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

Listing AV Tangrowth as a counter:


Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 144 Def / 112 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Ice]

EVs maximize physical bulk to help against Secret Sword while having some special investment to comfortably take a Water Spout. Regenerator helps Tangrowth shrug off attacks and come in later if the need arises.

252 SpA Choice Specs Keldeo Water Spout (150 BP) vs. 252 HP / 112+ SpD Assault Vest Tangrowth: 159-188 (39.3 - 46.5%) -- guaranteed 3HKO

252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 144 Def Tangrowth: 153-180 (37.8 - 44.5%) -- guaranteed 3HKO


And if Keldeo decides to stay in, he eats this:
0 SpA Tangrowth Leaf Storm vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO

Tangrowth can also handle threats like Diggersby fairly well, tanking a +2 Extreme Speed and then retaliating with a Leaf Storm OHKO.
 

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Water Spout
- Scald
- Secret Sword
- Vacuum Wave

Keldeo is a very dangerous Pokemon. While it hates all the priority in the metagame, if it gets in something will probably die. How can teams handle this menace without having to sack something every time? What things can check and counter it. Also if you want something to check it, make it switch in on Water Spout or Secret Sword, as those will be the most used moves.
I haven't played STABmons, and im probably going to get things wrong, but the following seemed incredibly obvious to me.

Listing Jellicent as a COUNTER:

Jellicent @ Leftovers/Air Balloon
Ability: Water Absorb
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Steam Eruption/Scald
- Will-o-Wisp
- Hex
- Recover

Being completely immune to both of Keldeo's STABs, and having the SpD to tank any coverage move Keldeo could possible hurl at Jellicent and heal with recover, Jellicent is a stellar counter to Keldeo. Leftovers is the obvious choice, but air balloon can be used to check SD Diggersby (unless they commonly run knock off or something, in which case air balloon is terribad). Hex > shadow ball because Jellicent can comfortably spread status around, and is only slightly weaker than shadow ball when unboosted. Hex also has the added bonus of not being blocked by bulletproof.

So yeah, Jellicent is a big fuck you to Keldeo.

And it's not just Keldeo, although i haven't played stabmons, I'm sure there are loads of special attackers that Jellicent can handle quite well, and can burn incoming physical attackers.
 
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Haven't played stabmon in a while but here's a thingy I used that was pretty decent.

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Soft-Boiled
- Toxic
- Scald / Seismic Toss
- Scald / Heal Bell

Not sure about the moves, you can even run moonblast if you want to deal with keldeo quickly. But basicly azumarill can switch in, tank a hit, heal off the damage and cripple keldeo with status. (note that water spout will quickly lose in power if keldeo is poisoned)
Azu's type helps him handle a lot of pokemon like the chari twins or megatoise for example. Making him not completely useless outside of countering keldeo.
Scald is also a great way of keeping the phisical sweepers away because of the burn chance.

If you're real you can even run some weird huge power variant to not be a complete stallmon. Althought azu's non invested attack doesn't reach high even with huge power.

Calcs:
252 SpA Choice Specs Keldeo Water Spout (150 BP) vs. 252 HP / 252+ SpD Azumarill: 152-179 (37.6 - 44.3%) -- guaranteed 3HKO
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Azumarill: 124-147 (30.6 - 36.3%) -- 59.3% chance to 3HKO

0 SpA Azumarill Moonblast vs. 0 HP / 4 SpD Keldeo: 150-176 (46.4 - 54.4%) -- 52% chance to 2HKO, lol
 

EV

Banned deucer.
I haven't played STABmons, and im probably going to get things wrong, but the following seemed incredibly obvious to me.

Listing Jellicent as a COUNTER:

Jellicent @ Leftovers/Air Balloon
Ability: Water Absorb
EVs: 252 HP / 252 SpD / 4 Def
Calm Nature
- Steam Eruption/Scald
- Will-o-Wisp
- Hex
- Recover

Being completely immune to both of Keldeo's STABs, and having the SpD to tank any coverage move Keldeo could possible hurl at Jellicent and heal with recover, Jellicent is a stellar counter to Keldeo. Leftovers is the obvious choice, but air balloon can be used to check SD Diggersby (unless they commonly run knock off or something, in which case air balloon is terribad). Hex > shadow ball because Jellicent can comfortably spread status around, and is only slightly weaker than shadow ball when unboosted. Hex also has the added bonus of not being blocked by bulletproof.

