UU Victim of the Week! (Week Twenty-Seven: Contrary Serperior)

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Doublade as a counter

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Def / 16 SpD
Impish Nature
- Shadow Claw
- Rest
- Sleep Talk
- Sacred Sword

RestTalk Doublade is a good pokemon on stall and it's a cool answer to Meloetta-P. It's only 3HKOed by Knock Off even if Melo is Adamant, while it can 2HKO it with Sacred Sword. It can also stop Meloetta from turning into Pirouette form as it's immune to Relic Song, and even if it stays in its basic form it does pitiful damage to Doublade which has semi-reliable recovery.

Calcs:
252+ Atk Life Orb Meloetta-P Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Doublade: 109-130 (33.8 - 40.3%) -- guaranteed 3HKO after Stealth Rock
252+ Atk Life Orb Meloetta Knock Off (97.5 BP) vs. 240 HP / 252+ Def Eviolite Doublade: 78-94 (24.4 - 29.4%) -- guaranteed 4HKO after Stealth Rock

4 Atk Doublade Sacred Sword vs. 0 HP / 0 Def Meloetta-P: 176-208 (51.6 - 60.9%) -- guaranteed 2HKO
0 Atk Doublade Sacred Sword vs. 0 HP / 0 Def Meloetta: 87-103 (25.5 - 30.2%) -- guaranteed 4HKO
Knock Off would remove Eviolite, which would turn that 3HKO into a 2HKO. Doublade against any Knock Off user is just silly.
 
Knock Off would remove Eviolite, which would turn that 3HKO into a 2HKO. Doublade against any Knock Off user is just silly.
Actually if the item is removed the power of Knock of decreases, so it would still be a 3HKO.

252+ Atk Life Orb Meloetta Knock Off vs. 240 HP / 252+ Def Doublade: 109-130 (34.1 - 40.7%) -- guaranteed 3HKO (no item)
 
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8-BIT Luster

Completely Unviable
Actually if the item is removed the power of Knock of decreases, so it would still be a 3HKO.

252+ Atk Life Orb Meloetta Knock Off vs. 240 HP / 252+ Def Doublade: 109-130 (34.1 - 40.7%) -- guaranteed 3HKO (no item)
The issue with this is that it means doublade cannoy switch into a knock off from meloetta, as it forces doublade to rest the first turn it gets or get KOd. And if Sleep Talk pulls anything but Sacred Sword then doublade dies.
 
The issue with this is that it means doublade cannoy switch into a knock off from meloetta, as it forces doublade to rest the first turn it gets or get KOd. And if Sleep Talk pulls anything but Sacred Sword then doublade dies.
Yeah it's probably more a check than a counter, i'll change my post. :]
 

CoolStoryBrobat

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777's my fave number, and sadly I couldn't use my 777th post on something cooler for the time being so this'll have to do :[

Also it's kinda funny, there were like 2 mons listed as Checks this week only, everyone else tossed up some counters. I AM SO TEMPTED TO LEAVE A BLANK SPACE Anyway...

Top 3 checks and counters for Physical Sweeper Meloetta have been chosen (no specific order):

Top 3 Counters:

Granbull - canasian
Hippowdon - Professional2341
Sableye - President Shinra

Top 3 Checks:

Aerodactyl - Nysyr
Doublade - Xyldaz
Cresselia - Sage of the 6

It's kind of odd since Sage's set was designated to be a Counter to Meloetta, but the point about coming in on an LO Knock Off after Rocks holds some weight. Not only that but if it gets put to sleep by (serene grace) Relic Song, your Cresselia is now dead meat for a few turns. Though this can turn out either way it's pretty much still a favorable situation for your opponent, so I'm gonna put it as a Check. Be grateful it still won, though.

Next week's Victim is an unusual choice; a throwback to a mon who's seen better days in UU. In fact because of an otherwise small handful of Pokemon now popular in the tier, its presence has dwindled enough that everyone's lobbing it onto a boat to go to RU where it'll be getting its stone sent to BL3 while the mon itself falls to high NU usage levels hopefully more appreciated.


