Murkrow, Meditite, and Swagger have been banned

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I am so lazy -_-

Krow: Yeah this thing is broken. LO is so powerful that you're forced to prepare for it, and if it runs a different set like subtheif you're boned. if you dont run at least 2 checks to it on your team, you can't really do anything, and pretty much every one of its checks gets beaten by one of its sets. The fact that matchups are often decided by predicting which set its running is ridiculous and unhealthy for the metagame, and definitely warrants banning the bird.

Will edit in my thoughts on Tite later.
 
I don't see how it's beaten by thief since Thief Krow runs sub / twave / bbird / thief right? No recovery what so ever and a combination of the mons that I listed can have great synergy that can be used to beat other mons in the metagame not just krow can take down SubThief Krow. That's the reason we have cores, and even if they lose eviolite they will still have their natural bulk enough to still wall. Porygon + Chinchou / Porygon + Fairy type / Archen + Chinchou / Pawniard + Fairy / Lileep + Fairy / etc . These can also wall other things bar Murkrow and can fit well on teams.
 
Also speaking of BJ Recycle mons can wear down LO Krow, really that instant recovery can let mons absorb brave bird and and constantly take wear it down. I also feel the Murkrow being extremely versatile is kinda overhyped, if it doesn't run LO it will lose out on 2hko's and many walls like Spritzee / Lileep / Porygon / Archen / Tirtouga / Shieldon (my personal favorite ) / Lickitung / Chinchou / Amaura (Defensive which is possible, choice scarf isn't the only viable set) / Pawniard / Snubbull (Rest Talk Heal bell) , etc etc.

The vast majority of Recyclers in LC are either weak to MixKrow's moves or frail, leaving us with only Staryu, Porygon, and Trubbish. Not a stellar list.

Rocks will help for many of the things you stated, indicated by italics. 236 Atk Murkrow Brave Bird vs. 212 HP / 196+ Def Eviolite Spritzee: 10-13 (37 - 48.1%) -- 56.3% chance to 2HKO after Stealth Rock, for example.
236 Atk Murkrow Brave Bird vs. 236 HP / 196 Def Eviolite Porygon: 10-13 (38.4 - 50%) -- 59.4% chance to 2HKO after Stealth Rock
84 SpA Murkrow Dark Pulse vs. 0 HP / 132 SpD Eviolite Archen: 7-10 (31.8 - 45.4%) -- 88.7% chance to 2HKO after Stealth Rock
84 SpA Murkrow Dark Pulse vs. 0 HP / 116 SpD Tirtouga: 12-15 (57.1 - 71.4%) -- guaranteed 2HKO after Stealth Rock, although Berry Juice will certainly help. I do hope that your Stone Edge hits, however, as no other move will OHKO, and Sucker Punch also does over 50%. And if you plan on running shell smash, Aqua Jet will not OHKO at +2. If Krow runs HP grass, then Tirtouga is dead if sturdy breaks.
236 Atk Murkrow Brave Bird vs. 196 HP / 76 Def Eviolite Lickitung: 10-13 (35.7 - 46.4%) -- 9% chance to 2HKO after Stealth Rock. So Lickitung will survive, but what can it really do back? It has to wait for Krow to die of recoil, which will take a good deal longer without LO.

Pawniard is in no way a good choice, due to the huge number of Krow running Heat Wave. You can do it, but you stand such a huge chance of dying that it isn't worth it.

Ever since someone noticed that Shieldon can avoid much damage from MixKrow (taking 5% from Brave Bird is the buzzphrase) I decided to see if Shieldon was a surefire counter, because that would change everything. Then I realized that Murkrow is perfectly capable of running Hidden Power Ground.
84 SpA Murkrow Hidden Power Ground vs. 0 HP / 212+ SpD Shieldon: 20-24 (105.2 - 126.3%) -- guaranteed OHKO

Good luck countering it there. Krow, if Shieldon became an issue, can just run HP Ground over HP Grass. It's perfectly capable of doing so, so we can't discount it.
 
Here we go again! I believe that Murkrow is broken and unhealthy for the tier, and that Meditite is not unhealthy and should not be banned, and as there are two Pokemon being suspected in this thread, each with their own qualities that affect battling and teambuilding in their own way, I will be covering them separately and picking them apart in great detail.

As usual, before I get into these two Pokemon, I'd like to remind everyone to try and keep Murkrow and Meditite the main focus here, and try not to discuss any potential aftereffects of either of these Pokemon being banned; this includes what might become "broken" in the future if one or both of these are removed from Little Cup; that has no place and no relevance here. Additionally, while Swagger and Swagger-related combinations received a high amount of votes in the nomination thread, let's try not to discuss that here (including how it should also be suspected or using its amount of votes in the nomination thread to say it's relevant to talk about here because it's "statistically" hated as much as Murkrow/Meditite) outside of Murkrow's use of Prankster parafusion and/or Swagger + Foul Play, as they are existent and relevant sub-topics for Murkrow's capabilities. However, Swagger's uncompetitiveness even there is not debatable and should be avoided entirely to keep this thread from having cancer. Moving on.



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Murkrow
Type: Dark / Flying
Abilities: Insomnia, Super Luck, Prankster
Base stats: 60 HP / 85 Atk / 42 Def / 85 SpA / 42 SpD / 91 Spe

Murkrow is often an overwhelming force in XY Little Cup, with its impressive 19 Speed and potent offensive prowess from both the physical and special sides of dealing damage. The Fairy-types that came with the wave of new XY Pokemon would appear to hold Murkrow back due to their offensive and defensive advantage against the Dark type, but Murkrow's Flying-type STAB, combined with the fact that there are no Fairy-types that resist Flying in Little Cup, makes this a lot less significant than it may initally come across. Murkrow's ability to have +1 priority on all its non-damaging moves make it additionally formidable (this includes Roost for recovery, parafusion, Substitute to take advantage of switches, etc), its sheer versatility lets it reliably run one of a myriad of strong sets, and it also possesses enough brute strength to easily mow down and 2HKO even its most relied on checks and so-called counters. Its weakness to Stealth Rock is a pain for it, and its defenses leave much to be desired, but you have to be able to hit it for this to matter this is not enough to balance out the huge threat that Murkrow is offensively. Let's take a closer look at Murkrow's capabilities on the battlefield:


Life Orb MixKrow
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Murkrow @ Life Orb
Ability: Insomnia
Level: 5
EVs: 236 Atk / 80 SAtk / 188 Spd
Naive Nature
- Brave Bird
- Sucker Punch
- Heat Wave
- Hidden Power [Grass] / Dark Pulse

This is, without question, the most threatening set that Murkrow can run. The 120 Base Power STAB attack in Brave Bird is an absolute nuke in Little Cup coming off an Attack stat of 18 and backed by the boost provided by Life Orb. Very little can expect to take two hits from this attack and survive to be able to do anything, and this makes switching into Murkrow absurdly problematic. Sucker Punch is not just a strong physical STAB Dark-type attack, but it also hits with +1 priority and beats out potential revenge killers before they can attack Murkrow with +1 priority attacks of their own, and Steel's loss of its Dark resistance this generation makes this even more reliable than it was in BW Little Cup. Steel-types still resist Flying though, and this might have actually balanced Murkrow a bit if it didn't also have access to Heat Wave to roast them with. HP Grass allows Murkrow to get a significant hit on Flying-type resists of other types (Chinchou and Rock-types) that may try to switch in to take the Brave Bird. Below are some calculations that reflect how overwhelming Murkrow is:

(thanks to blizzardy for gathering these in advance ♥)


This is Murkrow's damage against Eviolite Chinchou, which is considered one of the most reliable checks to Murkrow:

84 SpA Life Orb Murkrow Hidden Power Grass vs. 0 HP / 0 SpD Eviolite Chinchou: 13-16 (54.1 - 66.6%) -- guaranteed 2HKO

236 Atk Life Orb Murkrow Brave Bird vs. 0 HP / 52 Def Eviolite Chinchou: 9-12 (37.5 - 50%) -- 0.4% chance to 2HKO

236 Atk Life Orb Murkrow Sucker Punch vs. 0 HP / 52 Def Eviolite Chinchou: 13-17 (54.1 - 70.8%) -- guaranteed 2HKO



This is Murkrow's Brave Bird hitting Eviolite Spritzee, arguably Little Cup's most reliable bulky support Pokemon, with maxed physical bulk:

236 Atk Life Orb Murkrow Brave Bird vs. 212 HP / 196+ Def Eviolite Spritzee: 13-17 (48.1 - 62.9%) -- 93.8% chance to 2HKO


This is Murkrow's damage against Eviolite Archen, a "reliable Flying resist":

236 Atk Life Orb Murkrow Brave Bird vs. 0 HP / 0 Def Eviolite Archen: 9-12 (40.9 - 54.5%) -- 6.6% chance to 2HKO

84 SpA Life Orb Murkrow Dark Pulse vs. 0 HP / 132 SpD Eviolite Archen: 9-13 (40.9 - 59%) -- 88.7% chance to 2HKO

236 Atk Life Orb Murkrow Sucker Punch vs. 0 HP / 0 Def Eviolite Archen: 13-17 (59 - 77.2%) -- guaranteed 2HKO



The funny thing is that all these calculations are done without even including hazard damage, which makes dealing with Murkrow (and switching into it) even more of a pain. Players often have to just let it kill something and then bring in a check, which is often a Chinchou planning to use Volt Switch in a desperate attempt to regain momentum as Murkrow switches out, knowing that it will take huge damage and potentially faint if it stays in. For Murkrow's "checks" that run Berry Juice instead of Eviolite, they get ONE safety net and a momentum shift in their favor if they switch into Murkrow with decent health, and then they are doomed by the next time they run into Murkrow in the same match. Magnemite commonly runs Berry Juice instead of Eviolite now, and as mentioned previously, it does not resist Dark, so it is no longer a problem at all for Murkrow; its team only needs to run one layer of hazards to break Sturdy, which is very common and standard for many teams (Stealth Rock) and is therefore not difficult to achieve.

Some might argue that Murkrow's high-powered offense in Brave Bird limits it due to the recoil it takes by using it, and they may try to make a point that the more damage Murkrow does with this move, the more damage it does to itself, and while this is fundamentally true, not only do some players opt to run Roost as one of the many variants of offensive Murkrow sets there are, but some Murkrow users actually run Berry Juice to alleviate the Brave Bird recoil without using up a turn with Roost and risking taking a hard hit. Thief can be used with this set to steal an item after having consumed Berry Juice. Murkrow's power is notably decreased without Life Orb, but with hazards, the longevity provided to Murkrow by using Berry Juice can let it spam Brave Bird a lot more freely, and can be even more devastating to opponents than the Life Orb set for this reason.


Substitute Murkrow
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Murkrow @ Eviolite / Berry Juice
Ability: Prankster
Level: 5
EVs: 36 HP / 236 Atk / 20 Def / 20 SDef / 188 Spd
Naive Nature
- Brave Bird
- Sucker Punch
- Substitute
- Roost / Heat Wave

What might appear to some users to be a watered-down offensive version of Murkrow, this set actually works to take full advantage of Murkrow's ability to force switches. Nobody wants to have a Pokemon die to Murkrow if they know they'll need it later to keep another foe in check, and this fact alone gives Murkrow ample opportunities to set up a Substitute and make itself impervious to damage and status (with minor exceptions being sound-based moves and Pokemon with Infiltrator ability, which are relatively uncommon) until its Substitute is broken by a direct damage-dealing attack. After Murkrow successfully sets up a Substitute, it finds itself in a very powerful position. It can, in most cases, attack at least twice with Brave Bird at that point without being hit by enemies, which lets it really dish out pain. It can also Roost off damage comfortably at that point without worrying about taking damage afterward. Last, but certainly not least, it makes Sucker Punch a 100% safe and reliable attack, as the only way Sucker Punch can fail is if its target uses a move that cannot break the Substitute, meaning that Murkrow's shield will remain intact until they use something that makes Sucker Punch able to hit them. This is a very manipulative approach that has much more reward than risk and is quite overpowered in my objective view; it is a scary thing to have to face and it will almost always wreak unstoppable and irreversible havoc in the hands of a skilled player.


