Project PU Victim of the week - Week 47: Agility Kingler

Arbok as a counter
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Arbok @ Black Sludge
Ability: Shed Skin
EVs: 252 HP / 192 SpD / 64 Spe
Careful Nature
- Coil
- Rest
- Gunk Shot
- Earthquake

A combination of Knock Off and Close Combat isn't enough to 2HKO, letting Arbok switch in with no worries. Arbok has higher speed, so it can get a Coil before Machoke can even hit him. When low, Arbok can use Rest to get back up to full health and Shed Skin will cure the sleep. Machoke will just become a way for Arbok to set up.
Machoke's Attacks:
252+ Atk Machoke Knock Off (97.5 BP) vs. 252 HP / 0 Def Arbok: 131-155 (40.4 - 47.8%)
252+ Atk Machoke Close Combat vs. 252 HP / 0 Def Arbok: 122-144 (37.6 - 44.4%)
252+ Atk Machoke Close Combat vs. +1 252 HP / 0 Def Arbok: 81-96 (25 - 29.6%)
252+ Atk Machoke Close Combat vs. +2 252 HP / 0 Def Arbok: 61-72 (18.8 - 22.2%)

Arbok's Attacks:
0 Atk Arbok Gunk Shot vs. 160 HP / 16 Def Eviolite Machoke: 99-117 (29 - 34.3%)
+1 0 Atk Arbok Gunk Shot vs. 160 HP / 16 Def Eviolite Machoke: 148-175 (43.4 - 51.3%)
+2 0 Atk Arbok Gunk Shot vs. 160 HP / 16 Def Eviolite Machoke: 196-232 (57.4 - 68%)
 
Arbok as a counter

arbok.gif

Arbok @ Black Sludge
Ability: Shed Skin
EVs: 252 HP / 192 SpD / 64 Spe
Careful Nature
- Coil
- Rest
- Gunk Shot
- Earthquake

Arbok doesn't care about anything Machoke can throw at it, Resting off any damage lost. Arbok can then easily start setting up Coils to make Machoke's attacks do even less damage, while a +2 Gunk Shot can 2HKO or a +1 Gunk Shot after a Close Combat drop can also produce the same result.

252+ Atk Machoke Close Combat vs. 252 HP / 0 Def Arbok: 122-144 (37.6 - 44.4%) -- guaranteed 3HKO after Black Sludge recovery

252+ Atk Machoke Knock Off (97.5 BP) vs. 252 HP / 0 Def Arbok: 131-155 (40.4 - 47.8%) -- guaranteed 3HKO after Black Sludge recovery

252+ Atk Machoke Ice Punch vs. 252 HP / 0 Def Arbok: 102-120 (31.4 - 37%) -- guaranteed 4HKO after Black Sludge recovery

252+ Atk Machoke Bullet Punch vs. 252 HP / 0 Def Arbok: 55-65 (16.9 - 20%) -- possible 7HKO after Black Sludge recovery

+2 0 Atk Arbok Gunk Shot vs. 160 HP / 16 Def Eviolite Machoke: 196-232 (57.4 - 68%) -- guaranteed 2HKO

+1 0 Atk Arbok Gunk Shot vs. -1 160 HP / 16 Def Eviolite Machoke: 222-262 (65.1 - 76.8%) -- guaranteed 2HKO
This is awkward. Who gets the credit?
 
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Swanna as check
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Swanna @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Scald
- Defog
- Roost

Swanna OHKOs Machoke with Hurricane, but cannot switch in to Machoke due to its poor bulk, as Close Combat, Knock Off, and Ice Punch are 2HKOs if Stealth Rock is on Swanna's field. Hurricane is also quite an unreliable move due to its low accuracy. However, Swanna has Roost to heal off any lost damage, and can have rain support from its other teammates.