So yeah, Jellicent is a big fuck you to Keldeo.

And it's not just Keldeo, although i haven't played stabmons, I'm sure there are loads of special attackers that Jellicent can handle quite well, and can burn incoming physical attackers.
Steam Eruption isn't released but you nailed it otherwise.

Slowking

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SAtk / 8 SDef
Modest Nature
- Future Sight / Psystrike
- Mirror Coat
- Scald
- Fire Blast

252 SpA Choice Specs Keldeo Water Spout (150 BP) vs. 248 HP / 8 SpD Assault Vest Slowking: 111-132 (28.2 - 33.5%) -- 97.4% chance to 3HKO after Stealth Rock
252 SpA Choice Specs Keldeo Secret Sword vs. 248 HP / 0 Def Slowking: 124-147 (31.5 - 37.4%) -- guaranteed 3HKO after Stealth Rock

Assault Vest Slowking isn't nearly as common anymore, but boy does it cramp Keldeo's style. Nothing comes close to a 2HKO while Slowking threatens Keldeo with Psychic STAB. Future Sight is nice since Specs Keldeo will switch and you can punish the next Pokemon down the line (and keep Keldeo from coming back.) Psystrike is great for immediate damage and bypasses any Calm Minders you might encounter. Mirror Coat catches other special attackers off guard (252 SpA Life Orb Thundurus Thunderbolt vs. 248 HP / 8 SpD Assault Vest Slowking: 229-273 (58.2 - 69.4%) -- guaranteed 2HKO after Stealth Rock) and explodes them right back. Scald is for Water STAB and offers burn utility. Fire Blast keeps Ferrothorn from getting free switches.

There are other options like Dragon Tail and Ice Beam. Dragon Tail and Future Sight combo well but I prefer to have more of an offensive presence.
 
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Lazy counter.

Shedinja

Keldeo sets almost never have anything to touch it, and in fact the only possible ways for Keldeo to get at it are some Physical moves (Which are basically only useful to counter Shedinja, by the by), Hidden Power, and Toxic. As such, so long as hazards aren't up Shedinja can switch in on Keldeo completely safely, and then do whatever you feel like having it doing. Switch out in anticipation of the enemy switching in an answer, Swords Dance, just plain attack, throw out a Toxic, whatever.

Of course, it's Shedinja, so it's not like it's amazing, but since this is STABmons we're talking about you can do some odd, useful things like Quiver Dance/Tail Glow and Baton Pass to an ally. (It's unfortunate that it only has 40 Speed though) Regardless, the only realistic scenario for Keldeo to be able to take out Shedinja is to have a Hidden Power, and even then the Specs set we're talking about would have to successfully predict the Shedinja switch-in, with a mis-predict leading to being locked into a crappy move and forced to switch regardless. In other words, Shedinja's presence on your team discourages the enemy from bringing out Keldeo at all unless they have hazards up!

It's also worth commentary that Shedinja inherits Nincada's Ground moves and thus can set Spikes to punish future switch-ins, both of Keldeo or other teammates, and/or to bait out their hazard manager. The only ways for the enemy to punish this are A: Pursuit-trapping and B: Magic Bouncer.
 
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Kit Kasai

Love colored magic
Counter: Venusaur

Venusaur @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 112 Def / 148 SpD
Sassy Nature
- Giga Drain
- Earthquake
- Hidden Power [Fire]
- Synthesis

This spread guarantees that Venusuar will survive two Water Spouts after stealth rocks before mega evolving.

252 SpA Choice Specs Keldeo Water Spout (150 BP) vs. 248 HP / 148+ SpD Venusaur: 144-169 (39.6 - 46.5%) -- guaranteed 3HKO
252 SpA Choice Specs Keldeo Water Spout (150 BP) vs. 252 HP / 148+ SpD Mega Venusaur: 125-147 (34.3 - 40.3%) -- guaranteed 3HKO

169 + 147 = 316 max damage, and you have 318 hp after rocks, so worst case you are left with 2 hp.

