UU Victim of the Week V2 (Week Five: Nasty Plot Infernape)

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Cobalion as a Check

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Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Swords Dance
- Close Combat
- Substitute

Tyrantrum's best move against Cobalion is EQ which 2HKOs after Leftovers recovery but aside from that Tyrantrum can barely 3HKO Cobalion with Outrage. Head Smash and Crunch do laughable damage and can be set up on with this set. SubSD Cobalion takes full advantage of Tyrantrum locking itself into a Head Smash or especially Crunch, nabbing an Attack boost on it, as it can Sub on it or SD and proceed to do damage to the opponent's team. Head Smash also doesn't break the Sub without a very high roll so Cobalion doesn't have to worry about getting its HP worn down while trying to Sub on a Head Smash.

252 Atk Choice Band Tyrantrum Head Smash vs. 0 HP / 0 Def Cobalion: 70-82 (21.6 - 25.3%) -- possible 5HKO after Leftovers recovery

252 Atk Choice Band Tyrantrum Earthquake vs. 0 HP / 0 Def Cobalion: 250-296 (77.3 - 91.6%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Choice Band Tyrantrum Outrage vs. 0 HP / 0 Def Cobalion: 112-132 (34.6 - 40.8%) -- 62.2% chance to 3HKO after Leftovers recovery

252 Atk Choice Band Tyrantrum Crunch vs. 0 HP / 0 Def Cobalion: 50-59 (15.4 - 18.2%) -- possible 8HKO after Leftovers recovery

252 Atk Cobalion Close Combat vs. 4 HP / 0 Def Tyrantrum: 264-312 (86.2 - 101.9%) -- 12.5% chance to OHKO

252 Atk Cobalion Iron Head vs. 4 HP / 0 Def Tyrantrum: 176-210 (57.5 - 68.6%) -- guaranteed 2HKO
 
Mega Aggron as a Counter:
aggron-mega.jpg

Aggron@Aggronite
Ability: Filter
252 HP / 16 Def / 240 SDef
Impish

Earthquake
Roar / Thunder Wave
Stealth Rock
Iron Head / Heavy Slam

Banded Tyrantrum does pitiful damage with it's STABs, and the best it can do with any move is Banded Superpower, which isn't even on the main set and will not 2HKO once Mega Evolved.
+1 252+ Atk Tyrantrum Superpower vs. 252 HP / 16+ Def Filter Mega Aggron: 132-156 (38.3 - 45.3%) -- guaranteed 3HKO

Earthquake is barely a 3HKO.
+1 252+ Atk Tyrantrum Earthquake vs. 252 HP / 16+ Def Filter Mega Aggron: 109-130 (31.6 - 37.7%) -- 92.3% chance to 3HKO

Meanwhile, Aggron easily 2HKOes back with Earthquake:
0 Atk Mega Aggron Earthquake vs. 0 HP / 4 Def Tyrantrum: 166-196 (54.4 - 64.2%) -- guaranteed 2HKO

And if using Iron Head, Aggron threatens to OHKO Tyrantrum after Superpower:
0 Atk Mega Aggron Iron Head vs. -1 0 HP / 4 Def Tyrantrum: 300-354 (98.3 - 116%) -- 87.5% chance to OHKO

Aggron can also threaten to cripple Tyrantrum or a switchin with status, such as Thunder Wave, or set up Stealth Rocks on it.

The only drawbacks of using Aggron as a counter is it's unfortunate base form, which is extremely vulnerable to Superpower and Earthquake, so be wary to Mega Evolve quickly to become a counter, and it's lack of recovery, often requiring the use of a Wish Passer, fortunately, most of those pair well with Aggron anyway, and at the very least having an Aggron on your team will prevent the opponent from mindlessly clicking Head Smash, as even regular Aggron takes those pretty well.
+1 252+ Atk Tyrantrum Head Smash vs. 252 HP / 16+ Def Aggron: 102-121 (29.6 - 35.1%) -- 19.8% chance to 3HKO

If you're that concerned about being worn down, you could run more defense (136 EVs as opposed to just 16) or run a RestTalk set.
 
reserving hippodown as check



hippowdon.gif


Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Roar
- Stone Edge
- Earthquake


Hippodown has enough bulk to take any attack of Tyrantrum's with relative ease. Furthermore, Hippodown can either slack off the damage taken or hit very hard with an Earthquake. It struggles with outrage however as that has a minimal chance to 2hko which becomes difficult to manage if hippodown has some prior damage. The good news is that outrage is not usually the attack of choice because most types end up carrying a steel of fairy type which scares outrage from being used. This is benefical as Hippo can sponge Head smashes quite easily. With a jolly nature on Tyrantrum these moves become even easier to take and Hippodwon could even be considered a hard check

EDIT: Didn't realize it was a jolly Tyrantrum so made the corresponding edits in the calc. Btw won't Banded Tyrantrum always run adamant for the extra power?