252 SpA Life Orb Swanna Hurricane vs. 160 HP / 20 SpD Eviolite Machoke: 351-413 (102.9 - 121.1%) -- guaranteed OHKO
252+ Atk Machoke Close Combat vs. 0 HP / 0 Def Swanna: 131-154 (45 - 52.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Machoke Knock Off (97.5 BP) vs. 0 HP / 0 Def Swanna: 141-166 (48.4 - 57%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Machoke Ice Punch vs. 0 HP / 0 Def Swanna: 109-129 (37.4 - 44.3%) -- 99.6% chance to 2HKO after Stealth Rock
 
Tangela as a counter
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Tangela @ Eviolite
EVs: 252 HP / 252 Sp. Atk / 4 Def
Ability: Regenerator
Moves:
- Leaf Storm
- Sleep Powder
- Giga Drain
- Hidden Power [Ice]

Tangela isn't even 4HKO'd by Machoke's Ice Punch, and can 2HKO with Leaf Storm. Tangela can also put whatever comes in to sleep with Sleep Powder when Machoke inevitably switches because it can't touch Tangela, even if Tangela switches in on an Ice Punch. Sorry there's not really more to say, but Tangela just stops Machoke in it's tracks.
 
Quilladin as a counter

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Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Wood Hammer
- Spikes
- Synthesis
- Roar

Thanks to Quil's ability Bulletproof Victrebell can't touch it with neither Sludge Bomb or Weather Ball. With a useful grass typing it is also immune to Sleep Powder and coupled with its great bulk it can easily take Solarbeams and set up Spikes and heal as needed. Life Orb recoil will eventually force Bell to switch or kill itself.

252+ SpA Life Orb Victreebel Solar Beam vs. 248 HP / 252+ SpD Eviolite Quilladin: 78-92 (24 - 28.3%) -- guaranteed 4HKO after Stealth Rock

Side Note: With a spread of 248 Hp / 252 Def Impish Quil can still take Solarbeams and heal up which helps with some Bell's teammates (Leafeon, Sawsbuck). This also why I kept on roar instead of other options so you can phaze as needed for SD Buck and Leafeon (this also helps against Growth Bell).
 
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Zweilous is a hard check.

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Zweilous @ Eviolite
Ability: Hustle
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Crunch
- Dragon Tail
- Rest
- Sleep Talk

Specially defensive Zweilous switches into any move Victreebel carries and does a good chunk of damage with Crunch in return. Sludge Bomb does around 30% though, which can be annoying if Zweilous is already asleep and thus can't use Rest, or if it misses.

0 Atk Hustle Zweilous Crunch vs. 0 HP / 4 Def Victreebel: 160-189 (53.1 - 62.7%) -- guaranteed 2HKO
252+ SpA Life Orb Victreebel Sludge Bomb vs. 252 HP / 252+ SpD Eviolite Zweilous: 107-126 (30.7 - 36.2%) -- 49.6% chance to 3HKO
 
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Jumpluff as a check
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Jumpluff
Ability: Chlorophyll
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sleep Powder
- Swords Dance
- Acrobatics
- Seed Bomb

Jumpluff can't directly switch in on Victreebel because it can easily be KOd by both Sludge Bomb and Weather Ball under Sun, though, it is able to outspeed Victreebel even when is up Sun because of Chlorophyll, and can OKHO it with Acrobatics, therefore serving as a decent answer for it.

252 Atk Jumpluff Acrobatics (110 BP) vs. 4 HP / 0 Def Victreebel: 300-354 (99.3 - 117.2%) -- 93.8% chance to OHKO
 
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Aurorus is a Hard Check

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Aurorus @ Choice Scarf
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Blizzard
- Earth Power
- Freeze-Dry
- Ancient Power

Aurorus can actually switch into Victreebel, bar Sleep Powder as it can make Solar Beam attack in two turns instead of one, and make Weather Ball not very effective against it. Since the release of Snow Warning, Aurorus has been a very cool Pokemon in checking sun teams in general, by taking away the weather affect and giving itself 100% accurate Blizzards. After Sun is gone, Victreebel loses Chlorophyll and Aurorus can outpace and KO it with a Choice Scarf.

