Victim of the Week: OM Edition [2v2 Doubles - Infernape & Mega Alakazam]

seriously no one posted scarf keldeo yet, okay

Keldeo as a hard check

Outspeeds megapedo at +1, and OHKOs with secret sword. Resists all three of its most common moves, and OHKOs with secret sword. Can switch in AT LEAST 2 times, and note that it can stop a sharpedo sweep in its tracks.

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe (you can run 36 Defense to always live 2 EQs, but imo it's not worth it for power)
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Icy Wind

Keldeo can switch into any of Mega Sharpedo's attacks twice, besides 2 EQs with extremely high rolls, outspeed it, and kill it with secret sword. Another thing to note is that once you force it out the first time with keldeo (or get a "surprise" kill with it), Mega Sharpedo can't get any more speed boosts, letting you revenge kill it much more easily.

Scarf Keldeo also has the advantage over other Mega Sharpedo counters in not being niche asf and actually being viable in many other situations while not getting completely destroyed by Ice Fang/Earthquake.

252 SpA Keldeo Secret Sword vs. 0 HP / 4 Def Mega Sharpedo: 372-438 (132.3 - 155.8%) -- guaranteed OHKO

252+ Atk Strong Jaw Mega Sharpedo Crunch vs. 0 HP / 0 Def Keldeo: 127-150 (39.3 - 46.4%) -- guaranteed 3HKO
252+ Atk Mega Sharpedo Earthquake vs. 0 HP / 4 Def Keldeo: 141-167 (43.6 - 51.7%) -- 10.5% chance to 2HKO
252+ Atk Mega Sharpedo Waterfall vs. 0 HP / 4 Def Keldeo: 84-100 (26 - 30.9%) -- guaranteed 4HKO
252+ Atk Strong Jaw Mega Sharpedo Poison Fang vs. 0 HP / 4 Def Keldeo: 106-125 (32.8 - 38.6%) -- 99.4% chance to 3HKO
 
seriously no one posted scarf keldeo yet, okay

Keldeo as a hard check

Outspeeds megapedo at +1, and OHKOs with secret sword. Resists all three of its most common moves, and OHKOs with secret sword. Can switch in AT LEAST 2 times, and note that it can stop a sharpedo sweep in its tracks.

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe (you can run 36 Defense to always live 2 EQs, but imo it's not worth it for power)
Timid Nature
- Secret Sword
- Hydro Pump
- Scald
- Icy Wind

Keldeo can switch into any of Mega Sharpedo's attacks twice, besides 2 EQs with extremely high rolls, outspeed it, and kill it with secret sword. Another thing to note is that once you force it out the first time with keldeo (or get a "surprise" kill with it), Mega Sharpedo can't get any more speed boosts, letting you revenge kill it much more easily.

Scarf Keldeo also has the advantage over other Mega Sharpedo counters in not being niche asf and actually being viable in many other situations while not getting completely destroyed by Ice Fang/Earthquake.

252 SpA Keldeo Secret Sword vs. 0 HP / 4 Def Mega Sharpedo: 372-438 (132.3 - 155.8%) -- guaranteed OHKO

252+ Atk Strong Jaw Mega Sharpedo Crunch vs. 0 HP / 0 Def Keldeo: 127-150 (39.3 - 46.4%) -- guaranteed 3HKO
252+ Atk Mega Sharpedo Earthquake vs. 0 HP / 4 Def Keldeo: 141-167 (43.6 - 51.7%) -- 10.5% chance to 2HKO
252+ Atk Mega Sharpedo Waterfall vs. 0 HP / 4 Def Keldeo: 84-100 (26 - 30.9%) -- guaranteed 4HKO
252+ Atk Strong Jaw Mega Sharpedo Poison Fang vs. 0 HP / 4 Def Keldeo: 106-125 (32.8 - 38.6%) -- 99.4% chance to 3HKO
You forgot to mention that he OHKOe's with secred sword.
boom edited, your comment is useless now. (Akumeoy)
 
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Azumarill as Counter
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 12 SpD / 4 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off/Superpower

This set is the standard AV Azumarill set for OU (mostly, I removed 4 sp.d EVs to speed creep), the second set recommended in the Smogdex Azumarill Analysis and 1st OU Azumarill set. Sharpedo's moves can only have a best of a 3HKO on Azumarill inb4 Thunder Fang, so Azumarill can switch in to any of Sharpedo's attacks and then finish it with Play Rough. Alternatively, Azumarill can also Superpower it if you're wary of the opponent switching into a poke like Ferrothorn (however, knock off is preferred to harass cresselia a little bit, although regardless,you've removed the sharpedo's possibilities of more speed boosting).

