Mega Sableye Dark Pulse vs. 96 HP / 0 SpD Manaphy: 151-178 (41.3 - 48.7%) -- guaranteed 3HKO after Leftovers recovery

After one Tail Glow(assuming unboosted):

+3 160 SpA Manaphy Scald vs. 252 HP / 0 SpD Mega Sableye: 223-264 (73.3 - 86.8%) -- guaranteed 2HKO

So assuming Mega Sableye WoWs you on the switch, you can knock it out even if it starts to Calm Mind to counteract your boosts. It is also good to mention that this set after one Tail Glow will net at least one KO on Ghost/Dark (Tyranitar being KOed, Mandibuzz being KOed, Jellicent can't touch you unless they're a Hex set, etc.) Even if Azumarill/Mega Gyarados are present as checks, I believe Manaphy takes the cake as the most reliable of the Water checks, being risk free in most cases.
 
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Grass Counter/Check
whimsicott.gif

Whimsicott @ Life Orb
Ability: Prankster
EVs: 48 HP / 252 SpA / 208 Spe
Timid Nature
- Stun Spore
- Encore
- Moonblast
- U-turn
This is the set I use on grass it deals with Mega-Sableye Pretty well along With other Threats to grass. The speed isn't for sable it's just out speed 110s And a little extra bulk doesn't hurt.
252 SpA Life Orb Whimsicott Moonblast vs. 252 HP / 4 SpD Mega Sableye: 252-299 (82.8 - 98.3%) -- guaranteed 2HKO
252 SpA Life Orb Whimsicott Moonblast vs. +2 252 HP / 4 SpD Mega Sableye: 127-151 (41.7 - 49.6%) -- guaranteed 3HKO
-1 252 SpA Life Orb Whimsicott Moonblast vs. +1 252 HP / 4 SpD Mega Sableye: 112-135 (36.8 - 44.4%) -- guaranteed 3HKO
 
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Lemme get some easy ones out of the way while I'm tired.
Psychic Check (check because I don't think it can switch into a +2 Shadow Ball but you could change the calcs but I'm using a usual hit)
gardevoir-mega.gif

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Shadow Ball

:V Click Hyper Voice

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 4 SpD Mega Sableye: 404-476 (132.8 - 156.5%) -- guaranteed OHKO

you can risk it if you want to

0 SpA Mega Sableye Shadow Ball vs. 0 HP / 4 SpD Mega Gardevoir: 116-140 (41.8 - 50.5%) -- 2% chance to 2HKO

Though you have to make sure it doesn't set up.

OR

Psychic Possible Counter
gardevoir-mega.gif

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Shadow Ball

56+ SpA Pixilate Mega Gardevoir Hyper Voice vs. 252 HP / 4 SpD Mega Sableye: 392-464 (128.9 - 152.6%) -- guaranteed OHKO

56+ SpA Pixilate Mega Gardevoir Hyper Voice vs. +1 252 HP / 4 SpD Mega Sableye: 264-312 (86.8 - 102.6%) -- 12.5% chance to OHKO

and then

0 SpA Mega Sableye Shadow Ball vs. 200 HP / 200 SpD Mega Gardevoir: 102-120 (31.1 - 36.6%) -- 54.1% chance to 3HKO

+1 0 SpA Mega Sableye Shadow Ball vs. 200 HP / 200 SpD Mega Gardevoir: 152-180 (46.4 - 55%) -- 56.6% chance to 2HKO

seems legit. posting more later. (By the way, you can pick the one you want )
 
Flying/Ground Check :

645.gif

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Earth Power
- Knock Off
- Rock Slide
- Sludge Wave

Landorus can easily take down M-Sableye with his poweful STAB :

252+ SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 4 SpD Mega Sableye: 220-261 (72.3 - 85.8%) -- guaranteed 2HKO

252+ SpA Life Orb Sheer Force Landorus Earth Power vs. +1 252 HP / 4 SpD Mega Sableye: 148-175 (48.6 - 57.5%) -- 95.3% chance to 2HKO