252 SpA Aurorus Blizzard vs. 0 HP / 0 SpD Victreebel: 398-470 (132.2 - 156.1%) -- guaranteed OHKO
252 SpA Aurorus Freeze-Dry vs. 0 HP / 0 SpD Victreebel: 254-302 (84.3 - 100.3%) -- 81.3% chance to OHKO after Stealth Rock (Kills after Life Orb recoil.)

252+ SpA Life Orb Victreebel Solar Beam (60 BP) vs. 0 HP / 4 SpD Aurorus in Hail: 252-299 (64.9 - 77%) -- guaranteed 2HKO
252+ SpA Life Orb Victreebel Sludge Bomb vs. 0 HP / 4 SpD Aurorus: 94-110 (24.2 - 28.4%) -- 98.3% chance to 4HKO
252+ SpA Life Orb Victreebel Weather Ball (100 BP Ice) vs. 0 HP / 4 SpD Aurorus in Hail: 69-82 (17.8 - 21.1%) -- possible 5HKO
 
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reserving sawsbuck
Also RawMelon physically defensive quilladin checks vic and is still good, you don't need to stretch to things like spdef to make it count

edit:
THIS BE A CHECK IF YOU COULDN'T TELL (thanks Twix)
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Sawsbuck @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Baton Pass
- Horn Leech
- Jump Kick
- Double Edge
Buck is faster (even without scarf but I just chose this over sub SD ok) and Double Edge has a chance to kill after rocks and will after rocks+1 LO recoil.
252 Atk Sawsbuck Double-Edge vs. 4 HP / 0 Def Victreebel: 232-274 (76.8 - 90.7%) -- 25% chance to OHKO after Stealth Rock
 
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reserving sawsbuck
Also RawMelon physically defensive quilladin checks vic and is still good, you don't need to stretch to things like spdef to make it count

edit:
THIS BE A CHECK IF YOU COULDN'T TELL (thanks Twix)
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Sawsbuck @ Choice Scarf
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Baton Pass
- Horn Leech
- Jump Kick
- Double Edge
Buck is faster (even without scarf but I just chose this over sub SD ok) and Double Edge has a chance to kill after rocks and will after rocks+1 LO recoil.
252 Atk Sawsbuck Double-Edge vs. 4 HP / 0 Def Victreebel: 232-274 (76.8 - 90.7%) -- 25% chance to OHKO after Stealth Rock
I was thinking that too but SpDef Quil isn't bad in itself, bodies poli (only takes ~30% from beam which otherwise 2hkos), only takes about 33-40% from Simipour Ice Beam too but you get the point.

edit: The simipour calc was done with salac berry but with a life orb Ice Beam does 44 - 52% so Quil can still take it
 
Dodrio as a check:
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Dodrio @ Choice Scarf
Ability: Early Bird
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drill Peck
- Double-Edge
- Knock Off
- Baton Pass

This Dodrio is very similar to Jumpluff. Outspeeds Victreebel even in sun and can 0HKO with Drill Peck, and Double Edge also 0HKOs more-often-than-not if rocks are up. Dodrio can also Baton Pass out if you expect the switch, maintaining momentum on your side and making Dodrio notable.

You can also survive a single Solarbeam most of the time with rocks up, and Early Bird lets Dodrio absorb the Sleep Clause without getting too much of a loss...but honestly those are extremely situational but can possibly mean something if you really are reaching.

252 Atk Dodrio Drill Peck vs. 0 HP / 4 Def Victreebel: 330-390 (109.6 - 129.5%) -- guaranteed OHKO
252 Atk Dodrio Double-Edge vs. 0 HP / 4 Def Victreebel: 246-291 (81.7 - 96.6%) -- 62.5% chance to OHKO after Stealth Rock

252+ SpA Life Orb Victreebel Solar Beam vs. 0 HP / 0 SpD Dodrio: 175-207 (67 - 79.3%) -- 37.5% chance to OHKO after Stealth Rock
...eh...
 