Set name: Nasty Plot Mega Houndoom
name: Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Dark Pulse
move 4: Flame Charge / Taunt / Destiny Bond Sludge Bomb
ability: Flash Fire
item: Houndoominite
evs: 252 SpA / 4 SpD / 252 Spe
nature: Timid / Modest
 
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Reserving Goodra

EDIT: Also CSB, I don't think slashing D-bond is a good idea, would practically make countering impossible, unless dying to kill a pokemon could be accepted to as counter/check.

I'd slash Sludge Bomb or Sucker Punch instead
 
Counter



Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Def/252 SDef
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Toxic
- Heal Bell/Stealth Rock

252 SpA Mega Houndoom Fire Blast vs. 4 HP / 252 SpD Blissey: 121-144 (18.5 - 22%) -- possible 6HKO after Leftovers recovery
+2 252 SpA Mega Houndoom Fire Blast vs. 4 HP / 252 SpD Blissey: 243-286 (37.2 - 43.8%) -- 100% chance to 3HKO after Leftovers recovery
+4 252 SpA Mega Houndoom Fire Blast vs. 4 HP / 252 SpD Blissey: 364-429 (55.8 - 65.7%) -- guaranteed 2HKO after Leftovers recovery

Blissey comes in on either Nasty Plot or an attack, and it can take as many hits as necessary or 3hko with Seismic Toss before Houndoom can get to +4 and 2hko.
 

Sage

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Thanks Brobat, was unclear about rocks thing, but now I know. Cresselia is also a great check to Meloetta Aria as well, something others on the list lacked so there's that. Anyway UU drops in June hurt Mega Doom pretty bad so there are a good number of ways to deal with it.

Mega Aerodactyl as Counter

View attachment 25480

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 HP / 80 Atk / 176 Spe
Jolly Nature
- Stone Edge
- Roost
- Defog
- Aerial Ace/Taunt/Stealth Rock

This is classic Bulky Mega Dactyl, who performs very well when tasked with facing Mega Doom. 1v1 he outspeeds before Mega evolving which is cool. Basically If Mega Doom does anything, it dies as long as you switch in when it gets sent out first. You always OHKO with Stone Edge, and you always outspeed. If it Dark Pulses on switch and its Modest, Stone Edge for kill. If timid, you can roost up while it tries to either set up or switch. Nasty Plot is meaningless as you always outspeed. If it Flame Charges, you still live any one hit as it can't get a plot and a flame charge up safely. If it taunts Stone Edge if it D Bonds you can Taunt and than roost or kill with Stone Edge. The only unfavorable outcome i see is a Flame Charge than Dark Pulse flinch but hax is out of this. yeah, BUlky Mega Aero deals with a lot of shit, Mega Doom is one. Also even with rocks this is still a counter since you live Modest Dark Pulse with rocks.

Aero vs Doom
80 Atk Mega Aerodactyl Stone Edge vs. 0 HP / 0 Def Mega Houndoom: 324-384 (111.3 - 131.9%) -- guaranteed OHKO

Doom vs Aero

252+ SpA Mega Houndoom Dark Pulse vs. 252 HP / 0 SpD Mega Aerodactyl: 159-187 (43.6 - 51.3%) -- 8.2% chance to 2HKO

252+ SpA Mega Houndoom Dark Pulse vs. 252 HP / 0 SpD Mega Aerodactyl: 159-187 (43.6 - 51.3%) -- guaranteed 2HKO after Stealth Rock you can now kill or roost up.;

0- Atk Mega Houndoom Flame Charge vs. 252 HP / 4 Def Mega Aerodactyl: 25-30 (6.8 - 8.2%) -- possibly the worst move ever
 

CoolStoryBrobat

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Counter



Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Def/252 SDef
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Toxic
- Heal Bell/Stealth Rock