0 Atk Hippowdon Earthquake vs. 4 HP / 0 Def Tyrantrum: 204-242 (66.6 - 79%) -- guaranteed 2HKO

252 Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Hippowdon: 178-211 (42.3 - 50.2%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Hippowdon: 111-132 (26.4 - 31.4%) -- 86.3% chance to 4HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Hippowdon: 100-118 (23.8 - 28%) -- 0% chance to 4HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Tyrantrum Crunch vs. 252 HP / 252+ Def Hippowdon: 80-95 (19 - 22.6%) -- possible 6HKO after Stealth Rock and Leftovers recovery
 
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dark_dugtrio_team_rocket_tr_23.png


Dugtrio @ Air Balloon
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hone Claws
- Substitute
- Earthquake
- Stone Edge

Force it to Earthquake, GG.

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Memento / Sucker Punch

Or use a more convetionnal set. Get rid of the Dinosaur for good if you double on it/come to Revenge Kill it, ADV Style.
 
nominating swag duck again imeanw0t

Nominating RHYPERIOR as a counter.

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Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 200 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Roar

Thanks to solid rock Rhyperior is a v.sexy counter. It can force roar as well as switch into anything. Some of these calcs prove that rhyperior is a solid [nah soft] counter to the lord tyrantrum.

4 Atk Rhyperior Earthquake vs. 4 HP / 0 Def Tyrantrum: 252-296 (82.3 - 96.7%) -- 62.5% chance to OHKO after Stealth Rock

Now some calcs against rhyperior.

252 Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Solid Rock Rhyperior: 139-165 (32 - 38%) -- 34.4% chance to 3HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Rhyperior: 105-123 (24.1 - 28.3%) -- 0.1% chance to 4HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Rhyperior: 168-198 (38.7 - 45.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
 
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Bronzong as a Hard Check, Soft Counter

Bronzong_XY.gif


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stealth Rock
- Toxic

With both STABs doing pitiful damage and being immune to one coverage option, Bronzong only gets hit at all by Crunch, which in itself has a next to no chance to 3HKO without SR and 3HKOs only a quarter of the time with SR up. In return Bronzong 2HKOs Tyrantrum 56% of the time, (76% of the time with 16 EVs in attack) granted Rantrum came in on SR. In addition, coming in on anything other than Crunch allows to set up SR of your own or be able to inflict Toxic on anything that may want to come in.

Defensive Calcs:
252 Atk Tyrantrum Crunch vs. 252 HP / 252+ Def Bronzong: 108-128 (31.9 - 37.8%) -- 27.5% chance to 3HKO after Stealth Rock and Leftovers recovery
252 Atk Tyrantrum Crunch vs. 252 HP / 252+ Def Bronzong: 108-128 (31.9 - 37.8%) -- 0.3% chance to 3HKO after Leftovers recovery
252 Atk Tyrantrum Crunch vs. 240 HP / 252+ Def Bronzong: 108-128 (32.2 - 38.2%) -- 40.7% chance to 3HKO after Stealth Rock and Leftovers recovery
252 Atk Tyrantrum Crunch vs. 240 HP / 252+ Def Bronzong: 108-128 (32.2 - 38.2%) -- 1.4% chance to 3HKO after Leftovers recovery

Offensive Calcs:
0 Atk Bronzong Gyro Ball (72 BP) vs. 0 HP / 0 Def Tyrantrum: 122-146 (40 - 47.8%) -- 55.9% chance to 2HKO after Stealth Rock
0 Atk Bronzong Gyro Ball (72 BP) vs. 0 HP / 0 Def Tyrantrum: 122-146 (40 - 47.8%) -- guaranteed 3HKO
16 Atk Bronzong Gyro Ball (72 BP) vs. 0 HP / 0 Def Tyrantrum: 126-150 (41.3 - 49.1%) -- 76.2% chance to 2HKO after Stealth Rock
16 Atk Bronzong Gyro Ball (72 BP) vs. 0 HP / 0 Def Tyrantrum: 126-150 (41.3 - 49.1%) -- guaranteed 3HKO