Sharpedo Attacking Azumarill
252+ Atk Mega Sharpedo Waterfall vs. 240 HP / 0 Def Azumarill: 91-108 (22.6 - 26.9%) -- 36.1% chance to 4HKO
252+ Atk Strong Jaw Mega Sharpedo Ice Fang vs. 240 HP / 0 Def Azumarill: 73-87 (18.2 - 21.6%) -- possible 5HKO
252+ Atk Strong Jaw Mega Sharpedo Crunch vs. 240 HP / 0 Def Azumarill: 136-161 (33.9 - 40.1%) -- guaranteed 3HKO
252+ Atk Mega Sharpedo Earthquake vs. 240 HP / 0 Def Azumarill: 153-180 (38.1 - 44.8%) -- guaranteed 3HKO
4 SpA Mega Sharpedo Hydro Pump vs. 240 HP / 16 SpD Assault Vest Azumarill: 51-60 (12.7 - 14.9%) -- possible 7HKO
Azumarill Attacking Sharpedo
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0- Def Mega Sharpedo: 534-630 (190 - 224.1%) -- guaranteed OHKO
252+ Atk Huge Power Azumarill Superpower vs. 0 HP / 0- Def Mega Sharpedo: 476-560 (169.3 - 199.2%) -- guaranteed OHKO
 
Azumarill as Counter
Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 12 SpD / 4 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off/Superpower

This set is the standard AV Azumarill set for OU (mostly, I removed 4 sp.d EVs to speed creep), the second set recommended in the Smogdex Azumarill Analysis and 1st OU Azumarill set. Sharpedo's moves can only have a best of a 3HKO on Azumarill inb4 Thunder Fang, so Azumarill can switch in to any of Sharpedo's attacks and then finish it with Play Rough. Alternatively, Azumarill can also Superpower it if you're wary of the opponent switching into a poke like Ferrothorn (however, knock off is preferred to harass cresselia a little bit, although regardless,you've removed the sharpedo's possibilities of more speed boosting).

Sharpedo Attacking Azumarill
252+ Atk Mega Sharpedo Waterfall vs. 240 HP / 0 Def Azumarill: 91-108 (22.6 - 26.9%) -- 36.1% chance to 4HKO
252+ Atk Strong Jaw Mega Sharpedo Ice Fang vs. 240 HP / 0 Def Azumarill: 73-87 (18.2 - 21.6%) -- possible 5HKO
252+ Atk Strong Jaw Mega Sharpedo Crunch vs. 240 HP / 0 Def Azumarill: 136-161 (33.9 - 40.1%) -- guaranteed 3HKO
252+ Atk Mega Sharpedo Earthquake vs. 240 HP / 0 Def Azumarill: 153-180 (38.1 - 44.8%) -- guaranteed 3HKO
4 SpA Mega Sharpedo Hydro Pump vs. 240 HP / 16 SpD Assault Vest Azumarill: 51-60 (12.7 - 14.9%) -- possible 7HKO
Azumarill Attacking Sharpedo

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0- Def Mega Sharpedo: 534-630 (190 - 224.1%) -- guaranteed OHKO
252+ Atk Huge Power Azumarill Superpower vs. 0 HP / 0- Def Mega Sharpedo: 476-560 (169.3 - 199.2%) -- guaranteed OHKO
252+ Atk Strong Jaw Mega Sharpedo Poison Fang vs. 240 HP / 0 Def Azumarill: 228-270 (56.8 - 67.3%) -- guaranteed 2HKO
 
Yeah sharpedo carries poison jab/poison fang quite often (I've seen it way more than earthquake and I use it too, poison/dark/water is perfect neutral coverage and lets sharp beat grass and fairy types.) This makes multiple of the listed pokemon (mainly whimsicott) useless against it.
Also why does this thread never give me alerts even though I watch it ;;;
 

Snaquaza

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Counters: Poliwrath, Tangrowth, Chesnaught, Azumarill
Checks: Cradily, Keldeo, Toxicroak

The next week will be Balanced Hackmons, and since you can run anything, I'll just let you guys think of what the Pokemon commonly runs!



