Metagame National Dex Metagame Discussion

252 SpA Charizard-Mega-Y Air Slash vs. 252 HP / 252+ SpD Kommo-o: 200-236 (56.4 - 66.6%) -- guaranteed 2HKO

This is a good Charizard counter if you can confidently check Air Slash variants with another Pokemon, but as far as I am concerned if it cannot wall Weather Ball, Fire Blast, Air Slash, Solar Beam and Focus Blast consistently it's not a consistent check, let alone the Hardest.

SpDef Moltres walls all of those, for instance.
im sorry the demons r coming out airslash is SOOOOOO BUNSSSSSSSSSSSSSS on yard its unreal it only gets usage because people drool on themselves and want to click the buttons that match the colors like actual lab monkeys roost/focus/scorching sands are so much better and hard invalidate air slash because what the fuck are you planning to hit airslash with in this tier? zamazenta? just click fucking weather ball like a warrior
 
252 SpA Charizard-Mega-Y Air Slash vs. 252 HP / 252+ SpD Kommo-o: 200-236 (56.4 - 66.6%) -- guaranteed 2HKO

This is a good Charizard counter if you can confidently check Air Slash variants with another Pokemon, but as far as I am concerned if it cannot wall Weather Ball, Fire Blast, Air Slash, Solar Beam and Focus Blast consistently it's not a consistent check, let alone the Hardest.

SpDef Moltres walls all of those, for instance.
pex is a pretty consistent check, i dunno what mons contend for "hardest" chardy check of all time but spdef pex is able to take anything from yard while healing it off with regen. it forces yard out all the time as nobody likes toxic
 
If I was running Toxapex, I’d go the extra mile and just use Toxic Spikes. Unless they have a Venusaur, nothing on Charizard’s team wants to deal with poison, especially when they don’t want to run boots.

My take on a check to Charizard is probably Dragonite who can tank any one hit, set up with Dragon Dance and either force it out or simply eliminate it with Dragonium Z. With a little special defense investment you can probably tank Fire Blasts, assuming no burn.
 
im sorry the demons r coming out airslash is SOOOOOO BUNSSSSSSSSSSSSSS on yard its unreal it only gets usage because people drool on themselves and want to click the buttons that match the colors like actual lab monkeys roost/focus/scorching sands are so much better and hard invalidate air slash because what the fuck are you planning to hit airslash with in this tier? zamazenta? just click fucking weather ball like a warrior
I'm not saying Air Slash is good it's just something you have to keep in mind if you're gonna make a team that is facing the ladder, and we'll see if some use it in NDBD too (I doubt it tbh):

Solar Beam
94.762%

Weather Ball
67.477%

Scorching Sands
57.032%

Air Slash
49.648%

Focus Blast
41.554%

Roost
40.373%

Fire Blast
31.012%

Other
18.142%

^ from Pikalytics, which isn't the most accurate source but this matched up with when I laddered from around 1400 -> 1700 in a session a few days ago, a lot of them were Weather/Solar/Scorch but then I'd see Air Slash a good amount, Fire Blast a good amount, and Focus Blast semi-frequently.

NDBD isn't far enough through to see enough stats since there isn't actually much data on moveset for it yet, but I expect it to mostly be Fire/Solar/Scorch because that hits the most on average, but if you're trying to check it for a team with general purpose, then yeah you have to check Air Slash.

pex is a pretty consistent check, i dunno what mons contend for "hardest" chardy check of all time but spdef pex is able to take anything from yard while healing it off with regen. it forces yard out all the time as nobody likes toxic
SpDef Pex is another consistent check, yes

Edit: I do think Focus Blast could get a decent amount of usage in NDBD if people consistently use Mega Tyranitar to limit it, it also hits Heatran but sucks to rely on Focus Miss for that since you'll have to hit two.
 
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I’ve always believed moltres, toxipex, Mega T-Tar, and av bolt are the best checks(in that order too). All can take a hit pretty easily. Bolt does take hits worse but can immediately threaten huge damage with a Proto boosted Draco or thunderbolt. Sometimes you can get their Tusk predicting a thunderbolt to come out. Then stealth rocks are easier to get up.
 