+1 0 SpA Mega Sableye Shadow Ball vs. 0 HP / 0- SpD Landorus: 151-178 (47.3 - 55.7%) -- 78.5% chance to 2HKO

Flying/Water Counter :

10041.gif

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Substitute
- Waterfall
- Crunch

With his decent bulk (95/109/130), M-Gyarados can easily setup on M-Sableye thanks to Sub. (If the opponent M-Sableye run Dazzling Gleam don't mega-evolve)

+1 0 SpA Mega Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Gyarados: 45-54 (13.5 - 16.3%) -- possible 7HKO
+2 0 SpA Mega Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Gyarados: 60-71 (18.1 - 21.4%) -- possible 5HKO
+3 0 SpA Mega Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Gyarados: 75-88 (22.6 - 26.5%) -- 24% chance to 4HKO
0 SpA Mega Sableye Dazzling Gleam vs. 0 HP / 0 SpD Mega Gyarados: 80-96 (24.1 - 29%) -- 99% chance to 4HKO
+1 0 SpA Mega Sableye Dazzling Gleam vs. 0 HP / 0 SpD Mega Gyarados: 122-144 (36.8 - 43.5%) -- guaranteed 3HKO
+1 0 SpA Mega Sableye Dazzling Gleam vs. 0 HP / 4 SpD Gyarados: 75-89 (22.6 - 26.8%) -- 36.3% chance to 4HKO

+1 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 252+ Def Mega Sableye: 153-180 (50.3 - 59.2%) -- guaranteed 2HKO
+2 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 252+ Def Mega Sableye: 202-238 (66.4 - 78.2%) -- guaranteed 2HKO
+3 252+ Atk Mold Breaker Mega Gyarados Crunch vs. 252 HP / 252+ Def Mega Sableye: 252-297 (82.8 - 97.6%) -- 68.8% chance to OHKO after Stealth Rock

Flying/Electric Check :

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Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Grass Knot
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]

252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 4 SpD Mega Sableye: 165-195 (54.2 - 64.1%) -- guaranteed 2HKO
+2 252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 4 SpD Mega Sableye: 329-387 (108.2 - 127.3%) -- guaranteed OHKO
+2 252 SpA Life Orb Thundurus Thunderbolt vs. +1 252 HP / 4 SpD Mega Sableye: 220-259 (72.3 - 85.1%) -- guaranteed 2HKO

+1 0 SpA Mega Sableye Shadow Ball vs. 0 HP / 0 SpD Thundurus: 135-160 (45.1 - 53.5%) -- 36.3% chance to 2HKO
 
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Rock Counter
diancie-mega.gif

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Protect
- Moonblast
- Earth Power
- Calm Mind


252 SpA Mega Diancie Moonblast vs. 252 HP / 4 SpD Mega Sableye: 320-380 (105.2 - 125%) -- guaranteed OHKO

You just set up on it when it sets up

+1 0 SpA Mega Sableye Shadow Ball vs. +1 0 HP / 4 SpD Mega Diancie: 69-82 (28.6 - 34%) -- 1.2% chance to 3HKO

+1 252 SpA Mega Diancie Moonblast vs. +1 252 HP / 4 SpD Mega Sableye: 320-380 (105.2 - 125%) -- guaranteed OHKO

Simple :)

Posting more later
 
Sub-CM Keldeo as a Check for Fighting and Water

keldeo.gif

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Substitute
- Calm Mind

Once m-sab mega evolves this can set up all over it. Also, Dark teams can't switch into this monster and Hoopa-U can't revenge w/ Hyperspace Hole after a CM.
 
Ice Check

walrein.gif

Walrein @ Choice Specs
Ability: Thick Fat
EVs: 248 Hp / 252 Spa / 8 SpD
IVs: 0 Atk
- Hidden Power Fire
- Frost Breath
- Surf
- Signal beam

I noticed no one has put up and ice check or counter yet so might as well drop this here, Walrein is one of the few Checks to Mega-Sableye Ice has but at that it is verry good at what it does.

