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Counter that OU Pokemon! **DON'T REPEAT SETS!!!!**

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Firstly, substitute or taunt? Without taunt skarmory is a ridiculously hard counter, with it... not so much. Although since i'm using this it doesn't really matter.

Zapdos@leftovers
Nature:Modest
252 Spatk 252 Speed 4 Hp
-Thunderbolt
-Roost
-Hidden power ice
-Heat Wave

With all of that special attack investment plus a STAB SE thunderbolt, zapdos easily Ohkos tornadus. If it's taken too much damage, it can roost in tornadus's face before finishing it off easily.
 
To counter Zapdos:
Lanturn@Leftovers
Volt Absorb Ability
Calm nature
252hp / 252sp def / 4sp at
Scald / Discharge / Aqua Ring / Ice Beam (or HP ice if no Ice Beam)

Lanturn resists Fire and Ice (not to mention an Electric immunity) so easily makes a good counter. Scald over Surf for the burn chance in case Zappy Roosts. Discharge on the other hand can be replaced by Thunderbolt.
 
Firstly, substitute or taunt? Without taunt skarmory is a ridiculously hard counter, with it... not so much. Although since i'm using this it doesn't really matter.

Zapdos@leftovers
Nature:Modest
252 Spatk 252 Speed 4 Hp
-Thunderbolt
-Roost
-Hidden power ice
-Heat Wave

With all of that special attack investment plus a STAB SE thunderbolt, zapdos easily Ohkos tornadus. If it's taken too much damage, it can roost in tornadus's face before finishing it off easily.

Not a good counter, imo.

If Tornadus bulks up on switch,

Detailed Result:
252 +1 Atk Flying Gem Tornadus Acrobatics vs 4 HP/0 Def Zapdos: 65.84% - 77.33%
Entry hazards damage: 80
After entry hazards: 292 - 329 (90.68% - 102.17%)
25% chance to OHKO

If switches in on a acrobatics,

252 Atk Tornadus Acrobatics vs 4 HP/0 Def Zapdos:
After entry hazards: 221 - 247 (68.63% - 76.71%) (with flight gem)
and then: (29.19% - 34.47%)

total of: (97.82% - 111.18)
84% chance to OHKO

With stealth rock, almost always, ZAPDOS LOSES
 
At the Lanturn:

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Ludicolo @ Life Orb
Swift Swim
Timid
4 HP / 252 SpAtk / 252 Spe
-Hydro Pump
-Giga Drain
-Ice Beam
-Rain Dance

That Lanturn's strongest attack is Ice Beam which does a mere 17.9% - 21.2% or 54-64 damage out of Ludi's 302 HP. Giga Drain does 46.7% - 55.5% or 212-252 in return, easily healing back life orb recoil and potential scald burn damage. Ludi can set up a rain dance on Lanturn's switch out and prepare to blast something with a double STAB Hydro Pump. I chose Ice Beam as a coverage option over Focus Blast to deter some dragons, but a DD Kingdra would be a huge problem.

After Rain Dance, Ludicolo is faster than everything except scarfers who have base 110 speed or higher. However, getting nailed by a surprise fast scarfer lets you know their item at least. And for scarfed base 110s in particular, if they are faster than you then you can rule out the possibility that they have certain hidden powers (HP fire Latios...what a dick...) because those HPs require reducing the speed IV from 31 to 30

Getting paralysed by discharge ruins Ludicolo to a certain extent, but he's still a team player. Paralyze won't stop him from killing Lanturn, and he can set up Rain Dance for his teammates
 
Ludicolo @ Life Orb
Swift Swim
Timid
4 HP / 252 SpAtk / 252 Spe
-Hydro Pump
-Giga Drain
-Ice Beam
-Rain Dance

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Gyarados - Chesto Berry
Intimidate - Impish
248 HP 4 Atk 100 Def 156 SpD
Dragon Dance
Rest
Aqua Tail
Bounce

The only way a Poké like Ludicolo could threaten Gyarados is multiple consecutive critical hits with Hydro Pump in the rain. Past that, Gyarados is free to set up to impressive Speed and Attack stats without investment. 1 Dragon Dance puts Gyarados at 430 Attack and 297 Speed. I put 4 on Attack so Gyarados always gets the one hit kill with unboosted Bounce
 
Rotom-C @ Leftovers
252 SpAtk/252 Spe/4 HP
Timid / Levitate

Thunderbolt
Leaf Storm
Will-o-wisp
HP Ice

Neutral +1 Bounce won't 1hko, while Thunderbolt cleanly KO's.
 