I'm not saying Air Slash is good it's just something you have to keep in mind if you're gonna make a team that is facing the ladder, and we'll see if some use it in NDBD too (I doubt it tbh):

Solar Beam
94.762%

Weather Ball
67.477%

Scorching Sands
57.032%

Air Slash
49.648%

Focus Blast
41.554%

Roost
40.373%

Fire Blast
31.012%

Other
18.142%

^ from Pikalytics, which isn't the most accurate source but this matched up with when I laddered from around 1400 -> 1700 in a session a few days ago, a lot of them were Weather/Solar/Scorch but then I'd see Air Slash a good amount, Fire Blast a good amount, and Focus Blast semi-frequently.

NDBD isn't far enough through to see enough stats since there isn't actually much data on moveset for it yet, but I expect it to mostly be Fire/Solar/Scorch because that hits the most on average, but if you're trying to check it for a team with general purpose, then yeah you have to check Air Slash.


SpDef Pex is another consistent check, yes

Edit: I do think Focus Blast could get a decent amount of usage in NDBD if people consistently use Mega Tyranitar to limit it, it also hits Heatran but sucks to rely on Focus Miss for that since you'll have to hit two.
all yard variants with airslash hard lose to common threats in exchange for getting to click yet another attack bc its a wallbreaker bro!!!!!!!!!!!11

if you dont carry wb/solar/focus or scorch/roost you WILL lose to half decent players. being completely unable to heal off chip including rocks damage is absolutely fucking brutallllllll and if you give up the coverage slot ur hard walled by tran moltres etc ect ectc etctetctectectetcte its not even worth mentioning how bad ttar eats you
not having roost on yard is like not having kings shield on lefties aegislash you are hard crippling urself in exchange for an oftentimes subpar or equivalent damage option

252 SpA Charizard-Mega-Y Weather Ball (100 BP Fire) vs. 252 HP / 0 SpD Zamazenta in Sun: 253-298 (65.2 - 76.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Air Slash vs. 252 HP / 0 SpD Zamazenta: 254-300 (65.4 - 77.3%) -- guaranteed 2HKO after Leftovers recovery

HOLY SHIT!!!!!!!!! 0.5% HP MORE THAN WEATHERBALL!!!!! OMFG!!!!!!! I would just hate to be able to roost off the bpress chip i am so glad i packed airslash

more wb calcs to show how ass airslash is but you get it at this point
252 SpA Charizard-Mega-Y Weather Ball (100 BP Fire) vs. 248 HP / 252+ SpD Toxapex in Sun: 80-95 (26.4 - 31.3%) -- guaranteed 4HKO
252 SpA Charizard-Mega-Y Air Slash vs. 248 HP / 252+ SpD Toxapex: 81-96 (26.7 - 31.6%) -- guaranteed 4HKO
252 SpA Charizard-Mega-Y Air Slash vs. 0 HP / 0 SpD Great Tusk: 474-560 (127.7 - 150.9%) -- guaranteed OHKO
252 SpA Charizard-Mega-Y Weather Ball (100 BP Fire) vs. 0 HP / 0 SpD Great Tusk in Sun: 474-558 (127.7 - 150.4%) -- guaranteed OHKO

these are on super effective targets for airslash and resists for wb btw this is totally discounting that fire is just a wayyyy better attacking type than flying on the whole
 
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all yard variants with airslash hard lose to common threats in exchange for getting to click yet another attack bc its a wallbreaker bro!!!!!!!!!!!11

if you dont carry wb/solar/focus or scorch/roost you WILL lose to half decent players. being completely unable to heal off chip including rocks damage is absolutely fucking brutallllllll and if you give up the coverage slot ur hard walled by tran moltres etc ect ectc etctetctectectetcte its not even worth mentioning how bad ttar eats you
not having roost on yard is like not having kings shield on lefties aegislash you are hard crippling urself in exchange for an oftentimes subpar or equivalent damage option

252 SpA Charizard-Mega-Y Weather Ball (100 BP Fire) vs. 252 HP / 0 SpD Zamazenta in Sun: 253-298 (65.2 - 76.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Charizard-Mega-Y Air Slash vs. 252 HP / 0 SpD Zamazenta: 254-300 (65.4 - 77.3%) -- guaranteed 2HKO after Leftovers recovery