Calcs:
252+ SpA Choice Specs Walrein Frost Breath vs. 252 HP / 4 SpD Mega Sableye on a critical hit: 172-204 (56.5 - 67.1%) -- guaranteed 2HKO
+6 0 SpA Mega Sableye Snarl vs. 248 HP / 8 SpD Walrein: 223-264 (52.7 - 62.4%) -- guaranteed 2HKO

P.s I tried Showing how Frost Breath ignores stat boosts in Calcs But apparently that doesn't work so sorry
 
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Steel Counter
klefki.gif

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Draining Kiss
- Dazzling Gleam
- Substitute

This is kinda a funny set. Its not like physical Klefki but it is different from its usual variants. This is a Sub Calm Mind Klefki and thats about it. Dazzling Gleam is the damaging STAB and Draining Kiss is for some Recovery)

How you are supposed to beat Sableye is by Subbing or just Calm Minding up and then kill with Dazzling Gleam

Calcs: (also I only calc'd the Shadow Ball variant cause the Dark Pulse one is useless against this)

252+ SpA Klefki Dazzling Gleam vs. 252 HP / 4 SpD Mega Sableye: 186-218 (61.1 - 71.7%) -- guaranteed 2HKO

252+ SpA Klefki Dazzling Gleam vs. +1 252 HP / 4 SpD Mega Sableye: 122-146 (40.1 - 48%) -- guaranteed 3HKO

(for some reason Draining Kiss doesn't work on calcs but the next calc is Draining Kiss)

252+ SpA Klefki Dazzling Gleam (Draining Kiss) vs. 252 HP / 4 SpD Mega Sableye: 116-138 (38.1 - 45.3%) -- guaranteed 3HKO

+1 252+ SpA Klefki Dazzling Gleam vs. 252 HP / 4 SpD Mega Sableye: 276-326 (90.7 - 107.2%) -- 43.8% chance to OHKO

against

+1 0 SpA Mega Sableye Shadow Ball vs. 252 HP / 4 SpD Klefki: 127-150 (39.9 - 47.1%) -- guaranteed 3HKO after Leftovers recovery\
 
Dark Counter
umbreon.gif

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Toxic
- Heal Bell
- Moonlight / Wish
- Foul Play / Protect
A really useful counter for use on Dark stall teams since it prevents annoying Mega Sableye v Mega Sableye wars, Umbreon doesn't care about any of Mega Sableye's moves. It also has the ability to Toxic Mega Sableye, essentially ruining the CM set. You Toxic Mega Sableye, which bounces back to your Umbreon and poisons it, but then Synchronize bypasses Magic Bounce and badly poisons Mega Sableye. Afterwards you can just Heal Bell to get rid of your status.

Foul Play + Moonlight prevents Umbreon from being easy setup/taunt bait and has some neat instant recovery.
Wish + Protect is makes you really passive, but passing Wishes to teammates like Ttar or maybe Hydreigon can be super useful. Protect also helps a ton against Choiced Keldeo since you can scout for its move and either stay in on a Scald / Hydro Pump or go to Mega Sableye on the Secret Sword.
 
Archive and Hall of Fame completely updated as of now!

A few words...

Pokémon A checks Pokémon B if, when Pokémon A is given a free switch into Pokémon B, Pokémon A can win every time, even under the worst case scenario, without factoring in hax.
Pokémon A counters Pokémon B if Pokémon A can manually switch into Pokémon B and still win every time, even under the worst case scenario, without factoring in hax.

As a reminder this is the criteria for a check or counter. Remember that your Pokemon has to be able to always switch in in the worst case scenario to be considered a counter.

Also IronicNinja Mega-Serperior-Z your commentary on others' sets is appreciated, but all it does it clutter up the thread unfortunately. At the end of the day I review the sets before I add them to the archive :heart:

Next week up very soon!

P.S: Please tell me if I miscounted your submissions! It's pretty easy for me to make a mistake.
 