Parafusion/SwagPlay Murkrow
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Murkrow @ Eviolite
Ability: Prankster
Level: 5
EVs: 196 HP / 120 Def / 192 Spd
IVs: 0 Atk
Timid Nature
- Swagger
- Substitute
- Thunder Wave / Roost
- Foul Play / Roost

Speaking of skill, you won't find much of it here in this set. A troll's dream and an unlucky competitive player's nightmare, this set aims to overwhelm the opposition with luck by pushing the numbers (praying to the hax gods) to get favor from the RNG. As if the combination of moves here wasn't broken enough already, the fact that Murkrow has the Prankster ability and STAB on Foul Play makes this what is widely considered to be the most rage-inducing set for any player to face in Little Cup. Here are some calculations, gathered by blizzardy, to reflect Murkrow's Foul Play damage output against its enemies:

+2 0 Atk Murkrow Foul Play vs. 0 HP / 36 Def Eviolite Mienfoo: 11-13 (52.3 - 61.9%) -- guaranteed 2HKO

+2 0 Atk Murkrow Foul Play vs. 0 HP / 52 Def Eviolite Chinchou: 12-15 (50 - 62.5%) -- guaranteed 2HKO

+2 0 Atk Murkrow Foul Play vs. 0 HP / 0+ Def Tirtouga: 18-22 (85.7 - 104.7%) -- 43.8% chance to OHKO

+2 0 Atk Murkrow Foul Play vs. 0 HP / 0 Def Eviolite Archen: 22-27 (100 - 122.7%) -- guaranteed OHKO

+2 0 Atk Murkrow Foul Play vs. 0 HP / 60 Def Eviolite Stunky: 9-11 (40.9 - 50%) -- 0.4% chance to 2HKO

+2 0 Atk Murkrow Foul Play vs. 0 HP / 36 Def Eviolite Pawniard: 9-11 (42.8 - 52.3%) -- 5.1% chance to 2HKO



Again, this is without hazard damage. You have a 50% chance per turn to hit yourself in confusion with a 40 Base Power attack at +2 (or higher if you've been hit more than once with Swagger), and being paralyzed comes with an additional 25% chance per turn of not being able to move. Murkrow can easily set up a Substitute or heal off damage with Roost during this hax storm or while the opponent switches out to rid its active Pokemon of confusion, and if the player's active Pokemon is not beating itself to death, it's being plowed down by its own power anyway when STAB Foul Play hits it at +2 (or higher). Not only is this completely and utterly broken, but it is too greatly dependent upon luck and is the most uncompetitive thing Little Cup could possibly have to tolerate. If this set had something to balance it, like low Speed and no Prankster, no access to recovery, or just anything, it might not be so bad. But with all of these moves and capabilities together, it's an abomination.


LucKrow
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Murkrow @ Scope Lens
Ability: Super Luck
Level: 5
EVs: 236 Atk / 80 SAtk / 188 Spd
Naive Nature
- Brave Bird
- Sucker Punch
- Heat Wave / Substitute / Roost
- Hidden Power [Grass] / Substitute / Roost

Another coinflip-reliant set, but one with a much more immediate payoff, is this set, which gives a largely increased chance of getting a critical hit with XY's new crit rate mechanics, which can be found by clicking here. With Super Luck as the ability and Scope Lens as the item (Razor Claw does the same thing and will also work), Murkrow's critical hit rate becomes +2 and makes all of its attacks have a 50% chance to get critical hits. Critical hits from any attack Murkrow has deal more damage than they would with Life Orb and also have no item recoil. In addition, critical hits retain their ability to negate any defensive boosts that the foe has attained as well as Reflect and Light Screen. This set is a lot less often seen the others, but it does exist and it will batter you to death if the coinflips are not in your favor. The scary part is that it still dishes out formidable damage without getting critical hits, so it's not like you're super safe even if you're lucky.


Additional Comments

It should go without saying that all of Murkrow's sets other than the Life Orb MixKrow set have the added advantage of being able to bluff that set, as it is easily the most offensively conventional and powerful set and is also the most common. Due to its overwhelming power, players often anticipate the Life Orb set and decide that it's not worth the risk to think otherwise, at least at first.

Murkrow's support capabilities are often overlooked because it is first and foremost an offensive threat, but it can reliably do much more than just Roost, set up Substitute, and status the enemy. Firstly, Murkrow is the only Pokemon in the game to have both Prankster and Haze, making it able to stop any setup sweeper under any circumstances, and this includes Baton Pass chains. Secondly, like many Flying-types, Murkrow gets Defog for removing hazards and screens; this move is incompatible with Prankster due to being only available to Murkrow via DPP, but Murkrow's 19 Speed almost guarantees it to get Defog off first anyway. Other usable options available to Murkrow that are compatible with Prankster include Feather Dance, Psych Up, Calm Mind, Taunt, and Tailwind. It even gets Sunny Day and Rain Dance to allow it to get weather up with Prankster for weather-based teams. This is just to show that Murkrow's versatility is certainly not limited to offensive and luck-forcing tactics.

A lot of players and users may argue that Murkrow is somewhat balanced in its metagame presence because it is too frail to switch into very much, apart from Foongus (if running Insomnia) and predicted incoming Ground- or Psychic-type attacks. While it's true that Murkrow's defenses don't really allow it switch-in opportunities, the fact remains that Murkrow doesn't need to do this to be effective. Murkrow is not designed to tank hits, just as Slowpoke is not designed to be fast. Does Slowpoke need to go first to be effective? No. It is the strengths of a Pokemon that make them what they are and give them the relevant influence they exert on the metagame, and this is especially true when one is at a high viability ranking like Murkrow is, and should be unquestionably true now that Murkrow is being suspected. Murkrow is both a user of brute force and a manipulator, and its ability to steamroll the opponent and/or practically puppeteer momentum for itself after getting in more than makes up for its inability to switch into attacks.

One other thing: I'm not going to use "speed ties" as a pro-ban argument for Murkrow and anyone who does is not thinking clearly. There are several Pokemon that reach 19 Speed and using Misdreavus as the only remaining comparison is annoying and objectively misleading to people who don't know better.


1) Is Murkrow broken?

Absolutely. Murkrow is a relentless torturer with too many tools and not enough drawbacks to balance it. Pretty much nothing can switch into the Life Orb MixKrow set, and it can be checked, but not countered. I'd say that, given my points above on what Murkrow is capable of, its overwhelming power and versatility certainly make it broken and I strongly believe that it should be banned.

2) Is Murkrow making Little Cup not fun?

If you ask a troll, they are likely to tell you no. If you ask a player who likes being able to make a team without Chinchou, Archen, or Substitute Elekid/Voltorb, they will probably tell you yes. The limitations Murkrow places on teambuilding are too much, and Murkrow actually defines a large part of what is viable and what isn't viable in Little Cup. I find that it makes the tier not fun.

3) Is a combination of 1 and 2 deterring individuals from playing Little Cup?

I know this is a bold statement, but I'm going to say it anyway: Murkrow's existence has honestly been deterring people from playing Little Cup since BW, and this is something I knew before I even became active in this community. XY did not bring enough limitations or drawbacks to Murkrow to make it balanced enough for competitive play in this tier, and now that I have the chance to get it banned, I want it gone. I am 100% sure that Murkrow turns people away from playing Little Cup.



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Meditite
Type: Fighting / Psychic
Abilities: Pure Power, Telepathy
Base stats: 30 HP / 40 Atk / 55 Def / 40 SpA / 55 SpD / 60 Spe

Meditite is one of the handful of Pokemon that were unbanned and released into Little Cup at the dawn of XY, and is quite a force to be reckoned with. Its offensive potential appears rather lackluster at first glance, but after applying its Pure Power ability, you'll find that its Attack stat is automatically doubled. With an Adamant nature, this ability gives Meditite a whopping 28 Attack stat right off the bat, which is insanely high by Little Cup standards where most Pokemon are lucky if they even reach 18 or 19 Attack. Meditite's potent STAB Fighting/Psychic attacking combination lets it powerfully exert its Pure Power on a large part of the metagame, and it even gets Drain Punch for recovery in the process. It has access to Fake Out, Bullet Punch, and all three elemental punches. Despite having its STAB attacks walled by Psychic-types, despite its middling 16 Speed, and despite sometimes finding it hard to fit all the moves it wants all on one set, Meditite maintains its position as one of the most feared attackers in XY Little Cup. But the question is: In the current metagame, is it really banworthy?


Standard Meditite
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Meditite @ Eviolite
Ability: Pure Power
Level: 5
EVs: 196 Atk / 156 Def / 156 SDef
Adamant Nature
- Drain Punch
- Zen Headbutt
- Thunder Punch / Poison Jab
- Fake Out

This is the most common set Meditite runs; it is less offensively potent than many of the others, but can take hits notably better with the added bulk provided to it by Eviolite. Its massive 28 Attack stat allows it to punch huge holes in the opposition with Drain Punch and Zen Headbutt, which will result in an easy OHKO in most cases against anything they score super effective hits against. Thunder Punch allows Meditite to 2HKO Slowpoke, a common switch-in to Meditite, and Poison Jab is an option for getting a hard hit against Spritzee, a Pokemon that can also give Meditite problems otherwise. Fake Out deals surprising damage backed by Pure Power and can be useful for dealing chip damage to secure a KO and also for picking off weakened threats (this is especially helpful against faster ones). Unfortunately, Meditite's standard approach here only uses 12 Speed. This set packs a punch for sure, but let's have a look at how many Pokemon can wall it or outright beat it:


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Exeggcute walls this set with ease if Meditite opts to use Thunder Punch instead of Poison Jab. From there, Exeggcute can make use of this huge defensive advantage to hit Meditite or its switch-in replacement with Sleep Powder or Leech Seed. Exeggcute's 60/80 physical bulk, backed by Oran + Harvest and Leech Seed recovery, is impressive and its typing is pretty much designed for walling this set, if Poison Jab is not used.


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Slowpoke, on the other hand, walls this set with ease if Meditite opts to use Poison Jab instead of Thunder Punch. From there, Slowpoke can threaten Meditite with Scald or cripple it or its switch-in replacement with Thunder Wave or Yawn. Slowpoke's 90/65 physical bulk, with Regenerator to boot, is impressive and can take good advantage of Meditite with this set if it doesn't have Thunder Punch.


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Spritzee can easily take on standard Meditite if it opts to use Thunder Punch and not Poison Jab. Meditite won't like taking a STAB super effective Moonblast either. From there, Spritzee can perform its support duties for itself and/or its team with no sweat, because Meditite won't be able to take it down, and switching out would give Spritzee a free turn it could use. The sheer popularity Spritzee already has without countering Meditite is only complemented further by this fact.


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Baltoy walls this entire set, no matter which attacks are chosen. An often overlooked Pokemon in Little Cup, its typing is designed perfectly to wall this set. It isn't capable of much offensively, but it can do many important things with the free turn it gets after meeting Meditite. It can use Rapid Spin to rid its team of hazards, it can lay its own hazard down on the opponent's side of the field with Stealth Rock, it has access to Trick for crippling the switch-in with a Choice item while stealing their preferred item in the process, and it also gets dual screens. This is a supporter that can take full advantage of standard Meditite very easily.


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Drowzee is largely overlooked as a Wish passer despite its great bulk and survivability, but with Meditite around, Drowzee can comfortably come in against it and do its work. Drowzee can also threaten switch-ins with Thunder Wave or Toxic and has a vast movepool apart from that. For more information on Drowzee as a Wish passer, be sure to read my post in dcae's "Berry Juice vs Eviolite - The Right Choice" thread by clicking here. It's thoughtlessly considered a "gimmick" only because people are so scared of Knock Off. Meditite doesn't have it.


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Elgyem can take this set on without a problem. It has Recover to heal off damage at will, it walls both of Meditite's STABs, and can threaten Meditite with a super effective Shadow Ball. Elgyem can take advantage of Meditite switching out by crippling the switch-in replacement with Thunder Wave. Its Psychic attack deals solid damage backed by STAB and Analytic ability (which also applies on switches), and HP Fighting backed by Analytic ability lets it easily OHKO Pawniard on the switch-in even if it has Eviolite.