252 SpA Mega Houndoom Fire Blast vs. 4 HP / 252 SpD Blissey: 121-144 (18.5 - 22%) -- possible 6HKO after Leftovers recovery
+2 252 SpA Mega Houndoom Fire Blast vs. 4 HP / 252 SpD Blissey: 243-286 (37.2 - 43.8%) -- 100% chance to 3HKO after Leftovers recovery
+4 252 SpA Mega Houndoom Fire Blast vs. 4 HP / 252 SpD Blissey: 364-429 (55.8 - 65.7%) -- guaranteed 2HKO after Leftovers recovery

Blissey comes in on either Nasty Plot or an attack, and it can take as many hits as necessary or 3hko with Seismic Toss before Houndoom can get to +4 and 2hko.
If Houndoom runs Taunt, won't the scenario basically be:

Turn 1:
Houndoom used Nasty Plot!
You sent in Blissey!

Turn 2: Houndoom used Taunt!
Blissey can't use Toxic after the Taunt!

OR

Turn 2: Houndoom used Taunt!
Blissey used Seismic Toss! Houndoom lost 34.3% of its health!

The latter is actually where you'd win 1v1, but Taunt is a pretty unexpected move on Houndoom at least from what I've seen. Most peeps are going to go for Toxic and then commence with Wish spam, but if the latter does happen and you go straight for Seismic Toss, then the following occurs:

Turn 3: Houndoom used Nasty Plot!
Blissey used Seismic Toss! Houndoom lost 34.3% of its health!

Turn 4: Houndoom used Fire Blast! Blissey 55.8% - 65.7% of its health!
Blissey used Seismic Toss! Houndoom fainted!

Though once again, if that guy wasn't expecting Taunt...you basically got a free +4 and Blissey won't be able to KO you before you can KO it bar some Fire Blast hax and low rolls
 
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That's why I specifically mentioned going for the stoss 3hko rather than Toxic stall in my explanation, though I guess Blissey does lose if it switches in on the first nasty plot, they nasty plot again as you make the first attack, and then 2 fire blasts in a row hit.
 
Goodra as a Counter


Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Draco Meteor
- Thunderbolt
- Fire Blast
- Sludge Bomb

+4 252 SpA Mega Houndoom Fire Blast vs. 248 HP / 8 SpD Assault Vest Goodra: 132-156 (34.4 - 40.7%) -- guaranteed 3HKO after Stealth Rock
+2 252 SpA Mega Houndoom Dark Pulse vs. 248 HP / 8 SpD Assault Vest Goodra: 129-153 (33.6 - 39.9%) -- guaranteed 3HKO after Stealth Rock

252+ SpA Goodra Draco Meteor vs. 0 HP / 4 SpD Mega Houndoom: 226-267 (77.6 - 91.7%) -- guaranteed 2HKO

252+ SpA Goodra Sludge Bomb vs. 0 HP / 4 SpD Mega Houndoom: 104-123 (35.7 - 42.2%) -- guaranteed 3HKO
-2 252+ SpA Goodra Draco Meteor vs. 0 HP / 4 SpD Mega Houndoom: 114-135 (39.1 - 46.3%) -- guaranteed 3HKO

So, pretty simple, switch in on any move, eat up next move, 2hko by Sludge Bomb + Draco or Double Draco. Done.

Fire blast and Thunderbolt are just coverage to hit bulk waters and bulky steel types. Sludge Bomb is used to hit Florges on the switch and possibly poison it. Sap Sipper is nice since it eats up spore/sleep powder/leech seed and annoying shit like that.
 
Hydreigon as a check


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- U-turn
- Fire Blast
- Dark Pulse

Standard Scarf Hydreigon set, can come in on every attack from Mega-Houndoom, outspeed and 0HKO with Draco Meteor.

252+ SpA Mega Houndoom Fire Blast vs. 0 HP / 4 SpD Hydreigon: 114-134 (35 - 41.2%) -- guaranteed 3HKO after Stealth Rock

252 SpA Hydreigon Draco Meteor vs. 0 HP / 4 SpD Mega Houndoom: 225-265 (77.3 - 91%) -- guaranteed OHKO after Stealth Rock
 
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How does Destiny Bond even matter in this scenario when our checks/counters only need to faint the victim in a 1v1 situation.
 
AV Snorlax as a counter.


Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Earthquake
- Return
- Crunch
- Pursuit

+2 252 SpA Mega Houndoom Fire Blast vs. 0 HP / 4 SpD Assault Vest Thick Fat Snorlax: 117-138 (25.3 - 29.9%) -- guaranteed 4HKO
+2 252 SpA Mega Houndoom Dark Pulse vs. 0 HP / 4 SpD Assault Vest Snorlax: 169-201 (36.6 - 43.6%) -- guaranteed 3HKO
0- Atk Mega Houndoom Flame Charge vs. 0 HP / 252 Def Thick Fat Snorlax: 24-28 (5.2 - 6%) -- possibly the worst move ever

Couldn't have said it better myself ;)

Anyways, you just switch in, tank whatever move he uses whether he Nasty Plots or not, and then fire off a 2HKO with Earthquake or Return.

252+ Atk Snorlax Earthquake vs. 0 HP / 0 Def Mega Houndoom: 234-276 (80.4 - 94.8%) -- guaranteed 2HKO
252+ Atk Snorlax Return vs. 0 HP / 0 Def Mega Houndoom: 178-210 (61.1 - 72.1%) -- guaranteed 2HKO

Easy as that. Consider Mega Houndoom COUNTERED.
 

KM

slayification
is a Community Contributoris a Tiering Contributor
counter


Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Close Combat
- Flare Blitz
- U-turn
- Grass Knot

252 Atk Infernape Close Combat vs. 0 HP / 0 Def Mega Houndoom: 368-434 (126.4 - 149.1%) -- guaranteed OHKO

252 SpA Mega Houndoom Fire Blast vs. 0 HP / 0- SpD Infernape: 140-165 (47.7 - 56.3%) -- 84% chance to 2HKO
252 SpA Mega Houndoom Dark Pulse vs. 0 HP / 0- SpD Infernape: 102-120 (34.8 - 40.9%) -- guaranteed 3HKO

can switch in on any move, threaten out with Close Combat. Fire/Fighting typing means that it's one of the only Pokemon to resist Houndoom's dual STABs, and even though Infernape is frail af it can take a hit if necessary. Infernape is faster due to choice scarf, so there's no threat of it being 2hkod.
 
AV Hariyama as a counter



Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Adamant Nature
- Stone Edge
- Close Combat
- Knock Off
- Ice Punch

252+ SpA Mega Houndoom Fire Blast vs. 252 HP / 252 SpD Assault Vest Thick Fat Hariyama: 76-90 (15.4 - 18.2%) -- possible 6HKO
+2 252+ SpA Mega Houndoom Fire Blast vs. 252 HP / 252 SpD Assault Vest Thick Fat Hariyama: 151-178 (30.6 - 36.1%) -- 51.8% chance to 3HKO
252+ SpA Mega Houndoom Dark Pulse vs. 252 HP / 252 SpD Assault Vest Hariyama: 54-65 (10.9 - 13.2%) -- possible 8HKO
+2 252+ SpA Mega Houndoom Dark Pulse vs. 252 HP / 252 SpD Assault Vest Hariyama: 109-129 (22.1 - 26.2%) -- 8.1% chance to 4HKO

4+ Atk Hariyama Close Combat vs. 0 HP / 0 Def Mega Houndoom: 362-428 (124.3 - 147%) -- guaranteed OHKO

It doesn't care about either STAB, always OHKOs with CC, and can take +2 Fire Blasts and Dark Pulses without worry. Timid sets do even less. Hariyama can switch in on M-Houndoom multiple times without Wish support and can completely stop it in its tracks. Other moves are for coverage and isn't worth considering for this particular matchup. EVs could be fiddled with.

EDIT: +2 252+ SpA Mega Houndoom Sludge Bomb vs. 252 HP / 252 SpD Assault Vest Hariyama: 164-193 (33.3 - 39.2%) -- guaranteed 3HKO
Slashing in Sludge Bomb doesn't change anything, as it is still a 3HKO.
 