After that you can just recover off the damage and and as long as you are in mega form you can reliably switch into Keldeo in the future.

The moveset doesn't really matter that much, as long as you have Synthesis and Giga Drain. Earthquake is for hitting Heatran switchins and HP Fire is for Ferrothorn, but you can run stuff like Spore, Leech Seed, Toxic Spikes, Sludge Bomb, etc.
 

Snaquaza

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Thanks for all the responses again!

Counters: Jellicent, Slowking, Venusaur Mega, Tangrowth
Checks: Azumarill (Water Spout KO's before you can KO), Shedinja (hazards are counted)

The next week will be Landorus Therian in Inheritance. I feel it's popular enough to do a VotW for it, and it's a nice change!


Landorus-Therian @ Life Orb / Lum Berry
Ability: Aerilate
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty / Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Fire Blast / Roost / Stone Edge

This is one of the most dangerous sets in Inheritance and one of Landorus Therian's most common sets next to Gale Wings! It has enough bulk to set up once and it can easily threaten a lot out. Afterwards it can start nuking stuff with its great coverage. What can handle this nearly-banned monster? (Btw the donor is Salamence Mega)
 

Illusio

Bold and Brash
Check:


Glalie @ Glalitite
Ability: Lightning Rod
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Extreme Speed
- Knock Off
- Frustration/Volt Tackle/Facade

(from Pikachu)

252+ Atk Refrigerate Glalie Fake Out vs. 0 HP / 0 Def Landorus-T: 388-460 (121.6 - 144.2%) -- guaranteed OHKO
This calc needs nothing else to prove that Mega Glalie can beat Landorus. If it comes in during a Roost, Dragon Dance, or Fire Blast, it can can easily beat Landorus. The last 2 moves are there for coverage.

EDIT: Some calcs:
4 SpA Landorus-T Fire Blast vs. 0 HP / 0 SpD Glalie: 200-236 (66.4 - 78.4%) -- guaranteed 2HKO

252+ Atk Refrigerate Glalie Extreme Speed vs. 0 HP / 0 Def Landorus-T: 772-912 (242 - 285.8%) -- guaranteed OHKO
 
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I guess I'll do the obvious one

Counter

Rhydon (inheriting from Flygon) @ Eviolite
Ability: Levitate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Toxic
- Roost

Assuming no aqua tail, this Rhydon walls all of Lando-T's sets (barring SD + knock off + CC from mega pinsir but lol) with a physical bulk that (iirc) is better than any other pokemon in the game. What gives this Rhydon an edge over some other counters is that it isn't just a niche counter that only beats lando-t. It also happens to beat several other physical attackers, varying from Garchomp, Dragonite, V-create spam, etc. The moveset itself is pretty self explanatory, but it really helps in maintaining momentum even for such a slow and bulky pokemon.

If Landorus-T is lum berry:You can switch in and toxic it twice, while dishing out 46.8% max.
+1 252+ Atk Aerilate Landorus-T Frustration vs. 252 HP / 252+ Def Eviolite Rhydon: 82-97 (19.8 - 23.4%) -- possible 5HKO
Then you can proceed to spam roost until it dies (or u-turn out into something with priority to finish it off)
If Landorus-T is Life Orb:The most it can do before you toxic it is 40.4%
252+ Atk Life Orb Aerilate Landorus-T Frustration vs. 252 HP / 252+ Def Eviolite Rhydon: 70-84 (16.9 - 20.2%) -- possible 5HKO
Start spamming roost to stall out life orb and toxic, and you'll eventually come out on top.
 
This Landorus-Therian set is checked by Mega Glalie (inheriting from Lucario).

Glalie @ Glalite
Ability: Justified --> Refridgerate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Close Combat
- Earthquake
- Thunder Punch

It can come in on a Dragon Dance, Roost, or Adamant Fire Blast (12.5% chance of OHKO if Naughty). It will then mega-evolve and OHKO with Refridgerate-boosted Extreme Speed..

