The Counter Game

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Magnezone @ Leftovers
Ability: Manet Pull
Nature: Whatever the standard Zone is
EVs: Whatever the standard Zone is
~ Thunderbolt
~ Hidden Power: Ice
~ Substitute
~ Metal Sound
Tyranitar @ Choice band
Adament 252 atk/252HP/6 spd
Earthquake
Stone edge
Crunch
Pursuit
 
Blissey @ Leftovers
Calm
252 HP 4 Spatk 252 Spdef
- Calm Mind
- Hidden Power Ground
- Softboiled
- Double Slap

lol
Mantine @ Life Orb
Calm @ 252 Hp/4 SpAtk/252 SpDef
- Splash
- Bubble
- Wing Attack
- Rest

Double Slap does nothing... Blissey's gonna be struggling first...A wtf set. The goal is to take LO damage and Rest it off. Giving 2 free turns of no PP wastes... And the attacks have tons of PP so Mantine will always win the struggle war...Twice in one page, thats frikin awesome.
 
Bronzong @ Leftovers
Ability: Levitate
Nature: Relaxed
EVs: 252 HP, 152 Atk, 104 Def
~ Gyro Ball
~ Earthquake
~ Hypnosis
~ Payback (filler)

Hypnosis the next pokemon switching in. =P
hmm, magnezone @ lum berry
252 def/ 252 sp attk/ 6hp
T-bolt
Magnet rise
Substitute
HP fire
 
Clefable @ Lum Berry
252 SA/252 SDef/6 Def
Calm | MAJIK Guard
~Calm Mind
~Substitute
~Thunderbolt
~Ice Beam
Sub+Lum Berry blocks sleep, after 2CMs it takes next to nothing from Psychic/Sludge Bomb, Leech Seed sucks, Ice Beam OHKOs after 2 CMs.

EDIT: Amandabynes, Bulba isn't a counter because it cannot switch in a SDed X-Scissor. I'll assume Exeggutor is the counter for Shed.
 
^Those things are always annoying to take down, due to lack of weaks but this should do it:
Crobat@ Life Orb
Careful
252 Atk/156 Spd/100 SDef
~Roost
~Brave Bird
~Toxic
~U-Turn
 
^Those things are always annoying to take down, due to lack of weaks but this should do it:
Crobat@ Life Orb
Careful
252 Atk/156 Spd/100 SDef
~Roost
~Brave Bird
~Toxic
~U-Turn
Metagross @ Choice Band
252 HP, 252 Atk, 4 Def
Adamant
~ Meteor Mash
~ Earthquake
~ Bullet Punch
~ Explosion

No Shit... The counter has to be able to take an Explosion.
 
@ Metagross

Magnezone @ Focus Sash
252 spd, 252 s.atk, 6 hp
Modest nature
- Magnet Rise
- Thunderbolt
- HP Fire
- Flash Cannon

Focus Sash ensures it survives the Earthquake, speed EV's ensure its faster so it can Magnet Rise before Earthquake #2. Resists Explosion, sash activates at worse. Double resists its STAB attacks. If it is Earthquake it switches in on it can casually KO Metagross afterwards due to Magnet Rise.
 
@ Metagross

Magnezone @ Focus Sash
252 spd, 252 s.atk, 6 hp
Modest nature
- Magnet Rise
- Thunderbolt
- HP Fire
- Flash Cannon

Focus Sash ensures it survives the Earthquake, speed EV's ensure its faster so it can Magnet Rise before Earthquake #2. Resists Explosion, sash activates at worse. Double resists its STAB attacks. If it is Earthquake it switches in on it can casually KO Metagross afterwards due to Magnet Rise.
that's not a counter...you switch in on an Earthquake survive with 1HP only to be Bullet Punched.
 
that's not a counter...you switch in on an Earthquake survive with 1HP only to be Bullet Punched.
Correct me if I am wrong, but I believe the metagross would be locked on to EQ because of Choice Band

@Magnezone

Blissey@ Leftovers
252 Def 252 HP 4 Sp. Def
Bold Nature
-Calm mind
-Flamethrower
-Softboiled
-Ice beam

I'm pretty sure this thing can take all of the magnet's attacks and calm mind flamthrower him
 
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