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counter


Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Close Combat
- Flare Blitz
- U-turn
- Grass Knot

252 Atk Infernape Close Combat vs. 0 HP / 0 Def Mega Houndoom: 368-434 (126.4 - 149.1%) -- guaranteed OHKO

252 SpA Mega Houndoom Fire Blast vs. 0 HP / 0- SpD Infernape: 140-165 (47.7 - 56.3%) -- 84% chance to 2HKO
252 SpA Mega Houndoom Dark Pulse vs. 0 HP / 0- SpD Infernape: 102-120 (34.8 - 40.9%) -- guaranteed 3HKO

can switch in on any move, threaten out with Close Combat. Fire/Fighting typing means that it's one of the only Pokemon to resist Houndoom's dual STABs, and even though Infernape is frail af it can take a hit if necessary. Infernape is faster due to choice scarf, so there's no threat of it being 2hkod.
Considering it can only switch into Houndoom once, is it really a counter? Because that seriously sounds like a check to me.
 

dingbat

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Reserving suicune as a check

Suicune @ Leftovers
Ability: Pressure
Bold Nature
252 HP, 252 Def, 4 spA
-Scald
-Rest
-Sleep Talk/Extrasensory/Roar
-Calm Mind

Standard Crocune or w/e, depending on if you use sleep talk or not lol. It's a really fantastic win-con in general, especially when the stronger Grass-types like Shaymin and Roserade or certain electric types like [sub-CM] Raikou are eliminated from the battle.

Against Mega Houndoom, Suicune is not a very reliable switch-in once Houndoom has already boosted its Special Attack, but if Houndoom is at like 50% health, is unboosted, or if Suicune has at least one boost, then Suicune has the clear upper hand in the 1v1 matchup.

252 SpA Mega Houndoom Dark Pulse vs. 252 HP / 0 SpD Suicune: 123-145 (30.4 - 35.8%)
+2 252 SpA Mega Houndoom Dark Pulse vs. 252 HP / 0 SpD Suicune: 246-289 (60.8 - 71.5%)
+2 252 SpA Mega Houndoom Dark Pulse vs. +1 252 HP / 0 SpD Suicune: 163-193 (40.3 - 47.7%)

4 SpA Suicune Scald vs. 0 HP / 4 SpD Mega Houndoom: 174-206 (59.7 - 70.7%)
+1 4 SpA Suicune Scald vs. 0 HP / 4 SpD Mega Houndoom: 258-306 (88.6 - 105.1%)
 
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Thisbemyalt

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Machamp @ Assault Vest
Ability: No Guard/Guts/Steadfast
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dynamic Punch/Close combat
- Bullet Punch
- Earthquake
- Knock Off/Stone edge
AV champ can run multiple moves depending on the ability you want to give him. I list all of his abilities because all are viable and helpful against doom. No Guard is obviously his best ability overall but for Houndoom that may not be the case. Machamp can switch into a timid houndoom on a setup move or atk. If houndoom is modest however you HAVE to be in ASAP because a plus 2 modest FB hurts. Now with no guard the one move that will hurt machamp the most is 100% accuracy. Thats why to beat houndoom in particular Steadfast would be the better ability since you will not have to worry too much about dp flinch chances. This of course means you would have to use close combat which will still OHKO doom. Either ability will work I prefer No Guard but Steadfast is better for checking houndoom.

+2 252+ SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Assault Vest Machamp: 318-375 (82.8 - 97.6%) -- guaranteed 2HKO
252+ SpA Mega Houndoom Fire Blast vs. 252 HP / 0 SpD Assault Vest Machamp: 160-189 (41.6 - 49.2%) -- guaranteed 3HKO
252+ Atk Machamp Dynamic Punch vs. 0 HP / 0 Def Mega Houndoom: 392-464 (134.7 - 159.4%) -- guaranteed OHKO
252+ Atk Machamp Earthquake vs. 0 HP / 0 Def Mega Houndoom: 262-310 (90 - 106.5%) -- 37.5% chance to OHKO
252+ Atk Machamp Close Combat vs. 0 HP / 0 Def Mega Houndoom: 470-554 (161.5 - 190.3%) -- guaranteed OHKO
 
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CoolStoryBrobat

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For the sake of tweaking stuff a bit I'm changing Destiny Bond to Sludge Bomb on Houndoom for this week's set. It shouldn't really affect anyone's entry anyhow. It was kinda late when I submitted, and it seemed like a good idea at the time...
 