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Honedge absolutely destroys standard Meditite. The ghost sword's immunity to Fighting and resistance to Psychic allow it to wall it dutifully with its impressive physically defensive presence. It is also immune to Fake Out and Poison Jab, and it takes negligible damage from Thunder Punch. In return, Honedge can severely hurt Meditite with Shadow Claw, pick it off with Shadow Sneak, or take advantage of the free turn it gains by forcing Meditite to switch by setting up with Autotomize or Swords Dance. Meditite would need Fire Punch to get around this thing on its own, and it would have to limit its other options by carrying it.


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Wynaut
is a complete and total stop to this set, bar nothing. Wynaut traps Meditite with Shadow Tag so that it cannot escape, and uses Counter repeatedly to beat Meditite to death. The fact that Wynaut walls both of Meditite's STABs is just icing on the cake. Meditite would need Baton Pass to escape Wynaut and safely switch out to a teammate, and it would have to limit its other options by carrying it.


Note that these are all counters. COUNTERS. Murkrow doesn't have anything close to a list like this.

These Pokemon can switch in comfortably given the conditions made possible by Meditite's standard set and either force Meditite out, take advantage of its presence, make it miserable, or kill it off. That's not even counting the amount of Pokemon in the tier that can check it and force it out. I'll get to that now:


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Misdreavus wrecks Meditite's shit with STAB Shadow Ball, and although it only has a 6.3% chance to OHKO if it has Eviolite at full health, one layer of Spikes bolsters that chance to 93.8%, and it's not like Meditite would want to stick around either way. Misdreavus can switch in on a predicted Drain Punch, but apart from that it can't be considered a counter, as it takes too much damage from Zen Headbutt on the switch-in. Missy's immunity to Fake Out also means there won't be any chip damage happening against it and it won't be picked off by it at low health. Nonetheless, Meditite won't be walking around like it owns the place as long as Misdreavus is around, and giving Misdreavus a free Nasty Plot boost is definitely not the best idea in Little Cup.


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Gastly handles Meditite the exact same way Misdreavus does, down to the damage output from Shadow Ball. The only difference is that Gastly is even more of a liability as a switch-in than Misdreavus is, because Zen Headbutt is a clean OHKO against it and it won't like taking Thunder Punch either. With just a little prior damage, Meditite won't be able to stomach a Shadow Ball from Gastly and would be foolish to stay in against it.


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Snubbull is 2HKOed by Poison Jab and has a small chance of being 2HKOed by Zen Headbutt after Intimidate is applied to Meditite, so it can't be listed as a counter. However, this thing can definitely force Meditite out if it comes in after a teammate faints or as a result of a slow U-turn/Volt Switch/Parting Shot/Baton Pass. Play Rough has an 81.3% chance to OHKO Meditite at full health, and Snubbull also has Thunder Wave to cripple switch-ins. That's not to mention Snubbull's access to powerful coverage moves as well, such as Earthquake and Close Combat.


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Taillow outspeeds and easily OHKOs Meditite with Brave Bird when statused if using the Guts + Toxic/Flame Orb set. Protect not only lets the Orb kick in without taking damage, but it also blocks Fake Out if Meditite is just coming in (i.e. both Meditite and Taillow are in the lead position). Taillow can also knock Meditite out with Air Slash if it uses Choice Specs, as it commonly holds for its new Boomburst set, with a little prior damage; it deals the same amount as Misdreavus/Gastly's Shadow Ball, almost kills it from full health but it narrowly survives. Taillow can capitalize on predicted switches by maintaining momentum with U-turn.


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Itemless Fletchling has an 81.3% chance to OHKO standard Meditite with Acrobatics, and this is generally not a gamble that Meditite users are comfortable taking. Fletchling can take advantage of this forced switch by either maintaining momentum with U-turn or setting up with Swords Dance. +2 STAB Acrobatics from itemless Fletchling is definitely not something to take lightly.


Life Orb Meditite
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Meditite @ Life Orb
Ability: Pure Power
Level: 5
EVs: 196 Atk / 76 Def / 196 SDef
Adamant Nature
- Drain Punch / High Jump Kick
- Zen Headbutt
- Thunder Punch / Poison Jab
- Fake Out / Bullet Punch / High Jump Kick

This is Meditite's second most commonly used set, one with the same general coverage, notably more power, and a lot more vulnerability to damage than the Eviolite set. Drain Punch really helps out here for regaining health lost to Life Orb recoil, and High Jump Kick backed by STAB and Pure Power is an absolute nuke. This set has 15 Speed. The same counters and checks apply for this set but with a few changes:

1. Spritzee is now 2HKOed by Zen Headbutt

2. Drowzee now has a high chance of being 2HKOed by Poison Jab or Thunder Punch

3. Elgyem now has an 11.3% chance of being 2HKOed by High Jump Kick

4. Meditite is now always OHKOed by Spritzee's Moonblast

5. Meditite is now always OHKOed by Honedge's Shadow Claw

6. Meditite is now always OHKOed by Misdreavus's and Gastly's Shadow Ball

7. Meditite is now always OHKOed by Snubbull's Play Rough

8. Meditite is now always OHKOed by Specs Taillow's Air Slash

9. Meditite is now always OHKOed by itemless Fletchling's Acrobatics without boosts

10. Meditite is now always OHKOed by Elgyem's Analytic-boosted Shadow Ball

11. Meditite is now always OHKOed by Offensive Cottonee's Dazzling Gleam

12. Meditite is now always OHKOed by Abra's Shadow Ball or Dazzling Gleam


Meditite tears up the metagame with a Life Orb equipped... that's unquestionable and I'm not denying that. What I am pointing out is that with this many checks and counters available, and with this set only having 15 Speed, I am not understanding what is so difficult about dealing with it. It looks to me like Meditite will do an awful lot more switching out than actually attacking, and that's often what it does for it to be able to stay alive and function throughout battles, and this means two things: hazard damage is important and so is taking advantage of free turns provided by Meditite when it switches out. It leaves more openings for its opponent than it leaves for its own team in many cases simply because there's so much that keeps Meditite in check. Look at the above lists again. How can something banworthy have a list of checks and counters that's this extensive?


Choice Scarf Meditite
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Meditite @ Choice Scarf
Ability: Pure Power
Level: 5
EVs: 36 HP / 196 Atk / 76 Def / 196 SDef
Adamant Nature
- Drain Punch
- Zen Headbutt
- Trick
- High Jump Kick

If Meditite's middling Speed is a concern (and it often is or should be), this can be remedied by equipping a Choice Scarf. It should be noted that this set has the same damage output as the standard set, only with High Jump Kick added. Jolly nature can be used instead of Adamant to outspeed +1 Scraggy, but apart from that it doesn't help very much and makes Meditite's overall offense even weaker than the Eviolite set. Trick is a nice touch that allows Meditite to cripple a troublesome switch-in for the remainder of the match, and can also steal Eviolite or Berry Juice for its own benefit. High Jump Kick sweeps with Choice Scarf are incredible after the opposing Ghost-type(s) have been eliminated, and this can be quite devastating late-game.

While this set is definitely powerful, Fighting and Psychic are not the best types of attacks to lock yourself into, with all the Ghost- and Dark-type Pokemon roaming around the tier. If anything, you're bound to be giving something a free switch into an attack it takes zero damage from, and this creates a rather significant liability that opponents can capitalize on with minimal effort. Choice Scarf also does not save Meditite from itemless Fletchling's Gale Wings Acrobatics, which will bring it down easily and without it getting to retaliate. I find this to be very powerful if left unchecked but rather easy to play around if you know what you're doing.


Additional Comments

This is the first time I have actually defended something that made it to the suspect stage, so I'll do my best to summarize why I feel that Meditite is not banworthy and should stay in Little Cup, at least for right now:


1. Sub-par Speed

The thing that allows many strong attackers the potential to really do well in the metagame is reaching a decent Speed tier. Meditite's Speed is actually considered so insignificant that none of its sets even run its maximum Speed stat of 16, so I know for a fact that players already acknowledge this problem. This leaves Meditite open to be hit hard by numerous checks and counters and it's not the best at taking random neutral hits either. The only way to patch up its disappointing Speed is to give it a Choice Scarf and lock into something that is bound to hit an immunity sometime. I wouldn't really call that an advantage in most cases, but I guess it depends on what the player considers important. Nonetheless, Meditite's Speed is a significant flaw that helps balance it.


2. Severe 4MSS (4-Moveslot Syndrome)

I would be much more inclined to label Meditite broken if it could actually carry more than four moves. The simple fact that it is limited to four moves in its moveset REALLY holds it back. It absolutely needs Baton Pass or Wynaut beats it 100% of the time; it absolutely needs Fire Punch to get around Honedge without giving a free turn. Meditite wants to run Thunder Punch and Poison Jab on the same set SO BADLY but it can't. If it doesn't run a Fighting-type attack, it gets trampled by Scraggy. If it doesn't run a Psychic-type attack, it gets bullied by bulky Poison-types. If it doesn't run Thunder Punch, Slowpoke has a field day with it, and if it doesn't run Poison Jab, Exeggcute and Spritzee laugh at it in most cases. The Little Cup community needs to come to the realization of just how limited Meditite really is by 4MSS. I honestly don't see how it even gained enough votes to be suspected when I consider how hurtful this drawback actually is to Meditite's performance.


3. Meditite Promotes Variety in Little Cup

There, I said it. With the introduction of the new and improved Knock Off, tons of Pokemon in Little Cup plummeted in viability, and the main group of Pokemon this affected was Psychic-types. They're good against Fighting-types, right? Well, just about all of them carry Knock Off now. The fact that Meditite's STABs are both resisted by Psychic-types is the keystone that keeps Psychic-types in the picture that is XY Little Cup. Meditite is a very strong Pokemon that has advantages against a lot of other Pokemon, and I acknowledge that, but it does not limit strategy and options the way Tangela did, or the way Sneasel did. If anything, Meditite actually makes a lot of Pokemon viable, whereas Murkrow makes a lot of Pokemon unusable. It's one thing to limit the teambuilding of a ton of Pokemon, and it's another thing to actually promote healthiness in the tier, and that's exactly what Meditite does. Wynaut and Honedge would be considered for teamslots a lot less if Meditite's existence didn't make them important, and Exeggcute wouldn't even be thought about. Getting rid of Meditite would cause an entire group of Pokemon to lose their niche and honestly their whole reason for seeing usage in the current metagame, which would further restrict the variety of this tier and that is not something I want to have happen, not when this Pokemon isn't even overwhelming to the tier; its list of checks and counters is extensive enough to keep it from getting out of hand, I believe.

I can't wait to hear the pro-ban arguments for Meditite. That's all I have to say about that.


1) Is Meditite broken?

Absolutely not. It is very powerful, but it has significant enough drawbacks to balance it out, and it has too many checks and counters for it be an overwhelming force in Little Cup.

2) Is Meditite making Little Cup not fun?

I don't think so. I like having it around because I think it brings balance to the tier. ♥

3) Is a combination of 1 and 2 deterring individuals from playing Little Cup?

I don't see why or how it could, considering all the ways Meditite interacts with the Little Cup environment. I think that anyone who is deterred from Little Cup by Meditite in the current metagame is looking at things through a foggy lens and has not stopped to analyze things. I don't mean to patronize but I honestly do not see what the big deal is. To my knowledge, Meditite is not deterring individuals from Little Cup; I've never had someone complain to me about it like I have Yanma or Swirlix or Gligar.





Thank you for reading.
 
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^That's a short post?

I don't see how it's beaten by thief since Thief Krow runs sub / twave / bbird / thief right? No recovery what so ever and a combination of the mons that I listed can have great synergy that can be used to beat other mons in the metagame not just krow can take down SubThief Krow. That's the reason we have cores, and even if they lose eviolite they will still have their natural bulk enough to still wall. Porygon + Chinchou / Porygon + Fairy type / Archen + Chinchou / Pawniard + Fairy / Lileep + Fairy / etc . These can also wall other things bar Murkrow and can fit well on teams.

Correct me if I'm wrong, but are you saying that Murkrow isn't broken because it can be walled? That's a pretty flawed argument; There are plenty of things that walled Swirlix, for example, to hell and back while fitting well onto teams, yet it was still broken. In addition, everything you listed gets outsped and 2HKOed my Krow after their items are removed, which isnt that hard since half the tier carries Knock Off. The main issue I have with your line of reasoning, however, is that you seem to have forgotten that the Murkrow user also has a team with Pokemon capable of KOing or sufficiently weakening the Murkrow walls in order to finish them off. Sure, there are things that can wall Murkrow, but that doesnt make it not broken.