It can also beat Gale Wings Landorus-Therian, assuming that it survives switching in, because Extreme Speed has +2 priority, while Gale Wings Brave Bird only has +1.

The other three moves are there so that it can continue to hurt pokemon that resist its Ice-type Extreme Speed. Justified is there so that, if you switch it in on a Dark-type move (such as Knock Off) before mega-evolving, you get +1 Attack and then hit even harder.

Landorus-Therian attacking Glalie (note that Glalie and Mega Glalie have equal bulk):
4 SpA Life Orb Landorus-T Fire Blast vs. 0 HP / 0 SpD Mega Glalie: 260-307 (86.3 - 101.9%) -- 12.5% chance to OHKO
4- SpA Life Orb Landorus-T Fire Blast vs. 0 HP / 0 SpD Mega Glalie: 234-276 (77.7 - 91.6%) -- guaranteed 2HKO
252+ Atk Life Orb Aerilate Landorus-T Return vs. 0 HP / 4 Def Mega Glalie: 403-476 (133.8 - 158.1%) -- guaranteed OHKO
252+ Atk Life Orb Landorus-T Earthquake vs. 0 HP / 4 Def Mega Glalie: 304-359 (100.9 - 119.2%) -- guaranteed OHKO
252+ Atk Life Orb Landorus-T Stone Edge vs. 0 HP / 4 Def Mega Glalie: 406-478 (134.8 - 158.8%) -- guaranteed OHKO

Glalie attacking Landorus-Therian:
252 Atk Refrigerate Mega Glalie Extreme Speed vs. 0 HP / 0 Def Landorus-T: 708-832 (221.9 - 260.8%) -- guaranteed OHKO
 
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Counter:
Skarmory
(Flash Fire - Arcanine)
Will-O-Wisp
Morningsun
Iron Head
Extremespeed/Close Combat

FF Skarmory is kind of an obvious counter to Landorus, after wisp it will take 6 dd boosts for lando to hit skarmory hard enough that recovery could not handle it, plenty of time to iron head it to oblivion.

+1 252+ Atk Life Orb Landorus-T Stone Edge vs. 252 HP / 252+ Def Skarmory: 144-170 (43.1 - 50.8%) -- guaranteed 3HKO after Leftovers recovery
^ first hit before wisp
+1 252+ Atk Life Orb Aerilate burned Landorus-T Return vs. 252 HP / 252+ Def Skarmory: 71-83 (21.2 - 24.8%) -- possible 5HKO after Leftovers recovery
^ after wisp
 

truedrew

Banned deucer.
Posting Flash Fire Skarmory as A hard counter (inherited from arcanine)

The set:
Skarmory @ rocky helmet/ Leftovers/Shed shell
Eves: 232 hp 252 defense 24 spdef/speed
Moves:
Morning Sun/Rest
Sleep Talk/Will O wisp
Roar/Will O Wisp
Flare Blitz/Aerial Ace/Roar

The premise of this set:
What has high defense,typing but screwed by a crappy ability?? THATS RIGHT! SKARMORY!
Inheriting from arcanine has 2 benifits
=> It gains reliable recovery and can avoid status
=> No fire blast can touch this
=>Cus fuck heatran eh (can actually wall it since no fire effects it and now im just ranting)


Explanation:
Will o wisp- allows it to cripple Lando t and may be good vs majority of attackers so skarm can have an easier time vs set up sweepers (physical ofc)
Morning sun- semi reliable recovery gr8 if you dont want a status absorber/have one/ hate the sleep talk chance
Rest- Very good this gen due to reset of sleep mechanics + allows for status absorber + gets rid of your own status!
Sleep Talk- Needed with rest. allows for using attacks while night night
Roar- FaZeing that st00pid set up scrub confirmed 420 blaze killer.
Flare Blitz- replaces brave bird and allows skarm to fuck ferrothorn
Aerial Ace- If want stab without recoil

Rocky helmet- Extra chip damage vs all physical attackers + passive damage vs random u-turn users
Lefties- Helps in recovering while asleep
Shed Shell- iif u get into magnet pull/shadow tag and this is the only thing that can save your sorry ass vs lando t (cus 1 counter> 2 checks amrite!)


