Other ORAS Mega Speculation Thread (NO talk about potential bans NOR Aegislash)

Which is your favorite?

  • Beedrill

    Votes: 255 26.5%
  • Pidgeot

    Votes: 119 12.3%
  • Slowbro

    Votes: 86 8.9%
  • Steelix

    Votes: 58 6.0%
  • Sceptile

    Votes: 140 14.5%
  • Swampert

    Votes: 120 12.4%
  • Sableye

    Votes: 62 6.4%
  • Sharpedo

    Votes: 57 5.9%
  • Camerupt

    Votes: 57 5.9%
  • Altaria

    Votes: 144 14.9%
  • Glalie

    Votes: 79 8.2%
  • Salamence

    Votes: 198 20.5%
  • Metagross

    Votes: 164 17.0%
  • Latias

    Votes: 50 5.2%
  • Latios

    Votes: 54 5.6%
  • Loppuny

    Votes: 125 13.0%
  • Gallade

    Votes: 148 15.4%
  • Audino

    Votes: 30 3.1%
  • Diancie

    Votes: 74 7.7%

  • Total voters
    964
Status
Not open for further replies.
So with the spotlight on how great Mega Slobro's defensive set up sets will be I'd like to introduce a more immediate offensive approach,

f0f5ee497f.png


M-Slowbro @Slowbroite
100Hp/252SpA/156SpD
Nature: Modest
Moves
-Hydropump Surf
-Flamthrower
-Hp Grass/Psychic
-Calm Mind/Ice Beam

The thought process behind this set is that most people will be assuming a full Def+ set up slowbro and thus will either send out a phazer/taunter or powerhouse special attacker. With this set you aim to hit hard right off the bat with its now great 130 base SpA. Power that rivals heatran. The aim of the ev's are to ensure you survive practically any special attack at + 1 save choice specs SE stab moves coming >125 spA which also means you serve as an effective lure for those kind of pokemon, calcs below (+1 is assuming you calm mind on the switch):

Common Offensive Switch Ins:
252 SpA Life Orb Thundurus Thunderbolt vs. +1 100 HP / 156 SpD Slowbro: 250-296 (70.2 - 83.1%) -- guaranteed 2HKO after Stealth Rock

252+ SpA Magnezone Thunderbolt vs. +1 100 HP / 156 SpD Slowbro: 218-258 (61.2 - 72.4%) -- guaranteed 2HKO after Stealth Rock

252 SpA Raikou Thunderbolt vs. +1 100 HP / 156 SpD Slowbro: 182-216 (51.1 - 60.6%) -- 89.1% chance to 2HKO

Slowbro's Retaliation:
+1 252+ SpA Slowbro Hydro Pump vs. 4 HP / 0 SpD Raikou: 297-349 (92.2 - 108.3%) -- guaranteed OHKO after Stealth Rock

+1 252+ SpA Slowbro Flamethrower vs. 172 HP / 0 SpD Magnezone: 352-416 (108.6 - 128.3%) -- guaranteed OHKO

And Against Some Bulky Phazers/taunters
+1 252+ SpA Slowbro Hydro Pump vs. 248 HP / 220+ SpD Heatran: 420-494 (109 - 128.3%) -- guaranteed OHKO

+1 252+ SpA Slowbro Hydro Pump vs. 252 HP / 104+ SpD Mew: 243-286 (60.1 - 70.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+1 252+ SpA Slowbro Ice Beam vs. 248 HP / 0 SpD Celebi: 324-382 (80.3 - 94.7%) -- 50% chance to OHKO after Stealth Rock

These are just a few examples of what an offensive slowbro can do with 1 calm mind. It's moveset of Hydro/flame/hpgrass is basically an offensive fwg core breaker. You do have a bit of 4mss though, you could forgo HP grass for another stab (best for hitting dragons and water types neutral) give up power and go all out attack with icebeam instead of calm mind, or any combination really. Let me know what you think!

Edit: I have been informed Slowbro can not learn Hydro Pump :(

Main differences in the calcs below using surf:

+1 252+ SpA Slowbro Surf vs. 4 HP / 0 SpD Raikou: 243-286 (75.4 - 88.8%) -- 12.5% chance to OHKO after Stealth Rock
+1 252+ SpA Slowbro Surf vs. 252 HP / 104+ SpD Mew: 199-235 (49.2 - 58.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

The rest of the common offensive switch ins should either be hit harder by Ice beam HP grass or Flame thrower.

