Project ORAS RU Victim of the Week V2, with enthusiasm!! (Week 77: Swords Dance Cacturne)

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feen

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Counter

Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Eats up anything Eelektross throws at it, can Wish pass and heal up the team from status ailment with Aromatherapy. Moonblast doesn't do much but can definitely beat it 1v1 since Eelektross lacks recovery.

252+ SpA Eelektross Volt Switch vs. 252 HP / 4 SpD Aromatisse: 118-141 (29 - 34.7%) -- 99.8% chance to 4HKO after Leftovers recovery
 

MrAldo

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Update time. The winners of the week goes as follows:

Counter: Druddigon (michaeloche) | Aromatisse (Arifeen) | Malamar (MrAldo)
Check: Emboar (Kableye) | Scrafty (Fineonbae) | Tyrantrum (Miyami~~)
Special mention: Flygon (Arikado) | Gallade (GreasyXSpoon)
Thanks again for the constant support, Im always grateful

Victim of this week is:

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Baton Pass
- Stealth Rock
- Swords Dance
- Iron Head / Fire Fang

One of the most successful role compressors in the tier which gives it a great niche on offensive teams acting as a good rock setter, defensive pivot, rock resist which is really important for offense and a good supporter by passing a swords dance boost to teammates. For checks/counters posting stuff that can completely stop it from baton passing work. Discuss!
 
smexy esidisi said:
Jellicent as a counter

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt
You pretty much get a free switch-in against any of Mawile's attacks as they do laughable damage due to Jelly's Water typing. Munchers can't do anything back as Jelly can recover stall any damage it takes and can Taunt it, preventing it to set up Stealth Rock or pass Swords Dances. Oh and Scald 2hko's

0 Atk Mawile Iron Head vs. 252 HP / 212+ Def Jellicent: 36-42 (8.9 - 10.3%) -- possibly the worst move ever
0 Atk Mawile Fire Fang vs. 252 HP / 212+ Def Jellicent: 19-23 (4.7 - 5.6%) -- possibly the worst move ever

0 SpA Jellicent Scald vs. 0 HP / 0 SpD Mawile: 121-144 (50.2 - 59.7%) -- guaranteed 2HKO
 
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Samurott as Counter


Samurott @ Life Orb
Ability: Torrent
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Grass Knot
- Taunt

Pretty much any good water type with taunt destroys a mawile and samurott is no exception. Iron head/fire fang is gonna do nothing to samurott so its a good switch in, taunt kills out its baton pass figure, and it can strike back with hydro pump to knock it back to oblivion.

0 Atk Mawile Iron Head vs. 0 HP / 4 Def Samurott: 42-51 (12.6 - 15.4%) -- possible 7HKO
0 Atk Mawile Fire Fang vs. 0 HP / 4 Def Samurott: 23-28 (6.9 - 8.4%) -- possibly the worst move ever
252+ SpA Life Orb Samurott Hydro Pump vs. 252 HP / 0 SpD Mawile: 364-429 (119.7 - 141.1%) -- guaranteed OHKO
 
reserving Qwilfish For check

Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 168 HP / 216 Def / 124 Spe
Impish Nature
- Taunt
- Spikes
- Thunder Wave
- Waterfall

Qwilfish here is a rather Shaky check but a check none the less. With Taunt on the set you shut down any and all attempts Mawile would make to setup and Thunder Wave to Cripple his attempts even more. This now allows you to setup spikes for free or just slowly wittle his health down to 0 or force him out to something else.

Qwilfish > Mawile

0 Atk Qwilfish Waterfall vs. 252 HP / 252+ Def Mawile: 67-79 (22 - 25.9%) -- possible 5HKO after Leftovers recovery

Mawile > Qwilfish

0 Atk Mawile Iron Head vs. 168 HP / 216+ Def Qwilfish: 33-40 (10.5 - 12.7%) -- possibly the worst move ever
0 Atk Mawile Fire Fang vs. 168 HP / 216+ Def Qwilfish: 18-22 (5.7 - 7%) -- possibly the worst move ever


All Calcs done at no boosts or decreases
 
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Take Azelfie

More flags more fun

Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Memento

Dugtrio is actually kind of funny. You can either get an easy 2HKO on Mawile or you can screw its Baton Pass up with Memento. Nice check
also as a note, Choice Band