Rotom-C @ Leftovers
252 SpAtk/252 Spe/4 HP
Timid / Levitate

Thunderbolt
Leaf Storm
Will-o-wisp
HP Ice

Neutral +1 Bounce won't 1hko, while Thunderbolt cleanly KO's.
+1 4Atk= Gyarados vs 4/0= Rotom -C: 64,7-77,2%. Add in SR, and you'll on average be on 24% health.. That's pretty crippled imo.
 
Rotom-C @ Leftovers
252 SpAtk/252 Spe/4 HP
Timid / Levitate

Thunderbolt
Leaf Storm
Will-o-wisp
HP Ice

Neutral +1 Bounce won't 1hko, while Thunderbolt cleanly KO's.

Rotom-H @ Choice Specs
4 HP / 252 SpA / 252 Spe (dang)
Timid / Levitate
- Volt Switch
- Overheat
- HP Ice
- Trick

Can switch in to any moves thrown by its brother Rotom-C. HP Ice is for Ground types thinking they coming in to Choiced Volt Switch. I found Specs is better, since tricking sweeper a Scarf gives me a GG most of the time and Specs Overheat KILLS a lot.
 
Rotom-H @ Choice Specs
4 HP / 252 SpA / 252 Spe (dang)
Timid / Levitate
- Volt Switch
- Overheat
- HP Ice
- Trick

Can switch in to any moves thrown by its brother Rotom-C. HP Ice is for Ground types thinking they coming in to Choiced Volt Switch. I found Specs is better, since tricking sweeper a Scarf gives me a GG most of the time and Specs Overheat KILLS a lot.

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Gastrodon @Choice Specs
Storm Drain
Modest - 240HP /252 Sp. Atk /16 Sp. Def
-Surf
-Earth Power
-Ice Beam
-Recover

Specs Gastrodon stops this Rotom-H cold. Obviously, Gastrodon is immune to both Volt Switch and Trick (as both are holding Specs), while it takes 26.95 - 31.91% from Hidden Power [Ice], which isn't a great deal, especially if Gastrodon has an opportunity to Recover at a later point in the match. Finally, Overheat does 40.19 - 47.52% damage, which may initially seem like a lot, but after the -2 special attack drop it'll only do 20.09 - 23.88%. This means that Gastrodon can never be 2HKO'd, meaning it will be able to repeatedly switch into Rotom-H, and just recover when necessary (though you do have to watch out being locked into it; the Smogon analysis recommends either Hidden Power [Grass] or Recover in this slot, so you can change that if desired. However, I just wanted to give Gastrodon a bit more staying power).

...And then Rotom-H dies to Specs Surf. Calculation not necessary ;)
 
The above gastrodon is interesting simply because if it doesn't recover it's at 28% min after spikes and two overheat min rolls. But because of the specs being locked into recover means it never wins(I guess if you say Rotom-H isn't allowed to switch out it will struggle itself to death). To be clear, not making a call out, just an observation. Anyway my counter:

Celebi@Leftovers
Calm(+SpD -Att)
200 HP/180 SpD/120 SpA

~Giga Drain
~Thunder Wave
~Psychic
~Earth Power

Comes in and takes a max 61.8% from Ice beam, so with spikes 73%. Giga Drain is a OHKO guarantee meaning celebi gets a huge chunk of it's HP back turn 2. Crits and freeze are the only ruiners but not factored in as that's not really what this about.

Outside of countering Gastrodon, Twave for team support, psychic for stab and EP for coverage.
 