Also, doesn't standard subtheif run Roost?
 
3. Meditite Promotes Variety in Little Cup

There, I said it. With the introduction of the new and improved Knock Off, tons of Pokemon in Little Cup plummeted in viability, and the main group of Pokemon this affected was Psychic-types. They're good against Fighting-types, right? Well, just about all of them carry Knock Off now. The fact that Meditite's STABs are both resisted by Psychic-types is the keystone that keeps Psychic-types in the picture that is XY Little Cup. Meditite is a very strong Pokemon that has advantages against a lot of other Pokemon, and I acknowledge that, but it does not limit strategy and options the way Tangela did, or the way Sneasel did. If anything, Meditite actually makes a lot of Pokemon viable, whereas Murkrow makes a lot of Pokemon unusable. It's one thing to limit the teambuilding of a ton of Pokemon, and it's another thing to actually promote healthiness in the tier, and that's exactly what Meditite does. Wynaut and Honedge would be considered for teamslots a lot less if Meditite's existence didn't make them important, and Exeggcute wouldn't even be thought about. Getting rid of Meditite would cause an entire group of Pokemon to lose their niche and honestly their whole reason for seeing usage in the current metagame, which would further restrict the variety of this tier and that is not something I want to have happen, not when this Pokemon isn't even overwhelming to the tier; its list of checks and counters is extensive enough to keep it from getting out of hand, I believe.

I think you bring up a really good point here. I know we're not supposed to take the would-be metagame into consideration, but meditite adds a lot to the metagame; as opposed to Murkrow who forces players to run Chinchou or Archen on every single team. (I'm almost 100% sure that I saw a chinchou on every team I faced when gettings reqs).

Meditite may be broken in terms of power, but I don't think it's unhealthy. Think back to Tangela; tang singlevinedly made every grass type insignificant since it could do everything they could do but only 201% better. Meditite really only has one set, so its not overshadowing other psychic types, like Abra or Solosis, or Fighting types, like Mienfoo and Timburr, who have other jobs that meditite just can't do. Those pokemon are still 100% viable.

Like how Bri mentioned, I don't think Meditite makes any pokemon unusable, again unlike Murkrow whose presence makes Foongus cry.
Meditite may be hard to check/counter, but it just requires some predication and ingenuity. Some medi checks may not be used often, but i don't think fitting them onto a team should be too insurmountable. I faced someone who used solosis to great success and dsr95 made me sad with his exeggcute shenanigans.

also lol I zoomed out to 25% and still had to scroll a lot to be able to view briyella's entire post
 
Ok time for me to add my input and I will try to get my opinion across without writing too much.
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Murkrow: Right off the bat, I am going to say that I am pro-banning this thing. Whenever Kro is out, the only strategy you can have is what are you going to have to sacrifice in order to kill it. This is because if you make a wrong switch, Kro will have the advantage against what you have just brought in and will most likely KO it the next turn anyway. Also, I am going to have the same argument that I have with Swirlix, Murkrow is extremely versatile and that makes it even more dangerous. It could be wallbreaker Murkrow with either Berry Juice or Life Orb(I personally like the Berry Juice variant) and this set is extremely effective in wrecking a team, both prepared and unprepared. I have found that most people try to counter Krow with Chinchou when I have played, but those that run HP Grass(I do) usually end up taking Chou out anyway. Then there is the SubThief set that after Berry Juice is used up, it will just steal the opposing item which in most cases is another Berry Juice or Eviolite. Thirdly, you can run the luck set that Briyella has pointed out and that set is usually overlooked but is really really good imo. It is like the LO set but no recoil and is going to get a crit half the time. Lastly, the most annoying set is probably the Prankster set. Seriously, this set is so luck based against the opponent and is a pain in the ass to deal with if you can not stop it instantly. Thunder Wave slows you are paralyzes while Swagger confuses you and that is just a pain to deal with on its own and if that was not enough, Murkrow can take you down with Foul Play being extremely strong if the opponent has not killed themselves yet in confusion. There was this test I had in which my team was based on the two Pokemon I expected to be up for testing, Kro and Tite. I can not tell you how often Murkow has brought me from a 1-5 and than winning the match 1-0. So yes, this thing needs to go.

TL;DR SMACK WITH BAN HAMMER!

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Meditite: I am actually going to agree with Briyella here, I do not find Meditite broken. Meditite is indeed a top tier threat but I find it to be considerably less of a problem than Murkrow. First off, Tite is extremely predictable and that is due to the lack of varied move choices. Whenever Tite comes out, you know to expect that it will have certain moves since it does not have too many viable options. Also, the only items that Tite will run are an Eviolite set, Choice Scarf revenge killer, or a Life Orb attacker. All of these are pretty good sets but it is not as bad as Krow is. You can take Tite out without necessarily having to sacrifice anything and there are quite a few checks and counters to it(From my experience, Missy and Fletchling). Next, there is no way Tite is making LC boring or not enjoyable. The only people that say this are those are get destroyed by it because they 1. Do not know how to play or 2. Tite is just a massive counter against there team(Which is really easy to fix). No, Tite does not deter people from playing LC and it really should not. Once again, those are not playing because of Tite are those that just do not know how to correctly stop it and due to this or inexperience, will say it is broken. Meditite fits quite well in the LC metagame as it is in my opinion and yes, it is a top tier threat but that does not make it broken in any way. Going to stick with keeping Tite in LC!

TL;DR KEEP TITE IN LC!

I think I got my opinion across in these short paragraphs so yea, those are my opinions and I will stand by them no matter what!
 
time for my 2 cents...or however much money is required to post on this idrk
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krow is broke
why, the two of you who don't know what LC is and have lived under a LC-less rock for the past 2-3 mos. might be asking? LO, Evio, BJ and many more sets like scarf, band, scope lens super luck if you wanna go tht far
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stats: 19 speed max+, 18 atk and special attack mac, easily abusable w/ life orb, not even THAT bad defenses 60/42/42 isn't god-awful w/ evio boost
movepool: see above but you can add to the mix drill peck, calm mind, dark pulse, confuse ray, haze, perish song, mean look, roost, tailwind, taunt, torment, featherdance...and much more
abilities: Insomnia isn't a bad ability by any means, let's eviokrow semi-safely switch into foongus, only "fearing" sludge bomb, prankster is what makes this yung babbin shine. U wanna set up? set up first. U wnna sweg? sweg first. u wanna cripple and slow? GO THE HECK AHEAD AND CRIPPLE FIRST. With prankster, he can play a variety of supporting/crippling roles very effectively in this fighting-type infested metagame :@
relevance in meta:
LO: Spam Brave Bird, if chinchou comes in, just HP grass it, no problem. Fighting types cower in fear of mixkrow, the titanic well, titan of a truck that can essentially 2HKO almost the entire metagame with Brave Bird alone
Thiefkrow: Sub up on an expected switch, or status move, then continue to sub until bj restores all ur health, then take ur opponents item. Still smacks things hard with sucker punch and BB and w/ever else that runs
Paraswag(heck, in general): blar11-0jan >
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NOW FOR

meditite is borken? :<
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I am one of many wjho are on the fence
like they see tite and say. Well it's great, but....IS it really broken?

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stats: hits a relatively fast speed tier of 16 w/ max+, good 30/55/55 bulk w/ eviolite but overall not too threatening looking. So why is it on the chopping block?
abilities: huge power is meditite's first ability and the only one you should ever use, as this brings his crappy fully invested 13 atk to 26, or 28 with max+.
movepool: if tite was like bunny and had a realtively unimpressive movepool, you could just pass it off. But it has almost as many options as murkrow does to beat you with. Stab HJK is massively powerful coming off 26-28 atk, it has good priority in fake out and bullet punch, it's coverage is insane having Fighting/Psychic/Fire/Ice/Electric/Poison coverage that is all perfectly viable and all above average in power.
relevance in meta:
Eviolite: The best tite right now imo is the evio tite. Good bulk with eviolite complementing insane power and coverage is a godsent. Having a switching move on tite like baton pass can lead to some great mindgames/predicts/plays with a lot of things in LC atm. This thing is a great batton pass recipient/passes because of it's access to the move, and can even pass bulk ups if you so please. @HKOing almost the entire tier unboosted is another plus. Also works well w/ larvesta, who can beat elgyem and other bulky psychics that counter tite
Life Orb: The other most dangerous tite set is LO tite, this being able to ohko half the metagame
196+ Atk Life Orb Pure Power Meditite High Jump Kick vs. 0 HP / 36 Def Carvanha: 109-133 (519 - 633.3%) -- guaranteed OHKO

that kills 5-6 carvanhas He literally hits so hard carv's Great-grandson can feel it
but some actual impressive calcs are
196+ Atk Life Orb Pure Power Meditite High Jump Kick vs. 252 HP / 252+ Def Eviolite Murkrow: 23-29 (92 - 116%) -- 87.5% chance to OHKO
196+ Atk Life Orb Pure Power Meditite Thunder Punch vs. 252 HP / 252 Def Eviolite Frillish: 21-26 (84 - 104%) -- 68.8% chance to OHKO after Stealth Rock
196+ Atk Life Orb Pure Power Meditite High Jump Kick vs. 0 HP / 0 Def Eviolite Tangela: 19-23 (82.6 - 100%) -- 56.3% chance to OHKO after Stealth Rock
196+ Atk Life Orb Pure Power Meditite High Jump Kick vs. 156 HP / 196+ Def Eviolite Mienfoo: 23-29 (100 - 126%) -- guaranteed OHKO
-1 196+ Atk Life Orb Pure Power Meditite Zen Headbutt vs. 116 HP / 32 Def Eviolite Snubbull: 13-17 (54.1 - 70.8%) -- guaranteed 2HKO after Stealth Rock
-I think you get the point. LO tite is ridiculously powerul, heck even to the point where some of it's counters become checks just because of the Sheer power
196+ Atk Life Orb Pure Power Meditite High Jump Kick vs. 236 HP / 252+ Def Eviolite Elgyem: 10-13 (40 - 52%) -- 99.6% chance to 2HKO after Stealth Rock
Pure insanity^
Choice Scarf: Great revenge killer, great power, has a bit of surprise factor as well as most will expect Evio/LO

although: is tite as broken as we think it is?
i'll list down all of tite's checks (and counters w/out SR UP and LO HJK)
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These are the first few Pokemon i came up with when i needed checks/counters to tite. IT isn't a terribly huge list, but he isn't uncheckable. His 4MSS even prevents him from breaking through his checks most of the time. There's only 1 problem 6 of the 8 mons listed above are weak to knock off. The knock off buff really fools around with everything, because now all of tite's "counters" have lost their bulk and are no longer counters. And it's easy to run pawniard alongside tite because of the great type synergy and great matchup against his counters. Although, it does increase a good of variety in LC as mentioned above by Goddess Briyella iirc, it does restrict a lot as well. fighting types, poison types like trubbish and grimer, and pretty much almost every rock type in the tier fear tite. The trade-off is really stumping me, and I can't really decide whether i want it to stay or not. on one hand, it does increase the amount of psychic and ghost types we can run. But on the other hand, they become more of a liability and a burden than an actual mon once rendered useless by knock off. And because of the fact that a ton of crap gets knock off and you can just slap it on basically anything to have your way w/ tite's counters is ridiculous. Although, if you play smart, this can be avoided. :@


tl;dr-instaban krow
tl;dr-tite can go or stay, but I'm leaning towards go
 
I don't see how it's beaten by thief since Thief Krow runs sub / twave / bbird / thief right? No recovery what so ever and a combination of the mons that I listed can have great synergy that can be used to beat other mons in the metagame not just krow can take down SubThief Krow. That's the reason we have cores, and even if they lose eviolite they will still have their natural bulk enough to still wall. Porygon + Chinchou / Porygon + Fairy type / Archen + Chinchou / Pawniard + Fairy / Lileep + Fairy / etc . These can also wall other things bar Murkrow and can fit well on teams.