HOLY SHIT!!!!!!!!! 0.5% HP MORE THAN WEATHERBALL!!!!! OMFG!!!!!!! I would just hate to be able to roost off the bpress chip i am so glad i packed airslash
I do not know why you're saying this to me when I already said Air Slash is sub-optimal lol

It doesn't matter if it's sub-optimal if people are running it
 
I do not know why you're saying this to me when I already said Air Slash is sub-optimal lol

It doesn't matter if it's sub-optimal if people are running it
exactly, like i agree that air slash yard is dumb and bad, but half of all yards are running it, so you're kind of obligated to prepare for it (even if that preparation is "load normal things because half the meta beats air slash yard"). it's like how you had to factor in mega banette back when every shitter and their grandma was running it—even though it was bad and everything beat it if you were using even a single brain cell, you had to at least keep in mind that it was going to be there
 
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I do not know why you're saying this to me when I already said Air Slash is sub-optimal lol

It doesn't matter if it's sub-optimal if people are running it
its to say that if ur opponent is running airslash they have completely crippled one of their best pokemon for fun and it is now easily beatable by a slew of extremely common mons AND any form of passive damage. ever. thus, if your opponent has airslash yard, it is not scary at all since it lacks a core option and you at worst get cheesed by airslash on kommo and then claim their mega slot or, (because most yard cores make very good use of its sun w/ bolt and tusk at a minimum) you now freely prevent those other pokes from reaching their intended potential over the course of the game because yard is easily snipeable
 
exactly, like i agree that air slash yard is dumb and bad, but half of all yards are running it, so you're kind of obligated to prepare for it. it's like how you had to factor in mega banette back when every shitter and their grandma was running it—even though it was bad, you had to at least keep in mind that it was going to be there
you beat mega banette by switching in a normal type or by clicking wisp/toxic. it was not some all-consuming teambuilding godking that devoured unprepared teams whole, it was dogshit because it could click 3 buttons and HOPEFULLY die. yard is actually top4 without airslash, so making the equivalence to one of the worst mons in ndou history is just misunderstanding what makes a pokemon threatening versus just having a really shitty team
 
its to say that if ur opponent is running airslash they have completely crippled one of their best pokemon for fun and it is now easily beatable by a slew of extremely common mons AND any form of passive damage. ever. thus, if your opponent has airslash yard, it is not scary at all since it lacks a core option and you at worst get cheesed by airslash on kommo and then claim their mega slot or, (because most yard cores make very good use of its sun w/ bolt and tusk at a minimum) you now freely prevent those other pokes from reaching their intended potential over the course of the game because yard is easily snipeable
So, you brought Kommo-o as a check to take advantage of Mega Charizard Y. Cool. It cheeses you with Air Slash, now what?

In the teambuilder, now we're going back to the other checks already, so why run Kommo-o to check it in the first place? Throw a Toxapex and put up Tspikes, SpDef Moltres is a consistent check, gamble with Mega Tyranitar instead of gambling with Kommo-o, because Mega Tyranitar turns off the Sun and lets you get Rocks or Pursuit trap the bastard.

No, most Pokemon do not just snipe it without Scorching Sands, because Scorching Sands completes its coverage of Weather/Solar from killing 90% of Pokemon to killing 90% of Pokemon + 2HKOing Raging Bolt, burn chance on Mega Tyranitar and killing Heatran. Those Pokemon are the main stopgap checks to it, so that is the much better move over Air Slash, but saying "Well they ran Air Slash now they're cooked" is just wrong unless you build your team with the idea that if Kommo-o gets sniped by Air Slash you have other checks.

So why not just run the other checks. That are better. On Average. If Kommo-o did more in general, I'd see the point, but these other Pokemon do a lot more stuff and also put up Rocks but also have other utility. Mega Tyranitar can click Knock Off, Toxapex has Toxic / Toxic Spikes / Knock Off / Haze /whatever the hell you want, SpDef Moltres can be a pivot or Defogger or just try to catch people with Flame Body, can also run Toxic if you'd like, etc.