You don't have to account for generally unviable moves, but do account for moves it commonly runs. If you don't know which moves Kyogre-Primal commonly runs, you probably don't play BH very often. That said, please include calcs for your Pokemon, to see how it matches up against various sets.
 
Listing SpeDef Primadon as a Hard Check

Groudon-Primal @ Safety Goggles
Ability: Desolate Land
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
IVs: 30 Spe
- Synthesis
- Precipice blade / Thousand Arrows
- U-turn / Bolt Strike
- Sacred Fire

I've been using Spedef don for quite some time now and with fantastic results. Desolate land allows it to come on ogre without fearing the SE water STAB and the EVs easily make him leave an ice beam.
252+ SpA Primal Kyogre Moonblast vs. 252 HP / 252+ SpD Primal Groudon: 56-66 (13.8 - 16.3%) -- possible 7HKO
252+ SpA Primal Kyogre Ice Beam vs. 252 HP / 252+ SpD Primal Groudon: 107-126 (26.4 - 31.1%) -- guaranteed 4HKO
8 Atk Primal Groudon Precipice Blades vs. 108 HP / 0 Def Primal Kyogre: 237-280 (64.4 - 76%) -- guaranteed 2HKO after Poison Heal
8 Atk Primal Groudon Bolt Strike vs. 108 HP / 0 Def Primal Kyogre: 344-406 (93.4 - 110.3%) -- 62.5% chance to OHKO
8 Atk Primal Groudon Precipice Blades vs. 252 HP / 252+ Def Primal Kyogre: 169-199 (41.8 - 49.2%) -- guaranteed 3HKO after Poison Heal
8 Atk Primal Groudon Bolt Strike vs. 252 HP / 252+ Def Primal Kyogre: 244-288 (60.3 - 71.2%) -- guaranteed 2HKO after Poison Heal

Bolt strike is to hit max def ogre harder and u-turn is pretty good for momentum, in which case 30IVs is kinda usefull to outslow giratina or ogre. Sacred fire is pretty easy to click on the switch which not much drawback since it does decent damage in the sun and has a high burn chance.
Spedef Primadon is a pretty good pokemon in bh, being a check / counter to quite a few things including Pixidiancie, aerilate mega ray and proten mmy (to some extent) and a bunch of other stuff.

Listing Latios mega as a Light Check

Latios-Mega (M) @ Soul Dew
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psystrike
- Draco Meteor
- Fusion Flare / Blue Flare / Searing Shot
- Smt

Psystrike hits Ogre Extremely hard and soul dew gives latios enough bulk to tank an ice beam at +1. Also 110 base speed with 252evs outspeeds up to 252+evs 95 base speed. Meaning that Latios can either switch on ice beam and kill ogre or switch on a quiver dance, tank a +1 ice beam and ohko back.
+1 252+ SpA Primal Kyogre Moonblast vs. +1 0 HP / 4 SpD Mega Latios: 248-294 (82.3 - 97.6%) -- guaranteed 2HKO
+1 252+ SpA Adaptability Mega Latios Psystrike vs. 252 HP / 0 Def Primal Kyogre: 458-540 (113.3 - 133.6%) -- guaranteed OHKO
 
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listing Pivot Shedinja as Check.

Shedinja @ Lum Berry
Ability: Sturdy
EVs: 252 Spe (if you have volt switch, put in 252 for SpA) (if you want it slow instead to outslow stuff like registeel to be a better pivot,go ahead)
Hasty Nature (change to Naive if you have volt switch) (change to lonely if you want no speed, Rash if you want no speed and are using volt switch)
IVs: NaN Def / NaN SpA / NaN SpD (keep 31 spA IVs if you have volt switch) (remove speed IVs if you want it slower)
- Endeavor
- Parting Shot / Baton Pass / Volt Switch
- Recycle
- Magic Coat

Standard Ogre sets are PH Qdance sets, typically with moves like scald, steam eruption, moonblast, ice beam, and, leech seed. Pivot Sturdinja can take in any common hit from ogre
Listing SpeDef Primadon as a Hard Check


Latios-Mega (M) @ Soul Dew
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psystrike
- Draco Meteor
- Fusion Flare
- Smt
Searing Shot > Fusion Flare unless you don't want burn chance. And, with DM, why not just give it Overheat?
Also, some Protean MMYs have Earth Power.