Meh that set can't function fren, the best set for mslowbro is the classic, slack off psychic scald fireblast/twave/cmind
Mega-Slowbro haven't regenator, have the ability for not give critical hit.
 
After testing mega beedril a bit i have to say its very match up dependent, because of its rather lowish speed before mevolving and sometimes i had the feeling the opponents doesnt send in any slow mons just to not let it mevo-.-. hoever after mega evolving it works good, but still lacks a high bp stab to be extremely threatening. I really hope it gets gunk shot in the final version to make it more threatening, otherwise i believe it will only become uu with an niche in ou.
here an example of a match were it worked pretty well and could kill 4 mons, but this is not the standart.

http://pokemonshowdown.com/replay/customgame-174835252

Wow yeah, MBeedrill looks VERY high risk-high reward. I love using underused or underrated megas in OU, so I'll definitely try to make a team for it to worl as best as possible :)
 
Last edited:
Wow yeah, MBeedrill looks VERY high risk-high reward. I love using underused or underrated megas in OU, so I'll definitely try to make a team for it to worl as best as possible :)
Yeah, I have a feeling Protect is going to be mandatory. Although it's bulky enough on the Special side to Mega-Evolve on most Fairy and Grass types.
 
I think Protect's kind of a huge waste of potential. A whole move slot and its most likely only going to be used once. Another mega pokemon, Banette, was something people all suggested to run Protect on, but with proper team support (screens, baton passing, spore, sticky web, thunder wave) you can get that "free mega evolution turn" you need without losing coverage.
 
I think Protect's kind of a huge waste of potential. A whole move slot and its most likely only going to be used once. Another Mega Banette was something people all suggested to run Protect on, but with proper team support (screens, baton passing, spore, sticky web, thunder wave) you can get that "free mega evolution turn" you need without losing coverage.
Protect works on Modest Mega Alakazam, so it can probably work on Beedrill. Losing either Knock Off or Drill Run stinks, but Protect is pretty necessary for offense and it has U-turn for dealing with defensive switch-ins.
 
I've been working on a Bulky Offense team with Specially Defensive Mega Camerupt and this is what I've got

Camerupt @ Cameruptite
Ability: Solid Rock -> Sheer Force
EVs: 252 HP / 252 SpD / 4 SpA
Nature: Calm
move1: Fire Blast / Flamethrower
move2: Earthquake
move3: Ancient Power
move4: Will-O-Wisp

Amoonguss @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 SpA / 252 Def
Nature: Bold
move1: Spore
move2: Giga Drain
move3: Sludge Bomb
move4: Hidden Power Fire

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SpD
Nature: Adamant
move1: Waterfall
move2: Play Rough
move3: Aqua Jet
move4: Knock Off

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpA
Nature: Bold
move1: Thunderbolt
move2: Heat Wave
move3: Defog
move4: Roost

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Nature: Careful
move1: Stealth Rocks
move2: Wish
move3: Protect
move4: U-Turn

Landorus-T @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
move1: Earthquake
move2: Stone Edge
move3: Knock Off
move4: U-Turn

SpD Mega Camerupt is a special tank in general and it also stops Mega Zard Y in its tracks. Amoonguss is very synergetic with Camerupt and it's a very good Azu counter as always. Ass Vest Azu on my team is ofc just a very good bulky attacker that's also very useful in countering Keld and checking Gren. Zapdos is my defogger and birdspam check. Jirachi is a great special wall and can pass wishes to teammates that don't have reliable recovery themselves such as Azu or Camerupt. Lastly, Scarf Lando-T is my revenge killer and ZardX check. What do you guys think?
 
Good team, I would run Fire Blast over flame thrower for sure. I'll try it out in 1 battle vs my friend and see how it goes n.n Pretty good team though. :)
 
On the topic of M-Sceptile, heatran covers it so well it's ridiculous. 4x resists ice attacks, beats birdspam, resists u-turn, resists dragon and fairy, and is immune to poison. Sceptile on the other hand 4x resists water and resists the ground attacks aimed at heatran. Literally all is needed is a fighting resist like new or cress and you're golden.

However with these new megas I predict scarf keldeo and terrakion to rise in usage and maybe even scarf greninja as a way to reliably beat M-Mence at +1.
 
im now running 0 speed IV,s and ev,s on my magnaton for lasr turn volt switches into beedrill. i dont want it taking any unnessesary damage upon switch. overal with support beedrill is just an annoying ass prick that kills shit with excape moves lol.
 