COUNTER
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Lampent @ Eviolite
Ability: Flash Fire
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rest
- Sleep Talk
- Shadow Ball
- Flamethrower

Lampent resists all Victreebel moves and can OHKO back pretty easily with Flamethrower. Also has Sleep Talk to beat Sleep Powder, only chance at losing is if Victreebel gets a 3 turn Sleep and you Sleep Talk Rest all three times + he gets all maximum rolls with Solarbeam
252+ SpA Life Orb Victreebel Solar Beam vs. 248 HP / 252+ SpD Eviolite Lampent: 77-90 (23.8 - 27.8%) -- 85.8% chance to 4HKO
252+ SpA Life Orb Victreebel Sludge Bomb vs. 248 HP / 252+ SpD Eviolite Lampent: 57-68 (17.6 - 21%) -- possible 5HKO
0 SpA Lampent Flamethrower vs. 0 HP / 0 SpD Victreebel in Sun: 374-444 (124.2 - 147.5%) -- guaranteed OHKO
 
Nominating Magmar as a Hard check

Magmar @ Eviolite
Ability: Vital Spirit
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
- Fire Blast
- Focus Blast
- Hidden Power [Grass]
- Will-O-Wisp

168 Spd inv outspeeds max inv 70 BS + Spd nature. Classical Coverage + Wow in order to cripples switch-ins such as Poliwrath.

252+ SpA Life Orb Victreebel Sludge Bomb vs. 88 HP / 0 SpD Eviolite Magmar: 134-160 (45.7 - 54.6%) -- 51.6% chance to 2HKO
252+ SpA Magmar Fire Blast vs. 0 HP / 0 SpD Victreebel in Sun: 662-782 (219.9 - 259.8%) -- guaranteed OHKO
 
Nominating Magmar as a Hard check

Magmar @ Eviolite
Ability: Vital Spirit
EVs: 88 HP / 252 SpA / 168 Spe
Modest Nature
- Fire Blast
- Focus Blast
- Hidden Power [Grass]
- Will-O-Wisp

168 Spd inv outspeeds max inv 70 BS + Spd nature. Classical Coverage + Wow in order to cripples switch-ins such as Poliwrath.

252+ SpA Life Orb Victreebel Sludge Bomb vs. 88 HP / 0 SpD Eviolite Magmar: 134-160 (45.7 - 54.6%) -- 51.6% chance to 2HKO
252+ SpA Magmar Fire Blast vs. 0 HP / 0 SpD Victreebel in Sun: 662-782 (219.9 - 259.8%) -- guaranteed OHKO
The only problem is that Magmar doesn't outspeed in the sun, so if you switch in, he will very likely get killed. Also, Rocks is very common in Sun teams which makes Magmar a sure 2HKO.
 
Checking is not countering. Magmar can check Victreebel even with rocks. Also without rocks, it can even try to switch in. So I do not understand what are you trying to prove.
 
Checking is not countering. Magmar can check Victreebel even with rocks. Also without rocks, it can even try to switch in. So I do not understand what are you trying to prove.
What I am trying to prove is that saying that Magmar is a hard check to Victreebel is false. If Magmar can be only used as a check to Victreebel by sacking one of you team member, then it can't ban considered a hard check.
 
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Ball (Tangela) @ Eviolite
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk / 30 Def
- Giga Drain
- Sleep Powder
- Hidden Power [Fire]
- Leaf Storm

hahahahhaha u cant touch this
Edit: counter if you can't deduce and don't play pu
 
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Torterra as a counter
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Torterra @ Life Orb
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Bullet Seed
- Earthquake
- Synthesis

Offensive Stealth Rock Torterra can easily lead against Golem, outpace it and prevent it from setting up Stealth Rock by nullifying Sturdy and OHKOing it with Bullet Seed. Torterra can also switch into Golem because of its decent bulk, resistance to both Golem's STAB moves and access to Synthesis. Life Orb is used so you OHKO it even if you get minimum hits with Bullet Seed.

