Project OU Weekly Research | v2 hosted by Terrakion. coming soon!

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sorry I ran out of time to play video games last week, I'll try to get my priorities in order this time

probably mega altaria, possibly lucario
 
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signups are now closed.


thanks everyone that signed up! you guys have between now and monday (3/14) night EST to write up your posts about whichever pokemon you took (lucario / mega altaria / cofagrigus). as a reminder:
If you take a test subject, it is expected that you'll post. Your posts don't need to be super lengthy & detailed, but they shouldn't be super short and simple. I'm not gonna put some arbitrary regulation on how many sentences you should have, but you should have at least a small paragraph.
and as a reminder to those unsure of what to post:
Things you can post include (but are not limited to):
  • strategies used
  • how you went about building with this Pokemon
  • general strengths / weaknesses you noticed about the Pokemon
  • if the meta is in favor of the Pokemon or not
  • sets you used with the Pokemon
remember: you aren't limited to these guidelines; they're just here to help in case you aren't sure what to post. if you'd prefer to focus on 1 specific aspect of the pokemon you selected rather than a broad overview, that's totally okay! if you're still lost, try checking out this post by Infernal.

if you didn't sign up but you'd like to post, feel free to do so, but just don't post if you haven't used the pokemon in awhile / at all. also, if you signed up, but you cannot find the time to post, don't worry about it! just please don't do it regularly :x.
 
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Altaria-Mega @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Body Slam
- Earthquake
- Roost
- Dragon Dance

Reuniclus @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 200 Def / 48 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Recover
- Calm Mind

Tornadus-Therian @ Life Orb
Ability: Regenerator
Shiny: Yes
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Heat Wave
- Superpower
- Knock Off

Gliscor (M) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 244 HP / 56 Def / 148 SpD / 60 Spe
Careful Nature
- Earthquake
- Ice Fang
- Roost
- Swords Dance

Heatran (M) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Earth Power
- Stealth Rock

Tangrowth (F) @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 64 Def / 164 SpD / 32 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Knock Off
- Hidden Power [Ice]
Strategies Used
Built a team that didn't care too much about hazards while just punching holes into teams for a M-Alt or CM Reuniclus sweep.
How you went about building the Pokemon
Uh M-Altaria I think is a pretty lame mon so figured I'd be 'scum' as I've been so charmingly called these days and use Body Slam M-Alt to spread para around switch ins such as Jirachi and Heatran. I've always been fond of the Reuni + M-Alt core since it can different sets to have different functions and goals in mind. Added some underrated threats and sets and kind of went from there. Nothing too crazy honestly.
Strengths/Weakness
It's a got a good pool of resistances but weak damge output relative to the meta and what occupies it sort of blows. Sometimes it can be a god send against certain offenses and other times it seems like total deadweight where I would rather use M-Gardevoir or M-Diancie.
Meta in favor or not
Lol no
Sets you've used
These are some of the sets I've used in the past on a variety of teams at one point or another.
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Double-Edge
- Earthquake
- Fire Blast
- Dragon Dance

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Body Slam
- Ice Beam
- Roost
- Dragon Dance

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Fire Blast
- Roost
- Agility

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Fire Blast
- Hidden Power [Rock]
- Roost

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 248 HP / 224 SpD / 36 Spe
Careful Nature
- Facade
- Cotton Guard
- Roost
- Dragon Dance
There was this CroAlt set that Clair posted awhile back that I used as well and it was like Body Slam, Rest, Sleep Talk, Dragon Dance but Idk where it is. That's where I originally started using Body Slam on Dragon Dance sets.
 
Mega Altaria has been around for so long and is well known with the things it's able to do. Because of this, I was mostly interested in focusing on why Mega Altaria has mostly declined in usage. Even though this came out longer than intended, I had a fun time writing this and hope it's a good read with sensible points.
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Mega Altaria - A Gradual Fall from Grace

Mega Altaria left its mark on ORAS right after being announced, introducing a unique Dragon / Fairy typing to the game. Backed by a nice distribution of stats and diverse movepool that allows Mega Altaria to be customized in several ways to fit a team's needs, it didn't take long to win the hearts of builders. Although this took time, Mega Altaria ended up cementing itself as one of the biggest threats in ORAS, even reaching S rank during a period where DD variants terrorized through teams. As the metagame evolved though, things slowly became more unfavorable for Mega Altaria. The rise of several trends contributed to its fall from grace, and for this week I tried honing in on the factors influencing Mega Altaria's decline in usage.