So yeah, if rolls go your way this thing can be a hard stop, but since I understand that is unreliable I'm listing Zong as a Hard Check, Soft Counter
 
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Counter?

latest


Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Leech Seed
- Thunder Wave
- Protect

Ferroseed usually gets left behind in favor of Forretress in UU, but it's actually viable on the right team, and its ability to take on new strong attackers like Sheer Force Gatr and Head Smash Tyrantrum easily demonstrates this.

Let's start with the fact that the most Tyrantrum can hope for is a 3HKO, assuming that every Head Smash hits and deals above average damage:

  • 252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Eviolite Ferroseed: 89-105 (30.4 - 35.9%) -- 48.3% chance to 3HKO
  • 252 Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Eviolite Ferroseed: 79-94 (27 - 32.1%) -- guaranteed 4HKO
  • 252 Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Eviolite Ferroseed: 72-84 (24.6 - 28.7%) -- 99.7% chance to 4HKO
  • 252 Atk Choice Band Tyrantrum Crunch vs. 252 HP / 252+ Def Eviolite Ferroseed: 64-76 (21.9 - 26%) -- 4.4% chance to 4HKO
...which means that you can switch in to a Head Smash with rocks up, and tank another to Leech Seed. At that point you're recovering 38 HP (13%) each turn, and so with Protect you're effectively healing 76 HP for every attack Tyrantrum gets off on you. That gives you ample opportunities to paralyze Tyrantrum or use him as set-up bait for Spikes. (That's assuming he's stupid enough to stay in... but even if not, it means you get a free chance to paralyze the switch-in or lay another layer of Spikes.)

Meanwhile, despite your complete lack of offensive presence, Iron Barbs shaves off an eighth of his HP every time he uses a move not named Earthquake, and Leech Seed nabs another eighth, meaning you will quickly wear him down.

So again, it goes like this:

TURN 1: Switch into a Head Smash with rocks up, losing 36.7-42.2%.
TURN 2: Eat a second Head Smash and use Leech Seed, losing 30.4-35.9% but regaining 13%. (Worst case scenario: 65.1% down.)
TURN 3: Protect, regaining 13%. (Worst case scenario: 52.1% down.)
TURN 4: Oh, he's staying in? Thunder Wave or drop some Spikes, eating another Head Smash and losing 30.4-35.9% but regaining 13%. (Worst case scenario: 75% down.)
TURN 5: Protect, regaining 13%. (Worst case scenario: 62% down.)
TURN 6: Dang, this guy is persistent. Eat yet another Head Smash and drop some Spikes, see turns 2 and 4 for damage. (Worst case scenario: 84.9% down.) Tyrantrum has now died from Leech Seed and Iron Barbs damage alone, you've got a layer or two of Spikes down, and your Ferroseed is still kicking, with between 15 and 35% health remaining (depending on how well your opponent rolled for Head Smash damage).

The main thing Ferroseed needs to watch out for is Fire Fang, which is not on the listed set but is still sometimes seen on Tyrantrum. Luckily, you've got Protect to scout for that, and even if you screw up and switch into a Fire Fang expecting a Head Smash, you still don't die (even with rocks up):
  • 252 Atk Choice Band Tyrantrum Fire Fang vs. 252 HP / 252+ Def Eviolite Ferroseed: 208-248 (71.2 - 84.9%) -- guaranteed 2HKO
And lest you think I'm joking about Ferroseed, here are some specific replays of it putting in work:

http://replay.pokemonshowdown.com/uususpecttest-215345231 (comfortably tanks a Tyrantrum Head Smash)
http://replay.pokemonshowdown.com/uususpecttest-214821466
http://replay.pokemonshowdown.com/uususpecttest-214470372
http://replay.pokemonshowdown.com/uu-209399472
 
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Counter?

latest


Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spikes
- Leech Seed
- Thunder Wave
- Protect

Ferroseed usually gets left behind in favor of Forretress in UU, but it's actually viable on the right team, and its ability to take on new strong attackers like Sheer Force Gatr and Head Smash Tyrantrum easily demonstrates this.