And to be clear, I know the counter-argument here is "Well it has synergy with those other-" no it really doesn't. Mega Tyranitar nullifies Kommo-o's Lefties if you're running Bulletproof, which you should since with Overcoat Weather Ball is still 3HKOing your ass, I'd say that's fairly anti-synergy especially if you're using Roar (which realistically means you're taking a hit too) and Toxic stalling. Toxapex being a potential Hazer + having its own hazard (which is more unique and generally harder to run) makes Roar Kommo-o not really seem that appealing to me. Heatran, sure, but also why not Heatran + Mega Tyranitar, or Heatran + Toxapex, which are good. Similarly, SpDef Toxic Moltres already checks most of the Physical Pokemon and can include stuff like Volcarona, which people are pairing with Mega Tyranitar a decent bit (SpDef or PhysDef).

Roar and Toxic is okay utility, but it isn't to the level of Knock IMO and the fact that it's a bigger gamble makes me not see the point of running it, at least on ladder. Kommo-o is probably a good Pokemon for this role probably in a tour match (wanna make this clear, I am arguing from the POV of ladder shitter) where you can be 90% certain they aren't going to be running Air Slash, but if that isn't the case then I don't see why you'd run this on ladder.
 
I think this might be the wrong place for this, but I'm not sure which would be the correct one, so eh.

I'd like to question a specific sample team.

At first glance, it looks to me like a cool team, one I'd like to use. And thus, I did, and noticed a few problems. Most of those problems are probably my fault, to be honest, but one of them sticks out like a sore thumb: Mega Zard Y.

That mons outspeeds and gets near OHKOs (or full OHKOs in some cases) on the vast majority of this team. That wouldn't be too big of a problem if it wasn't for how much the team struggles to threaten it offensively. There isn't a single mon in the entire team that beats it one-on-one. This means that facing Zard Y almost requires you to have SR up all the time. If it ever gets in safely, it's getting a KO. Worse, without the rocks chip, you can't even pressure it offensively with your scarfer - Hamurott does at most 75% to it under Sun.

And this team is completely hopeless at checking it defensively. There isn't one mon that doesn't, at least, get 2HKO'd by it.

Considering Zard-Y is a very prominent threat in the tier, I don't think it's appropriate for a team that struggles so much in dealing with it to be a sample.
 
So why not just run the other checks. That are better. On Average. If Kommo-o did more in general, I'd see the point, but these other Pokemon do a lot more stuff and also put up Rocks but also have other utility. Mega Tyranitar can click Knock Off, Toxapex has Toxic / Toxic Spikes / Knock Off / Haze /whatever the hell you want, SpDef Moltres can be a pivot or Defogger or just try to catch people with Flame Body, can also run Toxic if you'd like, etc.
kommo-o has a niche due to typing and ability. useful typing allows it to check threats like chardy, kingambit, victini, and woger. the dark resistance is especially useful as kingambit is sometimes found in conjunction with chardy, and u pretty much check both in one slot. the role compression is great, and u can even wall gholdengos that arent running z or mir due to ability. basically, u can run whichever checks u want for ur team, but kommo-os typing allows it to answer other threatening pokemon that ur other chardy checks may not do well against.
 
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On the same line as kommo o, I would suggest araquanid as a zardy check. Sure, the lack of recovery (except for rest talk) means you wont be eating hits endlessly, but you have room to take a few hits and strike back hard. If you run an hdb araquanid for this purpose, you will find you have quite a potent special wall with the ability to hit back very hard. AV is also an option.

The interesting part I find is that zardy loses the 1v1 against even the standard custap webs endure araquanid, even with air slash. Having webs, a burn absorber and a check to zardy, ival and many other special attackers in a single slot is pretty good.