Dragon / Fairy typing allows Mega Altaria to check a number of threats, including Keld, Zard-Y, Zard-X, and so on. Although this is true, Mega Altaria can often be forced to heal after taking attacks from these Pokemon. Coupled with its vulnerability to hazards and tendency to be burned, this holds even more so. In such a fast-paced metagame, this can be problematic because giving up tempo to your opponent is something players prefer to avoid. While your Mega Altaria heals up its health or cures its burn, the other person is switching to a Pokemon capable of abusing its presence and this can often put you on the defensive. Because Mega Altaria doesn't pack much immediate power or speed, it has a hard time punishing this situation. While this is a problem numerous other Pokemon share, the difference lies in the cloud being a mega. Mega slots are very competitive by nature, and with Mega Altaria suffering from the aforementioned and a few unfavorable trends, builders have grown to prefer other options. For example, Mega Latias has become the defensive dragon of choice. It's speedy, handles many of the threats Mega Altaria does without being weak to hazards, and is decently threatening offensively with Thunder Wave and ice + electric coverage. Mega Diancie has been given the nudge as an offensive mega fairy, sporting greater immediate power to punish switches all while covering prominent threats like Talon. As a DDer, Zard-X also gives Mega Altaria competition, and this all demonstrates the contention it faces for a mega slot nowadays.

As a sweeper, DD Mega Altaria can certainly give many builds a scare. However, teams have gradually adapted to these variants. Steels are everywhere, and many of them are large obstacles for Mega Altaria to overcome. For example, Exca sand and Scarf Jirachi have grown in popularity, which isn't good news. 80 base speed simply doesn't do Mega Altaria any favors when it comes to avoiding these revenge kills. Defensive steels like Skarm and Ferro are nuisances, with the former adapting by periodically using Shed Shell to avoid being trapped by Zone. Tran is still common and walls Mega Altaria lacking EQ. Running EQ means ditching Heal Bell though, preventing Mega Altaria from switching in as freely on things like Keld. This point is important to consider, mainly because it demonstrates that Mega Altaria often wants to run more than 4 moves to deal with its problems (i.e. fire/ground coverage for the steels mentioned). Due to these issues, special attacking variants of Mega Altaria have become preferred for the ability to immediately damage steels. These variants don't pack as much power as one would like though, which ties in with more powerful options like Mega Diancie becoming the preferred fairy mega of choice. Although DD Mega Altaria is still threatening, sweeping has become harder overall with so many hoops to jump through and the support needed to do so. This has made DD sets underwhelming in general.

A few other trends have proved unfavorable for Mega Altaria. One is the rise of Lando-T as the preferred ground over Chomp, who was the more common choice when Mega Altaria was dominating. Mega Altaria has a harder time with Lando-T thanks to Intimidate and an EQ that forces it to constantly heal. Many Lando-T also run SD on bulky sets now, adding to Mega Altaria's troubles. Amoonguss usage is high and another roadblock for Mega Altaria, contributing to the rise of special variants with Fire Blast. Things like Weavile have grown in popularity, which has resulted in many Mega Altaria running max speed and sacrificing either bulk or power depending on the route you take with EVs. The introduction of Hoopa-U and the possibility of running into Scarf variants also contributed to the pressure of using max speed. Mega Zam, who is naturally faster than +1 Mega Altaria, has since become more common as well. Lastly, we have the likes of AV Metagross, who wasn't as common during Mega Altaria's golden era. These things have all impacted Mega Altaria in several ways, and most of them haven't been positive.