Let's start with the fact that the most Tyrantrum can hope for is a 3HKO, assuming that every Head Smash hits and deals above average damage:

  • 252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Eviolite Ferroseed: 89-105 (30.4 - 35.9%) -- 48.3% chance to 3HKO
  • 252 Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Eviolite Ferroseed: 79-94 (27 - 32.1%) -- guaranteed 4HKO
  • 252 Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Eviolite Ferroseed: 72-84 (24.6 - 28.7%) -- 99.7% chance to 4HKO
  • 252 Atk Choice Band Tyrantrum Crunch vs. 252 HP / 252+ Def Eviolite Ferroseed: 64-76 (21.9 - 26%) -- 4.4% chance to 4HKO
...which means that you can switch in to a Head Smash with rocks up, and tank another to Leech Seed. At that point you're recovering 38 HP (13%) each turn, and so with Protect you're effectively healing 76 HP for every attack Tyrantrum gets off on you. That gives you ample opportunities to paralyze Tyrantrum or use him as set-up bait for Spikes. (That's assuming he's stupid enough to stay in... but even if not, it means you get a free chance to paralyze the switch-in or lay another layer of Spikes.)

So again, it goes like this:

TURN 1: Switch into a Head Smash with rocks up, losing 36.7-42.2%.
TURN 2: Eat a second Head Smash and use Leech Seed, losing 30.4-35.9% but regaining 13%. (Worst case scenario: 65.1% down.)
TURN 3: Protect, regaining 13%. (Worst case scenario: 52.1% down.)
TURN 4: Oh, he's staying in? Thunder Wave, eating another Head Smash and losing 30.4-35.9% but regaining 13%. (Worst case scenario: 75% down.)
TURN 5: Protect, regaining 13%. (Worst case scenario: 62% down.)
TURN 6: Dang, this guy is persistent. Eat yet another Head Smash and drop some Spikes, see turns 2 and 4 for damage. (Worst case scenario: 84.9% down.) Tyrantrum has now died from Leech Seed and Iron Barbs damage alone, you've got a layer of Spikes down, and your Ferroseed is still kicking, with between 15 and 35% health remaining, depending on how well your opponent rolled for Head Smash damage.

The main thing Ferroseed needs to watch out for is Fire Fang, which is not on the listed set but is still sometimes seen on Tyrantrum. Luckily, you've got Protect to scout for that, and even if you screw up and switch into a Fire Fang expecting a Head Smash, you still don't die (even with rocks up):
  • 252 Atk Choice Band Tyrantrum Fire Fang vs. 252 HP / 252+ Def Eviolite Ferroseed: 208-248 (71.2 - 84.9%) -- guaranteed 2HKO
And lest you think I'm joking about Ferroseed, here are some specific replays of it putting in work... alas, none against Tyrantrum specifically, but still:

http://replay.pokemonshowdown.com/uususpecttest-214821466
http://replay.pokemonshowdown.com/uususpecttest-214470372
http://replay.pokemonshowdown.com/uu-209399472

How well does it take Superpower I wonder? It's not too common but certainly more common than Fire Fang
 
How well does it take Superpower I wonder? It's not too common but certainly more common than Fire Fang

Like Fire Fang, CB Superpower is a 2HKO:
  • 252 Atk Choice Band Tyrantrum Superpower vs. 252 HP / 252+ Def Eviolite Ferroseed: 192-226 (65.7 - 77.3%) -- guaranteed 2HKO
  • -1 252 Atk Choice Band Tyrantrum Superpower vs. 252 HP / 252+ Def Eviolite Ferroseed: 128-152 (43.8 - 52%) -- 13.3% chance to 2HKO
So similar to Fire Fang, if you switch into a Superpower you'll live but you should almost certainly switch out. That said, unlike Fire Fang, if you didn't switch into the hit and you scout out the Superpower via Protect, you don't necessarily have to switch out. Leech Seed on the first Superpower followed by Protect heals you 26%, which means that Tyrantrum would need max damage rolls on both Superpowers to have a chance of KOing you. If the first Superpower deals less than 74% and Leech Seed didn't miss, then you know that you're guaranteed to survive the second.