This Week's Pokemon:

Week 5: CM + TWave Clefable
Types: Any type except Poison, Steel, and Fire!


clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
- Thunder Wave
- Calm Mind
- Soft-Boiled
- Moonblast
Perhaps one of the most annoying Pokemon in the tier, Clefable is able to paralyze all its would-be checks and counters and muscle past them all. Post your non Poison-, Steel-, or Fire- typed checks and counters to Clefable! Good luck!


Clarification since a lot of people have been asking me: you can post a check/counter that has a dual typing with either Poison, Steel, or Fire as long as the other typing isn't one of those 3 types. In order words, you can put Victini as a Psychic check even though its Fire typed.
 
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Electric Counter
magnezone.gif

Magnezone @ Choice Specs
Ability: Sturdy
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]
- Volt Switch

252+ SpA Choice Specs Magnezone Flash Cannon vs. 252 HP / 96 SpD Clefable: 422-500 (107.1 - 126.9%) -- guaranteed OHKO

252+ SpA Choice Specs Magnezone Flash Cannon vs. +1 252 HP / 96 SpD Clefable: 284-336 (72 - 85.2%) -- guaranteed 2HKO after Leftovers recovery

Twave clef already has a tough time dealing with electric because of its inability to use twave, and zone is a hard counter for it. Once you see clefable come out, you should switch to zone immediately, because zone outspeeds and ohkos unboosted, and fairy doesn't really have any decent switchins, except maybe azumarill.
 
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Fighting Check
lucario.gif

Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Iron Tail

Unboosted Iron Tail gets a clean OHKO if it hits. Bonus for also OHKOing every other mon in Fairy except Klefki (Only Azumarill can live, but it gets killed by Extreme Speed after).

That being said it can't switch in as paralysis is crippling, and Moonblast is a 2HKO even unboosted (The chance of an Iron Tail hitting through paralysis is only 56.25%).

252+ Atk Life Orb Lucario Iron Tail vs. 252 HP / 160+ Def Clefable: 400-476 (101.5 - 120.8%) -- guaranteed OHKO
 
Ice Counters

walrein.gif

Walrein @ Choice Specs
Ability: Thick Fat
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Frost Breath
- Surf
- Hidden Power [Fire]
- Signal Beam

lapras.gif

Lapras @ Choice Specs
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Frost Breath
- Freeze-Dry
- Surf
- Hidden Power [Fire]

(Lapras is slightly less reliable of a counter, but they still can both do it)

Specs water types - not just for Sableye and Scizor! These are personally some of my favorite mons to utilize in the Fairy matchup, generally shitting on Fairy's screens and exploiting the fact that Fairy's two Ice resists, Klefki and Azumarill, either can't touch Lapras/Walrein or are free switches into Avalugg. The MO is pretty simple when you use these against CM TWave Clef: switch into any move they use (paralysis is a non-issue since you outspeed nothing notable on Fairy besides the fattest of fat azu sets which I've seen less and less people running by the day). Then you Frost Breath, ignore their boosts completely, and 2HKO most of the time with Walrein, and force them to Soft-Boiled virtually every turn with Lapras.

252+ SpA Choice Specs Walrein Frost Breath vs. 252 HP / 96 SpD Clefable on a critical hit: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery

252+ SpA Choice Specs Lapras Frost Breath vs. 252 HP / 96 SpD Clefable on a critical hit: 178-211 (45.1 - 53.5%) -- 2% chance to 2HKO after Leftovers recovery

I just now realized this victim of the week post uses way more special defense than what they usually run in mono. I'll post the calcs for the common CMfable set when I get to my comp

i forgot about this thread but here are the calcs

252+ SpA Choice Specs Walrein Frost Breath vs. 252 HP / 0 SpD Clefable on a critical hit: 213-252 (54 - 63.9%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Lapras Frost Breath vs. 252 HP / 0 SpD Clefable on a critical hit: 199-235 (50.5 - 59.6%) -- 84.8% chance to 2HKO after Leftovers recovery
 
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Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
- Synthesis

Mega Venusaur has type advantage and can stomach any hit clefable can use, bar the never seen psyshock or the horrendous stored power and fire back with Sludge Bomb. Synthesis allows it to heal up after taking damage.
 
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