EVEEEEES- Hp defense to allow optimal walling + general annoyance vs all physical attackers (many rely on fire moves to break through this)
special defense so you can take some NVE and neutral hits better (walls standard tran ?_? lol)
 

xJownage

Even pendulums swing both ways
Reserving Unaware Rhyperior.

Make sure that all of your calcs represent a fully boosted mon. Also, make sure the sets still preform well against gale wings so you don't have to scout against the set (scouting = sack with lant)
 

Lcass4919

The Xatu Warrior
Reserving Unaware Rhyperior.

Make sure that all of your calcs represent a fully boosted mon. Also, make sure the sets still preform well against gale wings so you don't have to scout against the set (scouting = sack with lant)
by "fully boosted", i hope you mean +1(or +2 depending on your counter/check), since calcing +6 lando is irrelevant when its not supposed to be boosting that much in the first place. also making sure it cant scout is irrelivant because protean lando(try it before you question me) shits on any potential counter you may come up with.

anywho, as for a counter, intimidate suicune from masqurain:

Suicune @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Quiver Dance
- Scald
- Ice Beam
- Roost
4 SpA Suicune Ice Beam vs. 0 HP / 0- SpD Landorus-T: 320-380 (100.3 - 119.1%) -- guaranteed OHKO
4 SpA Suicune Ice Beam vs. 0 HP / 0 SpD Landorus-T: 288-340 (90.2 - 106.5%) -- 37.5% chance to OHKO(if adamant)

-1 252+ Atk Aerilate Landorus-T Return vs. 232 HP / 252+ Def Suicune: 112-133 (28 - 33.3%) -- 94% chance to 4HKO after Leftovers recovery
252+ Atk Aerilate Landorus-T Return vs. 232 HP / 252+ Def Suicune: 169-201 (42.3 - 50.3%) -- guaranteed 3HKO after Leftovers recovery

not the best counter, but nevertheless a counter.
 
I'd just like to point out that facade is not at all uncommon on an -ate user, so wow can be a risky move.
Just say you switch your ff skar on an ddance, and wow on another ddance
+2 252+ Atk Life Orb Aerilate Landorus-T Facade (140 BP) vs. 252 HP / 252+ Def Skarmory: 260-307 (77.8 - 91.9%) you're plan pretty much turns against you.
Or just +1 stone edge followed by a burned facade will always 2hko.
 

Snaquaza

KACAW
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Week's over!
Counters: Skarmory, Rhydon, Suicune
Checks: Glalie

Next week Tier Shift Kyurem!

Kyurem @ Life Orb
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Ice Beam
- Draco Meteor
- Earth Power
- Roost

Kyurem gets insane stats from Tier Shift! Its stats are high already in standard play as a 660 legend, but now they even get raised further, resulting in a monstrous wallbreaker. What can counter this set and what can check it? I know the EV's might not be the best so if you want you can suggest better EV's. Also when you're finding a Counter, try to not pick one that gets beaten by a physical set as it'll be a weaker counter!
 
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Assault Vest Azumarill as Counter (albeit not a very good one):



Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

This is the standard Assault Vest Azumarill set from OU. Its unique typing and nice bulk saves it from being demolished by Life Orb Kyurem. This Pokemon also is neutral to or resists all of its physical coverage moves, such as iron head. This Pokemon is capable of taking down a multitude of other threats in the current Tier Shift metagame as well.

While this may not be the best counter, its one of the few offensive Pokemon that can switch in on Kyurem more than once. However, it is worn down quite easily, so it would definitely appreciate wish passing.

252+ SpA Life Orb Kyurem Earth Power vs. 240 HP / 16 SpD Assault Vest Azumarill: 117-138 (29.1 - 34.4%) -- 3.1% chance to 3HKO
252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 0 Def Kyurem: 356-422 (75.2 - 89.2%) -- guaranteed 2HKO
 
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Bronzong as a Counter


Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball / Iron Head
- Toxic
- Rest
- Sleep Talk / Stealth Rock / Earthquake / Filler

Bronzong resists both of Kyurem's STABs and is immune to Earth Power by virtue of Levitate. It is capable of hitting Kyurem with Toxic and then using Gyro Ball or Rest as necessary. It can use whatever in the last slot; Sleep Talk is probably the best. Iron Head hits harder against Kyurem than Gyro Ball, but that's obviously a tradeoff against faster opponents.