On the topic of M-Sceptile, heatran covers it so well it's ridiculous. 4x resists ice attacks, beats birdspam, resists u-turn, resists dragon and fairy, and is immune to poison. Sceptile on the other hand 4x resists water and resists the ground attacks aimed at heatran. Literally all is needed is a fighting resist like new or cress and you're golden.

However with these new megas I predict scarf keldeo and terrakion to rise in usage and maybe even scarf greninja as a way to reliably beat M-Mence at +1.
cha, scarftran/scept makes a gr8 offensive core, add in azumarill nd you're golden
 
So I haven't seen too much talk about Mega Audino. So here's my set for it.

Audino @ Audinite
Ability: Healer
Level: 50
EVs: 244 HP / 160 Def / 60 SpA / 44 SpD
Bold Nature
- Wish
- Protect
- Heal Bell
- Fire Blast

It's a pretty basic cleric set, but the draw to Mega Audino is it's ability to take out Steels. With 60 Sp.Atk it can OHKO bulky Scizor after Stealth Rocks, has a 75% chance to OHKO Mega Obama after SR, 2HKOs Ferro, 2HKOs Skarmory (bar Roost), 2HKOs Excadrill, and 2HKOs Magnezone. I also put 44 Sp.D to give it 301 Sp.Def at level 100. With Toxic Spikes and Stealth Rock (Nidoqueen!) this thing will do damage once Heatran's gone in OU. And in UU it will do even better.
 
M-Beedrill should only be using this set

U-turn
Poison Jab
Drill Run
Protect

U-turn cuz that's what M-Beedrill spams
Poison Jab because thats it's stab if you can OHKO
Drill Run for Heatran and other weakened mons it would be SE against and KO
Protect to scout the move and always a chance to mega evolve

I don't have Knock off slashed in because you don't want Beedrill to knock off. You don't want Beedril to knock off their item and then get OHKO'd back by their attack. You want Beedrill to either KO or do alot of damage with U-turn and switch out. This is not a rule as there are exceptions but knock off is at it's best with mons that can take more of a hit like Conkeldure or Bisharp

For the people using M-Beedrill check out this post. I try to explain why protect is preferred over knock off at the moment as the only pokemon that knock off is really going to be OHKO'ing is Gengar and that you really don't want M-Bedrill to be the one knocking off other pokemons items
 
why is no-one talking about mega waifu.2 btw

Like seriously stupidly strong fast mixed attacker with fantastic STAB, decent coverage with earth power, not bad defences for an offensive mon especially with resistances to fire, dark and flying and a dragon immunity and unable to be shut down by willo and twave
biggest real flaw is turn of megalution but I'm sure you can find some good opportunities
I dunno is there some other big flaw or is the one I pointed out that bad? Cos I don't think this thing's getting enough attention
I hava ran calculations with the S, A and A+ ranks, it is incredible that Diancie deas very well with the more threatening stuff and kinda fails with the less reliable stuff, I believe it will change a little the viabilities as we know, I will select a few data and the set I ran:
200 SpA Diancie Moonblast vs. 4 HP / 0 SpD Latios: 324-384 (107.2 - 127.1%) -- guaranteed OHKO
252 SpA Life Orb Latios Psyshock vs. 0 HP / 0- Def Diancie: 175-207 (72.6 - 85.8%) -- guaranteed 2HKO

200 SpA Diancie Moonblast vs. 252 HP / 0 SpD Clefable: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery
4 SpA Clefable Moonblast vs. 0 HP / 0 SpD Diancie: 91-108 (37.7 - 44.8%) -- guaranteed 3HKO

56 Atk Diancie Diamond Storm vs. 0 HP / 24 Def Mega Gardevoir: 231-273 (83.3 - 98.5%) -- 68.8% chance to OHKO after Stealth Rock
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Diancie: 208-246 (86.3 - 102%) -- 12.5% chance to OHKO

56 Atk Diancie Diamond Storm vs. 28 HP / 0 Def Gengar: 255-301 (95.1 - 112.3%) -- 68.8% chance to OHKO
148 SpA Gengar Shadow Ball vs. 0 HP / 0 SpD Diancie: 112-133 (46.4 - 55.1%) -- 69.1% chance to 2HKO

Besides the selected calcs, it will surelly OHKO half the S~A+ range getting killed back by some, tweaking some of the status you can survive some of those and get killed by others, running HP fire is optional, I believe it is better to run an HP who does not need an 30 spe IV, aaaanyways I think it will see game as some suspects may heappen.