236 Atk Life Orb Murkrow Brave Bird vs. 236 HP / 196 Def Eviolite Porygon: 13-17 (50 - 65.3%) -- guaranteed 2HKO
236 Atk Life Orb Murkrow Brave Bird vs. 212 HP / 196+ Def Eviolite Spritzee: 13-17 (48.1 - 62.9%) -- 93.8% chance to 2HKO
236 Atk Life Orb Murkrow Brave Bird vs. 228 HP / 220+ Def Eviolite Lileep: 12-16 (46.1 - 61.5%) -- 68.4% chance to 2HKO

these are not counters.

also @ above, you're forgetting exeggcute, spritzee

and with those you've probably got the best counters. a list of checks is much, much more expansive as it also includes things like Doduo and Abra
 
Didn't bother laddering for suspect at all because because christ laddering is so goddamn painful, but I still want to post about Meditite because it's broken as fuck lol.

The problem with Meditite is that without Gligar in the tier, it doesn't need to run Ice Punch anymore, which means that you can ream the best answer to it, Slowpoke, with Thunder Punch and without losing any important coverage. Beyond Thunder Punch, Drain Punch / High Jump Kick, and Zen Headbutt / Psycho Cut, you can run whatever you want in the last slot and be fine. I didn't run Gligar much during the Gligar meta because it was super boring to use, which means I felt the struggle of facing Meditite last stage as well. I ran a variety of Pokemon to try to handle it, and the most reliable answer that I found that wasn't a shitty Pokemon was Spritzee, which still isn't that reliable itself. If I remember correctly (which means I haven't run calcs on this in like a month and a half, so I could be off, though I'm pretty sure I'm not), Life Orb Zen Headbutt is a 2HKO vs. physically defensive Spritzee, maybe after Stealth Rock. So one of the best answers to Fighting-types gets boned on the switch, and it's not even because of a super effective coverage move. It's just a neutral STAB.

The most reliable answers are bulky Psychic-types, but let's rattle off a list of good bulky Psychic-types aside from Slowpoke in LC.

Yeah.

Honedge is also a pretty solid answer. But Honedge and bulky Psychic-types are all weak to Knock Off and Pursuit, which means that a decent player can handle them really easily without even going out of their way to do so. When half of the tier runs Knock Off, it makes it a lot harder to check such an insanely strong physical attacker.

Life Orb has pretty much no counters and an insanely small number of checks. Eviolite sacrifices that for the bulk to stay around for the entire match. Either way you twist it, it's absurdly good. I remember people recommending I run Wynaut to help out against it. I don't know if Wynaut has suddenly become popular in LC, though I doubt it because it's bad outside of checking Meditite, but even if it is, you can just run Baton Pass in the last slot to beat it.

Like what the fuck do you do against this thing?
 
236 Atk Life Orb Murkrow Brave Bird vs. 236 HP / 196 Def Eviolite Porygon: 13-17 (50 - 65.3%) -- guaranteed 2HKO
236 Atk Life Orb Murkrow Brave Bird vs. 212 HP / 196+ Def Eviolite Spritzee: 13-17 (48.1 - 62.9%) -- 93.8% chance to 2HKO
236 Atk Life Orb Murkrow Brave Bird vs. 228 HP / 220+ Def Eviolite Lileep: 12-16 (46.1 - 61.5%) -- 68.4% chance to 2HKO

these are not counters.

also @ above, you're forgetting exeggcute, spritzee

and with those you've probably got the best counters. a list of checks is much, much more expansive as it also includes things like Doduo and Abra

"These are the first few Pokemon i came up with when i needed checks/counters to tite." I was implying there were more than those
 
Meditite

I believe Meditite is not broken, although i'm still somewhat hanging on the fence.Meditite is an incredible force in the current metagame, but that's about it. It's predictable in the way that you know it'll run Dual Stab*+2 coverage, and it is surprisingly easy to guess the coverage by looking at the opposing team ( Ask yourself the following questions: What is the opposing team weak to? Which mon does meditite want to catch off-guard so another mon can sweep?)

Meditite may be predictable, but so are its switch-ins. With so few of them, it is likely that your team only has one or two Pokemon capable of switching into Meditite. Meditite also doesn't always need to tailor its moveset specifically for certain counters, either. It has five teammates that can set it up by, for instance, Pursuit trapping Misdreavus.

Fighting and Psychic are both incredible attacking types in the current metagame, but both have the same major downside: Immunities. The average LC team has a ghost and at least one dark type (sometimes even up to 3), which means that whichever move you choose, there is a way that the opponent can escape harmless from the situation.

This seems like a valid point at first, but I'd like to point out that there are no LC Ghost/Dark types. Thus, there is no Pokemon immune to both of Meditite's STABs. It's true that tanky resists and immunities are challenges for Meditite, but as long as there is no Pokemon in the tier immune to both, switching into Meditite will be just as risky for the opposing team as it is for Meditite.

most Psychic-types and Spritzee also do a pretty good job against Meditite, as they can all switch in on both of Tite's STABS. Meditite's slow speed also means that it's really easy to take the momentum back with something like Fletchling, Murkrow or Misdreavus. (if Meditite is a little weakened, pretty much anything that outspeeds it will suffice)

Meditite's LO set is capable of knocking out both Spritzee and Slowpoke, the two most relevant Fighting resists, in the presence of Stealth Rock, even if it predicts wrong and uses HJK as they switch in. As for faster Pokemon, they are only capable of revenge killing, since (except for Misdreavus) none of them can switch into HJK without being obliterated. Even then, Meditite resists SR, so unless Spikes are also on the field, Meditite has pretty much no penalty for leaving a bad matchup.

Scarf Meditite is interesting. I've heard people say that it is both more powerful and faster than Murkrow, which makes it broken, but HJK isn't as good of a move as Brave Bird. Lock yourself into HJK, and the following things could happen:

Worst case scenario: The opponent switches right into their Ghost-Type. They get a free turn and you lose half your health
Most common scenario: They switch in a possible counter, not wanting to risk ZHB 2HKO'ing their only HJK immunity. If it's 2hko'd, the opponent can either directly switch to Misdreavus or stay in and ensure the free turn.

A similar thing can be said about locking into ZHB.

Meditite doesn't have that "Press here to win the game" button that Murkrow has in Brave Bird, this is true. Scarf Meditite requires prediction, which makes it somewhat hard to judge how it performs. However, these two take for granted that a Ghost-type is not on every team. I did not run one on the team that got me ladder reqs, so it is far from a requirement to have a good team. With the lack of a Ghost-type, that worst case scenario becomes irrelevant. As for the second scenario, it's just standard prediction, but I'd place the favor towards the Meditite user. Anything capable of walling its High Jump Kick is very likely to have low offenses as a result of the high Defense stat needed to do so. Thus, I believe that the best thing such a Pokemon could do is something like using Scald or a status move on the switch-in, or in the worst-case, be forced to use recovery and give up a free turn to the other team, negating the benefit it provided by switching in on Meditite in the first place. If ZHB ended up being a 2HKO, then Meditite won. It's all prediction, but I say that Meditite has a slight advantage when doing so.

I actually think the main thing Scarf Meditite has going for it is Trick. If it manages to trick something like Spritzee, it becomes useless and pure setup material for heaps of things. But there are other mons which can do the same, and we're not even thinking about banning them.

I had forgotten about Trick, because that is certainly not its main use, but rather, just a bonus. The reason we aren't considering banning other Trick users is because they don't have Meditite's power. I am not considering banning Meditite because of Trick, I am considering it because it hits so hard that very little can switch in.

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

I'd also like to respond to Briyella a bit here, but only to her three summary points because I don't want to spend a week making a response.

1. Sub-par Speed

The thing that allows many strong attackers the potential to really do well in the metagame is reaching a decent Speed tier. Meditite's Speed is actually considered so insignificant that none of its sets even run its maximum Speed stat of 16, so I know for a fact that players already acknowledge this problem. This leaves Meditite open to be hit hard by numerous checks and counters and it's not the best at taking random neutral hits either. The only way to patch up its disappointing Speed is to give it a Choice Scarf and lock into something that is bound to hit an immunity sometime. I wouldn't really call that an advantage in most cases, but I guess it depends on what the player considers important. Nonetheless, Meditite's Speed is a significant flaw that helps balance it.

I was acutally surprised when you said that none of its non-Scarf sets run max Speed. "What about Life Orb Meditite?" I said, but apparently you don't have Speed on that set. Personally, I find that extremely wrong, as even though there is basically nothing between 12 and 16 Speed, I still think it's better to run that in case you run into something like 5th gen 14 Speed Mienfoo, and at least a chance to Speed tie with Pawniard. That is beside the point, however. I'd like to come out and say that I think that Meditite's Speed is just fine where it is, in that it is outspeeding the walls it likes to crush. The fact that it is outsped by Murkrow and Misdreavus is not good for Meditite, but I also do not believe it to be significant enough of a balancing factor. Ponyta can burn it and hit it pretty hard, making it one of the better checks. Abra, even LO variants, can't OHKO Eviolite Meditite with Dazzling Gleam, and Drain Punch + Bullet Punch always kills it. The other 19 and 20 Speeders are irrelevant, as they all lose to Eviolite Meditite 1v1. Gastly needs SR up to OHKO Eviolite Meditite, while obviously getting destroyed by ZHB in return. Mienfoo and Drilbur are both unable to KO Meditite through Drain Punch, even if Meditite loses its Eviolite. Fletchling has that priority Acrobatics, but it gets OHKOed by Drain Punch after switching into SR, so it can only revenge kill. Pawniard gets destroyed, even if it takes away Meditite's item in the process. That's all the relevant Pokemon I can think of that outspeed Meditite. As for those that do not outspeed Meditite, they better resist Fighting, or else Meditite is walking all over them. Speed isn't everything, and Meditite proves it.

2. Severe 4MSS (4-Moveslot Syndrome)

I would be much more inclined to label Meditite broken if it could actually carry more than four moves. The simple fact that it is limited to four moves in its moveset REALLY holds it back. It absolutely needs Baton Pass or Wynaut beats it 100% of the time; it absolutely needs Fire Punch to get around Honedge without giving a free turn. Meditite wants to run Thunder Punch and Poison Jab on the same set SO BADLY but it can't. If it doesn't run a Fighting-type attack, it gets trampled by Scraggy. If it doesn't run a Psychic-type attack, it gets bullied by bulky Poison-types. If it doesn't run Thunder Punch, Slowpoke has a field day with it, and if it doesn't run Poison Jab, Exeggcute and Spritzee laugh at it in most cases. The Little Cup community needs to come to the realization of just how limited Meditite really is by 4MSS. I honestly don't see how it even gained enough votes to be suspected when I consider how hurtful this drawback actually is to Meditite's performance.

Naturally, a Pokemon will want enough moves to cover every single niche threat that walls it, but I think Meditite can do without. The fact that you mention Baton Pass and Fire Punch as "absolutely needed" for exactly one Pokemon each makes me think you are digging a little too deep here. It needs these moves to be a "perfect" Pokemon, not a broken one. Neither Wynaut nor Honedge are exceptionally common, and the notion that those moves are required for Meditite to function properly is silly to me. This narrows it down to Fake Out, Bullet Punch, Fighting move, Psychic move, Thunder Punch, and Poison Jab to choose from. Poison Jab is mostly a bad choice, as that is only used for Spritzee and the very niche Exeggcute, so I'd take that one off too. That means you are now leaving off just one move, usually between Fake Out and Thunder Punch. Using uncommon niche Pokemon as justification for Meditite's "severe" 4MSS just doesn't make sense to me, since Meditite doesn't have to cover everything to be broken.

3. Meditite Promotes Variety in Little Cup

There, I said it. With the introduction of the new and improved Knock Off, tons of Pokemon in Little Cup plummeted in viability, and the main group of Pokemon this affected was Psychic-types. They're good against Fighting-types, right? Well, just about all of them carry Knock Off now. The fact that Meditite's STABs are both resisted by Psychic-types is the keystone that keeps Psychic-types in the picture that is XY Little Cup. Meditite is a very strong Pokemon that has advantages against a lot of other Pokemon, and I acknowledge that, but it does not limit strategy and options the way Tangela did, or the way Sneasel did. If anything, Meditite actually makes a lot of Pokemon viable, whereas Murkrow makes a lot of Pokemon unusable. It's one thing to limit the teambuilding of a ton of Pokemon, and it's another thing to actually promote healthiness in the tier, and that's exactly what Meditite does. Wynaut and Honedge would be considered for teamslots a lot less if Meditite's existence didn't make them important, and Exeggcute wouldn't even be thought about. Getting rid of Meditite would cause an entire group of Pokemon to lose their niche and honestly their whole reason for seeing usage in the current metagame, which would further restrict the variety of this tier and that is not something I want to have happen, not when this Pokemon isn't even overwhelming to the tier; its list of checks and counters is extensive enough to keep it from getting out of hand, I believe.