252+ SpA Life Orb Kyurem Draco Meteor vs. 252 HP / 252+ SpD Bronzong: 95-113 (26.5 - 31.5%) -- 19.6% chance to 4HKO after Leftovers recovery
252+ SpA Life Orb Kyurem Ice Beam vs. 252 HP / 252+ SpD Bronzong: 66-78 (18.4 - 21.7%) -- possible 6HKO after Leftovers recovery
Kyurem Earth Power vs. Levitate Bronzong: 0-0 (0 - 0%) -- aim for the horn next time

Unlisted options:
252+ SpA Life Orb Kyurem Focus Blast vs. 252 HP / 252+ SpD Bronzong: 117-139 (32.6 - 38.8%) -- 5.3% chance to 3HKO after Leftovers recovery >hitting three Focus Blasts in a row
252+ SpA Life Orb Kyurem Shadow Ball vs. 252 HP / 252+ SpD Bronzong: 159-187 (44.4 - 52.2%) -- 15.2% chance to 2HKO after Stealth Rock and Leftovers recovery <<< Kyurem's best option against Bronzong; of course, this means it's either giving up Earth Power or Roost, which means that it will have trouble with other Steel-types or chip damage, respectively.

Physical sets can only dent Bronzong if they're running Shadow Claw, which cleanly 2HKOs. Once again, if Kyurem is using a moveslot for this, there is probably some other way for your team to handle Kyurem.

Meanwhile:
4 Atk Bronzong Gyro Ball (72 BP) vs. 248 HP / 0 Def Kyurem: 162-192 (34.9 - 41.4%) -- guaranteed 3HKO (chance to 2HKO after Life Orb damage)


Bronzong has difficulty against SubRoost sets, as you have to properly predict -- Gyro Ball against Substitute, and Toxic against Roost. You do, in the long run, have the edge if you choose to run Iron Head, as they are entirely incapable of denting you, and you just need to get one Toxic off on an unprotected Roost to make their fate inevitable.
 

Snaquaza

KACAW
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Well not a lot of responses this week, too bad!
Counters: Bronzong, Azumarill

Next week will be Hidden Type.

Dragonite @ Lum Berry / Life Orb
Ability: Multiscale
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
IVs: 30 SpD
- Dragon Claw / Outrage
- Iron Head / Fire Punch / Thunder Punch / Earthquake
- Roost / Extreme Speed
- Dragon Dance

I've seen a lot of discussion about this set in the Hidden Type thread! This Dragonite is extremely dangerous due to its new Steel type, which gives it only one weakness and a lot of resistances. This makes it so that it can easily set up on an abundance of Pokemon. Finally once it has set up, it can hit most Pokemon at least neutrally with its great coverage. Not even all options are listed as they're too uncommon. It also has Extreme Speed to outspeed other priority. What can counter and check this menace?
 
Well not a lot of responses this week, too bad!
Counters: Bronzong, Azumarill

Next week will be Hidden Type.

Dragonite @ Lum Berry / Life Orb
Ability: Multiscale
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
IVs: 30 SpD
- Dragon Claw / Outrage
- Iron Head / Fire Punch / Thunder Punch / Earthquake
- Roost / Extreme Speed
- Dragon Dance

I've seen a lot of discussion about this set in the Hidden Type thread! This Dragonite is extremely dangerous due to its new Steel type, which gives it only one weakness and a lot of resistances. This makes it so that it can easily set up on an abundance of Pokemon. Finally once it has set up, it can hit most Pokemon at least neutrally with its great coverage. Not even all options are listed as they're too uncommon. It also has Extreme Speed to outspeed other priority. What can counter and check this menace?
Proposing Dark Diggersby as a Check:

Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Foul Play
- Wild Charge / Thunder Punch / Knock Off

I have already covered this in another thread, but foul play actually OHKOs Dragonite if not at full health (because multiscale and stuff), and does a crap ton at +1 even with multiscale intact:

252 Atk Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Dragonite: 363-427 (112.3 - 132.1%) -- guaranteed OHKO
+1 252 Atk Huge Power Diggersby Foul Play vs. 0 HP / 4 Def Multiscale Dragonite: 271-319 (83.9 - 98.7%) -- guaranteed 2HKO

Edit:
#DarkDeathDiggersby
 
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Listing Steel Rotom-W as a Counter:

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 30 SpD
- Will-O-Wisp
- Volt Switch
- Pain Split
- Foul Play / Hydro Pump

Thanks to its typing and Levitate Ability, Steel Rotom-W resists all STABs Dragonite would throw at him while not being weak to coverage (with a x8 resistance to steel, because screw Iron Head flinch hax). Due to that it survives long enough to burn even Lum variants, provided it doesn't miss with Will-O-Wisp.
The only problem here is, that it doesn't actually beat Steel Dragonite with its usual set, just crippling it. This is great on its own, but still giving D-nite the time to set up further. You can either Volt Switch to a teammate which can handle a burned -albeit boosted- Dragonite...or you run Foul Play to take it down yourself.

Cals with SR up and Rotom switching into the first DD -thus, healing off SR damage with Leftovers-

+1 252+ Atk Dragonite Outrage vs. 252 HP / 252+ Def Rotom-W: 113-133 (37.1 - 43.7%) -- 99.8% chance to 3HKO after Leftovers recovery
The best Move Lum-Nite could throw at it. You live two turns, allowing you to burn the Lum first, and Nite after that

Note: even with 3 max-rolls, Dragonite can't KO Rotom with 3 Outrage hits, provided it has full HP and hits both Will-O-Wisps:
100%
-43.7% (Outrage hit)
+6.25% (Lefties) Rotom uses first WoW, burning Lum Berry
-43.7% (Outrage hit)
+6.25% (Lefties) Rotom uses second WoW, burning 'Nite
-21.7% (burned Outrage hit)
= 3.4% from here it can go for Pain Split, healing enough HP back to threaten it with Foul Play afterwards


+1 252+ Atk Dragonite Fire Punch vs. 252 HP / 252+ Def Rotom-W: 95-112 (31.2 - 36.8%) -- guaranteed 4HKO after Leftovers recovery
Coverage for reference

+1 252+ Atk Life Orb Dragonite Outrage vs. 252 HP / 252+ Def Rotom-W: 147-173 (48.3 - 56.9%) -- 37.9% chance to 2HKO after Leftovers recovery
LO is rather scary, but more easily burned.


+1 0- Atk Rotom-W Foul Play vs. 104 HP / 4 Def Multiscale Dragonite: 90-107 (25.7 - 30.6%) -- guaranteed 4HKO
With Multiscale up, Foul Play doesn't do much, but Dragonite would have to spam Roost, otherwise...

+1 0- Atk Rotom-W Foul Play vs. 104 HP / 4 Def Dragonite: 181-214 (51.8 - 61.3%) -- guaranteed 2HKO
 

Snaquaza

KACAW
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Counter: Rotom Wash
Check: Diggersby

Not too many results this round, which is too bad. This round will be Protean Azelf.

Azelf (M) @ Life Orb
Ability: Protean
EVs: 252 SpA / 4 Atk / 252 Spe or 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Thunderbolt / Ice Beam / Flamethrower
- Knock Off / Superpower / Drain Punch / Iron Tail
- Fake Out / Shadow Sneak / Sucker Punch / Nasty Plot
- Ice Beam / Flamethrower / Thunderbolt

This is Azelf inheriting from Kecleon. It has lots of slashes because that's what it is normally. You'll have to discover what moves it carries first, as it can carry pretty much all viable moves in Kecleon's movepool. Either way, it's extremely dangerous and good at wallbreaking with its enormous offensive stats. It's even hard to revenge kill as it sits at a 115 base speed tier. So what do you guys use to counter this, or at least play around it?
 
Whoops. I didn't notice the new Pokemon.