A metagame is always evolving and this can make some Pokemon less effective than they once were. Unfortunately, Mega Altaria has fallen under this category. We have seen this with Pokemon like Mega Metagross, who was once wanted banned by many. Since then, it has become less effective for several reasons, and the same applies to Mega Altaria. Many teams are now naturally prepared for Mega Altaria, and these trends/issues have created an unfavorable metagame for the cloud. Regardless, it's still a great Pokemon able to provide plenty of defensive utility to a team all while maintaining an offensive presence. Mega Altaria is a very flexible Pokemon, and despite the competition it faces, there are still many teams it finds a place on.

Conclusion

I was mostly interested in researching why Mega Altaria has steadily declined in usage, so I made this my focus here. Reasons for its decline include increased competition from other megas and the appearance of several unfavorable trends. Because Mega Altaria has been around for so long, I didn't spend much time building a team with the cloud. Building with Mega Altaria isn't too unfamiliar though, as we know it's able to fit on numerous builds, ranging from HO to balance. There are many examples of teams with Mega Altaria in ORAS, and many of them use the cloud in varying ways. For example, some teams go the offensive route with Magnezone to eliminate the steels Mega Altaria dislikes. Some teams take a more balanced approach, making use of Mega Altaria's typing to cover threats like Keld and Serp while providing a win condition. This all shows its flexibility in terms of the directions one can take when building around Mega Altaria.
 
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I mostly focused on looking at Mega Altaria as an offensive Dragon Dancer, and as it stands there's just too many things going against it. Stuff like Landorus-T, Scarf Jirachi, Excadrill, etc just makes it hard for Altaria to really get anywhere. The mediocre speed tier partnered with the lack of investment in its bulk seems to make taking any kind of hit a lot tougher. Altaria's natural bulk and resistances are fine, but they're nowhere near as helpful as Dragonite's Multiscale, or even ZardX's additional speed and ability to scare out huge portions of the tier. Likewise, Altaria after a DD isn't that impressive either. It's clearly capable of sweeping but I've never found it to be as impactful as some of the other stuff I could have been setting up with. In this case I find Mega Altaria like this to be a bit of a waste, given that you pass up one of it's best attributes, its bulk and typing, to run it offensively. This made more sense back when Pixilated Fairy STABs were really strong and you could run Adamant, click Return at +1, and watch something drop, but they're not as effective as they used to be. I'd consider something like Mega Charizard X or Mega Gyarados to be better options for this kind of role, given how they don't get completely walled out like Altaria does.

Defensive DD is probably the way to go if you're gonna insist on Mega Altaria. It faces a lot of competition for other sets, with offensive stuff being generally more aggressive and Mega Latias becoming the defensive Mega of choice at the moment. Bulky DD, on the other hand, doesn't really compete with much and makes full use of Altaria's attributes without emphasizing too much on its issues right now.

Anyways here's a quick team I whipped up, based around the core of offensive Mega Altaria and Breloom. I tested a couple different things, including Natural Gift Breloom with a more conventional Altaria set, but I found that I liked having Breloom being my primary win condition, as Alt needed a lot of prep work to get going. The Altaria set I settled on ended up being extremely aggressive, with both Double Edge and Outrage. Outrage is a neat little surprise that puts a lot of pressure onto Poison types, such as Amoongus and Mega Venusaur, while also blowing past things like Talonflame and Charizard Y that Altaria typically stuggles with a bit. This early damage made it a bit easier to put in work with Breloom later, who was able to do it's usual business without worrying about being interrupted. Double Edge is honestly kind of ridiculous with Pixilate and it's really fun to watch people switch their check in and take a heavy chunk of damage instead, especially since I have Healing Wish Latias in the back to top off Altaria after it goes on a bombing run. All in all the team really isn't that good so there's some stuff like Mega Lopunny and Excadrill that just run the whole team over, but this was really just to get a feeling for how this might work so I'm over it. Feel free to tear it apart and put it back together as you want.

Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Outrage
- Earthquake

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Spore
- Bullet Seed
- Mach Punch

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Flash Cannon
- Stealth Rock

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Icy Wind
- U-turn

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Thunderbolt
- Defog
- Healing Wish

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
 
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Physical Wallbreaker,Setup sweeper,Cleaner
Lucario makes good use of its respectable attacking stats with its stellar movepool. It has access to Swords Dance, which allows it to boost its Attack to much more threatening levels, and a high-Base Power STAB move in Close Combat and amazing priority in Extreme Speed. These are complemented by solid coverage options in Crunch and Ice Punch, as well as STAB Iron Tail to defeat Fairy-types. Lucario does not mind entry hazards much, because it's immune to Toxic Spikes and is 4x resistant to Stealth Rock. It does suffer from four-moveslot syndrome despite having access to a variety of moves, however, and it fails to cover most relevant threats as a result. While it can be a nice cleaner in OU, it suffers from its frailty and mediocre Speed. Lucario is also hard pressed to take advantage of possible Attack boosts from its ability Justified because of its poor defenses.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Extreme Speed
- Iron Tail

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Since Lucario's primary function is to be a cleaner,it pairs well with powerful Wallbreaker like Kyurem-b,since it dislikes fairies which lucaeio kills and kyurem in return can soften the opposition for a late game clean.Manaphy pressures defensive teams,helping lucario.
Zard-x helps lucario to overload ground and psychic types,but most importantly it gives the team a wincon.With the team having two mons vulnerable to rock,I added excadrill.It also helps lucario to secure some 0hkoes and 2hkoes.The team is pretty weak to tornadus-t and keldeo,thus rotom-w was added.It also gives the team decent momentum.
I used lucario as a cleaner and Wallbreaker that can punch holes in the opposing team,subsequently opening up an opportunity for zard-x to sweep.I always weaken or eliminate Lucario's checks and counters before sweeping with it.The same applies before attempting to boost Lucario's Attack; this way, it doesn't waste turns or boosts.
The meta never favoured lucario:(
Thus,I'd like to say that lucario is a pretty underrated Mon.But it has still has enough potential. If given enough support, it can be a match winner.
 
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subscribe to xtra (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 100 Atk / 156 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Gunk Shot
- Psychic
- Hidden Power [Ice]

xtraShine: real g's (Altaria) @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 168 SpA / 92 Spe
Modest Nature
- Hyper Voice
- Fire Blast
- Roost
- Earthquake

xtrashine:dead ass (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Knock Off

Xtrashine:stfu (Slowbro) @ Leftovers
Ability: Regenerator
EVs: 244 HP / 84 Def / 172 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Psyshock

xtraShine:im white (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Healing Wish

Gotta blast (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 184 Def / 76 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

Built this team around special Altaria about a week ago for a tour match. The idea was for Slowbro and Garchomp to be able to check most physical attackers and to help with mons that commonly beat m-Altaria (jirachi, drill, talonflame, heatran, scizor, lando-t, etc). Altaria helps to spot the weaknesses of both Slowbro and Garchomp and helps against opposing cm m-Slowbro, m-Gyarados, Breloom, Serperior, and m-Heracross. The point of this team is to set up hazards and wear down the opposing team so that Altaria and Hoopa-U can fare better. Looking back at the team, I saw last minute that I needed something to control hazards (spikes and rocks on my part of the field cause trouble) and help as a sponge for status (paralysis and burns hinder my team greatly). Therefore HW LO latias was added. Ferrothorn's spread is able to take one focus blast from m-Gardevoir, which is probably one of this team's greatest threats, also it is a dragon resist. Hoopa is there for offensive pressure.

Meta in favor or not
Although it does have good resistances (able to check keldeo, serperior, zardX and zardY) and movepool, I wouldn't really say the metagame is in favor for m-Altaria.

Strengths+ Weaknesses
Like AM said, m-Altaria resistance pool is great but it falls short with damage output considering that most teams nowadays have a bulky steel type. It also doesn't compare well to other fairy mons (m-Diancie, m-Gardevoir, Azumarill).

I've used special, mono attack with refresh, ddance with body slam, mixed with Fire Blast (see below), facade (see below), and cotton guard (see below).

Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 176 Atk / 4 Def / 76 SpA / 252 Spe
Naive Nature
- Return
- Fire Blast
- Roost
- Dragon Dance

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 248 HP / 80 Atk / 180 SpD
Careful Nature
- Cotton Guard
- Return
- Earthquake
- Roost

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Facade
- Earthquake
- Dragon Dance
- Roost
 
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m00ns sorry to be the bringer of bad news, but I can't do a post. I'm sick and I'll prolly won't be doing more posts for a few days. I don't feel good. Sorry everyone
 
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Cofagrigus – The Coffin Pokemon

i decided to take on cofagrigus since it seems like a really interesting Pokemon. however, its stats just scream "wall" to me, and im not a fan of defensive play. for that reason, i decided to build a balanced team for this week. let me break down the points in the op to explain this further!

* strategies used

while i was teambuilding i kept in mind the idea of toxic spikes + offensive pokemon that can take advantage of weakened pokemon. that's really it! i'll get more into that in the next point, but that's the general idea. cofagrigus doesn't have much to its name in terms of viability, so i figured the way to make it stand out was to have a defensive toxic spikes setter that also is a spinblocker! however, i noticed it isn't exactly hard to set up on cofagrigus, and it's not exactly powerful, so i brought along haze and hex, to take advantage of toxic spikes. it's about as strong as LO starmie's psyshock to put that hex in perspective. 135 base power is nothing to scoff off, and it's really spammable, so it was nice. and since poison-types are immune, i brought along wisp to get even more hex action in. the most viable poison-type, which would otherwise absorb toxic spikes, happens to be gengar, and it doesn't since it has levitate, which is really convenient for cofagrigus. overall, i decided to take on a standpoint of "what can cofagrigus do the best that others can't?" since the majority of the time, you'll be better off with something else. though, cofagrigus is so interesting and has a specific niche, so i brought it along for the ride.

* how i went about teambuilding

well, as i said before, toxic spikes + offensive pressure. i thought the perfect pokemon to pair with cofagrigus would be mega lopunny. because of fake out, meaning a free turn of toxic damage, and it also appreciates things being weakened with the support of cofagrigus. plus, cofagrigus beats gengar 1-on-1 and and all the dark-types in the metagame that trouble cofagrigus, namely mega sableye; and mega lopunny beats bisharp, a huge threat. however, i still wanted more entry hazard support, and another cool option was klefki. klefki also helps spread status via thunder wave, meaning more hex, and more entry hazards, wearing down the opponent even faster. i am running flash cannon since it one shots mega diancie, which is annoying but still loses to cofagrigus 1-on-1. next i added the obligatory flying-type, which was tornadus-t. forcing switches is sick, and i needed a ground resist, so hence it was added. i could've done landorus-t, but that's boring, and its main switch in, other landorus-t, doesn't mind toxic spikes. also, the primary switchins to tornadus-t, electric-types, hate toxic spikes. but rotom-w, which is annoying. i figured no balance team is complete without kyurem-b, which also beats hippowdon to take pressure off of mega lopunny, which rocks. then i needed entry hazard removal: starmie. which also checks keldeo which is nice, and it is threatening in general. and analytic takes on switches even more. the pressure placed on the opponent is high, and the team is meant to capitalize that.
* general strengths / weaknesses

no one knows what this thing does lol. i mean yeah, toxic spikes is somewhat obvious, but otherwise, it's so obscure that no one really has a solid idea around what to do. plus, mummy is excellent. it's honestly part of the reason this pokemon is even viable. however, it can't really go mixed bulk, and i opted for special defense because of its gargantuan defense already, and it's not been too bad. but, its hp, lacking speed and spa, and general reliance on leftovers, make it somewhat difficult to justify using. a weak knock off from something like tangrowth cripples the tangrowth, but in return leaves cofagrigus pretty much done for for the rest of the match, which really sucks. and it loses to common defoggers, like latios, run it over even with special defense investment. cofagrigus makes it hard on teambuilding in general since with all the dark-types around, you gotta pack solid support. it really isn't that easy to just slap on a team, nor to build around. it's incredibly niche and it is admittedly hard to justify using it. but hey, that's why it's ranked in c.