Dugtrio calc
252 Atk Choice Band Dugtrio Earthquake vs. 252 HP / 252+ Def Mawile: 284-336 (93.4 - 110.5%) -- 56.3% chance to OHKO
-1 252 Atk Choice Band Dugtrio Earthquake vs. 252 HP / 252+ Def Mawile: 188-224 (61.8 - 73.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Mawile calc
0 Atk Mawile Iron Head vs. 0 HP / 4 Def Dugtrio: 130-154 (61.6 - 72.9%) -- guaranteed 2HKO
 

MrAldo

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Fineonbae Miyami~~

Could you 2 do your reservations please? Especially you Miyami since you have forgotten to do your reservations constantly throughout this thread -_-

Anyways


Fletchinder
Ability: Gale Wings
EVs: 152 HP / 252 Atk / 76 Def / 28 SpD
Adamant Nature
- Taunt
- Swords Dance / Will-o-Wisp
- Acrobatics
- Roost

Check

This is by no means a lure, taunt fletchinder is a legit option since with this it can use many defensive mons that rely on status moves to hit as setup bait, mons like bronzong and togetic are helpless against this, spiritomb variants with no foul play (dont recommend running it without foul play but thats jut me). Mawile in particular is hard stopped by this, taunt and either use it as setup bait or just burn depending on what you want to run.
 
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Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 Spa / 84 Spe / 172 HP
Modest Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Hidden Power (Ice) / Stealth Rock

Going to call this a Hard Check. AoA Camerupt can't stop the baton pass, but Mawile Can't really stay in on it for fear of being OHKOed by Fire Blast or Earth Power. Running Stealth Rock turns Camerupt into a lead, meaning it can come out when Mawile is most likely to come out: At the start. This will most likely force a switch.

252+ SpA Sheer Force Mega Camerupt Fire Blast vs. 252 HP / 4 SpD Mawile: 890-1050 (292.7 - 345.3%) -- guaranteed OHKO
252+ SpA Sheer Force Mega Camerupt Earth Power vs. 252 HP / 4 SpD Mawile: 728-860 (239.4 - 282.8%) -- guaranteed OHKO
252+ SpA Sheer Force Mega Camerupt Flash Cannon vs. 252 HP / 4 SpD Mawile: 216-255 (71 - 83.8%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Mawile Play Rough vs. 0 HP / 0 Def Mega Camerupt: 84-99 (29.8 - 35.2%) -- 23.6% chance to 3HKO
 

MrAldo

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Update time. lackluster week but Im here hoping it gets better on next rounds, the winners are:

Counter: Jellicent (Esidisi) | Qwilfish (GXS) | Samurott (Chompers)
Check: Mega Camerupt (Miyami~~) | Dugtrio (SlaySlenderDragon XD) | Fletchinder (MrAldo)
Thanks again for the support as always

Victim of this week is:



Hoopa @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature / Hasty Nature
IVs: 29 HP
- Shadow Ball
- Psychic / Hyperspace Hole
- Substitute / Knock Off
- Focus Blast

One of the most scary wallbreakers this tier have ever seen, behind the cute (and rather silly) image of this genie lies a source of inmense power. This round could be pretty tough so focus on checks mainly, for counters think outside of the box a bit, the Viability Rankings thread is your friend for this, creativity is amazing!

DO YOUR RESERVATIONS ON 48 HOURS OR ILL TAKE THE RESERVATION FOR MYSELF, YOU HAVE BEEN WARNED. IT TAKES 5 MINUTES.
 
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Absol @ Life Orb
Ability: Super Luck
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Superpower
- Pursuit

Standard pursuit Absol that can reliably trap and eliminate Hoopa. Pursuit can obviously OHKO, even without Hoopa Switching out, while knock off can be used uf you just want to remove the item of a potential switchin. This set is more of a Check to hoopa. It can switch in on psychic or, if push comes to shove, shadow ball, but focus blast or substitute results in a KO from hoopa.
 
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It's about to get pretty dark in this thread.


Spiritomb @ Black Glasses
Ability: Infiltrator
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Taunt
- Will-O-Wisp

Role: Hard Check

Spiritomb is immune to Hoopa's Psychic STAB as well as Focus Blast, and I don't think I have to tell you what its STAB moves do; in fact, Pursuit is an OHKO even if Hoopa does not switch. In the event Hoopa carries Substitute, Infiltrator allows Spiritomb to bypass it. Shadow Ball does a fair amount of damage though, so be careful switching in.

252 SpA Life Orb Hoopa Shadow Ball vs. 212 HP / 0 SpD Spiritomb: 177-211 (60.2 - 71.7%) -- guaranteed 2HKO
252+ Atk Spiritomb Pursuit vs. 0 HP / 0 Def Hoopa: 340-408 (113.7 - 136.4%) -- guaranteed OHKO
 
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FFS aldo don't u dare list every pursuit trapper ever in the end

Meloetta as a hard check.



