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

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Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Wish
- Protect
- Toxic/Heal Bell

If he Swords Dances on the switch, Foul Play OHKOs while Drain Punch does not.
+2 252+ Atk Life Orb Mew Drain Punch vs. 252 HP / 252+ Def Umbreon: 265-312 (67.2 - 79.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 0- Atk Umbreon Foul Play vs. 0 HP / 0 Def Mew: 566-668 (165.9 - 195.8%) -- guaranteed OHKO (calc's Foul Play is really weird, but it's the same spread as above)

Else, Drain Punch fails to KO or outheal Foul Play.
252+ Atk Life Orb Mew Drain Punch vs. 252 HP / 252+ Def Umbreon: 133-159 (33.7 - 40.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
0- Atk Umbreon Foul Play vs. 0 HP / 0 Def Mew: 284-336 (83.2 - 98.5%) -- guaranteed 2HKO (once again same spread as directly above)

If Mew isn't running Adamant, then Foul Play still does massive damage while Mew does even less.

252 Atk Life Orb Mew Drain Punch vs. 252 HP / 252+ Def Umbreon: 120-143 (30.4 - 36.2%) -- 52.8% chance to 3HKO after Stealth Rock and Leftovers recovery
252 Atk Mew Drain Punch vs. 252 HP / 252+ Def Umbreon: 92-110 (23.3 - 27.9%) -- 9.4% chance to 4HKO after Stealth Rock and Leftovers recovery
0- Atk Umbreon Foul Play vs. 0 HP / 0 Def Mew: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO (same spread as above)

In addition to beating Mew, Umbreon can also act as a Wish passer and Toxic staller/status remover like it usually does.

Counter? I guess

or maybe not, has a chance to lose to max attack dark berry (do people really run that?)
+2 0- Atk Umbreon Foul Play vs. 4 HP / 0 Def Colbur Berry Mew: 283-334 (82.7 - 97.6%) -- guaranteed 2HKO
+2 252+ Atk Mew Drain Punch vs. 252 HP / 252+ Def Umbreon: 204-240 (51.7 - 60.9%) -- 94.1% chance to 2HKO after Leftovers recovery
 
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Reserving Honckrow as a reliable Check. It counters everything other than Colbur tbh tho.


Honchkrow @ Black Glasses / Life Orb
Ability: Moxie
EVs: 252 Atk / 252 Spe / 4 SDef
Nature: Adamant
- Sucker Punch
- Brave Bird
- Pursuit
- Roost / Superpower / Heat Wave

252 Atk Mew Drain Punch vs. 0 HP / 0 Def Honchkrow: 115-136 (33.7 - 39.8%) -- guaranteed 3HKO

252+ Atk Black Glasses Honchkrow Pursuit vs. 0 HP / 0 Def Colbur Berry Mew: 84-100 (24.6 - 29.3%) -- 99.9% chance to 4HKO
252+ Atk Life Orb Honchkrow Pursuit vs. 0 HP / 0 Def Colbur Berry Mew: 91-109 (26.6 - 31.9%) -- guaranteed 4HKO

252+ Atk Black Glasses Honchkrow Sucker Punch vs. 0 HP / 0 Def Mew: 336-396 (98.5 - 116.1%) -- 87.5% chance to OHKO
252+ Atk Life Orb Honchkrow Sucker Punch vs. 0 HP / 0 Def Mew: 367-432 (107.6 - 126.6%) -- guaranteed OHKO

Comes in on anything of Mew's moves except Drain Punch. First turn Pursuits mew to remove Colbur berry, just in case mew went for SD to block SP. Next you Sucker Punch and KO
 
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I wouldn't say Honch flat out counters every other set because Knock Off makes you lose your guaranteed Sucker Punch OHKO (even after LO damage) while Mew has a chance to KO back with Knock Off and then Drain Punch after LO damage (or guaranteed if Honch took SR on the switch in).
 
