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Counter that Pokemon - Mk IV [FINAL MATCH - Team 1 won!]

That's too bad, because my vote last round would have broken that tie-breaker. I've been private messaging you. I'll do it right now.

EDIT: Wow, none of my votes sent since I voted for bulky Gyarados in Team 2, Pokemon 1. I've voted every round and in one case broke a tie, and my outbox didn't register any sent messages except for the one. I figured out what went wrong for future votes, but man--that sucks HARD. My poor Cobalion =(
 
Hum well, it is too late now for me to do anything about the Jirachi vote sorry. If any of you don't see your name in the images just post your vote so that I include it. The screenshots are there to show you guys what I counted in the tally (since otherwise nothing says I didn't just draw the numbers from thin air) so if you don't see yours there I didn't count it.
 
I figured the first time that maybe I was just outside the screenshot, since I counted up the votes and found that what I saw in the screenshot was one vote shy of the total. Perhaps that was your vote, and I was assuming it could have been mine. Ah, well. It's fine, at least I know going forward what went wrong.
 
Yep, that shy vote was one TGMD made before the vote actually started here. (Sorry, I should have probably linked the post in my little comment next to the tally)
 
I'd like to proprose Agility Thundurus-T.
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Thundurus-T @ Life Orb
Trait: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Agility
- Thunderbolt / Thunder
- Hidden Power [Ice]
- Focus Blast

This Thundy-T has a move that hits one Pokemon on the other team for 4x damage and one for a STAB boosted 2x damage. What's better? It has a 145 Base Spa, which makes any unresisted move hit like a truck. It's faster than every single Pokemon on the team without an agility boost, bar Landorus which it Speed ties. (Let me know if Modest is more favorable to you guys) It can come into Jirachi's Thunder and threaten it back with it's own Tbolt/Thunder, as it has a Sp Def drop due to it's nature. After one Agility, it can outspeed all OU Pokemon bar +2 Jolly Terrakion, allowing it to be a fantastic late-game sweeper. It also has fantastic synergy with Rotom-W, having one same STAB move and somewhat similar checks and counters.
 
Let's recap current team matchup. Zapdos destroys team 1. Rotom-W destroys team one. Terrakion does nothing. O.K., so what should we do? I think we should get a new huge threat to send team 1 rearing. What is truly uncounterable? Kakuna. But also hydreigon.

Hydreigon @ Life Orb
Ability: Levitate
Nature: Mild
EVs: 4 HP / 252 SpA / 252 Spe
- Draco Meteor
- Fire Blast
- Superpower
- Roost

I am surprised hydreigon hasn't been picked yet lol. When you think of uncounterable in OU hydreigon is usually the first thing to come to mind. I would often use crunch over roost for SpD jellicent and celebi, but the latter is taken care of by bug moves and the former can be worn down with volt switch. Hydreigon gets an easy switch in against slowbro, and doesn't really mind jirachi, who it can KO with fire blast. Landorus can't switch in at all but it does outspeed and zapdos can come in on the focus blast an roost off the damage. Hydreigon will probably cause team one to pick a Specially defensive hippowdon, heatran, or jellicent. All are easy for rotom to come in on.
 
Choice Band Scizor

Stealing MeleeMewtwo's format.

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Scizor @ Choice Band
Trait: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Quick Attack Pursuit (Subject to change)

What does this set do? Scizor has always been one of the top threats in the OU metagame, creating a solid Volt-Turn core with the last pick of Team 2, Rotom-W. As mentioned by MM, Scizor can deal with all the things that the washing machine can't (Blobs, non 4x weak to Ice Dragon-types, bulky Grass-types that do not fear Signal Beam, etc). This set aims to deal a lot of damage to all Pokemons in Team 1 while keeping the momentum and giving advantage to Team 2. I chose Quick Attack over Pursuit because, since this is CtP, the opposing team will know our set and be prepared for it (e.g. running HP Fire on Latios), still, this a matter of discussion.

252Atk Choice Band Technician Scizor (+Atk) Bullet Punch vs 4HP/0Def Leftovers Landorus (Neutral): 55% - 65% (177 - 208 HP). Guaranteed 2HKO.

252Atk Choice Band Technician Scizor (+Atk) U-turn vs 252HP/252Def Leftovers Slowbro (+Def): 64% - 76% (254 - 302 HP). Guaranteed 2HKO.

252Atk Choice Band Technician Scizor (+Atk) U-turn vs 200HP/0Def Leftovers Jirachi (Neutral): 48% - 57% (189 - 223 HP). Guaranteed 3HKO. 13% chance to 2HKO with Leftovers.