I think you've got it backwards here. The usage of generally bad or outclassed Pokemon solely for the purpose of countering Meditite just makes it more broken, in my opinion. Exeggcute is weak to U-turn, Knock Off, Brave Bird, Shadow Ball, and Fire-type moves, all of which are very common in Little Cup. It is bad, but it just so happens to counter Meditite, making it "viable", in the same way that Tangela made Goomy "viable". Gastrodon in 5th gen OU is a prime example of a niche Pokemon becoming good in the metagame. Originally brought up to deal with Thundurus, people figured out that it was an all-around fantastic rain check, as well as a pretty good Special sponge. Exeggcute, Honedge, and the other rarely-used Psychic-types are not even close to this. They deserve to be unused if they don't fit in the metagame, and keeping around a threat that is, in my opinion, broken, just to keep these Pokemon usable is absurd.
 
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I was referring to defensive tirtouga 164 hp / 236 sp def + solid rock, that archen set could be more defensive to add in more bulk, and Porygon can tank non LO and outstall with recover (Even better with trace).

Correct me if I'm wrong, but are you saying that Murkrow isn't broken because it can be walled? That's a pretty flawed argument; There are plenty of things that walled Swirlix, for example, to hell and back while fitting well onto teams, yet it was still broken. In addition, everything you listed gets outsped and 2HKOed my Krow after their items are removed, which isnt that hard since half the tier carries Knock Off. The main issue I have with your line of reasoning, however, is that you seem to have forgotten that the Murkrow user also has a team with Pokemon capable of KOing or sufficiently weakening the Murkrow walls in order to finish them off. Sure, there are things that can wall Murkrow, but that doesnt make it not broken.?


Swirlix didn't need LO to sweep teams + it had boosting moves + unburden + an amazing attacking movepool

Meditite doesn't /have/ to run those exact moves, it has an amazing list and not all the situations will be in your favor. You might have slowpoke + spritzee vs a Meditite with Thunder Punch + Poison Jab, Fire Punch vs a team with the only true counter is Honedge, other than that just filled with Revenge Killers. This thing is can't be countered. Prediction still shouldn't be considered no matter how obvious the switch in is lol. Just by that logic The opponent can call your bluff and try to threaten you. You can't rely on 50/50's

Also for the Lileep + Fairy shit just put Amaura over it. I was mainly focusing on the SubThief Set~
 
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I think it's safe to say we can ban Mukrow....

Did some Meditite calcs:

VS. Spritzee:
196+ Atk Pure Power Meditite Poison Jab vs. 212 HP / 196+ Def Eviolite Spritzee: 14-18 (51.8 - 66.6%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Thunder Punch vs. 212 HP / 196+ Def Eviolite Spritzee: 7-9 (25.9 - 33.3%) -- 0% chance to 3HKO
196+ Atk Pure Power Meditite Bullet Punch vs. 212 HP / 196+ Def Eviolite Spritzee: 8-10 (29.6 - 37%) -- 1.1% chance to 3HKO

VS. Misdreavus:
196+ Atk Pure Power Meditite Thunder Punch vs. 36 HP / 120 Def Eviolite Misdreavus: 8-10 (34.7 - 43.4%) -- guaranteed 3HKO
196+ Atk Pure Power Meditite Psycho Cut vs. 36 HP / 120 Def Eviolite Misdreavus: 10-13 (43.4 - 56.5%) -- 59.4% chance to 2HKO

VS. Slowpoke:
196+ Atk Pure Power Meditite Thunder Punch vs. 196 HP / 156+ Def Eviolite Slowpoke: 14-18 (50 - 64.2%) -- guaranteed 2HKO

VS. Exeggcute:
196+ Atk Pure Power Meditite Psycho Cut vs. 0 HP / 196+ Def Exeggcute: 6-7 (27.2 - 31.8%) -- guaranteed 4HKO
196+ Atk Pure Power Meditite Fire Punch vs. 0 HP / 196+ Def Exeggcute: 18-22 (81.8 - 100%) -- 6.3% chance to OHKO

VS. Honedge:
196+ Atk Pure Power Meditite Fire Punch vs. 0 HP / 36 Def Eviolite Honedge: 12-16 (57.1 - 76.1%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Thunder Punch vs. 0 HP / 36 Def Eviolite Honedge: 6-8 (28.5 - 38%) -- 59.1% chance to 3HKO

VS. Solosis:
196+ Atk Pure Power Meditite Thunder Punch vs. 252 HP / 0 Def Solosis: 15-18 (62.5 - 75%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Bullet Punch vs. 252 HP / 0 Def Solosis: 8-10 (33.3 - 41.6%) -- guaranteed 3HKO
(No Defense EVS)

VS. Stunky:
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 60 Def Eviolite Stunky: 13-16 (59 - 72.7%) -- guaranteed 2HKO

VS. Dwebble:
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 0 Def Dwebble: 16-19 (76.1 - 90.4%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Bullet Punch vs. 0 HP / 0 Def Dwebble: 10-14 (47.6 - 66.6%) -- 99.6% chance to 2HKO

VS. Vullaby:
196+ Atk Pure Power Meditite Thunder Punch vs. 116 HP / 76+ Def Eviolite Vullaby: 14-18 (56 - 72%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Drain Punch vs. 116 HP / 76+ Def Eviolite Vullaby: 10-13 (40 - 52%) -- 9% chance to 2HKO

VS. Spritzee:
12 SpA Spritzee Moonblast vs. 0 HP / 236 SpD Eviolite Meditite: 14-18 (73.6 - 94.7%) -- guaranteed 2HKO

VS. Misdreavus:
236 SpA Misdreavus Shadow Ball vs. 0 HP / 236 SpD Eviolite Meditite: 14-20 (73.6 - 105.2%) -- 6.3% chance to OHKO

VS. Slowpoke:
36 SpA Slowpoke Scald vs. 0 HP / 236 SpD Eviolite Meditite: 6-7 (31.5 - 36.8%) -- 17.6% chance to 3HKO
36 SpA Slowpoke Psychic vs. 0 HP / 236 SpD Eviolite Meditite: 6-7 (31.5 - 36.8%) -- 17.6% chance to 3HKO
36 SpA Slowpoke Shadow Ball vs. 0 HP / 236 SpD Eviolite Meditite: 8-10 (42.1 - 52.6%) -- 0.4% chance to 2HKO

VS. Exeggcute:
76 SpA Exeggcute Psychic vs. 0 HP / 236 SpD Eviolite Meditite: 7-9 (36.8 - 47.3%) -- guaranteed 3HKO
76 SpA Exeggcute Giga Drain vs. 0 HP / 236 SpD Eviolite Meditite: 6-7 (31.5 - 36.8%) -- 17.6% chance to 3HKO

VS. Honedge:
196+ Atk Honedge Shadow Sneak vs. 0 HP / 76 Def Eviolite Meditite: 12-14 (63.1 - 73.6%) -- guaranteed 2HKO
196+ Atk Honedge Iron Head vs. 0 HP / 76 Def Eviolite Meditite: 9-12 (47.3 - 63.1%) -- 96.5% chance to 2HKO

VS. Solosis:
0+ SpA Solosis Shadow Ball vs. 0 HP / 236 SpD Eviolite Meditite: 10-14 (52.6 - 73.6%) -- guaranteed 2HKO
(Not entirely sure what EVs this runs)

VS. Stunky:
252 Atk Stunky Sucker Punch vs. 0 HP / 76 Def Eviolite Meditite: 7-10 (36.8 - 52.6%) -- 11.3% chance to 2HKO
252 Atk Stunky Crunch vs. 0 HP / 76 Def Eviolite Meditite: 7-10 (36.8 - 52.6%) -- 11.3% chance to 2HKO

VS. Vullaby:
76 Atk Vullaby Brave Bird vs. 0 HP / 76 Def Eviolite Meditite: 18-24 (94.7 - 126.3%) -- 81.3% chance to OHKO
76 Atk Vullaby Knock Off (97.5 BP) vs. 0 HP / 76 Def Eviolite Meditite: 7-10 (36.8 - 52.6%) -- 11.3% chance to 2HKO

VS. Pawniard (Scarf):
236+ Atk Pawniard Knock Off (97.5 BP) vs. 0 HP / 76 Def Eviolite Meditite: 10-13 (52.6 - 68.4%) -- guaranteed 2HKO

VS. Flechling:
196+ Atk Fletchling Acrobatics (55 BP) vs. 0 HP / 76 Def Eviolite Meditite: 12-14 (63.1 - 73.6%) -- guaranteed 2HKO

VS. Murkrow:
236 Atk Murkrow Brave Bird vs. 0 HP / 76 Def Eviolite Meditite: 26-32 (136.8 - 168.4%) -- guaranteed OHKO
236 Atk Murkrow Sucker Punch vs. 0 HP / 76 Def Eviolite Meditite: 9-12 (47.3 - 63.1%) -- 96.5% chance to 2HKO

VS. Mienfoo:
236+ Atk Mienfoo U-turn vs. 0 HP / 76 Def Eviolite Meditite: 5-7 (26.3 - 36.8%) -- 15.5% chance to 3HKO
236+ Atk Mienfoo Knock Off (97.5 BP) vs. 0 HP / 76 Def Eviolite Meditite: 7-9 (36.8 - 47.3%) -- guaranteed 3HKO
[/hid

Thanks for the calcs....but the offensive ones are only versus Defensive Pokemon, it would be worthwhile to show offensive Pokemon because frankly, stall is not as common. The defensive ones are kind of worthless because I've probably never seen a Meditite run that spread. Try 116 HP / [156 Def or 156 SpD] or 156 Def / 156 SpD as those are the two spreads work better with Eviolite.

Standard Meditite
307.png

Meditite @ Eviolite
Ability: Pure Power
Level: 5
EVs: 196 Atk / 156 Def / 156 SDef
Adamant Nature
- Drain Punch
- Zen Headbutt
- Thunder Punch / Poison Jab
- Fake Out

This is the most common set Meditite runs; it is less offensively potent than many of the others, but can take hits notably better with the added bulk provided to it by Eviolite. Its massive 28 Attack stat allows it punch huge holes in the opposition with Drain Punch and Zen Headbutt, which will result in an easy OHKO in most cases against anything they score super effective hits against. Thunder Punch allows Meditite to 2HKO Slowpoke, a common switch-in to Meditite, and Poison Jab is an option for getting a hard hit against Spritzee, a Pokemon that can also give Meditite problems otherwise. Fake Out deals surprising damage backed by Pure Power and can be useful for dealing chip damage to secure a KO and also for picking off weakened threats (this is especially helpful against faster ones). Unfortunately, Meditite's standard approach here only uses 12 Speed. This set packs a punch for sure, but let's have a look at how many Pokemon can wall it or outright beat it:


102.png

Exeggcute walls this set with ease if Meditite opts to use Thunder Punch instead of Poison Jab. From there, Exeggcute can taken advantage of this huge defensive advantage to hit Meditite or its switch-in replacement with Sleep Powder or Leech Seed. Exeggcute's 60/80 physical bulk, backed by Oran + Harvest and Leech Seed recovery, is impressive and its typing is pretty much designed for walling this set, if Poison Jab is not used.


079.png

Slowpoke, on the other hand, walls this set with ease if Meditite opts to use Poison Jab instead of Thunder Punch. From there, Slowpoke can threaten Meditite with Scald or cripple it or its switch-in replacement with Thunder Wave or Yawn. Slowpoke's 90/65 physical bulk, with Regenerator to boot, is impressive and can take good advantage of Meditite with this set if it doesn't have Thunder Punch.


spritzee.png

Spritzee can easily take on standard Meditite if it opts to use Thunder Punch and not Poison Jab. Meditite won't like taking a STAB super effective Moonblast either. From there, Spritzee can perform its support duties for itself and/or its team with no sweat, because Meditite won't be able to take it down, and switching out would give Spritzee a free turn it could use. The sheer popularity Spritzee already has without countering Meditite is only complemented further by this fact.