CHECK

Granbull @ Choice Band
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant
- Play Rough
- Payback / Crunch
- Earthquake
- Fire Punch

+1 252+ Atk Mew Zen Headbutt vs. 252 HP / 0 Def Granbull: 228-268 (59.3 - 69.7%) -- guaranteed 2HKO
+1 252+ Atk Mew Sucker Punch vs. 252 HP / 4 Def Granbull: 75-89 (19.5 - 23.1%) -- possible 5HKO
+1 252+ Atk Mew Drain Punch vs. 252 HP / 4 Def Granbull: 70-83 (18.2 - 21.6%) -- possible 5HKO

252+ Atk Choice Band Granbull Payback (100 BP) vs. 0 HP / 4 Def Mew: 338-398 (99.1 - 116.7%) -- 93.8% chance to OHKO

Choice Band Granbull can safely switch into Mew as it boosts up, take a +2 Zen Headbutt, and get a guaranteed OHKO (with SR) using Payback. Besides obligatory-STAB Play Rough, the remaining moves are for hitting random Steels since Fairy/Dark gets perfect neutral coverage.
 

dingbat

snek
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Nominating Mega Aggron as a Check

Aggron @ Aggronite
Ability: Sturdy --> Filter
EVs: 252 HP, 4 Def, 252 SpD
Impish Nature
-Heavy Slam
-Stealth Rock
-Earthquake/Thunder Wave
-Roar

Mega Aggron can tank really well from physically oriented Mew, and even more so if Mew doesn't carry a life orb and hasn't accumulated any boosts. While Mew struggles to hit it significantly hard, it can proceed to smack it back with the 120 BP Heavy Slam, Roar it away, or paralyze it (and itself), if Mew does not have the Lum berry. Unless rocks are up and Mew has a Life Orb, Mew fails to even 2HKO 4+ Mega Aggron at max hp with Drain Punch, a testament to M-Aggron's insane physical bulk.

Calcs (All at +2 because Mew doesn't even guarantee 4hko this thing):
+2 252 Atk Mew Drain Punch vs. 0 HP / 4+ Def Filter Mega Aggron: 90-106 (32 - 37.7%) -- guaranteed 3HKO after Stealth Rock
+2 252 Atk Life Orb Mew Drain Punch vs. 0 HP / 4+ Def Filter Mega Aggron: 117-138 (41.6 - 49.1%) -- 19.1% chance to 2HKO after Stealth Rock
+2 252+ Atk Life Orb Mew Drain Punch vs. 0 HP / 4+ Def Filter Mega Aggron: 127-150 (45.1 - 53.3%) -- 89.1% chance to 2HKO after Stealth Rock (Not even guaranteed with Adamant either)
 
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CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
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Nominating Mega Aggron as a Check

Aggron @ Aggronite
Ability: Sturdy --> Hustle
EVs: 252 HP, 4 Def, 252 SpD
Impish Nature
-Heavy Slam
-Stealth Rock
-Earthquake/Thunder Wave
-Roar

Mega Aggron can tank really well from physically oriented Mew, and even more so if Mew doesn't carry a life orb and hasn't accumulated any boosts. While Mew struggles to hit it significantly hard, it can proceed to smack it back with the 120 BP Heavy Slam, Roar it away, or paralyze it (and itself), if Mew does not have the Lum berry. Unless rocks are up and Mew has a Life Orb, Mew fails to even 2HKO 4+ Mega Aggron at max hp with Drain Punch, a testament to M-Aggron's insane physical bulk.
I like this...though Mega Aggron doesn't get Hustle upon Mega Evolution, lol. You're thinking Filter. also can you toss some calcs on that? For the lazy readers out there
 

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
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Why don't next time we pick a "victim" with U-Turn just so we can all finally see how broken the move U-Turn makes all the Pokemon that get it?
Specifically was trying to avoid doing that. I was actually considering putting that on Hydreigon last week but that goes toward the "OMG no counters" thing. In a vacuum (aka this thread) it's easy to say that move makes something "uncounterable" compared to an actual situation. It's better to try and avoid it for the most part cause this thread doesn't really account for teammates.

Edit: I hope you're happy, that was my 700th post and I blew it replying to you on that. You betta appreciate my personal insight
 
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lol no, but I'll give it to you. That's pretty hilarious.

Anyway, check.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Foul Play
- Will-O-Wisp
- Recover
- Taunt

1 v 1 match-up: Taunt stops SD. Foul Play nukes hard. Knock Off does jocular damage.
0 Atk Sableye Foul Play vs. 0 HP / 0 Def Mew: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mew Knock Off (97.5 BP) vs. 252 HP / 0+ Def Sableye: 102-121 (33.5 - 39.8%) -- 23.9% chance to 3HKO after Leftovers recovery
If Sableye comes in on the switch and Mew SDs, he can WoW him despite Synchronize.
0 Atk Sableye Foul Play vs. 0 HP / 0 Def Mew: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Mew Knock Off (97.5 BP) vs. 252 HP / 0+ Def Sableye: 204-240 (67.1 - 78.9%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Sableye Foul Play vs. 0 HP / 0 Def Mew: 518-612 (151.9 - 179.4%) -- guaranteed OHKO
 

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
lol no, but I'll give it to you. That's pretty hilarious.