EDIT: I shit you not, right after posting this I end up in a match against Sam with Ferroseed versus Tyrantrum. Not CB Tyrantrum by the damage, but still, you can see Ferro switch in to a Head Smash with ease: http://replay.pokemonshowdown.com/uususpecttest-215345231
 
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Btw won't Banded Tyrantrum always run adamant for the extra power?
Adamant Tyrantrum is outsped by standard Tentacruel, sharing the same base speed as Honchkrow. That speed bracket is less common now that Celebi and Jirachi are gone, but you do NOT want to be taking Scalds.
Nominating PhyDef Hippowdown as Check/Hard Check

hippowdon-f.gif


Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Ice Fang
- Slack Off

One of the best Physical Walls in the game comes back to strike again being able to switch into all Tyrantrum Moves(Although Outrage hurts) as long as it is at full HP and threaten it out with STAB EQ while recovering off the dmg with Slack Off.
Reason its just a check is its reliance on being at near full HP to be able to switch into Outrage

Defensive Calcs
252 Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Hippowdon: 178-211 (42.3 - 50.2%) -- 93.4% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Hippowdon: 100-118 (23.8 - 28%) -- 91.6% chance to 4HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 Atk Choice Band Tyrantrum Crunch vs. 252 HP / 252+ Def Hippowdon: 80-95 (19 - 22.6%) -- possible 5HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Hippowdon: 111-132 (26.4 - 31.4%) -- 0.1% chance to 3HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery

Offensive Calcs
4 Atk Hippowdon Earthquake vs. 0 HP / 0 Def Tyrantrum: 206-246 (67.5 - 80.6%) -- guaranteed 2HKO
Serperior For Uber beat you to Hippo, dude.
 
chesnaught.gif


Nominating defensive Chesnaught as a Check

Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spiky Shield
- Leech Seed
- Drain Punch
- Spikes / Wood Hammer

252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Chesnaught: 109-129 (28.6 - 33.9%) -- 98.6% chance to 4HKO after Leftovers recovery
252 Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Chesnaught: 175-207 (46 - 54.4%) -- 6.6% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Chesnaught: 48-57 (12.6 - 15%) -- possibly the worst move ever
252 Atk Choice Band Tyrantrum Crunch vs. 252 HP / 252+ Def Chesnaught: 39-46 (10.2 - 12.1%) -- possibly the worst move ever

0 Atk Chesnaught Drain Punch vs. 0 HP / 0 Def Tyrantrum: 150-176 (49.1 - 57.7%) -- 93.8% chance to 2HKO

Most of Tyrantrum's moves barely tickle, but Outrage hits quite hard. Thanks to Spiky Shield, Chesnaught buys an extra turn of leftovers recovery (precluding a 2HKO), leaves Tyrantrum confused, and deals a small amount of damage to ensure Drain Punch can 2HKO. Tyrantrum still has a chance to 3HKO with Outrage, but he'll need to succeed on two consecutive confusion checks to pull it off. If Tyrantrum misses either attack due to confusion then Chesnaught either 2HKO's with Drain Punch or recovers enough via Leech Seed to avoid the 3HKO.
 
Spiky Shield is NOT a guaranteed Confusion against Outrage/Petal Dance/Thrash users. You have to use it (or Protect, or any other variant) on the last turn that Outrage and its variants attack for the user of Outrage to be confused.

On a two-turn Outrage, you have to block Outrage on the second turn in order to confuse. If you Protect/Spiky Shield on the first turn, the user will not be confused. On a three-turn Outrage, you have to block Outrage on the third turn in order to confuse. If you Protect/Spiky Shield on the first or second turn, the user will not be confused. Chesnaught is still a good check, but learning Outrage's and its variants' interactions with Protect and its variants will improve your battling overall.

This PSA has been brought to you by Smirnoff. Please drink responsibly.

EDIT: No problem. I used mixed Kyurem with Outrage a ton in early UU, as well as some DD Haxorus in UU Beta and pieced how Outrage works together/hit up Bulbapedia when I was filling someone else in on how it worked.
 
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Thanks for the info; I didn't know that about Outrage (or the other similar moves). I've only had this situation pop up twice for my Band Tyrantrum, and I guess I must have gotten 2-turn Outrages both times.
 