The worst part about it is its matchup vs rbolt, mttar, mega diancie, tapu koko (you still threaten the latter two with a custap liquidation).
 
so since this topic has been going on for a while and people seem to be complaining about the mon a lot, here's my personal guide on

how to beat mega charizard y
  • :landorus-therian:the absolute absolute absolute best thing you can do against yard is stealth rocks. keep them up. use them. remember, yard can't hold boots, so it desperately needs hazard control if it wants to come in more than one time; a well-built yard team will have at least two forms of hazard control. to address this, cover these mons in the following order of importance:
    1. :great tusk: this will be on virtually every competent team with a mega charizard y on it, so it's absolutely mandatory to have at least one answer to it, ideally more
    2. :hatterene: pretty niche, but if she shows up and you don't have a good way to address her early in the game, you have very little hope of setting rocks
    3. :landorus-therian: just an all-around fantastic and dependable mon that you should be covering already. often runs defog when paired with yard
    4. :iron treads: fairly common as a secondary spinner (sometimes even a primary) because of its great matchup against some of yard's best answers, in particular raging bolt
    5. :terapagos-terastal: another jack-of-all-playstyles mon that you should almost always have something in the back for
    6. everything else. there's plenty of other hazard removal that gets run alongside yard, but it can generally be dispatched by teams that match up well into the above guys if you play properly and apply the right kinds of pressure
  • :moltres: spdef moltres tanks weather ball and focus blast like nobody's business, is immune to scorching sands, and might as well be immune to solar beam. air slash isn't a worry either because it does the same as weather ball (not very effective 150-power stab is the same as regular effective 75-power stab, barring maybe a one- or two-hp difference because of rounding and whatnot—this is concrete proof that yard doesn't need air slash, seriously folks just run better coverage). the only way yard can come out on top in this matchup is by either running ancientpower (don't do this) or not clicking mega and having sand up so it can use rock weather ball
  • :raging bolt: with some hp investment, bolt can switch in on anything except scorching sands; with an assault vest, it can switch in on sands too. thunderclap is the bane of yard's existence if it's not running roost, but the priority isn't strictly necessary because a lot of the time bolt can just tank a hit and kill. drought works against yard quite a bit in this matchup
  • :dragonite: multiscale lets dragonite shrug off yard's strongest hits, set up a ddance, and 2-shot with +1 ice spinner. if you're packing roost, you have the potential to stall out the sun turns and set up multiple dragon dances
  • :zamazenta: probably the best offensive answer to yard that we have. even though the main thing it does on this matchup is revenging with stone edge, it can tank a hit in an emergency—if it's healthy, even weather ball (or shitass air slash) doesn't ohko
  • :toxapex: the classic "the pex" set can switch into a scorching sands, tank a second one, and click toxic. you do have to switch out after this, but putting a mon with limited switch-in opportunities on a toxic timer is significant progress even if that's all pex does. if you get the pex in safely through slow pivoting or something, you can 1v1 yard by just clicking toxic and spamming recover
  • :pelipper: setting rain fucks up half of yard's moveset. if you catch it while it's clicking solarbeam you force it into a charging turn and you can kill it right then and there, so the simple presence of pelipper in the back can deter yard from clicking the move. just keep in mind that pelipper's special defense is made of papier-mache and the dreams of children, both of which are easily broken, so even a resisted non-stab weather ball will chunk it, and if you're on ladder you have to watch out for people running air slash. but even if pelipper takes significant damage, gimping solar beam and changing weather ball's type expands your pool of switch-ins significantly
  • :tyranitar::tyranitar-mega::hippowdon: sand setters fuck up the same half of yard's moveset that pelipper does while also not giving weather ball an extra 1.5x boost, which seriously cuts into its damage output. like pelipper, the tyranitars' presence can be a deterrent to clicking solar beam because they get a free stone edge kill if it does. the tyranitars are very scary to a lot of yard sets because of their supereffective stab and pursuit-trapping capability, but they drop like flies to focus blast if it hits, so either scout focus blast properly or sink a ton of investment into spdef. hippowdon is a fat fuck and can just bulk through anything yard does and click rocks
  • :diancie-mega: another offensive answer that can in a pinch switch into a non-solarbeam hit pre-mega. bonus points for outspeeding and killing tusk and seriously threatening bolt—under ideal conditions, mega diancie can 1v3 the entire gangsta's paradox core
  • :chansey::blissey: if you still want to play stall in natdex for some reason, these (and pex) are gonna be your premier yard answers. they blank anything that yard throws at them and can set rocks on the switch to limit its future opportunities to come in. these blobs are some of the most consistently effective things against yard that we have available, but they're very limited by the playstyle they're pigeonholed into
  • :latias-mega::latios-mega: they might be a little on the niche side, but these may very well be the hardest yard counters we have. they've got the typing and bulk to tank all of yard's good options, they outspeed it, they have recovery, they get calm mind if you want to set up, they kill pretty easily, they're great into tusk and can slot in draco if you want to beat bolt too, etc etc etc. there's very little that yard or the gangsta's paradox core as a whole can do against one of these two if it's built right
in conclusion, even though yard and its two best friends can be kind of centralizing, there are definitely enough good things in the tier that can handily beat it right now. this list isn't the be-all and end-all of yard counterplay either—there are other revenge-killing options like tapu koko and to a lesser extent rockpon, situational or temporary answers like balloon heatran against non-fblast, running your own yard and praying to win speed ties, and a bunch of obscure stuff like kommo-o, araquanid, mega altaria, salamence if you're a madlad, and so on and so on. hopefully this gives a better idea to those who are struggling against mega charizard y of how to address it
 