Anyway, check.

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Foul Play
- Will-O-Wisp
- Recover
- Taunt

1 v 1 match-up: Taunt stops SD. Foul Play nukes hard. Knock Off does jocular damage.
0 Atk Sableye Foul Play vs. 0 HP / 0 Def Mew: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mew Knock Off (97.5 BP) vs. 252 HP / 0+ Def Sableye: 102-121 (33.5 - 39.8%) -- 23.9% chance to 3HKO after Leftovers recovery
If Sableye comes in on the switch and Mew SDs, he can WoW him despite Synchronize.
0 Atk Sableye Foul Play vs. 0 HP / 0 Def Mew: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Mew Knock Off (97.5 BP) vs. 252 HP / 0+ Def Sableye: 204-240 (67.1 - 78.9%) -- guaranteed 2HKO after Leftovers recovery
+2 0 Atk Sableye Foul Play vs. 0 HP / 0 Def Mew: 518-612 (151.9 - 179.4%) -- guaranteed OHKO
Actually...Billtodamax posted Sableye on the last page, although he used a SpD set. Your calcs also throw me off because they're assuming a Bold Sableye with 0 Def EVs. Yeah I know that basically means the set you posted with full HP / Def takes it heck of a lot better, but it's still tricky to look at. Sorry bruh bruh
 

KM

slayification
is a Community Contributoris a Tiering Contributor
Blastoise @ Blastoisinite
Ability: Reign Dish --> Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Dark Pulse
- Water Pulse OR Scald OR Hydro Pump
- Rapid Spin
- Aura Sphere OR Dragon Pulse OR Ice Beam



252+ SpA Mega Launcher Mega Blastoise Dark Pulse vs. 0 HP / 0 SpD Mew: 294-348 (86.2 - 102%) -- 12.5% chance to OHKO
+2 252+ Atk Life Orb Mew Zen Headbutt vs. 252 HP / 0 Def Mega Blastoise: 265-313 (73.2 - 86.4%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Mew Drain Punch vs. 252 HP / 0 Def Mega Blastoise: 166-196 (45.8 - 54.1%) -- 49.2% chance to 2HKO
252+ Atk Life Orb Mew Zen Headbutt vs. 252 HP / 0 Def Blastoise: 156-185 (43 - 51.1%) -- 5.9% chance to 2HKO

It's not even a perfect check, but in any realistic scenario it'll work just fine. Mega Blastoise can switch in on any move and not be 2HKOd (or OHKO after SD), so Mew's only chances of killing it without dying lie in getting extraordinarily lucky with the Dark Pulse roll and being at full health and doing enough damage with Drain Punch both times so that it 2HKOs. (roughly a 6% chance assuming that it starts on full health).
 

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
CSB's comp is still broken I think.
^ When it's fully fixed I'll get to implementing and updating everything. I'd do it from my phone but it is a massive chore

Edit: Comp's fixed...Will update this thread with new victim once I've gotten everything settled...
 
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CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Bumping, for the sake of bumping, cause who'd know you could get so behind after vanishing for just 1 week? Week Four's winners are (in no specific order):

Top 3 counters:

Spiritomb - Bouffalant
Sableye - Billtodamax
Umbreon - Colbrushie

Top 3 checks:

Honchkrow - Professional2341
Escavalier - Calloflochie
Mega Aggron - dingbat

The OP will be updated accordingly. I gotta say deciding the top 3 checks was tough this week especially. It mainly came down to who could stand up best to both LO and Colbur sets, however uncommon the latter would be compared to LO. Anyway, let's keep this moving: Next week's victim...




Set name: Mixed Nasty Plot Infernape
name: Mixed Nasty Plot
move 1: Nasty Plot
move 2: Fire Blast
move 3: Close Combat
move 4: Grass Knot
ability: Blaze
item: Life Orb
evs: 72 Atk / 184 SpA / 252 Spe
nature: Naive

Pay close attention to those EVs...That's a custom spread I used myself, and though I won't say what it's for (I'm sure it's kinda obvious if you really think about it) it is pertinent to factor this in to your calcs provided. Anyway have fun coming up with checks and counters to this. Embrace your creative side, but focus on general viability as well...God so help me if I see a bunch of mons carrying Assault Vest that typically shouldn't in this thread we're gonna be having some blank spots in the winner's segment (except probably not really). Also remember it's not always about switching into every move. Offensive checks exist, people! Believe in 'em.
 
Goodra as a reliable Check.