* if the meta is in favor of the pokemon or not

no. dark spam is too prevalent and with how niche it is, it's not very favorable to use cofagrigus.

* sets you used with the pokemon

reverb (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Will-O-Wisp
- Haze
- Hex

could be more optimal in terms of the ev spread, but yeah. already explained above.

here's the full team btw: link.

overall, cofagrigus was a lot of fun to use. and i have approval from m00ns! proof:

[17:29:49] #m00ns: i like it :D

and i bodied reverb lol [REDACTED]

luv reverb.
 
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Lucario- The Aura Pokemon

Overview
-Lucario is an intresting pokemon, carrying good Physical coverage moves and swords dance, and good Special Coverage moves and Nasty plot. This allows him to be a physical attacker, a special attacker, or a mixed attacker.

How I Built with it
- Lucario's meager 70/70/70 defensive stats allow it to be koed by almost any super effective attacks, so i went with a heatran to switch in and absorb Fire type attacks, a Latias to absorb ground, and a Gengar to absorb Fighting. Based on having 3 special attackers already, I ran a physical Lucario, with swords dance, close cobmat, espeed, and Ice Punch. I finished it off with Mega-Metagross, and a physical Rotom-Wash

- Abilities- Lucario's abilities are not the best, if you want to run one of the flinching ones, then do steadfast, but justified works best on a physical set, as it can switch into darkspam and get the boost

-Weakness/Strengths-
Having a ground weakness is not good in a pokemon,(neither is fighting or fire, as they are the more common attacking types), b/c it gives it an eq weakness, allowing it to be revenge killed by excadrill if it doesnt carry the right moves. On this Topic lucario suffers from 4 moveslot syndrome, having many great moves, but only 4 options. On the upside, at +2, it can KO pretty much anyhting that it is super effective on.

+2 252+ Atk Life Orb Lucario Ice Punch vs. 0 HP / 4 Def Mega Altaria: 382-450 (131.2 - 154.6%) -- guaranteed OHKO

+2 252+ Atk Life Orb Lucario Close Combat vs. 248 HP / 252+ Def Rotom-W: 341-403 (112.5 - 133%) -- guaranteed OHKO

+2 252+ Atk Life Orb Lucario Ice Punch vs. 232 HP / 0 Def Thick Fat Mega Venusaur: 177-208 (49.3 - 57.9%) -- 96.5% chance to 2HKO


-Meta- The meta is not really in the favor of this poemon, because it is very frail and weak to 3 of the most common attacking types

-set
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Ice Punch

Overall, it's nice to see one of the fan favorites do good for once !_!

Bye

EDIT- I realize that gengar and latias have the same ability, but i didn't realise at the time of building, and by then latias already fit and worked well with hte rest of the team
 
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Lucario
So at first I was going to summarize Mega Altaria, but then I saw the lack of Lucario posts that were to say the least concise. So it is I, Magic to the rescue m00ns . Lucario is a pretty neat Pokemon overall. It's endowed with an excellent offensive typing with high powered STABs, but with paper thin defenses of 70 / 70 / 70 and a below average base speed of 90, there's a lot to be desired. Despite it's apparent flaws, it's offensive stats of 110 / 115 offer a glimmer of hope in a harsh metagame where it could be used to it's fullest potential.