Escavalier @Choice Band
Adamant | 252 HP/252 Atk/4 Spe
~Megahorn
~Iron Head
~Return
~Pursuit

Doesn't mind TWave, can take Earth Power, resists the rest of that Celebi's moves. Can trap with Pursuit, or just use the free turn to spam a CB STAB move. Return is just because Escavalier has nothing else.
 
Heatran @ Air Balloon
Timid nature
4 HP / 252 SpA / 252 Spe
- Fire Blast
- Earth Power
- Hidden Power Ice
- Stealth Rock

Takes almost no damage from any of Escavalier's attacks and threatens with an OHKO from Fire Blast
 
swampert @ mental herb
careful
252 hp/252 sdef
rest
curse
waterfall
toxic

walls heatran all day. curse to turn it into set up fodder and rest to rest off any fire blast burns

edit: that doesnt beat mental herb swampert
 
Here is another creation made by Farawaysoul and I. Like the PressureStall Mewtwo set I posted, this requires residual damage such as Toxic Spikes/Spikes/Stealth Rock to work to the maximum of its potential.

The Indestructible Wall (Barring crits)

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Deoxys-D @Leftovers
Nature: Calm
Ability: Pressure
EVs: 252 HP 160 Def 56 SpD 40 Spe
-Taunt
-Recover
-Agility
-Cosmic Power
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The first thing you might say is, "What!?" and burst out laughing. "It doesn't even have any attacking moves! If it's Taunted, that's the end of it!" However, I have a very good reason for it, and I'll tell it to you upfront; Agility and Taunt. Agility will boost the speed of this pokemon to a sky-high rate of 506, or just enough to outrun a +speed Deoxys-e! In other words, once you Agility, not even Aerodactyl can come in and Taunt you. Now, Deoxys Defense is the Taunter.

With Taunt, Deoxys Defense Form is near invincible against other Taunters and status users that threatened it before. Deo-D can even Taunt RestTalkers which hinder the Toxic stalling from the Spikes, and instead will force them to go without recovery. Even Blissey cannot Aromatherapy and heal status. As you can see, Taunt depends heavily on Agility. However, once you pull off an Agility, the fun begins.

You should now proceed to either Taunting the foe if you are afraid of Taunt or a boosting move such as DD that can ruin your next step. If you suspect the foe has no moves like these that can cause you harm, proceed to the next step: Cosmic Power. This is a move that will add +1 to both your defenses, making Deo-D an almost impenetrable wall except by critical hits. With the given EVs, a Life Orbed +Atk Scizor will deal 52% maximum to Deo-D with U-Turn (even less with X-Scissor), just outside the kill range of Leftovers. Another advantage given by Agility, I forgot to mention, is that you will get to Recover before the opponent's attack, meaning your stalling capabilities will skyrocket now that you outspeed the attacker.

Example
Deo-D used Cosmic Power!
Deo-D's defense rose!
Deo-D's special defense rose!
Darmanitan used U-Turn!
Deo-D lost 32% of it's health!
Scizor switched into Deoxys Attack Form!
Scizor was hurt by the Life Orb.

Deo-D used Recover!
Deo-D regained 50% of it's health.
Gengar used Shadow Ball!
Deo-D lost 45% of it's health! (Max damage again)
Deoxys Attack Form was hurt by the Life Orb.

Deo-D used Recover!
Deo-D regained 50% of it's health...

This continues until the attacker gets a critical hit or the PP is Pressured out completely. Toxic damage will also kill them off. In this case, Shadow Ball could possibly lower the defense if used repeatedly. For this reason, it is wise to use Cosmic Power as often as possible. As you can see, though, you slowly regain health throughout the game by Leftovers added to the total health Recovered minus the damage done. When you feel you have enough health left to take a hit and be fine, use Cosmic Power again, and repeat the process. If something pops up that could hurt you, immediately do something about it, but don't get too hotheaded. Just let information come into your brain, analyze what you see on the screen, and you can deal with it. Deal with it quickly, but accurately. Take time to think over your next move, but don't drag it out over two unless you see a way to get out of it. When you have a chance, immediately Cosmic Power unless you see something that would kill you off in the next hit, or a Status/Taunt user. Chances are, you will pull it off and become invincible and indestructible except by Critical Hits.