Sage

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For the sake of tweaking stuff a bit I'm changing Destiny Bond to Sludge Bomb on Houndoom for this week's set. It shouldn't really affect anyone's entry anyhow. It was kinda late when I submitted, and it seemed like a good idea at the time...
D Bond still sorta fulfills the reqs for a counter, as the user dies as well and many counters have recovery/Taunt to deal with it. Whatever floats your boat though, Sludge Bomb doesn't really prevent anything besides Florges from countering it.
 

CoolStoryBrobat

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D Bond still sorta fulfills the reqs for a counter, as the user dies as well and many counters have recovery/Taunt to deal with it. Whatever floats your boat though, Sludge Bomb doesn't really prevent anything besides Florges from countering it.
Not like Florges isn't 2HKOed by +2 Fire Blast anyway

edit: It also hits the mons who resist Houndoom's STABs for neutral at least, so I guess that's...something
 
I present DIANCIE as a counter to np mega doom...

Diancie@ Light Clay/Leftovers
Clear Body
252 HP/ 128 Atk/ 128 Sp Def
-Diamond Storm
-Stealth Rocks
-Reflect
-Light Screen

Thanks to Diancies enormous 150/150 defenses and resist to Fire and immunity to Dragon, it is able to setup screens reliably in front of mega doom. Adamant nature and 128 attack EVs guarantee a OHKO on mega doom. If Doom wants to setup with NP, Diancie can set up screens or rocks. If Doom goes to Taunt, it can easily OHKO with Diamond Storm with the chance to boost Diancies defense. You could run leftovers or light clay depending on how long you want screens up! Calcs are below!

252 SpA Mega Houndoom Fire Blast vs. 252 HP / 128 SpD Diancie: 61-72 (20 - 23.6%) -- possible 6HKO after Leftovers recovery

+2 252 SpA Mega Houndoom Fire Blast vs. 252 HP / 128 SpD Diancie: 122-144 (40.1 - 47.3%) -- guaranteed 3HKO after Leftovers recovery

+2 252 SpA Mega Houndoom Fire Blast vs. 252 HP / 128 SpD Diancie through Light Screen: 61-72 (20 - 23.6%) -- possible 6HKO after Leftovers recovery

252 SpA Mega Houndoom Dark Pulse vs. 252 HP / 128 SpD Diancie: 45-53 (14.8 - 17.4%) -- possible 9HKO after Leftovers recovery

+2 252 SpA Mega Houndoom Dark Pulse vs. 252 HP / 128 SpD Diancie: 89-105 (29.2 - 34.5%) -- 99.8% chance to 4HKO after Leftovers recovery

+2 252 SpA Mega Houndoom Dark Pulse vs. 252 HP / 128 SpD Diancie through Light Screen: 44-52 (14.4 - 17.1%) -- possible 9HKO after Leftovers recovery

252 SpA Mega Houndoom Sludge Bomb vs. 252 HP / 128 SpD Diancie: 67-79 (22 - 25.9%) -- possible 5HKO after Leftovers recovery

+2 252 SpA Mega Houndoom Sludge Bomb vs. 252 HP / 128 SpD Diancie: 133-157 (43.7 - 51.6%) -- guaranteed 3HKO after Leftovers recovery

+2 252 SpA Mega Houndoom Sludge Bomb vs. 252 HP / 128 SpD Diancie through Light Screen: 66-78 (21.7 - 25.6%) -- possible 5HKO after Leftovers recovery

128+ Atk Diancie Diamond Storm vs. 0 HP / 0 Def Mega Houndoom: 294-348 (101 - 119.5%) -- guaranteed OHKO

Flame Charge isnt even worth doing calcs for lol But, Diancie is so slow that it really has no business investing in speed lol
 
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