156SpAtk Jirachi (Neutral) Thunder vs 248HP/0SpDef Scizor (Neutral): 35% - 41% (121 - 143 HP). Guaranteed 3HKO.

252SpAtk Life Orb Sheer Force Landorus (Neutral) Earth Power vs 248HP/0SpDef Scizor (Neutral): 79% - 93% (274 - 322 HP). Guaranteed 2HKO.

(70% accuracy on top of everything.)

252SpAtk Jirachi (Neutral) Hidden Power (Ground) vs 248HP/0SpDef Scizor (Neutral): 22% - 26% (77 - 91 HP). Guaranteed 5HKO.

(Scizor against some Dragons)

252Atk Choice Band Technician Scizor (+Atk) Bullet Punch vs 4HP/0Def Levitate Latios (Neutral): 64% - 75% (195 - 229 HP). Guaranteed 2HKO.

Nah, they are obvious.
 
I like CB Scizor however I still feel Pursuit is the stronger choice. We may not have much need for it at the moment but if we decide to not have it now the other team can take advantage of that seeing as it will be unlikely to justify one of the other Pursuit trappers should the need arise. (Weavile is SR weak and TTar's sand will annoy Zapdos and switching Rotom) Course, having Quick Attack to hit the likes of Keldeo is pretty cool, too.
 
InfernapePixelover2.png


Infernape@ Life Orb
Trait: Blaze
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Fire Blast
- Close Combat
- Grass Knot
- Hidden Power Ice

Welp... Infernape, guys. It may seem to always be overrated in the true metagame, but here? This thing just constantly rears its ugly monkey head. At this point in the game, it stands pretty much untouched by Team 1. Just take a look at the calculations:

Vs. Landorus
252 SpA Life Orb Infernape Hidden Power Ice vs. 0 HP / 4- SpD Landorus: 452-536 (141.69 - 168.02%) -- guaranteed OHKO

Death.

252 SpA Life Orb Infernape Fire Blast vs. 0 HP / 0- SpD Landorus: 292-344 (91.53 - 107.83%) -- 50% chance to OHKO

Which is a clean OHKO if Stealth Rock is on the field. Infernape outspeeds Landorus and cleanly destroys it.

Vs. Slowbro
252 SpA Life Orb Infernape Grass Knot (80 BP) vs. 252 HP / 0 SpD Slowbro: 234-278 (59.39 - 70.55%) -- guaranteed 2HKO

Slowbro cannot even try to switch in to wall Infernape except to play games with Regenerator, which means it can only try to scare it away after Infernape takes a life. But, even switching in on Fire Blast...

252 SpA Life Orb Infernape Fire Blast vs. 252 HP / 0 SpD Slowbro: 131-155 (33.24 - 39.34%) -- 16.02% chance to 3HKO

Still hurts, and forces Slowbro to switch out to heal or risk the KO from Grass Knot.

Vs. Jirachi
252 SpA Life Orb Infernape Fire Blast vs. 200 HP / 0- SpD Jirachi: 484-572 (123.78 - 146.29%) -- guaranteed OHKO

Lol.

Now, more important, Infernape doesn't fear Stealth Rock, and even though it does whittle away with Life Orb damage... who cares? The extra power is awesome, and it weakens Team 1 so much that it allows Zapdos, Rotom-W, and CB Terrakion to straight up clean up. On top of that, it's weaknesses (ground) are covered by immunity in Zapdos and Rotom-W, and water by Rotom-W.

Also, with the proposed moveset, it will be very difficult for Team 1 to try to counter it. All they can really do is pick something faster that can OHKO Infernape to scare it off... but that means that Infernape will have gotten a kill. It also puts a lot of pressure on Slowbro, doubling up with Terrakion, so to speak, against their strong defensive spot.

It deters picks that could otherwise stop Zapdos cold, as well.

It also will find plenty of opportunities to switch in with Zapdos and Rotom-W Volt Switching everywhere.

Welp, there it is.
 
Hydreigon gets an easy switch in against slowbro

Ugh, I don't like this. Imagine that Slowbro comes and takes a Close Combat from Terrakion (which is not a 2HKO), what would I do in that case? Well, obviously I have two primary options: go for T-wave or go for Scald. In my opinion, Thunder Wave seems better, paralyzing everything that can come in. Zadpos hates being paralyzed, the same goes for Rotom-W. Hydreigon is not an exception.