This is the set:
Diancie @ Diancite
Ability: Clear Body
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Hidden Power [Fire]
- Earth Power

I really like this mega option, mostly because it is kinda fast and has access to a strong rock move.

EDIT: I tried this team with some success, didn't tried with Magnezone to check Scizor nad its mega, here it is:
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Endeavor
- Ice Shard

Diancie @ Diancite
Ability: Clear Body
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Hidden Power [Fire]
- Earth Power

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Pain Split
- Will-O-Wisp
- Hydro Pump
- Volt Switch

Skarmory @ Red Card
Ability: Sturdy
EVs: 252 HP / 228 Def / 28 Spe
Impish Nature
- Roost
- Roar
- Brave Bird
- Spikes

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Flare Blitz
- Steel Wing

Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Trick
- Psychic
- Defog
- Draco Meteor
Sorry about no images and cool formatting, I am not used to post here :)
 
I hava ran calculations with the S, A and A+ ranks, it is incredible that Diancie deas very well with the more threatening stuff and kinda fails with the less reliable stuff, I believe it will change a little the viabilities as we know, I will select a few data and the set I ran:
200 SpA Diancie Moonblast vs. 4 HP / 0 SpD Latios: 324-384 (107.2 - 127.1%) -- guaranteed OHKO
252 SpA Life Orb Latios Psyshock vs. 0 HP / 0- Def Diancie: 175-207 (72.6 - 85.8%) -- guaranteed 2HKO

200 SpA Diancie Moonblast vs. 252 HP / 0 SpD Clefable: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery
4 SpA Clefable Moonblast vs. 0 HP / 0 SpD Diancie: 91-108 (37.7 - 44.8%) -- guaranteed 3HKO

56 Atk Diancie Diamond Storm vs. 0 HP / 24 Def Mega Gardevoir: 231-273 (83.3 - 98.5%) -- 68.8% chance to OHKO after Stealth Rock
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Diancie: 208-246 (86.3 - 102%) -- 12.5% chance to OHKO

56 Atk Diancie Diamond Storm vs. 28 HP / 0 Def Gengar: 255-301 (95.1 - 112.3%) -- 68.8% chance to OHKO
148 SpA Gengar Shadow Ball vs. 0 HP / 0 SpD Diancie: 112-133 (46.4 - 55.1%) -- 69.1% chance to 2HKO

Besides the selected calcs, it will surelly OHKO half the S~A+ range getting killed back by some, tweaking some of the status you can survive some of those and get killed by others, running HP fire is optional, I believe it is better to run an HP who does not need an 30 spe IV, aaaanyways I think it will see game as some suspects may heappen.

This is the set:
Diancie @ Diancite
Ability: Clear Body
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Hidden Power [Fire]
- Earth Power

I really like this mega option, mostly because it is kinda fast and has access to a strong rock move.
Why HP Fire? I ran calcs and the usual targets and KO'd and OHKO back.
 
I hava ran calculations with the S, A and A+ ranks, it is incredible that Diancie deas very well with the more threatening stuff and kinda fails with the less reliable stuff, I believe it will change a little the viabilities as we know, I will select a few data and the set I ran:
200 SpA Diancie Moonblast vs. 4 HP / 0 SpD Latios: 324-384 (107.2 - 127.1%) -- guaranteed OHKO
252 SpA Life Orb Latios Psyshock vs. 0 HP / 0- Def Diancie: 175-207 (72.6 - 85.8%) -- guaranteed 2HKO

200 SpA Diancie Moonblast vs. 252 HP / 0 SpD Clefable: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery
4 SpA Clefable Moonblast vs. 0 HP / 0 SpD Diancie: 91-108 (37.7 - 44.8%) -- guaranteed 3HKO

56 Atk Diancie Diamond Storm vs. 0 HP / 24 Def Mega Gardevoir: 231-273 (83.3 - 98.5%) -- 68.8% chance to OHKO after Stealth Rock
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 0 HP / 0 SpD Diancie: 208-246 (86.3 - 102%) -- 12.5% chance to OHKO

56 Atk Diancie Diamond Storm vs. 28 HP / 0 Def Gengar: 255-301 (95.1 - 112.3%) -- 68.8% chance to OHKO
148 SpA Gengar Shadow Ball vs. 0 HP / 0 SpD Diancie: 112-133 (46.4 - 55.1%) -- 69.1% chance to 2HKO

Besides the selected calcs, it will surelly OHKO half the S~A+ range getting killed back by some, tweaking some of the status you can survive some of those and get killed by others, running HP fire is optional, I believe it is better to run an HP who does not need an 30 spe IV, aaaanyways I think it will see game as some suspects may heappen.