Nominating PhyDef Hippowdown as Check/Hard Check

hippowdon-f.gif


Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Ice Fang
- Slack Off

One of the best Physical Walls in the game comes back to strike again being able to switch into all Tyrantrum Moves(Although Outrage hurts) as long as it is at full HP and threaten it out with STAB EQ while recovering off the dmg with Slack Off.
Reason its just a check is its reliance on being at near full HP to be able to switch into Outrage

Defensive Calcs
252 Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Hippowdon: 178-211 (42.3 - 50.2%) -- 93.4% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Hippowdon: 100-118 (23.8 - 28%) -- 91.6% chance to 4HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 Atk Choice Band Tyrantrum Crunch vs. 252 HP / 252+ Def Hippowdon: 80-95 (19 - 22.6%) -- possible 5HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Hippowdon: 111-132 (26.4 - 31.4%) -- 0.1% chance to 3HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery

Offensive Calcs
4 Atk Hippowdon Earthquake vs. 0 HP / 0 Def Tyrantrum: 206-246 (67.5 - 80.6%) -- guaranteed 2HKO
i'm pretty sure serperior for uber got it before you...
 
Can I be a dick and nominate mega steelix again lol?

(Reserving it)
lol i'm surprised no one has stolen my reservation from a few days ago n_n

Mega Steelix can take any one of Tyrantrum's attacks with the exception of Earthquake (not a guaranteed 2hko) and it can heavily damage it back, even without any Attack investment. So yeah, don't switch it into an Earthquake and it'll eat up Tyrantrum's attack while get free Stealth Rocks or something.

Defensive Calcs

252+ Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 0 Def Steelix: 186-220 (52.5 - 62.1%)
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Steelix: 52-61 (14.6 - 17.2%)
252+ Atk Choice Band Tyrantrum Outrage vs. 252 HP / 0 Def Steelix: 83-98 (23.4 - 27.6%)

252+ Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 0 Def Mega Steelix: 164-194 (46.3 - 54.8%)
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Mega Steelix: 45-54 (12.7 - 15.2%) Nice concussion bro
252+ Atk Choice Band Tyrantrum Outrage vs. 252 HP / 0 Def Mega Steelix: 73-87 (20.6 - 24.5%)

Offensive Calcs

4 Atk Mega Steelix Earthquake vs. 4 HP / 0 Def Tyrantrum: 224-266 (73.2 - 86.9%)
4 Atk Mega Steelix Heavy Slam (60 BP) vs. 4 HP / 0 Def Tyrantrum: 134-162 (43.7 - 52.9%)
 
Second week is over. Winners are:

Counters:
Rhyperior (Abraite)
Mega Steelix (dingbat)
Mega Aggron (Darkerones)

Checks:
Hippowdon (Serperior for Uber)
Doublade (Lord of Bays)
Chestnaught (Darvin)

===

Next Victim is a former NU Pokemon that, just like Tyrantrum, got a new ability which makes it significantly more threatening, and now is a great UU sweeper and wallbreaker. It's Gatr time:

cpt40wi.gif

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Crunch / Aqua Jet
- Dragon Dance / Sword Dance
 
Poliwrath as a counter

poliwrath.gif


Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed / Impish Nature
- Circle Throw
- Scald / Encore / Bulk Up
- Rest
- Sleep Talk

Poliwrath isn't incredibly viable in UU, but it's one of the few Gatr counters in existence. Poliwrath literally absorbs Feraligatr's attacks and phazes it with Circle Throw. It also hard walls Mega Sharpedo and can beat CroCune if running a Bulk Up set.

+2 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 252 HP / 252+ Def Poliwrath: 103-122 (26.8 - 31.7%) -- 32% chance to 4HKO after Leftovers recovery
+2 252+ Atk Life Orb Sheer Force Feraligatr Ice Punch vs. 252 HP / 252+ Def Poliwrath: 97-116 (25.2 - 30.2%) -- 0.2% chance to 4HKO after Leftovers recovery
Feraligatr Waterfall vs. Water Absorb Poliwrath: 0-0 (0 - 0%) -- aim for the horn next time
 
Kyurem as a Hard Check / Soft Counter

kyurem.gif


Kyurem @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Roost

Kyurem is an amazing wallbreaker in UU atm with dual STABs that are great offensively. It also counters Feraligatr that don't have super effective coverage, which most don't. Kyurem can take any two hits from Feraligatr unboosted and threaten to OHKO with a Draco Meteor. It an also take any one hit from a +1 Feraligatr. Kyurem outspeeds Feraligatr so it doesn't have to risk taking any hit bar Aqua Jet should Feraligatr decide to SD on Kyurem's switch in.