Scizor doesn't fear a T-wave. Yeah, I know that Slowbro is packing Flamthrower, but, seriously, you need to be very lucky when trying to use it against a Terrakion (it would be really dumb) hoping that Scizor is coming in when it could be a Zadpos that immediately threatens the entire team by using Volt Switch.

--------------

Talking about Scizor, what is better for you guys: Pursuit or Quick Attack? Thanks MM for your opinion, I'm gonna wait for more thoughts.
 
Ugh, I don't like this. Imagine that Slowbro comes and takes a Close Combat from Terrakion (which is not a 2HKO), what would I do in that case? Well, obviously I have two primary options: go for T-wave or go for Scald. In my opinion, Thunder Wave seems better, paralyzing everything that can come in. Zadpos hates being paralyzed, the same goes for Rotom-W. Hydreigon is not an exception.

Scizor doesn't fear a T-wave. Yeah, I know that Slowbro is packing Flamthrower, but, seriously, you need to be very lucky when trying to use it against a Terrakion (it would be really dumb) hoping that Scizor is coming in when it could be a Zadpos that immediately threatens the entire team by using Volt Switch.

--------------

Talking about Scizor, what is better for you guys: Pursuit or Quick Attack? Thanks MM for your opinion, I'm gonna wait for more thoughts.

Slowbro still poses a huge treat to Scizor since it can just Thunder Wave on the switch (no need to over-predict and use Flamethrower). Once it's paralyzed, Slowbro can then just Flamethrower and Scizor can no longer switch in on Slowbro. I'm not saying Scizor isn't a great choice, just pointing out that Slowbro is a problem for it.'

EDIT @below: Yeah totally. Scizor is definitely less fearful of T-wave, no question.
 
Slowbro still poses a huge treat to Scizor since it can just Thunder Wave on the switch (no need to over-predict and use Flamethrower). Once it's paralyzed, Slowbro can then just Flamethrower and Scizor can no longer switch in on Slowbro. I'm not saying Scizor isn't a great choice, just pointing out that Slowbro is a problem for it.

Yeah, I was aware of that. Should have pointed it. Anyways, I was saying that a paralyzed Scizor is not that bad, since it is very slow even without the status condition and can abuse priority. This isn't applied to Hydreigon.
 
Hydreigon @ Life Orb
Ability: Levitate
Nature: Mild
EVs: 4 HP / 252 SpA / 252 Spe
- Draco Meteor
- Fire Blast
- Superpower
- Roost

I'm not sure about Hydreigon's strength as a pick but aside from that, why the particular moveset? It looks like Roost can be improved upon, because good luck getting a chance to Roost with Hydreigon in a project called "Counter That Pokemon". It should just be coming in, dishing a hit, and moving back out or dying. The justification Melee Mewtwo used for Roost in the last CtP was Wobbuffet, but why not just use U-turn? U-turn keeps the momentum with a 3-mon VoltTurn core and gets Hydreigon out of trappers as well.
 
I'd like to mention that, since a Fire-Grass-Water Core is ideal, as well as VoltTurn, Celebi fits both roles and is thus ideal at this point of time.
251.png

Celebi@Leftovers
Ability: Natural Cure
Nature: Calm
EVs: 252 HP, 252 SpA, 4 SpD
-U-Turn
-Psychic
-Giga Drain
-Thunder Wave
This set I believe has the potential to put a lot of pressure on Team 1
What are the advantages:
a) Volt-Turn with Rotom-W forms a good core and allows Celebi to scout out a threat on Team 1
b) Thunder Wave: The advantage here is that no Ground-types want to switch in on Celebi thanks to it's Grass typing so T-Wave can be used to cripple a switch in like Volcarona.
c) Natural Cure: Celebi can switch in to Slowbro and can Giga Drain any hit from Flamethrower. Celebi, unlike Scizor, Hydreigon and other options really doesn't care about paralysis thanks to Natural Cure
d) Makes a fighting type on Team 1 weak: A fighting type on Team 1 could easily check Terrakion with priority which is an issue. However, Celebi makes that rather inviable
e) Forms FGW core: With Rotom-W already handling Water, the Grass part of the core makes the team better defensively.
 