Hello, I have a question: what makes Urshifu-S never worried by a tiering action in Nat Dex (even with Téra) while he was quickbanned in OU? What are the counters and checks that are not in OU?
Well, let's look at both metas. Back when tera was still around, a big majority of defense mons were running defense dragon for stuff like yard which just so happened to help with shifu too. In general, mons like mola and pex are also big Urshifu-S counters, but in reg ou, pex isnt that strong since it lost toxic and scald and mola does not have toxic, therefore they arent able to just out a timer on Urshifu-S or ruin it with a scald burn. The kanto birds are also way more prevelant here, and while yes, Urshifu's tera water surging strikes hit like a truck, it would still suck big time if your Urshifu-S procced static or flame blody.Kyurem is also big, as with tera, kyurem would take a cc and ko back with freeze dry. Iron Val has actual e-terrain in here, so it can come in multiple times during a game and get the +1 speed from qd. If you surging strikes while your opp into ferro, you just lost half of your hp while taking like 10% of ferro's hp in return. Urshifu is strong, there's no doubt, but its very managable
 
Hello, I have a question: what makes Urshifu-S never worried by a tiering action in Nat Dex (even with Téra) while he was quickbanned in OU? What are the counters and checks that are not in OU?
  • contact punishing is way more common here—ferrothorn exists, garchomp is still good, volcarona still exists to run flame body, and of course we have vanilla ou's stuff like zapdos, moltres, and helmet corv. ferro in particular switches into surging strikes like a champ and nearly ohkos back if it's carrying helmet
  • toxpaex walls both of shifu's (i'm not using the suffix because it should be obvious which one we're talking about) stabs and is way, way better in natdex because it didn't lose scald, so it's on a lot more teams
  • archaludon is still around. it gets +3 defense from surging strikes, and even though surging strikes itself ignores this +3, the move just kinda doesn't do anything against arch
  • there are more strong mons that hit shifu supereffectively, like the tapus, mega diancie, and kartana, which makes it harder to come in
  • mega lopunny's existence increases the likelihood that the average team will be prepped for a fast fighting-type with priority and a three-hit move
  • opposing weather can disrupt the rain structures that shifu often finds itself on. unlike vanilla ou, we have actually good setters for sun and sand
  • it's just too slow. a two-digit base speed means shifu has to either run scarf or trailblaze to beat more offensive structures, and both of those come with their own drawbacks—scarf locks you into a move, trailblaze makes it harder to fit coverage
so basically what it boils down to is that shifu has a lot of stuff working against it here that it doesn't have to deal with in vanilla ou
I know it’s a joke, but Charizard Y is actually a decent answer to opposing Charizard Y. They have to run Air Slash and sometimes even Ancient Power to win decisively.
they don't have to run air slash. a resisted weather ball does the same as a neutral air slash without the miss chance. and it follows that a neutral weather ball does the same as a supereffective air slash. the only scenarios where air slash would be needed are when weather ball is compromised for some reason (such as bulletproof or opposing weather), or when a fire immunity/double resist is in play, or when something resists fire but is weak to flying. even in most of these scenarios, yard can either get by with other coverage or doesn't want to stay in anyway. do not run air slash on mega charizard y
 
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>they have to run air slash

i shall cast this world into flames and bring naught but ruin upon it
I, being the evil monster that I am, will not stop running Air Slash Charizard! I will flinch your Moltres's and OHKO your Kommo-os and NO ONE CAN STOP ME!