Final Thought:are calcs necessary for shedinja?

Edit: Lum berry,not safety goggles =\
 
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listing Pivot Shedinja as Check.

Shedinja @ Safety Goggles
Ability: Sturdy
EVs: 252 Spe (if you have volt switch, put in 252 for SpA) (if you want it slow instead to outslow stuff like registeel to be a better pivot,go ahead)
Hasty Nature (change to Naive if you have volt switch) (change to lonely if you want no speed, Rash if you want no speed and are using volt switch)
IVs: NaN Def / NaN SpA / NaN SpD (keep 31 spA IVs if you have volt switch) (remove speed IVs if you want it slower)
- Endeavor
- Parting Shot / Baton Pass / Volt Switch
- Recycle
- Magic Coat

Standard Ogre sets are PH Qdance sets, typically with moves like scald, steam eruption, moonblast, ice beam, and, leech seed. Pivot Sturdinja can take in any common hit from ogre

Searing Shot > Fusion Flare unless you don't want burn chance. And, with DM, why not just give it Overheat?
Also, some Protean MMYs have Earth Power.

Final Thought:are calcs necessary for shedinja?
Yeah I was running fusion flare to avoid the burn chance as it makes it harder to anti-imposter. Edited with some better stuff.
"And, with DM, why not just give it Overheat?" Wut?

Also, +1 252+ SpA Primal Kyogre Steam Eruption vs. Sturdy Shedinja: 0-0 (0 - 0%) -- aim for the horn next time
 
listing Pivot Shedinja as Check.

Shedinja @ Safety Goggles
Ability: Sturdy
EVs: 252 Spe (if you have volt switch, put in 252 for SpA) (if you want it slow instead to outslow stuff like registeel to be a better pivot,go ahead)
Hasty Nature (change to Naive if you have volt switch) (change to lonely if you want no speed, Rash if you want no speed and are using volt switch)
IVs: NaN Def / NaN SpA / NaN SpD (keep 31 spA IVs if you have volt switch) (remove speed IVs if you want it slower)
- Endeavor
- Parting Shot / Baton Pass / Volt Switch
- Recycle
- Magic Coat

Standard Ogre sets are PH Qdance sets, typically with moves like scald, steam eruption, moonblast, ice beam, and, leech seed. Pivot Sturdinja can take in any common hit from ogre

Searing Shot > Fusion Flare unless you don't want burn chance. And, with DM, why not just give it Overheat?
Also, some Protean MMYs have Earth Power.

Final Thought:are calcs necessary for shedinja?
Why is Recycle in this set? Recycle restores items that have been used up, not items that have been Knocked Off. Safety Goggles+Recycle makes no sense. Were you originally thinking Lum?
 

Snaquaza

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Well, sorry for the late update again. I keep procrastinating + holiday and stuff.

For Primal-Kyogre
Counters: None
Check: Primal Groudon, Shedinja, Latios-Mega

Thanks for the replies to those who have replied. To do something with OMotM again, here's a couple for Doubles 2v2! You may post 2 Pokemon if necessary, but bonus points if you can do it in one.

Infernape and Alakazam!


Infernape @ Focus Sash
Ability: Blaze
EVs: 52 HP / 252 Atk / 4 SpA / 200 Spe
Hasty Nature
- Close Combat
- Flare Blitz
- Fake Out
- Quick Guard


Alakazam-Mega @ Alakazite
Ability: Inner Focus -> Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psyshock
- Dazzling Gleam
- Focus Blast
- Encore

These two Pokemon together are a large threat. They have tons of good moves, including Quick Guard, Fake Out and Encore. Additionally they're both speedy and decently powerful and attack on different spectra. What can counter these two?

Shoutout to jeran for giving me these two and InfernapeTropius11 since there's Infernape in here.
 