343.png

Baltoy walls this entire set, no matter which attacks are chosen. An often overlooked Pokemon in Little Cup, its typing is designed perfectly to wall this set. It isn't capable of much offensively, but it can do many important things with the free turn it gets after meeting Meditite. It can use Rapid Spin to rid its team of hazards, it can lay its own hazard down on the opponent's side of the field with Stealth Rock, it has access to Trick for crippling the switch-in with a Choice item while stealing their preferred item in the process, and it also gets dual screens. This is a supporter that can take full advantage of standard Meditite very easily.


096.png

Drowzee is largely overlooked as a Wish passer despite its great bulk and survivability, but with Meditite around, Drowzee can comfortably come in against it and do its work. Drowzee can also threaten switch-ins with Thunder Wave or Toxic and has a vast movepool apart from that. For more information on Drowzee as a Wish passer, be sure to read my post in dcae's "Berry Juice vs Eviolite - The Right Choice" thread by clicking here. It's thoughtlessly considered a "gimmick" only because people are so scared of Knock Off. Meditite doesn't have it.


605.png

Elgyem can take this set on without a problem. It has Recover to heal off damage at will, it walls both of Meditite's STABs, and can threaten Meditite with a super effective Shadow Ball. Elgyem can take advantage of Meditite switching out by crippling the switch-in replacement with Thunder Wave. Its Psychic attack deals solid damage backed by STAB and Analytic ability (which also applies on switches), and HP Fighting backed by Analytic ability lets it easily OHKO Pawniard on the switch-in even if it has Eviolite.


honedge.png

Honedge absolutely destroys standard Meditite. The ghost sword's immunity to Fighting and resistance to Psychic allow it to wall it dutifully with its impressive physically defensive presence. It is also immune to Fake Out and Poison Jab, and it takes negligible damage from Thunder Punch. In return, Honedge can severely hurt Meditite with Shadow Claw, pick it off with Shadow Sneak, or take advantage of the free turn it gains by forcing Meditite to switch by setting up with Autotomize or Swords Dance. Meditite would need Fire Punch to get around this thing on its own, and it would have to limit its other options by carrying it.


360.png

Wynaut
is a complete and total stop to this set, bar nothing. Wynaut traps Meditite with Shadow Tag so that it cannot escape, and uses Counter repeatedly to beat Meditite to death. The fact that Wynaut walls both of Meditite's STABs is just icing on the cake. Meditite would need Baton Pass to escape Wynaut and safely switch out to a teammate, and it would have to limit its other options by carrying it.


Note that these are all counters. COUNTERS. Murkrow doesn't have anything close to a list like this.

These Pokemon can switch in comfortably given the conditions made possible by Meditite's standard set and either force Meditite out, take advantage of its presence, make it miserable, or kill it off. That's not even counting the amount of Pokemon in the tier that can check it and force it out. I'll get to that now:


200.png

Misdreavus wrecks Meditite's shit with STAB Shadow Ball, and although it only has a 6.3% chance to OHKO if it has Eviolite at full health, one layer of Spikes bolsters that chance to 93.8%, and it's not like Meditite would want to stick around either way. Misdreavus can switch in on a predicted Drain Punch, but apart from that it can't be considered a counter, as it takes too much damage from Zen Headbutt on the switch-in. Missy's immunity to Fake Out also means there won't be any chip damage happening against it and it won't be picked off by it at low health. Nonetheless, Meditite won't be walking around like it owns the place as long as Misdreavus is around, and giving Misdreavus a free Nasty Plot boost is definitely not the best idea in Little Cup.


092.png

Gastly handles Meditite the exact same way Misdreavus does, down to the damage output from Shadow Ball. The only difference is that Gastly is even more of a liability as a switch-in than Misdreavus is, because Zen Headbutt is a clean OHKO against it and it won't like taking Thunder Punch either. With just a little prior damage, Meditite won't be able to stomach a Shadow Ball from Gastly and would be foolish to stay in against it.


209.png

Snubbull is 2HKOed by Poison Jab and has a small chance of being 2HKOed by Zen Headbutt after Intimidate is applied to Meditite, so it can't be listed as a counter. However, this thing can definitely force Meditite out if it comes in after a teammate faints or as a result of a slow U-turn/Volt Switch/Parting Shot/Baton Pass. Play Rough has an 81.3% to OHKO Meditite at full health, and Snubbull also has Thunder Wave to cripple switch-ins. That's not to mention Snubbull's access to powerful coverage moves as well, such as Earthquake and Close Combat.


276.png

Taillow outspeeds and easily OHKOs Meditite with Brave Bird when statused if using the Guts + Toxic/Flame Orb set. Protect not only lets the Orb kick in without taking damage, but it also blocks Fake Out if Meditite is just coming in (i.e. both Meditite and Taillow are in the lead position). Taillow can also knock Meditite out with Air Slash if it uses Choice Specs, as it commonly holds for its new Boomburst set, with a little prior damage; it deals the same amount as Misdreavus/Gastly's Shadow Ball, almost kills it from full health but it narrowly survives. Taillow can capitalize on predicted switches by maintaining momentum with U-turn.


fletchling.png

Itemless Fletchling has an 81.3% chance to OHKO standard Meditite with Acrobatics, and this is generally not a gamble that Meditite users are comfortable taking. Fletchling can take advantage of this forced switch by either maintaining momentum with U-turn or setting up with Swords Dance. +2 STAB Acrobatics from itemless Fletchling is definitely not something to take lightly.



I can't wait to hear the pro-ban arguments for Meditite. That's all I have to say about that.

Thank you for reading.

Don't h8 me ;) but I think due to the thoroughness of this post it kind of highlighted why I would ban Meditite. Just....look at the counters they are a ban argument jumping out at the screen.

  • Most of them are simply 2HKOed and can't switch in if the right coverage move is used. I will address the 4MSS argument you are thinking in your head atm in about 3-4 points.
  • Most of them suck balls. Exeggcute is great and is underrated but Elgyem, Baltoy, and Drowsee? In theory Baltoy is ok until you remember its attack stats are balls and it's the most set up bait Pkmn of all time.
  • Most of them would just be for Meditite - any other Fighting-type has Knock Off and will fuk their shit. This is why it's such a common strategy to run both Mienfoo and Meditite.
  • These Pokemon are hand-picked defensive Pokemon. They are not something Meditite really has to prepare for but can. Sure, 4MSS, it can't run all those moves and Fake Out + Bullet Punch, but the point is that if these Pokemon were actually something Meditite needed to worry about, it would run them. There's a reason most people run Fake Out and Bullet Punch more than Poison Jab and Thunder Punch which leads to my next point.
  • Probably the most important argument which leads from my previous point that they are all defensive Pokemon. These are the Pokemon hand-picked to be able to switch into Meditite out of the entire tier, and there is maybe one offensive-based Pokemon on that list that's actually threatening or difficult to switch into (but not really) even by a common offensive team. I have always followed the rule, and I think we all should, that if a "counter or check" does not actually threaten in comparison to the Pokemon in question, it cannot be considered an argument against banning the Pokemon.

Still mostly on the fence but my ass is starting to hurt and I'm thinking about swinging my other leg over to the ban side.
 
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196+ Atk Life Orb Pure Power Meditite High Jump Kick vs. 0 HP / 36 Def Carvanha: 109-133 (519 - 633.3%) -- guaranteed OHKO
that kills 5-6 carvanhas He literally hits so hard carv's Great-grandson can feel it
damn that's pretty good
There's only 1 problem 6 of the 8 mons listed above are weak to knock off. The knock off buff really fools around with everything, because now all of tite's "counters" have lost their bulk and are no longer counters. And it's easy to run pawniard alongside tite because of the great type synergy and great matchup against his counters. Although, it does increase a good of variety in LC as mentioned above by Goddess Briyella iirc, it does restrict a lot as well. fighting types, poison types like trubbish and grimer, and pretty much almost every rock type in the tier fear tite. The trade-off is really stumping me, and I can't really decide whether i want it to stay or not. on one hand, it does increase the amount of psychic and ghost types we can run. But on the other hand, they become more of a liability and a burden than an actual mon once rendered useless by knock off. And because of the fact that a ton of crap gets knock off and you can just slap it on basically anything to have your way w/ tite's counters is ridiculous. Although, if you play smart, this can be avoided. :@
Although the carvanha calc has given me second thoughts, I don't know if I can agree with the entirety of this paragraph. Meditite itself doesn't carry Knock Off, so those checks and counters continue to be valid checks and counters to Meditite specifically; even though it's true that a teammate could Knock Off the Meditite check/counter for Meditite, said Meditite check/counter could just as easily switch out of this Knock Off user as Meditite can switch out of the Meditite check/counter. There's also the issue of these Knock Off users having to be able to switch into the Meditite checks and counters in the first place, which may be difficult to do if said Meditite check/counter carries coverage moves. Pursuit certainly has its merits, but most of these Meditite checks and counters have ways to KO common pursuit users, like Misdreavus carrying Hidden Power Fighting for Pawniard, meaning the Meditite user will have to play extremely carefully to get a Scarf Pawniard in to KO the Misdreavus.
Fighting types and Poison types and Rock types certainly fear Meditite, but they fear Abra as well. I don't think there are any Pokemon in LC that have absolutely no weaknesses. I don't understand what you're trying to get at here.

Regarding your other calcs, LO Meditite is indeed very powerful; however, if it chooses to run LO, it also becomes very frail, severely limiting switch-in opportunities.
236 Atk Mienfoo Knock Off (97.5 BP) vs. 0 HP / 76 Def Meditite: 10-12 (52.6 - 63.1%) -- guaranteed 2HKO
(10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 12)
236 Atk Mienfoo U-turn vs. 0 HP / 76 Def Meditite: 7-9 (36.8 - 47.3%) -- guaranteed 3HKO
(7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9)
After Stealth Rock, LO Meditite has a very good chance to be KOed by a combination of Knock Off and U-turn from Eviolite Mienfoo.

236 Atk Pawniard Knock Off (97.5 BP) vs. 0 HP / 76 Def Meditite: 15-18 (78.9 - 94.7%) -- guaranteed 2HKO
(15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)
236 Atk Pawniard Iron Head vs. 0 HP / 76 Def Meditite: 12-15 (63.1 - 78.9%) -- guaranteed 2HKO
(12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 15)
Either of which can be followed by
236 Atk Pawniard Sucker Punch vs. 0 HP / 76 Def Meditite: 12-15 (63.1 - 78.9%) -- guaranteed 2HKO
(12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 15)
LO Meditite doesn't fare well switching into Pawniard, either.

Basically, although not much enjoys switching into LO Meditite, LO Meditite can't switch into a ton of attacks, either. Clean sweeps are often out of question because a maximum of 16 speed isn't all that fast for a Pokemon without STAB priority. Often, you'll have to ditch a Pokemon to get Meditite in to get one kill (which isn't too broken, usually), or you you'll have to play extremely well (in which case I would think you deserve to have Meditite in play).
 
murkrow - should be already banned, LO brave bird is possibly the strongest overall move in a tier, with the possible exception of specs kyogre's water spout in ubers. i think literally NOTHING (i might be forgetting obscure mons like nosepass?) can switch-in on a brave bird and take a dark pulse/heat wave/another brave bird or sucker punch in the case of scarf mons like cranidos switching-in on the brave bird. ok, now that's overpowered, BUT THEN it has 20189 equally viable and broken sets, including swagplay, subthief, luckrow (scope lens + super luck critspam), prankster featherdance + calm mind, parafusion, etc. when i got higher on the ladder, pratically every battle was being decided on a speed tie between 2 brave birding murkrows, and this turns the metagame into complete ass.

meditite - should not be banned, fairly balanced pokemon thanks to the presence of honedge, misdreavus, exeggcute, larvesta, snubbul and ghost/bug/psychic/fairy pokemon in general. sure it's very bulky and is STRONG AS FUCK, but since it requires much prediction and proper support, it simply doesn't instawin games like murkrow does. also, it is rather predictable set wise; it's either the bulky one w/ eviolite (absolute best set), a LO attacker (powerful, but is frail and slow) or scarf (shit), but it'll always have drain punch, then 3 of fake out/bullet punch/tpunch/psycho cut (or maybe hjk in the LO's case).

edit: also, please please please stop mentioning HP grass on murkrow, a super effective hp grass is as strong as a neutral dark pulse, but without the flinch rate. plus, dark pulse can be used bulky ghosts trying to WoW you, and it's better now that steel doesn't resist it. the only point about running hp grass if you're afraid of like... onyx, geodude, wooper... yeah
 
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I think the point of Knock Off is that your Meditite counter and your Fighting-type counter are not the same Pokemon, you need both.
 