Critical Hits
Once you get about two Cosmic Powers, you absolutely cannot be taken out by ordinary means of offense other than Chance. Critical hits will be devastating to the user, but only if they are:

A) Boosted by STAB or Choice Items, and very powerful
Example: Dragonite Life Orb Outrage
B) Boosted by STAB or Choice items, and Super Effective
Example: Scizor's Life Orb Bug Bite
C) Coming off of monstrous special attack and Super Effective
Example: Gengar's Shadow Ball

In these cases especially, Deoxys-D will faint. However, this would be devastating to any ordinary staller also, so I suppose there is nothing that is terrible about these situations, nor unique to this set. It all depends on chance here: That is the primary enemy.

Ways to take this set down
A) Attack before it sets up enough to threaten it out or 2HKO it. Attack with a incredibly powerful move boosted by STAB before it sets up
Example: Politoed Hydro Pump
B) Attack with a remotely powerful move boosted by STAB that it super effective before it sets up
Example: Tyranitar's Crunch
C) Attack with a remotely powerful move that is super effective coming off of monstrous attack/special attack before it sets up
Example: Gengar's Shadow Ball
D) Attack with a high critical hit ratio move after it sets up and pray
Example: Scizor's Bug Bite
E) Bewilder it with repeated hits from U-Turn after it sets up and switch into a pokemon with high attack power that can finish off the weakened Deo-D and posesses Taunt, thus threatening it with either a KO or a Taunt
Example: Scizor's U-Turn coupled with Tyranitar's Taunt/Crunch
F) Keep attacking in hopes of getting a Critical hit after it sets up. This is very rare, and not recommended unless it is a last resort. In addition, you will also need a move from the above section labeled "Critical Hits"
Example: Any move from the above list

EV's
There are several different ways to EV Deoxys-D, but I have listed the most obvious. Speed is there to outrun +Spe Ninjask, while the Special Defense is designed for a Modest, Life Orbed Gengar Shadow Ball dealing less than 50% in one blow. Max HP is for obvious reasons.

Countering Swampert
Swampert cannot hope to break through this Deoxys. Taunt prevents it from Cursing, and Waterfall does pitiful damage. With Toxic Spikes support, Swampert will be blown to pieces. Even without Toxic Spikes, Deoxys comfortably outstalls Swampert's Waterfalls and prevents it from doing anything else thanks to Taunt. Swamp expert? More like Swamp Noob.

I'm not sure why this Swampert feels the need to run Mental Herb, but change Leftovers to Lum Berry and you will win anyway.

This is all on Deo-D's PressureStall+Toxistall set. If you want more information, or something is unclear, or you have found a flaw in it, please comment here and I will review it and change it. Thank you for your support!
 
Ninjask @ Leftovers
Nature: Adamant
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- X-Scissor
- Protect
- Baton Pass

Simple concept here. Speed Boost will ensure that you're faster than Deoxys-D eventually (and you outspeed it at +1 if Deo is at +2). From there start using Swords Dance which will outrun Cosmic Power's boosts. Baton Pass because Ninjask's amazing at this.
 
Heatran @ Air Balloon
Timid nature
4 HP / 252 SpA / 252 Spe
- Flamethrower
- Earth Power
- Hidden Power Ice
- Stealth Rock

Takes almost no damage from X-Scissor and threatens with an OHKO from Flamethrower

PS Toxic Xatu is a better counter for Deoxys D
 
Locking this thread. While I would normally be upset at the above few users for their non-constructive posts, there have been other counters that have been legitimately posted in this thread that, quite frankly, have worse quality and poorer explanations. Unbelievable. I'll discuss re-opening this thread with the topic creator (Jimer0) and the DST moderators after some reassessment of what this project's goals are and how it operates. Thank you for your understanding.

Ogl0r.gif
 
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