This is the set:
Diancie @ Diancite
Ability: Clear Body
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Hidden Power [Fire]
- Earth Power

I really like this mega option, mostly because it is kinda fast and has access to a strong rock move.

EDIT: I tried this team with some success, didn't tried with Magnezone to check Scizor nad its mega, here it is:
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Endeavor
- Ice Shard

Diancie @ Diancite
Ability: Clear Body
EVs: 56 Atk / 200 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Hidden Power [Fire]
- Earth Power

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Pain Split
- Will-O-Wisp
- Hydro Pump
- Volt Switch

Skarmory @ Red Card
Ability: Sturdy
EVs: 252 HP / 228 Def / 28 Spe
Impish Nature
- Roost
- Roar
- Brave Bird
- Spikes

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Flare Blitz
- Steel Wing

Latias (F) @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Trick
- Psychic
- Defog
- Draco Meteor
Sorry about no images and cool formatting, I am not used to post here :)
I personally like Calm Mind over HP Fire, but they're both good options.
 
Mega Sceptile seems best utilized on Rain teams. 4x resisting Water and Grass and getting a SpA boost from the Electric attacks aimed at Kabutops/Omastar. In fact, this simple pairing cover each other extremely well. Both of them resist Ice and Flying, so they can deter Flying priority from Talonflame and Mega Pinsir. Sceptile's natural speed helps you when the rain is down to keep the pressure on your side, and Sceptile does quite well against Sand setters too. Add a Bisharp/Skarmory to soak up Fairy/Dragon attacks while Pursuit trapping or setting up hazards and you have a pretty good base I think

I don't think he should be the main focus of a Rain team to be most successful. I think he'd work best as a natural Rain team partner. As such, his sets should probably be tailored to handle the threats your normal Rain sweepers can't handle like the numerous bulky Water types. I'd probably recommend mixed sets that don't require much set up and allow Sceptile to also perform as a good revenge killer.

Mega Sableye's defenses, ability and typing are amazing. It looks so good against both Stall and offense.

Sableye@Sableite(?)
Prankster/Magic Bounce
Bold 248 HP / 252 Df / 8 SpD
~ Will-O-Wisp
~ Recover
~ Snarl
~ Seismic Toss/Foul Play/Substitute

Between Will-O-Wisp, Snarl and Magic Bounce your opponent is left with little options to take you out outside of relentless strong Choiced attacks, or a Fire type. Recover lets you heal back up and Snarl is better than Calm Mind in terms of 4MSS, giving him a STAB that also helps his longevity. The last move option varies. Chansey can't touch you, and Seismic Toss can help against it and other Magic Guard pokemon, and its also unresisted paired with Snarl. Foul Play may be your best shot at taking advantage of physical set up sweepers that don't fear burn like Charizard X though.

+2 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 248 HP / 252+ Def Sableye: 235-277 (77.5 - 91.4%) -- guaranteed 2HKO
+2 0- Atk Sableye Foul Play vs. 144 HP / 0 Def Mega Charizard X: 312-367 (93.6 - 110.2%) -- guaranteed OHKO after Stealth Rock
 
Last edited:
How viable will phys def Sableye With CM, Shadow Ball, Hidden Power Fighting, and Recover be? I think it'll be VERY good as, similar to Magic Guard Clef, you can't shut it down from setting up to +6 with status. It's also bulkier than Clef, has only one weakness, and the best attacking type in the game being ghost.
 