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InfernapeTropius11

get on my level
This is just a really common strategy of the top of my head, but since you tagged me and it works I might as well post it :D
Sand Core (Tyranitar/Excadrill) as a Weak Check

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Spe (you can of course run more speed creep, and I highly recommend doing so, but that's up to you to decide what benchmark you want to hit).
Adamant Nature
- Protect
- Stone Edge
- Crunch
- Low Kick

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Protect
- Rock Slide

This is a very good core that can beat the above core sometimes. Turn 1 requires prediction of which Pokemon you think Infernape is going to Fake Out (or double protect lol) then either Protect with Tyranitar and EQ with Excadrill to KO both (Sand eliminates Nape's Sash) or you can kill Mega Zam with Iron Head and attack Nape with TTar (if you chose to play it safe and double protect) then kill it the next turn. This is a bit iffy as if Nape attacks Excadrill and kills it, it can kill TTar with CC. Thus, if the Nape user goes for CCon Excadrill while youkill Zam, and Stone Edge misses, you're screwed, but in most scenarios you will win.
To recap, if you predict the mon Nape is gonna Fake Out andattack with theother one, you win. If you double protect and then kill Zam and Edge hits Nape, you win. If youProtect with TTarand EQ with Excadrill, you win. The only way you lose is if you mess up your Protect turns or Stone Edge misses, so if you play smart, this core will win over 90% of the time.
 
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This is just a really common strategy of the top of my head, but since you tagged me and it works I might as well post it :D
Sand Core (Tyranitar/Excadrill) as a Counter

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Spe (you can of course run more speed creep, and I highly recommend doing so, but that's up to you to decide what benchmark you want to hit).
Adamant Nature
- Protect
- Stone Edge
- Crunch
- Low Kick

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Protect
- Rock Slide

This is a very good core that demolishes the one above lol. Turn 1 requires prediction of which Pokemon you think Infernape is going to Fake Out (or double protect lol) then either Protect with Tyranitar and EQ with Excadrill to KO both (Sand eliminates Nape's Sash) or you can kill Mega Zam with Iron Head and attack Nape with TTar (if you chose to play it safe and double protect) then kill it the next turn. This is a bit iffy as if Nape attacks Excadrill and kills it, it can kill TTar with CC. Thus, if the Nape user goes for CCon Excadrill while youkill Zam, and Stone Edge misses, you're screwed, but in most scenarios you will win.
To recap, if you predict the mon Nape is gonna Fake Out andattack with theother one, you win. If you double protect and then kill Zam and Edge hits Nape, you win. If youProtect with TTarand EQ with Excadrill, you win. The only way you lose is if you mess up your Protect turns or Stone Edge misses, so if you play smart, this core will win over 90% of the time.
well,about this team, if those 2 would match up, it would be a huge 50/50 because if mega zam gets trace, he can sweep while all infernape has to do is kill tyar. so i wouldnt say in most scenarios, u would win. double protect is a very risky play since encore can permanently stop down one of your pokes
 

InfernapeTropius11

get on my level
well,about this team, if those 2 would match up, it would be a huge 50/50 because if mega zam gets trace, he can sweep while all infernape has to do is kill tyar. so i wouldnt say in most scenarios, u would win. double protect is a very risky play since encore can permanently stop down one of your pokes
I forgot about Trace, but it is a 50-50, and if you kill it on the first turn with Iron Head or Crunch (Nape can't Fake Out both mons, and both moves KO) that could work. It does suck if it Traces Sand Rush though. Tbh, that was mostly theorymon since I've never even seen that core >.<

EDIT: Wait just realized that if Nape Fake Outs Excadrill, and Focus Miss hits Exca, Excadrill dies and then Nape can kill TTar :< I'll try to find a better way to beat this core
 

Snaquaza

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Hey everyone. This week should end now, but the responses have been disappointed. If you play 2v2 Doubles and want to help it get more widely known, then post sets so that others can learn from it, or just post them to get feedback from others!
 

MZ

And now for something completely different
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Damn I didn't even see the new core. On phone but reserving Mega Lopunny + Talonflame. You should also mention that alakazam has inner focus before the mega in the core, that's a big draw of using it imo (less important with ape but still).

Edit: So actually I realized that with inner focus, not such a great choice of counters. Going with something else, tagging Snaquaza so you know I posted and didn't leave this to die.

reuniclus.gif
camerupt-mega.gif

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Shadow Ball
- Recover

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 4 HP / 252 Atk / 252 SpA
Quiet Nature
- Heat Wave
- Protect
- Earth Power
- Explosion


The core is cool, but troubled by TR. Reuni can live both hits and easily set up a trick room even if zam traces camerupt's sheer force and infernape fakes it out (hue shadow ball where). Camerupt is free to go for an attacking move. If it is double targeted and killed as trick room goes up, reuni OHKO's zam and can force ape to break its sash with blitz before killing with psychic thanks to recover (stall out CC which won't break sash), as well as beating it if it psychics from full health under trick room. Meanwhile, Camerupt has the option to explode on a protect, killing zam and breaking ape's sash for reuni to clean up with if it isn't double targeted turn 1.


if people cant find things to say, try follow me togekiss + something strong with eq
 
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Well here's my attempt to come up with something decent

EDIT: Nvm the 1st one I posted, it was kinda bad so I deleted it.