Offensive Calcs:

252 SpA Life Orb Kyurem Draco Meteor vs. 0 HP / 0 SpD Feraligatr: 324-382 (104.1 - 122.8%) -- guaranteed OHKO

Defensive Calcs:

+1 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 0 HP / 0 Def Kyurem: 227-269 (58 - 68.7%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 0 HP / 0 Def Kyurem: 153-181 (39.1 - 46.2%) -- guaranteed 2HKO after Stealth Rock

+1 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 0 HP / 0 Def Kyurem: 227-269 (58 - 68.7%) -- guaranteed 2HKO

252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 0 HP / 0 Def Kyurem: 153-181 (39.1 - 46.2%) -- guaranteed 3HKO

+2 252+ Atk Life Orb Feraligatr Aqua Jet vs. 0 HP / 0 Def Kyurem: 87-104 (22.2 - 26.5%) -- 18.4% chance to 4HKO
 
Heliolisk as a check
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Heliolisk @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hyper Voice
- Grass Knot

Outspeeds even +2 Adamant Gatr and does a minimum of 98% with Thunderbolt. You're immune to Aqua Jet, which would otherwise OHKO at +2, so you revenge basically 100% of the time.
 
Mega Sceptile as Check

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Sceptile@Sceptilite
Lightning Rod
Timid Nature
252 Sp Atk/ 4 Def / 252 Speed
-Leaf Storm
- Focus Blast
- Dragon Pulse
-Giga Drain

Mega Scept is a fantastic check to Gatr. At base 145 speed, it naturally outspeeds Gatr even with a +1 Speed boost. It can tank a +6 Aqua Jet and easily KO.

+6 252+ Atk Life Orb Feraligatr Aqua Jet vs. 0 HP / 4 Def Mega Sceptile: 101-118 (35.9 - 41.9%) -- guaranteed 3HKO

252 SpA Mega Sceptile Giga Drain vs. 0 HP / 0 SpD Feraligatr: 312-368 (100.3 - 118.3%) -- guaranteed OHKO

Lef Storm just demolishes it, but Giga Drain can be used if you are afraid of accuracy. Mega Scept can come in on a +2 Waterfall, tank the +2 Aqua Jet and easily KO again.

+2 252+ Atk Life Orb Sheer Force Feraligatr Waterfall vs. 0 HP / 4 Def Mega Sceptile: 131-155 (46.6 - 55.1%) -- guaranteed 2HKO after Stealth Rock

Ice Punch demolishes Mega Scept, but Gatr needs to be at +2 speed or predict a switch in in order to beat Mega Scept.
 
Alomomola as a Hard Check

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Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Bold Nature
- Scald
- Wish
- Protect
- Toxic

Alomomola has all the tools it needs to counter Feraligatr: excellent physical bulk, a means of recovery via Wish (+ Protect) and leftovers, a way to burn the opposing mon with Scald and Toxic (+ Protect) if it wants to gradually wear down Feraligatr (though it should be used for other mons). Moreover, Feraligatr needs at least two SDs (or 4 DDs, 3 if SR is up) to reliably 2HKO Alomomola after two Leftovers recovery and given that Alomomola switches on a damaging move (or Feraligatr has either Aqua Jet or Dragon Dance), Trolololofish Alomomola will have the time to burn Feraligatr before it boosts to that level, making it rather useless as it can't even 2HKO at +6 when burned. After it has burned Feraligatr, Alomomola can simply use Wish + Protect to stay healthy while Feraligatr dies by itself due to the burn damage.
252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 232 HP / 252+ Def Alomomola: 117-138 (22.1 - 26%) -- possible 5HKO after Leftovers recovery

+3 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 232 HP / 252+ Def Alomomola: 289-341 (54.6 - 64.4%) -- guaranteed 2HKO after Leftovers recovery (after two Leftovers recovery, Alomomola loses 223-275 HP (42.2 - 51.2%), which isn't a guaranteed 2HKO)

+6 252+ Atk Life Orb Sheer Force burned Feraligatr Crunch vs. 232 HP / 252+ Def Alomomola: 231-272 (43.6 - 51.4%) -- guaranteed 3HKO after Leftovers recovery

0 SpA Alomomola Scald vs. 0 HP / 4 SpD Feraligatr: 25-30 (8 - 9.6%) -- possibly the worst move ever (use Scald for the burn rate, not for the actual damage it deals lol)
 
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