Okay, we reached a tricky point in the picking process in my opinion, so it's mandatory to think a bit harder before selecting the next best offensive option like Scizor or Hydreigon (which I heavily dislike regardless seeing how "well" it performed in the last CtP, but that's not the point). We have three remaining slots, and three things we may be forced into picking, sooner or later. Specifically, our team may require: a revenge killer (Choice Scarf user, probably), a spinner (if the enemy team goes crazy with hazards), a hazard setter (this needs to be picked regardless). While each of them could benefit from additional information on the enemy team before being picked, we simply don't have enough slots to cover everything if we don't do something now. We can choose to not pick something of those three and go for another "non-utility" pick, but I think this choice must be done "rationally" and not just because we "forgot" to think about it, so that's the goal of this post.

In that light, Hydreigon is obviously a subpar option since it doesn't give us any of the required roles while not being great overall (slow, killed by Fighting attacks which compounds on Terrakion's weakness and Rotom's neutrality); Scizor is a bit better, but Steel coverage is not incredible for revenge killing, and this can be exploited by Team 1 sooner or later. I'm thinking to submit an hazard setter of some sort since is the role that depends less from the enemy team's choices, but I'd like to hear your opinion on the whole matter before throwing out a specific set.
 
490.png


wait maybe instead...

522.png

Victin@Choice Scarf
Ability: Victory Star
Jolly Nature
EVs: 252 Atk, 4 Def, 252 Spe
-V Create
-Bolt Strike
-U Turn
-Glaciate


Well, Victini. Its hits hard. Damn hard. Everything on Team 1 will be hit hard. V Create and Blot Strike dont need any explanation. U Turn for momentum. Glacite just in case for dragons. We already counter the best counters to Victini (TTar, Dragons), so why not use him to nuke everything?
 
Well this one was a bitch to find a good enough mon to do damage to and not to compound TOO many weaknesses. Here goes my suggestion.

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Chadelure@Leftovers
EV's: 240 Spe, 252 SpA, 16 HP
Trait: Flash Fire
Modest Nature
-Fire Blast
-Shadow Ball
-HP Ground
-Substitute

Let's address the problems first so that I can end on a high note: compounding a SR weakness means we would probably have to resort to a Rapid Spinner and having a SR-weak mon with Sub isn't always the best idea. Now onto the good stuff!

I chose Leftovers because it will need this if it wants to have a chance to create multiple Subs. Chandy is able to outspeed and OHKO the Jirachi and Slowbro, but he needs a little help from SR to guarantee it against Slowbro if it is unlucky enough to catch a low roll. If they are scared and must switch out, Substitute is there to ail Chandelure of his speed problem. Chandy is known to be walled by Heatran, which is why I am running HP Ground since HP Fighting does pitiful damage. If they wanna run BalloonRan, then so be it: it will only get its Balloon popped with SB and then hurt badly by HP Ground. Some good prediction can give him a Flash Fire boost from Slowbro, too.

Currently, Chandelure decimates the other team and should be considered to be a serious option for Team 2.
 
Based on what I've seen, I equally like Chandelure and Victini as much as Celebi here. In fact, I believe that one of Chandelure/Victini and Celebi could form a really good FWG(Fire Water Grass) Core with Rotom-W!
I just have some questions for the submitters of the sets(forgive me if these questions are a little noobish, I do not have too much experience)
1) Why does Victini have Choice Scarf? Doesn't that lock it into one move which can make it easy to switch into as well as break the Volt-Turn combo(if it's already locked it can't use U-turn)
2) I didn't completely understand the 16HP on Chandelure? Is there some particular calculation which explains why so?
 
The justification Melee Mewtwo used for Roost in the last CtP was Wobbuffet, but why not just use U-turn?
Was it really? I think I may have been joking or something but the reason why Roost is a good pick is because Hydreigon doesn't need anything more than the three attacks it has. There isn't a single thing that can counter it which means you can use the fourth slot for Roost to heal off the LO damage. (no need for U-Turn because just outright attacking will score you that KO you would try to setup with U-Turn anyways)

Okay, we reached a tricky point in the picking process in my opinion, so it's mandatory to think a bit harder before selecting the next best offensive option like Scizor or Hydreigon (which I heavily dislike regardless seeing how "well" it performed in the last CtP, but that's not the point). We have three remaining slots, and three things we may be forced into picking, sooner or later. Specifically, our team may require: a revenge killer (Choice Scarf user, probably), a spinner (if the enemy team goes crazy with hazards), a hazard setter (this needs to be picked regardless). While each of them could benefit from additional information on the enemy team before being picked, we simply don't have enough slots to cover everything if we don't do something now. We can choose to not pick something of those three and go for another "non-utility" pick, but I think this choice must be done "rationally" and not just because we "forgot" to think about it, so that's the goal of this post.
Oh, yes this is a very good point (I almost forgot about this ;_;) and I completely agree with you. I think the best thing to do right now is pick a SR setter so that we have the next two picks to choose a revenge killer and a filler slot to deal with whatever Team 1 cooks up next. Fortunately, there are a lot of good offensive SR setters that we can choose from to get the needed hazard on the team and heavily pressure Team 1's future picks. (I'll get to brainstorming)
 
Okay, I don't really know if this is the best choice but every single one has its downsides, so I'll throw out an idea, hoping you guys will spot flaws and such things.