And before you complain or "Haha" react my post! All I have to say is...


rouxls-kaard.gif
 
Anyways, let's switch the topic to something else. :roaring-moon: Roaring Moon.

I feel like we are due for a suspect test on this guy, to me it doesn't seem too overwhelming due to its typing creating many exploitable weaknesses. Seriously, being a U-Turn weak sweeper is just such a bad quality to have, and being quad weak to Fairy also doesn't help it. I have a feeling that it'll have a bit of trouble actually setting up. I can see Z sets being the most prevalent, but Choice Band under Sun support might also be a popular option because we have Charizard Y to set Sun and dish out huge damage, its a perfect partner for Roaring Moon. I don't know how choiced sets will fare in practice, but my guess is that they will have to get too many turns correct to be threatening. Clicking U-Turn a bunch of times makes you very prone to Zapdos and Moltres' status effects, and while Knock Off or Outrage can be powerful, they aren't necessarily moves you want to lock into often. Outrage lets you get revenge killed by pretty much any Fairy Type in the game due to your quad weakness, and Knock Off has a good amount of switch-ins that are very common in the format (ex. Tyranitar, Valiant, Koko, the latter isn't the best but it can work in an emergency or if you are running Z). While taking an item with Knock Off is nice, it isn't the greatest option in the long term as it suffers from a huge damage drop off. If the target can find a way to heal off the damage you dealt, they can potentially switch in much more easily on a Knock Off. Against more offensive teams, choiced Moon can be dangerous, but against defensive ones I can see it struggling a bit.

I think Z sets are where the money is at. Z Outrage is already a very popular choice for stuff like Dragonite or Garchomp, it's a powerful one time attack that can eliminate pretty much anything that doesn't resist it if the user has an attack boost. Roaring Moon seems like a great user of this, it's fast, strong, and has access to Dragon Dance. However, Roaring Moon is extremely prone to U-Turn and priority like Fake Out, which makes trying to set up a bit difficult. Stuff like Landorus can switch into you to lower your Attack then just U-Turn for a good 50% or so. It'll take a good amount of effort to position Roaring Moon for a sweep, otherwise you are vulnerable to Thunder Wave, Toxic, U-Turn, Moonblast, etc.

Well, perhaps I'm wrong and Roaring Moon turns out to be some unstoppable beast that eradicates everything in its path. I think that on paper, Moon seems extremely destructive, but in practice its poor defensive typing and middling physical bulk might hold it down.
 
0 Atk Orthworm Heavy Slam (40 BP) vs. 56 HP / 0 Def Kyurem: 84-102 (20.7 - 25.1%) -- 0.1% chance to 4HKO
you know you... Body Press the kyurem, right?


Anyways Some more ragebait I think All spinners have an optiion to get put of gholdengo, EP, HLR, EQ etc. so I thought it's e time to run another spinblocker. You know me it'll be yet again a RU mon, but this time it's one known to be bulky and Effective in what it does. I named:
Galarsola!
Now why would I use another KGB + Ttar -weak mon as a spinblocker? Because this fella here owns KGB and Ttar.
252+ Atk Kingambit Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Corsola-Galar: 174-206 (53.7 - 63.5%) -- guaranteed 2HKO after Grassy Terrain recovery
It does not reach 2/3 of your life so you do live the next one by Will-o ing, and then you Strength sap back to full. Galarsola sets rocks in the face of Gtusk and Strength saps it to heal for fre, 16 PP guys. it goes Night shade not to be too passive, so even tho it does not 1v1 Spinner #2 of the tier Terapagos, imo it still has a good Efficiency as a spinblocker. Galar sola is also Absolutely goated as a zama check, strength sap letting it not fear crunch drops as much. night shade is guaranteed to break sub, too. it also does not fear any shenaniga, buzzwole can throw at it except max hp sub bu darkest lariat. so you're safe.
 
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