Meloetta @ Colbur Berry
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Shadow Ball
- Psychic
- Focus Blast

shoutouts to this set for blasting omfuga in a suspect tour

Meloetta resists both of Hoopa's STAB attacks (ik one of them is an immunity, but you get the point) and takes reduced damage from Knock Off thanks to Colbur Berry. The only move you'd need to worry about is Focus Blast which does 45-50% but we all know it will miss in the end :v.

Anyway, now with what the singing princess does back. Shadow Ball OHKOs Hoopa after a round of Life Orb or Stealth Rock recoil, so that's pretty nice. You could also be a god and CM in front of the Knock Off, but I digress.

252 SpA Life Orb Hoopa Hyperspace Hole vs. 0 HP / 4 SpD Meloetta: 77-90 (22.5 - 26.3%) -- 17.1% chance to 4HKO (guaranteed 4HKO after Stealth Rock)

252 SpA Life Orb Hoopa Psychic vs. 0 HP / 4 SpD Meloetta: 86-101 (25.2 - 29.6%) -- guaranteed 4HKO (0.3% chance to 3HKO after Stealth Rock)

0 Atk Life Orb Hoopa Knock Off (97.5 BP) vs. 0 HP / 0 Def Colbur Berry Meloetta: 122-144 (35.7 - 42.2%) -- guaranteed 3HKO

252 SpA Life Orb Hoopa Focus Blast vs. 0 HP / 4 SpD Meloetta: 153-181 (44.8 - 53%) -- 28.9% chance to 2HKO (guaranteed 2HKO after Stealth Rock)

252 SpA Meloetta Shadow Ball vs. 0 HP / 4 SpD Hoopa: 276-328 (91.6 - 108.9%) -- 50% chance to OHKO (guaranteed OHKO after Stealth Rock or Life Orb recoil)


e: gj feen
 
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Cheryl.

Celesteela is Life

Drapion @ Black Sludge
Ability: Battle Armor
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Knock Off
- Taunt
- Toxic Spikes
- Pursuit

Specially defensive Pursuit Drapion is an excellent Check to LO Hoopa as it resists Shadow Ball and is immune to Psychic and Hyperspace Hole, leaving Hoopa with only Focus Blast to really hurt it. Focus Blast does do a lot to Drapion however, so Drapion isn't the best check, but it does OHKO Hoopa with Knock Off or Pursuit if it switches out, so it's a decent check at best.


252 SpA Life Orb Hoopa Focus Blast vs. 248 HP / 216+ SpD Drapion: 169-200 (49.2 - 58.3%) -- 65.6% chance to 2HKO after Black Sludge recovery

0 Atk Drapion Knock Off (97.5 BP) vs. 0 HP / 4 Def Hoopa: 576-684 (191.3 - 227.2%) -- guaranteed OHKO
0 Atk Drapion Pursuit vs. 0 HP / 4 Def Hoopa: 472-564 (156.8 - 187.3%) -- guaranteed OHKO If Hoopa switches out
 
as an aside, that same drap as posted above @ 248 hp / 124 spd / 136 spe @ jolly is pretty viable atm. you gotta keep in mind that hard spdef is still getting 2hkoed by focus blast, which is kinda bogus if your opp can hit'em, and having the speed to force the issue a lil more directly is a pretty big deal to me. It also means sitting over timid venu as well (less of a window for it to dick around w/powder), so its not a totally tunnel-visioned tech. just something cool to mess with!


Aerodactyl @ Life Orb
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Earthquake
- Roost

this isn't the hardest of checks, but i want to make a point of it on the merit that its one of the most cohesive offensive units on a typical balance team that will also be filling the role of hoopa isolation, which makes me want it to be given a nod over stuff like absol, which don't handle super well on the playstyles hoopa will inherently be most threatening in the first place. it'll be taking any one hit from full here, and pursuit will deal ~75% min if it doesn't switch out (which, assuming it'll be taking 22.5% from sr + 1 lo hit, favors aero a bunch here), making it a pretty solid shot here. the non-pursuit / roost options are mildly flexible, but generally i think edgequake to be the most broadly effective for the type of team.
 

Hard Check

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 220 Atk / 36 SpA / 252 Spe
Hasty Nature
- Pursuit
- Sucker Punch
- Fire Blast
- Crunch

Houndoom resists both of Hoopa's STABS and can revenge kill it with Pursuit. Only problem is how Houndoom fears Focus Blast from it, making it a bit hard to switch into it.

shoutouts to Esidisi for using my team against Omfuga
 
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Sorry for my last post, I had something in mind then I went against it and decided to not reserve anything at that time.