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Garchomp @ Life Orb
Trait: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Stealth Rock
- Swords Dance
- Outrage
- Earthquake

Garchomp is the SR setter I found best suited for our needs at the moment. It's true, it can't switch into anything at the moment (Icy Wind, Scald, HP Ice), but nothing can switch into it as well (Outrage OHKOs Lando most of the times and 2HKOs Slowbro (OHKO after SR at +2; EQ takes care of Jirachi). It's also true that they can try and go for Skarmory / Bronzong to take advantage of its lack of Fire coverage, but I don't think it would be a huge problem. Skarmory is allergic to electricity, and we already pack a good amount of it; Bronzong can only annoy the team with Toxic, basically, so a smart anti-status counterpick should shut it down without problems (and even lacking that, +2 Outrage has a chance to 2HKO, potentially helping Terrakion in its wallbreaking duties). Rough Skin can also be used to play nasty mindgames with spinners or just with Landorus, if the player feels like, since switching Chomp into a U-Turn means shaving off almost a quarter of health from Landorus. The basic idea behind the set is to provide SR support while trying to overload physical checks for Terrakion to "sweep", or just take advantage of Terrakion's wallbreaking job to sweep with this set. However, if you guys think a SR + 3 attacks or a Sash version is best suited for the team right now just say it and I'll edit accordingly (if you back up your opinion with solid arguments).

(I just noticed that this exact set was proposed by TGMD in a previous round, so credit to him I guess? :p)
 
Critiques:
Hydreigon:
I don't think I like this pick right now. Hydreigon probably won't even get the chance to attack the opposing team except maybe Slowbro, and Slowbro tanks it with Regenerator. After a single Draco Meteor, Hydreigon's usefulness is gone without U-Turn. It's also outsped by Landorus and I believe Jirachi (please correct me if I'm wrong, the EV spread is very weird on Jirachi's set to me) so I think Hydreigon's real usefulness at this point would be a Choice Scarf user with U-Turn over roost. You've got too many stat reducing moves and not enough speed to stay in long enough. Change it to a Scarfer and I would be bound to vote for it, because then Landorus wouldn't severely dent it with one U-turn.

Infernape:
I was going to post an Infernape set, but I don't think he has the necessary defenses to switch in on any of these Pokemon. Yes, VoltTurn will give him chances to come in, but he can't risk taking a hit of any Pokemon right now. He does have overwhelming potential offensively, but I can't see myself choosing an Infernape right now with LO recoil and the hits from the switch-ins. I'm okay with the pick, but it's not my favorite.

Scizor:
Scizor is probably my favorite pick so far. I'd use Pursuit over Quick Attack, a priority normal type move isn't really that good considering Steels are everywhere, and Pursuit has all-around good utility. It also gives us pretty much the revenge killer we want through BP and Pursuit. Only thing I'd do here is play around with the EV's to try and outspeed a 220 Spe Magnezone, as the set is easily disposed of by it. It's not a huge issue though. Scizor does however compound our weakness to Volcarona with Fire Blast / Giga Drain / HP Ice. I'd watch out for that if Scizor is picked.

Celebi:
Celebi is more of a so-so pick along the lines of Infernape. There's some moves on the other team that check it that I'm mildly uncomfortable about (U-Turn, Icy Wind) And paralysis is only useful against Jirachi as of now.The moves also won't really hurt much other than Slowbro with Giga Drain, but Natural Cure helps against dealing with Jirachi. Once again a pick I don't really mind.

Victini:
I don't like the idea of being locked into Bolt Strike against a Landorus that can U-Turn you for massive damage and momentum. You're also weak against ground moves and water moves which each Pokemon has. I don't think it's the most effective Choice Scarf user available.

Chandelure:
Chandelure is simply too slow to be effective, and it compounds our SR weakness. I like the coverage, but don't think it's fast enough. Some calcs for sheer power may sway me slightly.