So, I havent had internet connection since Thursday, so I will elaborate on this further. However, thr calcs I have seen in this thread are fucking awful. If youre using a particular pokemon to counyer somethiny, you probably wont be using minimal defensive investments. I would like for people to use calcs that actually make sense from now on, just to make your arguments actually mean something. If an Archen is taking 40% from a Murkrow Brave Bird, and youre expecting it to he a good Mutkrow switchin, you seriously need to rethink many things in your life, particularly using common sense. I will post again later tonight when I am not subject to only using my phone.
 
It's like what blarajan said on the LC Smogcast: You have your Fighting-type checks, and then you have your Meditite checks. They both require different Pokemon to beat outside of Murkrow/Fletchling/maybe Fairy pokes
 
EDIT: Fixed some of the sets. Thanks to Corporal Levi.

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VS. Spritzee:
196+ Atk Pure Power Meditite Poison Jab vs. 212 HP / 196+ Def Eviolite Spritzee: 14-18 (51.8 - 66.6%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Thunder Punch vs. 212 HP / 196+ Def Eviolite Spritzee: 7-9 (25.9 - 33.3%) -- 0% chance to 3HKO
196+ Atk Pure Power Meditite Bullet Punch vs. 212 HP / 196+ Def Eviolite Spritzee: 8-10 (29.6 - 37%) -- 1.1% chance to 3HKO

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VS. Misdreavus:
196+ Atk Pure Power Meditite Thunder Punch vs. 36 HP / 120 Def Eviolite Misdreavus: 8-10 (34.7 - 43.4%) -- guaranteed 3HKO
196+ Atk Pure Power Meditite Psycho Cut vs. 36 HP / 120 Def Eviolite Misdreavus: 10-13 (43.4 - 56.5%) -- 59.4% chance to 2HKO

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VS. Slowpoke:
196+ Atk Pure Power Meditite Thunder Punch vs. 196 HP / 156+ Def Eviolite Slowpoke: 14-18 (50 - 64.2%) -- guaranteed 2HKO

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VS. Exeggcute:
196+ Atk Pure Power Meditite Psycho Cut vs. 0 HP / 196+ Def Exeggcute: 6-7 (27.2 - 31.8%) -- guaranteed 4HKO
196+ Atk Pure Power Meditite Fire Punch vs. 0 HP / 196+ Def Exeggcute: 18-22 (81.8 - 100%) -- 6.3% chance to OHKO

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VS. Honedge:
196+ Atk Pure Power Meditite Fire Punch vs. 0 HP / 36 Def Eviolite Honedge: 12-16 (57.1 - 76.1%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Thunder Punch vs. 0 HP / 36 Def Eviolite Honedge: 6-8 (28.5 - 38%) -- 59.1% chance to 3HKO

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VS. Solosis (0 Defensive EVs)
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 0 Def Solosis: 11-13 (52.3 - 61.9%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Ice Punch vs. 0 HP / 0 Def Solosis: 15-18 (71.4 - 85.7%) -- guaranteed 2HKO


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VS. Stunky:
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 60 Def Eviolite Stunky: 13-16 (59 - 72.7%) -- guaranteed 2HKO

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VS. Dwebble:
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 0 Def Dwebble: 16-19 (76.1 - 90.4%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Bullet Punch vs. 0 HP / 0 Def Dwebble: 10-14 (47.6 - 66.6%) -- 99.6% chance to 2HKO

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VS. Vullaby:
196+ Atk Pure Power Meditite Thunder Punch vs. 116 HP / 76+ Def Eviolite Vullaby: 14-18 (56 - 72%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Drain Punch vs. 116 HP / 76+ Def Eviolite Vullaby: 10-13 (40 - 52%) -- 9% chance to 2HKO

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VS. Tirtouga (-1)
196+ Atk Pure Power Meditite Bullet Punch vs. -1 0 HP / 0 Def Tirtouga: 8-10 (38 - 47.6%) -- guaranteed 3HKO


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VS. Murkrow
196+ Atk Pure Power Meditite Bullet Punch vs. 0 HP / 0- Def Eviolite Murkrow: 6-8 (27.2 - 36.3%) -- 11.7% chance to 3HKO

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VS. Corphish
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 76 Def Eviolite Corphish: 12-15 (60 - 75%) -- guaranteed 2HKO

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VS. Chinchou
196+ Atk Pure Power Meditite Drain Punch vs. 76 HP / 212 Def Eviolite Chinchou: 12-15 (48 - 60%) -- 90.2% chance to 2HKO

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VS. Drilbur
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 36 Def Eviolite Drilbur: 15-18 (68.1 - 81.8%) -- guaranteed 2HKO
196+ Atk Pure Power Meditite Ice Punch vs. 0 HP / 36 Def Eviolite Drilbur: 20-24 (90.9 - 109%) -- 56.3% chance to OHKO

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VS. Scraggy
196+ Atk Pure Power Meditite Bullet Punch vs. 0 HP / 0 Def Eviolite Scraggy: 5-6 (23.8 - 28.5%) -- 22.8% chance to 4HKO
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 0 Def Eviolite Scraggy: 24-30 (114.2 - 142.8%) -- guaranteed OHKO

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VS. Ponyta
196+ Atk Pure Power Meditite Drain Punch vs. 0 HP / 236 Def Eviolite Ponyta: 10-13 (47.6 - 61.9%) -- 93.8% chance to 2HKO

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VS. Larvesta
236+ Atk Larvesta Flare Blitz vs. 0 HP / 76 Def Eviolite Meditite: 13-16 (68.4 - 84.2%) -- guaranteed 2HKO

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VS. Snubbull
-1 196+ Atk Pure Power Meditite Bullet Punch vs. 0 HP / 196 Def Eviolite Snubbull: 6-8 (27.2 - 36.3%) -- 1.1% chance to 3HKO
-1 196+ Atk Pure Power Meditite Poison Jab vs. 0 HP / 196 Def Eviolite Snubbull: 10-14 (45.4 - 63.6%) -- 99.6% chance to 2HKO

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VS. Drifloon
196+ Atk Pure Power Meditite Psycho Cut vs. 0 HP / 0 Def Drifloon: 24-28 (96 - 112%) -- 68.8% chance to OHKO

I'll defensive ones later with Heysup's spread. Keep in mind these calcs are with Eviolite Meditite and all pokemon have not been knocked off.
 
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I don't see how it's beaten by thief since Thief Krow runs sub / twave / bbird / thief right? No recovery what so ever and a combination of the mons that I listed can have great synergy that can be used to beat other mons in the metagame not just krow can take down SubThief Krow. That's the reason we have cores, and even if they lose eviolite they will still have their natural bulk enough to still wall. Porygon + Chinchou / Porygon + Fairy type / Archen + Chinchou / Pawniard + Fairy / Lileep + Fairy / etc . These can also wall other things bar Murkrow and can fit well on teams.
Wait until Murkrow loses Berry Juice, then you can thief the switch in, switch out and then none of them will be able to avoid the 2HKO from BB. Twave isn't necessary, thief krow can run Heat Wave, Roost or even Sucker Punch. Also even if you don't steal evio, most of the mons you listed can be 2HKOd with hazard support
 
IDK how much I'm gonna participate in this thread, I may give my opinion on the pokemon later. But a lot of the calcs (especially the murkrow counter ones) REALLY bother me because the defensive mons you are using have really shitty spreads on them for countering Murkrow.

Eviolite Archen spread that legitimately beats Murkrow:
EVs: 236 HP / 100 Atk / 76 Def / 76 SDef @ eviolite
Adamant Nature

Chinchou Spread if it is your Murkrow counter:
EVs: 76 HP / 212 Def / 148 SAtk / 60 Spd @ eviolite
Bold Nature

Chinchou could also drop special attack for more special defense if you are concerned with Dark Pulse.


PSA ABOUT DAMAGE CALCS

If you are using Calcs to show your argument don't use the default spread on the damage calc, because it based on usage, and most people on the ladder don't know what they are doing.
 
IDK how much I'm gonna participate in this thread, I may give my opinion on the pokemon later. But a lot of the calcs (especially the murkrow counter ones) REALLY bother me because the defensive mons you are using have really shitty spreads on them for countering Murkrow.

Eviolite Archen spread that legitimately beats Murkrow:
EVs: 236 HP / 100 Atk / 76 Def / 76 SDef @ eviolite
Adamant Nature

Chinchou Spread if it is your Murkrow counter:
EVs: 76 HP / 212 Def / 148 SAtk / 60 Spd @ eviolite
Bold Nature

Chinchou could also drop special attack for more special defense if you are concerned with Dark Pulse.


PSA ABOUT DAMAGE CALCS

If you are using Calcs to show your argument don't use the default spread on the damage calc, because it based on usage, and most people on the ladder don't know what they are doing.

I agree with the sentiment but:

236 Atk Life Orb Murkrow Brave Bird vs. 236 HP / 76 Def Eviolite Archen: 8-10 (32 - 40%) -- 7.4% chance to 2HKO after Stealth Rock
(8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10)
236 Atk Life Orb Murkrow Sucker Punch vs. 236 HP / 76 Def Eviolite Archen: 12-16 (48 - 64%) -- guaranteed 2HKO after Stealth Rock
(12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 16)
84 SpA Life Orb Murkrow Dark Pulse vs. 236 HP / 76 SpD Eviolite Archen: 9-13 (36 - 52%) -- 99.6% chance to 2HKO after Stealth Rock
(9, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13)

236 Atk Life Orb Murkrow Brave Bird vs. 76 HP / 212+ Def Eviolite Chinchou: 8-9 (32 - 36%) -- guaranteed 3HKO after Stealth Rock
(8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9)
236 Atk Life Orb Murkrow Sucker Punch vs. 76 HP / 212+ Def Eviolite Chinchou: 9-13 (36 - 52%) -- 88.7% chance to 2HKO after Stealth Rock
(9, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13)
84 SpA Life Orb Murkrow Dark Pulse vs. 76 HP / 148 SpD Eviolite Chinchou: 9-12 (36 - 48%) -- 0.4% chance to 2HKO after Stealth Rock
(9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 12)

Archen 2HKOed and Chinchou 3HKOed without reliable recovery and attacks that are walled by half the metagame.........awkward. People should use the real spreads just because of how much more powerful Murkrow looks when specialized counters still falter.
 
Murkrow

Murkrow is good, really fucking good. To not be monotonous with all these posts saying why it's broken, I'll just say that if you have a Murkrow and your opponent does not, you're probably in a better position to win the game. Speed, Attack, Special Attack, blah blah, limited switch-ins, strong, Kinda good. Damage Calc here. Having watched this thing tear through teams in SPL in the second half into playoffs, I can say it was certainly not fun to watch. And it was not fun to play the tier with this fucking bird in it. So yes, this bird is a cunt and should not be in this tier. Get rid of it. Make the world a better place. God bless.

Meditite

Meditite, like Murkrow, is really good. Neutered by its lesser speed, Meditite isn't quite as bad as the bird. However, its massive attack is Kinda good and makes up for it. Calc Here, Calc There, OH MY GOD, I NEED MORE CALCS. Its best counters are Slowpoke and Spritzee (both danked by Pawniard :]). With its high attack and decent speed, it comes in on something easily OHKOed, like Foongus, and threatens it out. If you make the wrong move, you will probably lose another mon. I always felt like I was cheating when I was using this thing given how strong it is. Certainly fun to use, not fun to face. 3strong5me. Get rid of it. God bless.
 
so i have the same opinions as heysup. murkrow is leaving like i said last gen. meditite i might just ban because only by looking at briyella pictures im reminded its counters are really not existant. sure you can revenge it but that implies something died which isnt really healthy.
 
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