252 Atk Golem Earthquake vs. 0 HP / 4 Def Torterra: 74-87 (22.3 - 26.2%) -- 13.8% chance to 4HKO

252 Atk Life Orb Torterra Bullet Seed (2 hits) vs. 0 HP / 0 Def Golem: 312-374 (103.6 - 124.2%) -- guaranteed OHKO
 
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Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Seed Bomb
- Will-O-Wisp
- Synthesis

Gourgeist can basically take any hit Golem throws at it multiple times, recover health with Synthesis, burn it with Will-O-Wisp, weaken it with Foul Play so it can't live a hit with Sturdy and have its Weakness Policy activate, and KO it with Seed Bomb.

252+ Atk Golem Rock Blast (5 hits) vs. 248 HP / 252+ Def Gourgeist-Super: 135-165 (36.1 - 44.2%) -- approx. 99.5% chance to 3HKO after Leftovers recovery

252+ Atk Golem Stone Edge vs. 248 HP / 252+ Def Gourgeist-Super: 106-126 (28.4 - 33.7%) -- 96.2% chance to 4HKO after Leftovers recovery

0 Atk Gourgeist-Super Seed Bomb vs. 0 HP / 0 Def Golem: 276-328 (91.6 - 108.9%) -- 50% chance to OHKO
 
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Piloswine as a hard check:
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Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Ice Shard
- Icicle Spear
- Earthquake
- Stealth Rock

Piloswine can KO Golem easily with an Earthquake + Ice Shard combo and has the bulk to absorb attacks from Golem as well. Piloswine can also set up rocks to break Sturdy/kill a Golem who already used Sturdy, making WP Golem MUCH easier to deal with. Piloswine is also slower than this Golem, meaning that there is no way that Piloswine can activate the item and then get hit by a +2 Earthquake. The only real option WP Golem has against Piloswine is to Sucker Punch...and that does not come anywhere close to killing. A 5-hit Icicle Spear also ohko's 100% of the time, but by then you are just really lucky.

The lack of recovery definitely hurts Piloswine, but it can take a decent number of hits before being brought down. In fact, one of Golem's chances to beat Piloswine is to already have the WP activated AND have enough HP afterwards to survive an Earthquake from Piloswine. Golem can also hope for best-case-scenario Rock Blast rolls, or simply wear Piloswine down with EQ on the switch.

Piloswine ---> Golem
252+ Atk Piloswine Earthquake vs. 0 HP / 0 Def Golem: 240-284 (79.7 - 94.3%) -- guaranteed 2HKO
252+ Atk Piloswine Ice Shard vs. 0 HP / 0 Def Golem: 98-116 (32.5 - 38.5%) -- 96% chance to 3HKO
252+ Atk Piloswine Icicle Spear (5 hits) vs. 0 HP / 0 Def Golem: 310-370 (102.9 - 122.9%) -- guaranteed OHKO

Golem ---> Piloswine
252+ Atk Golem Earthquake vs. 252 HP / 4 Def Eviolite Piloswine: 135-160 (33.4 - 39.6%) -- guaranteed 3HKO
+2 252+ Atk Golem Earthquake vs. 252 HP / 4 Def Eviolite Piloswine: 271-319 (67 - 78.9%) -- guaranteed 2HKO
+2 252+ Atk Golem Sucker Punch vs. 252 HP / 4 Def Eviolite Piloswine: 145-171 (35.8 - 42.3%) -- guaranteed 3HKO
252+ Atk Golem Rock Blast (5 hits) vs. 252 HP / 4 Def Eviolite Piloswine: 170-210 (42 - 51.9%) -- approx. 5.1% chance to 2HKO
 
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