For the people using M-Beedrill check out this post. I try to explain why protect is preferred over knock off at the moment as the only pokemon that knock off is really going to be OHKO'ing is Gengar and that you really don't want M-Bedrill to be the one knocking off other pokemons items

Imo, getting that turn to mega evolve isn't really that hard; there are quite a few pokemon in ou that beedrill already outspeeds before evolving (Bisharp, Breloom and conkeldurr to name a few) and of course nearly anything weak to his stabs should be fairly easy to force out. Protect just eliminates valuable coverage, and losing knock off or drill run can really hurt beedrill (walled by heatran without drill run, knock off adds some extra utility and hits what stabs and drill run can't)
 
How viable will phys def Sableye With CM, Shadow Ball, Hidden Power Fighting, and Recover be? I think it'll be VERY good as, similar to Magic Guard Clef, you can't shut it down from setting up to +6 with status. It's also bulkier than Clef, has only one weakness, and the best attacking type in the game being ghost.
That's actually really cool, especially since it will be able to set up a prankster calm mind the first turn you mega evolve. I'll probably end up using it. To bad its HP stat is so low though.
 
Imo, getting that turn to mega evolve isn't really that hard; there are quite a few pokemon in ou that beedrill already outspeeds before evolving (Bisharp, Breloom and conkeldurr to name a few) and of course nearly anything weak to his stabs should be fairly easy to force out. Protect just eliminates valuable coverage, and losing knock off or drill run can really hurt beedrill (walled by heatran without drill run, knock off adds some extra utility and hits what stabs and drill run can't)
Bisharp can OHKO with Sucker Punch...

252+ Atk Bisharp Sucker Punch vs. 0 HP / 4 Def Beedrill: 280-331 (103.3 - 122.1%) -- guaranteed OHKO

:/
 
Imo, getting that turn to mega evolve isn't really that hard; there are quite a few pokemon in ou that beedrill already outspeeds before evolving (Bisharp, Breloom and conkeldurr to name a few) and of course nearly anything weak to his stabs should be fairly easy to force out. Protect just eliminates valuable coverage, and losing knock off or drill run can really hurt beedrill (walled by heatran without drill run, knock off adds some extra utility and hits what stabs and drill run can't)

Bisharp OHKO's with sucker punch, and that's without a life orb.

Edit: Ninja'd by Karxrida

Also, beedrill will be running adamant more often than not and therefore doesn't outspeed jolly breloom.
 
How viable will phys def Sableye With CM, Shadow Ball, Hidden Power Fighting, and Recover be? I think it'll be VERY good as, similar to Magic Guard Clef, you can't shut it down from setting up to +6 with status. It's also bulkier than Clef, has only one weakness, and the best attacking type in the game being ghost.
Problem is, with its crappy HP, it gets 2HKOed by a crapload of physical attackers and can't really do much back without status/ Will-O-Wisp. Its uninvested special attack is also very poor, such that:

+1 0 SpA Sableye Shadow Ball vs. 16 HP / 240 SpD Assault Vest Azumarill: 57-67 (16.5 - 19.4%) -- possible 6HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 4 Def Sableye: 294-348 (96.7 - 114.4%) -- 81.3% chance to OHKO

+1 0 SpA Sableye Hidden Power Fighting vs. 0 HP / 8 SpD Lopunny: 94-112 (34.6 - 41.3%) -- guaranteed 3HKO
252 Atk Lopunny High Jump Kick vs. 252 HP / 4 Def Sableye: 242-286 (79.6 - 94%) -- guaranteed 2HKO after Leftovers recovery

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Altaria: 81-96 (27.8 - 32.9%) -- guaranteed 4HKO
252+ Atk Pixilate Altaria Return vs. 252 HP / 4 Def Sableye: 350-414 (115.1 - 136.1%) -- guaranteed OHKO

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Charizard X: 105-124 (35.3 - 41.7%) -- guaranteed 3HKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 4 Def Sableye: 237-279 (77.9 - 91.7%) -- guaranteed 2HKO after Leftovers recovery

It can't even OHKO Megacham or 2HKO Mega Pinsir at +1 without rocks up:

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Medicham: 210-248 (80.4 - 95%) -- guaranteed 2HKO
+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Pinsir: 100-118 (36.9 - 43.5%) -- guaranteed 3HKO

M-Sableye has a lot of potential, but not as a sweeper.

EDIT: Forgot to change M-Sableye's special attack, ugh. Nonetheless:

+1 0 SpA Sableye Shadow Ball vs. 16 HP / 240 SpD Assault Vest Azumarill: 70-84 (20.2 - 24.3%) -- guaranteed 5HKO

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Altaria: 102-120 (35 - 41.2%) -- guaranteed 3HKO

+1 0 SpA Sableye Hidden Power Fighting vs. 0 HP / 8 SpD Lopunny: 116-138 (42.8 - 50.9%) -- 2.3% chance to 2HKO
 
Status
Not open for further replies.
Back
Top