strategies used
  • Lucario is the definition of a glass-cannon. It's movepool is quite diverse for a seemingly linear Pokemon, packing moves such as Dark Pulse, Psychic, and Blaze Kick. I decided to go with a pretty simple Dragon / Fairy / Steel core of Mega Diancie, Latios, and Lucario for one team where it was a physical variant. The general idea was to have it function as an early to mid-game wallbreaker and if it was still alive use it as a late-game cleaner as it has access to Extreme Speed and Bullet Punch, two great forms of priority. The second team I created revolved around VolTurn with a core of Mega Manectric and Lucario. The idea was to use Lucario as a wallbreaker to pave way for Mega Manectric, who offered it switch-initiative with Volt Switch. I toyed with other sets as well, but these two were the most influential and dangerous to face.
strengths and weaknesses
  • As I said before, it has a pretty great offensive typing, defensively as well, but it's offset by its defenses. It not quite powerful right off the bat, but with Swords Dance / Nasty Plot and high powered STAB's it leaves a gaping dent in what it hits. It's not a terrible Pokemon per se, but it's just so frail and slow in today's metagame. There often little reason to justify it's use over other Fighting-types such as Keldeo, Mega Lopunny, even Mega Medicham. They offer so much more to a team than just a powerful Fighting-type (well maybe not in Mega Medicham's case). What differentiates it from them is it's access to Swords Dance and powerful dual priority. Having Bullet Punch and Extreme Speed are big boons for it as it remedies it's speed by a decent margin, and a +2 STAB Bullet Punch hurts.
how i went about teambuilding
  • Lucario should only be placed on offensive teams, I cannot stress this point enough. Lucario has little to no defensive utility even when it comes to sponging resisted attacks. With the combination of hazards, mandatory life orb recoil, and it's depressing bulk it gets worn down too quickly and should maximize how often it attacks rather than switch-in's. As I said before, if you want it to come in more than twice a game, VolTurn is a potent playstyle to base it around. So with a core of Lucario and Mega Manectric, I opted to run Life Orb Tornadus-T. It gives another great speed factor than breaks Stall effectively with Taunt and terrorizes offense with it's power and speed, while also offering U-Turn. I significantly helped with the inherent problem with Mega Venusaur. At this point I lacked Stealth Rock and decided to run Defensive Landorus-T. It was a valuable check to Sand and various physical attackers such as Mega Lopunny and Talonflame. Hazard Stack seemed very appealing at this point, so I decided to add Klefki, who gave me a definite check to Latios and Fairies. To round it off I added Keldeo as the obligatory Water-type and secondary check to Bisharp and Heatran.
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Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch

Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower

Tornadus-T @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Knock Off
- Hurricane
- U-Turn
- Taunt

Landorus-T @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 232 Def / 36 SpD
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Smack Down

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Thunder Wave
- Spikes
- Dazzling Gleam
- Heal Block

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]
  • With this team, I started with the core of Mega Diancie, Lucario, and Latios. Examining the weaknesses of the trio I decided to use the last slots to fill them in. With the obvious weakness to Sand and other physical attackers, I added Defensive Landorus-T to check these threats. Here the Swords Dance + Smack Down variant is a valuable asset to assist with the Skarmory weakness. Scarf Jirachi came next naturally to check Fairies and Dragons and offer Healing Wish support to further the longevity of another teammate. Finally Keldeo was added as I has an obvious weakness to Dark-types and Water-types and wished to fill that gap. Realize that these teams are far from perfect, but were fun to play with.
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Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch

Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Roost
- Defog
- Psyshock

Landorus-T @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 232 Def / 36 SpD
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Smack Down

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-Turn
- Healing Wish
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

sets used?
Physical doge
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch

Lucario's bread-and-butter set. Nothing too out of the ordinary except the use of Bullet Punch. The analysis emphasizes the use of Iron Tail for better wallbreaking ability (which you should use), but I prefer Bullet Punch to pop a hole in Diancie. It's worth noting that it learns Crunch which is cool if you want to hit Slowbro.

Special doge
Lucario @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Nasty Plot
- Vacuum Wave
- Flash Cannon
- Focus Blast / Aura Sphere

Standard-ish special sweeper set, nothing too hot. Dark Pulse is nice to catch Slowbro.

Double doge
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Iron Tail
- Agility

This is taking an Double Dance Landorus-T / Terrakion approach. Agility to screw with offense and Swords Dance for bulkier teams. This set also applies to the special variant as well. It's worked decently well, but it leaves a lot to be desired.

Agility doge
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Close Combat
- Ice Punch
- Iron Tail

This is pretty disappointing seeing as how it'd love the speed boost, but it's just not powerful enough to make use of Agility.

cb doge
Lucario @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Tail
- Close Combat
- Extreme Speed
- Bullet Punch

Not better than SD, but it gives it a ton of immediate power to break to threats more quickly and destructively.