Listing crobat as a counter.

Crobat @ Choice Band
Ability: Inner Focus
EVs: 44 HP / 212 Atk / 252 Spe
Jolly Nature
- Brave Bird

If my maths are correct, 44hp is the minimum amount of evs to survive a flare blitz from infernape after brave bird recoil on alakazam. So brave bird the alakazam, kill it, survive the flare blitz and kill ape after flare blitz recoil.
212 Atk Choice Band Crobat Brave Bird vs. 0 HP / 0 Def Mega Alakazam: 313-369 (124.7 - 147%) -- guaranteed OHKO
Recoil leaves you at 239 hp
252 Atk Infernape Flare Blitz vs. 239 HP (not the ev, the actual stat) / 0 Def Crobat: 202-238 (84.5 - 99.5%)
 
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Well here's my attempt to come up with something decent

EDIT: Nvm the 1st one I posted, it was kinda bad so I deleted it.

Listing crobat as a counter.

Crobat @ Choice Band
Ability: Inner Focus
EVs: 44 HP / 212 Atk / 252 Spe
Jolly Nature
- Brave Bird

If my maths are correct, 44hp is the minimum amount of evs to survive a flare blitz from infernape after brave bird recoil on alakazam. So brave bird the alakazam, kill it, survive the flare blitz and kill ape after flare blitz recoil.
212 Atk Choice Band Crobat Brave Bird vs. 0 HP / 0 Def Mega Alakazam: 313-369 (124.7 - 147%) -- guaranteed OHKO
Recoil leaves you at 239 hp
252 Atk Infernape Flare Blitz vs. 239 HP (not the ev, the actual stat) / 0 Def Crobat: 202-238 (84.5 - 99.5%)
infernape can use mach punch/vacuum wave. also, alakazam-mega variants with protect can defeat the crobat easily
 
infernape can use mach punch/vacuum wave. also, alakazam-mega variants with protect can defeat the crobat easily
Well it counters the set currently posted. Also any of nape's prio barring fake out is 4X resisted by crobat.

Also here's a counter-core with pro sets to beat this core


Talonflame @ Choice Band
Ability: Flame Body
EVs: 252 HP / 100 Atk / 156 Def
Adamant Nature
- Brave Bird
- Flare Blitz
- Filler
- Filler

Spread allows it to wall both mons and maintain the ability to ohko ohko kazam with brave bird.


Banette @ Banettite
Ability: Insomnia
EVs: 252 HP / 156 Def / 100 SpD
Careful Nature
- Cotton Guard
- Shadow Claw
- Taunt
- Destiny Bond

This spread ensures a 3hko from dazzling gleam and makes psyshock do next to nothing after a cotton guard. I put cotton guard in there because the first instinct vs this would be to go for psyshock.

So basically the plan is to go for both mons to attack alakazam first turn and then attack nape. These sets obviously won't work vs other variants of the mons, like infernape with rock coverage or something, but the point is to counter the mons with sets no matter how stupid.




Now that we've gotten that over with, here's a more viable counter-core:


Weavile @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Double-Edge
- Ice Shard/Other Physical Ice move

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 HP / 124 Def / 128 SpA or 4 HP / 252 SpA / 252 Spe
Modest Nature
- Flamethrower
- Air Slash
- Solar Beam
- Will-O-Wisp/Filler

Came up with this core after I realized Fire/Flying walls Infernape and a faster fake out here just ensures the win, thereby making sash weavile a natural choice as it could also beat kazam if it actually attacked zard first turn and it's fast speed.

Basically the strat is to use Weavile's speed to get the fake out on nape and then kill it with air slash, then next turn killing alakazam with either Weavile's knock off/Zard Y's flamethrower. Also now that I think about it, Zard doesn't even need the defensive set because with the fast fake out, this combo beats it 100% of the time unless I'm missing something. This is obviously the better counter, but i thought of this after i thought of the first one, so I'm keeping both in >_>.

Anyway bolded it the main moves to make the post look prettier. n-n
 

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