Garchomp:
You're completely walled by Bronzong. Bronzong can come in and set up barriers or rocks on you while you're stuck in Outrage. I would switch Swords Dance for Fire Fang to hit Bronzong. I don't think there's any other levitating steels you need to worry about, but the coverage is always nice and I'm sure there's something else out there that can wall it without you having Fire Fang.
 
Nominating:

Breloom @ Fighting Gem
Trait: Technician
EVs: 252 Att / 252 Spd / 4 SpD
Adamant Nature
- Swords Dance
- Spore
- Bullet Seed
- Mach Punch

I dont really follow this thread closely but if im right team 1 is Lando/Slowbro/ Rachi and team 2 is Terra/Zappy/Rotom W right? and this hasnt been posted as well (if it has then shit).

Now, what is it that would bring loom to the table? Well team 2 counters team1 pretty damn well until now, and has a big threat as well: Rotom W, which completely shuts down the other's offensive momentum bar for a good prediction with lando, and even then, zapdos is the initial switch in. Loom takes offensive pressure to a whole other level, since alll of its so-called ''counters'' are hard pressed to switch by rotom, which can easily volt swich, bring more momentum, and combos quite awesomely with terrak, forming a 2-fighting combination, weakening each others checks/counters, and can end up becoming the late gamer, also let us not forget essentially means -1 pokes for the opposing team.

I guess i couldve done it better, but hey, im in a phone while i should study.
 
Only thing I'd do here is play around with the EV's to try and outspeed a 220 Spe Magnezone, as the set is easily disposed of by it.

I don't think that that would help, the other team could run Magnezone with 224 Spe EVs, this is CtP lol :[

Stone RGay said:
Nominating: Breloom stuff

I'm going to punch you tomorrow in the school >:( You know that Expert Belt Rotom + Breloom was my idea! I just realized what did you mean today during the break.

I really like this core, I'm gonna post it in the Cores thread later, so don't steal it. Just think about counters for Breloom.

1.- Celebi: 2HKO'ed by Signal Beam from Rotom-W
2.- Skarmory: 2HKO'ed by Volt Switch
3.- Dragonite: 2HKO'ed by Hidden Power Ice from Rotom-W Zapdos, since Rotom has HP Grass :[
4.- Flyings in general: Rotom-W.
5.- You know how this continues.

I wanted to give some information about how could Breloom help the team, still, Expert Belt Rotom-W is not a surprise factor anymore.

EDIT: Oh, yeah. Since the Pursuit vs. Quick Attack is 2-0 now, I'm changing the spread.
 
Garchomp:
You're completely walled by Bronzong. Bronzong can come in and set up barriers or rocks on you while you're stuck in Outrage. I would switch Swords Dance for Fire Fang to hit Bronzong. I don't think there's any other levitating steels you need to worry about, but the coverage is always nice and I'm sure there's something else out there that can wall it without you having Fire Fang.

If Bronzong switches into SR, no harm done, switch out to something else like Rotom-W / Zapdos, heck even Terrakion which deals a ton of damage with Close Combat. If Bronzong switches into SD, it's dead unless it carries Reflect:

+2 252 Atk Life Orb Garchomp Outrage vs. 252 HP / 168 Def Bronzong: 194-229 (57.39 - 67.75%) -- guaranteed 2HKO
0 SpA Bronzong Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 192-228 (53.63 - 63.68%) -- guaranteed 2HKO

The only undesirable scenario is Bronzong switching into a non-SD Outrage (that has not killed anything, otherwise I'd argue it's a fair trade), but I guess this is not that hard to avoid given decent prediction from Team 2's side. Especially when we have a so ample ability to rack up momentum with 2 Volt Switchers that actually face the grand total of zero Ground types, and that can switch easily into Gyro Balls and HP Ices (as I said, the only annoying thing is if Bronzong carries Toxic). I'd also say that forcing them into Bronzong is a desirable outcome for a pick like Garchomp which will always preserve a good utility factor in SR; we can then go Infernape or something, that could currently cause a huge number of problems and Bronzong just compounds on this problem for them. Non-SD Garchomp, instead, can't put this kind of pressure on Team 1: Slowbro can switch in, and if Earthquake tank it itself, recovering, if Outrage go to Jirachi and laugh while Jirachi Icy Winds to death. That was the rationale behind SD and not Fire Blast.

That being said, I like the Breloom suggestion, but I'm kinda skeptical about it since it doesn't cover anything mentioned in my previous post: it could be used as a revenge killer, I guess (sorta), but apart from that it doesn't provide much to fill the holes I outlined. However, I guess that a good synergy may be a good reason to forego something on that list, so I'm not opposed to Breloom that much.
 
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