Goodra @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 56 Def / 200 SpA
Modest / Quiet Nature
- Draco Meteor
- Fire Blast
- Thunderbolt / Dragon Tail / EQ
- Ice Beam / Dragon Tail / EQ

Thanks to Sap Sipper, Grass Knot doesn't affect goodra [even though it would do about 13% anyways].

As for the moves, it's pretty straight forward, mandatory Draco Meteor to hit hard and Fire Blast allows you to hit bulky Steel- Types that resist Draco, as for the last 2 moves, you can either pick Thunderbolt to hit Empoleon and bulk water- types without getting a -2, you could go for phazing and decent damage with Dragon Tail, or you could go with EQ and hit SpD Empoleon probably harder than T-Bolt with some investment and even kill the Fire- Types without having a -2 Goodra, and finally, for the last slot you either have Ice beam to hit Bulky Ground- Types [Well and kill Flygon without getting -2 lol] or D-Tail/EQ if you chose T-bolt for the previous slot. A modest nature if all of your moves are special and Quiet is preferred when you have D-Tail/EQ

The EVs are designed to OHKO Naive Infernape 100% of the time even if the opponent didn't CC and get the def/spd drop. And 56 Def to sponge physical hits better, well they are also mandatory for living CC + Fire Blast.

IIRC by slapping AV instead of leftovers you can even check Infernape at +2

Relevant calcs:

184 SpA Life Orb Infernape Fire Blast vs. 252 HP / 0 SpD Goodra: 66-78 (17.1 - 20.3%) -- possible 7HKO after Leftovers recovery
72 Atk Life Orb Infernape Close Combat vs. 252 HP / 56 Def Goodra: 231-273 (60.1 - 71%) -- guaranteed 2HKO after Leftovers recovery

20.3 + 71 = 91.3%. Factoring rocks it would get to 103.8% but Leftovers brings it down to 97.6%.

So the maximum Infernape is doing to you is 97.6% and you OHKO back

200+ SpA Goodra Draco Meteor vs. 0 HP / 0- SpD Infernape: 294-346 (100.3 - 118%) -- guaranteed OHKO

If the player Close combated:

200+ SpA Goodra Draco Meteor vs. -1 0 HP / 0- SpD Infernape: 442-522 (150.8 - 178.1%) -- guaranteed OHKO

0 Atk Goodra Earthquake vs. -1 0 HP / 0 Def Infernape: 288-340 (98.2 - 116%) -- 87.5% chance to OHKO

Always an OHKO after LO recoil ^
 
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That one annoying Fighting-type move that Wobbuffet learns

Chandelure @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind / Pain Split
- Shadow Ball
- Flamethrower

Nice coverage you got there Ape. It'd be a shame a certain mon nullified basically all your damage.

+6 184 SpA Life Orb Infernape Grass Knot (60 BP) vs. 0 HP / 4 SpD Chandelure: 149-175 (57 - 67%) -- guaranteed 2HKO

Chandelure can hit back, although he's not likely to stay in if he can't hurt you at all.

252 SpA Chandelure Shadow Ball vs. 0 HP / 0- SpD Infernape: 210-247 (71.6 - 84.3%) -- guaranteed 2HKO

Timid is to outspeed neutral base 85s and 90s (named Adamant Heracross and Lucario, mainly), but Modest can be used if you want extra power. Although SubCM Chandy is probably a better option in the current metagame, as it dumpsters stall and isn't useless against offense, Subsplit Chandy (much like the Gengar Subsplit set) is also an option.

Flamethrower chosen over Fire Blast because SubCM/Subsplit Chandy both would rather have the accuracy over the power.

You could also run Scarfed/Specs Chandy with Trick or Memento or something, in which case Energy Ball is also an attacking option.
 
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Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Bolt Strike
- V-create
- Zen Headbutt

72 Atk Life Orb Infernape Close Combat vs. 0 HP / 0 Def Victini: 94-109 (27.5 - 31.9%)
184 SpA Life Orb Infernape Fire Blast vs. 0 HP / 4 SpD Victini: 94-112 (27.5 - 32.8%)
+2 184 SpA Life Orb Infernape Fire Blast vs. 0 HP / 4 SpD Victini: 187-222 (54.8 - 65.1%)

Can switch in on any move and OHKO back.

252 Atk Choice Band Victini Zen Headbutt vs. 0 HP / 0 Def Infernape: 434-512 (148.1 - 174.7%)
 
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I feel like this week's victim is a little bit weaker than the other ones because its moveset this time around is static and therefore resisted by quite a lot.
 
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