Anyway, nominating Aegislash inheriting from Flareon as a check(I don't think anything can counter the huge variety of sets that are possible):



Flareon (Aegislash) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 252 Def
Bold Nature
- Wish
- Protect
- Will-O-Wisp
- Baton Pass

Aegi can switch in on any Azelf not carrying Knock Off. The next best attack it can use is Thunderbolt, but that's only a 3HKO. Aegi can simply burn and then Wish/Protect stall. It dies to Azelf if it carries Knock Off though. Even 0 attack Azelf 2HKOs Aegi. Ah, if only this thing had a better HP stat to use.

Calcs:
On the Special Side:
252 SpA Life Orb Protean Azelf Thunderbolt vs. 252 HP / 0 SpD Aegislash-Shield: 133-156 (41 - 48.1%) -- guaranteed 3HKO
252 SpA Life Orb Protean Azelf Ice Beam vs. 252 HP / 0 SpD Aegislash-Shield: 66-78 (20.3 - 24%) -- guaranteed 5HKO

On the Physical Side:
252 Atk Life Orb Protean Azelf Knock Off (97.5 BP) vs. 252 HP / 252+ Def Aegislash-Shield: 218-257 (67.2 - 79.3%) -- guaranteed 2HKO
252 Atk Life Orb Protean Azelf Knock Off vs. 252 HP / 252+ Def Aegislash-Shield: 148-174 (45.6 - 53.7%) -- 35.5% chance to 2HKO
252 Atk Life Orb Protean Azelf Iron Tail vs. 252 HP / 252+ Def Aegislash-Shield: 55-66 (16.9 - 20.3%) -- possible 5HKO
252 Atk Life Orb Protean Azelf Shadow Sneak vs. 252 HP / 252+ Def Aegislash-Shield: 88-109 (27.1 - 33.6%) -- 0% chance to 3HKO

(Superpower, Drain Punch, Fake Out and Flamethrower have no effect. This Aegi has no attacking moves, so Sucker Punch isn't doing anything either.)

I think Aegislash is the best simply because it has good offences and defences as well as an epic typing. Doublade suffers even more since it needs to hold an eviolite.

Chansey probably kills Azelf with Metal Burst/Prankster Wisp though, but it still hates losing its eviolite.
 
Nominating Gale Wings Landorus-T as a check.

Landorus-Therian @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Jolly Nature
- Brave Bird
- Flare Blitz
- Will-O-Wisp
- U-Turn / Roost

The idea is to OHKO Azelf with powerful priority after switching into any move except:
  • Iron Tail, Thunderbolt (these turn Azelf into a Flying resist, which Lando can't OHKO [though banded sets can still OHKO after a turn or two of Life Orb recoil])
  • Ice Beam, Hydro Pump, Ice Punch (which OHKO)
  • Fire Blast (which has a small chance of OHKOing on Specially-oriented sets, especially after rocks)
Even after switching in, it still takes a hefty chunk from Sucker Punch, so it should watch out for that if it's at low health.

Flare Blitz and Will-O-Wisp are for things that aren't Azelf. U-Turn and Roost can be used on Azelf if you maxed out your prediction EVs.

I cbf to do it myself, but someone should write up Sableye Chansey and Storm Drain Diancie, as those also check many Azelves.
 
Nominating Poison Heal Cresselia as a COUNTER.


Cresselia @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spore/Toxic
- Synthesis
- Seismic Toss
- Protect/Substitute/Leech Seed/Toxic

Walls every move Azelf has, and can even take knock off:

With Item:
252 Atk Life Orb Protean Azelf Knock Off (97.5 BP) vs. 252 HP / 252+ Def Cresselia: 257-304 (57.8 - 68.4%) -- guaranteed 2HKO after Poison Heal
After poison heal it does a maximum of 56%.
Without Item:
252 Atk Life Orb Protean Azelf Knock Off vs. 252 HP / 252+ Def Cresselia: 174-205 (39.1 - 46.1%) -- 76.6% chance to 3HKO after Poison Heal

If you run protect you can switch into Azelf as it uses knock off and live to tell the tale (unless crit hax)

Cresselia is not just an Azelf counter but also checks/counters a whole variety of offensive and defensive threats alike courtesy of poison heal :3
 

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