Anyways, Diancie For Check



Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Diamond Storm
- Moonblast
- Hidden Power [Fire]

Standard Diancie has Huge Natural Defenses except for HP which is a let down, but to have the same natural stats as Registeel and more fire power behind it. Diancie can really only check Hoopa here, but then again not much can remove a hoopa from the field easily.

Calcs done on Hasty Nature

Diancie > Hoopa

4 Atk Diancie Diamond Storm vs. 0 HP / 0- Def Hoopa: 183-216 (60.7 - 71.7%) -- guaranteed 2HKO

Hoopa > Diancie

252 SpA Life Orb Hoopa Hyperspace Hole/Shadow Ball vs. 252 HP / 252+ SpD Diancie: 103-122 (33.8 - 40.1%) -- 30.2% chance to 3HKO after Leftovers recovery
252 SpA Life Orb Hoopa Focus Blast vs. 252 HP / 252+ SpD Diancie: 103-121 (33.8 - 39.8%) -- 23.1% chance to 3HKO after Leftovers recovery
0 Atk Life Orb Hoopa Knock Off (97.5 BP) vs. 252 HP / 0 Def Diancie: 35-42 (11.5 - 13.8%) -- possibly the worst move ever
 

feen

control
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Meloetta @ Colbur Berry
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Dazzling Gleam
- Focus Blast

Easy tank and kill with Shadow Ball. Colbur cuz it eats Knock Off too. Counter imo

Oops didn't see Esidisi posting that.


Skuntank @ Life Orb
Ability: Aftermath
16 HP / 152 Atk / 108 SpA / 232 SpD
Lonely Nature
- Defog
- Sucker Punch
- Pursuit
- Fire Blast

Skuntank can switch into everything Hoopa uses, can trap it and KO it, act as a hazard remover and Fire Blast 2HKOs Mega Steelix as well.
 
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MrAldo

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Gonna update this thread later tonight in roughly 9 hours from this post, if you wanna post something now is the time tbh.
 

MrAldo

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Alright, time to update this. Much more active week so that gives me hope. Because this monster has no counters, here are the winners checks!

Check: Absol (Thatwackcruton) | Meloetta (Ryoma Nagare) | Spiritomb (michaeloche)
Aerodactyl (49) | Houndoom (Fineonbae) | Diancie (GXS)
Special mention: Skuntank (Arifeen)
Thanks again for the support as always

Victim of this week is:



Diancie @ Life Orb
Ability: Clear Body
EVs: 232 HP / 24 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Moonblast
- Earth Power
- Diamond Storm
- Trick Room

Surprisingly threatening set virtue of its great typing combination and easy time setting up against a plethora of dark types in the tier. Really strong as well o_o I know everyone and their mother likes to lure this mon (me included). Discuss!

DO YOUR RESERVATIONS ON 48 HOURS OR ILL TAKE THE RESERVATION FOR MYSELF, YOU HAVE BEEN WARNED. IT TAKES 5 MINUTES.
 


Alomomola @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Calm Nature
- Scald
- Protect
- Toxic
- Knock Off

Alomomola's a pretty good switch-in to Diamond Princess as it can take Diamond Storms and Moonblasts rather well thanks to its notoriously huge bulk. While Moonblast does little below half, Momo is still able to Wish-stall Diancie pretty well although sadly it'll take a bit to actively beat Diancie as you most rely partly on LO recoil and the fact that Scald barely does less than a quarter damage. You'd also want to switch into Trick Room or Diamond Storm, or at least not get unlucky with the Earth Power SpDef drop :/. Regarding the overall effectiveness as a check, I'd say momo is a soft counter.
 
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feen

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Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

One of the best checks for Diancie on offense, can take any hit and KO in return. Don't switch it in if Trick Room is up however, as Diancie can take it down after a bit of prior damage in that case.

252+ SpA Life Orb Diancie Earth Power vs. 0 HP / 4 SpD Venusaur: 117-138 (38.8 - 45.8%) -- guaranteed 3HKO

252+ SpA Life Orb Venusaur Leaf Storm vs. 252 HP / 0 SpD Diancie: 354-421 (116.4 - 138.4%) -- guaranteed OHKO

It's okay if you wanna run Timid too:

252 SpA Life Orb Venusaur Leaf Storm vs. 252 HP / 0 SpD Diancie: 328-385 (107.8 - 126.6%) -- guaranteed OHKO
 
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