Mixed doge
Lucario @ Life Orb
Ability: Justified
EVs: 160 Atk / 160 SpA / 188 Spe
Naughty Nature
- Hidden Power [Ice]
- Blaze Kick
- Close Combat
- Iron Tail

THis aims to lure in checks to Lucario and other teammates including but not limited to Garchomp, Landorus-T, Bulky Mega Scizor, etc. It's pretty fun to use overall. The coverage options you decide to use are up to your preference.

reverse doge
Lucario @ Weakness Policy
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Endure
- Reversal
- Bullet Punch
- Extreme Speed

This is a apparently a gimmick. It aims for Lucario to be hit by a Super Effective move to activate Weakness Policy and then spam Reversal and priority, but this should only be used for shits and giggles.

magnet doge
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Magnet Rise
- Bullet Punch

This set aims to use Ground-types as fodder with Magnet Rise. Pretty decent, but not worth it for obvious reasons.

is the metagame in favor?
  • It's not. There a ton of powerful priority and faster threats in the metagame. As long as the metagame remains as such, Lucario will have a hard time functioning how it'd like.
Whew, this was a fun one to write about

#FreeZygarde
 
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General Thoughts: I hate Cofagrigus. It is literally skarmory with worse typing and no reliable recovery and will-o-wisp instead of stealth rock and tspikes instead of spikes.

Strategies/ sets used:
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Pain Split
- Shadow Ball
- Will-O-Wisp
- Toxic Spikes

The basic premise of the set is to try not to die while attempting to wall something. If you do manage to live a hit, you might be able to use wisp. Or even pain split. Cofagrigus can sometimes lives a strong hit, wisps back, and hits like a wet tissue. 4 speed EV’s were used to creep slowbro, but it’s not like it’s staying in anyways. Toxic spikes are sort of useful for residual damage, but come on, what are you going to poison when half the tier is immune to tspikes anyways? Anyways, that’s about it for the utility set.


Then there’s trick room, which I won’t get into simply because I hate trick room in general, but basically Cofagrigus tries to attack things and gets walled by every special wall ever.


Teams:


ok so im not the best at teambuilding, but seriously, cofagrigus literally does nothing in most games.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Pain Split
- Shadow Ball
- Will-O-Wisp
- Toxic Spikes

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Swords Dance

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Return
- Baton Pass

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Volt Switch
- Thunderbolt
- Extrasensory

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Gravity
- Wish
- Protect

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 76 Def / 4 SpD / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost

The idea for this team was tspikes+flinchspam to rack up toxic damage. Terrakion eats up knock offs from every knock off user ever, and retaliates with stone miss or CC. Lopunny was added to flinch things with Fake Out and stall toxic damage. Raikou is my lando check, my slowbro check, and overall a good glue. Jirachi was added for more flinching and also gave me a check to dragons. Also it has gravity for lols and so things take toxic spikes damage. Finally, Togekiss was added because more flinching.

Is the metagame in favor?
no.

god i hate cofagrigus
 
closing! thanks for participating everyone! n_n

the posts being added to the archive are this post on lucario by -Magic-, this post on mega altaria by Infernal, and this post on cofagrigus by unfixable. edit: forgot to mention this post on mega altaria by AM has a bunch of cool mega altaria sets, so i'm gonna put it in the archive next to the other post ^^

thanks FookMi? for helping me decide on the posts to archive. remember: the archived posts are simply the posts that best summarize the pokemon for future reference. not every post needs to summarize the pokemon; some people may just want to center their posts around one aspect, and that's totally okay. you don't need to follow the guidelines perfectly to post here; they're just there to guide you a bit if you're unsure of what to post.

~​

week #9
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slowking | mega heracross | dragonite
REMEMBER: you simply pick 1 one of these 3 (or 2 / 3 of them if you want :p) and post here saying which one you're taking. also, you can use any set you want!

the discussion period will start on 3/18 (at night in EST); those of you who want to participate have between now and then to play around with one of these pokemon.

have fun ^~^
 
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