• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Project Victim of the Week

Check

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Low Kick

M-Swampert may not be the best check to Jolly SD Bisharp, but he can come in on a resisted Iron Head (or even on a Knock Off!), survive the following Sucker Punch (Bisharp's strongest and only option against M-Swampert since the former will be outpaced in the rain) and proceed to OHKO back with Low Kick (or Earthquake).

Calcs:

252 Atk Life Orb Bisharp Iron Head vs. 104 HP / 0 Def Mega Swampert: 77-90 (20.9 - 24.5%) -- guaranteed 5HKO
252 Atk Life Orb Bisharp Knock Off vs. 104 HP / 0 Def Mega Swampert: 125-148 (34 - 40.3%) -- guaranteed 3HKO
252 Atk Life Orb Bisharp Sucker Punch vs. 104 HP / 0 Def Mega Swampert: 153-181 (41.6 - 49.3%) -- guaranteed 3HKO
252+ Atk Mega Swampert Low Kick (80 BP) vs. 0 HP / 0 Def Bisharp: 428-504 (157.9 - 185.9%) -- guaranteed OHKO

Another possible scenario: M-Swampert enters the field and Bisharp sets up a SD in the same turn. If this happens, M-Swampert still survives (barely) Bisharp's Sucker Punch before pulverizing it into oblivion with Low Kick.

+2 252 Atk Life Orb Bisharp Sucker Punch vs. 104 HP / 0 Def Mega Swampert: 305-360 (83.1 - 98%) -- guaranteed 2HKO

Note that M-Swampert is the only relevant Swift Swimmer (the others being Kabutops, Kingdra, Omastar, Seismitoad, Ludicolo, and maybe Gorebyss and Huntail to some extent) that can avoid being 2HKOed by SD Jolly Bisharp and OHKO back every time.
 
Last edited:
This isnt a counter, it only switches in once. Counters should be able to switch in several times, not just once. I advise you to change this to a check.
Ok, doing so, i supposed anything that could take 2 hits was a counter, while a check only took in one or outspeeded.
So what is this, a... hard check?
 
Counter

062_poliwrath__sprite_to_picture__by_rauruderweisex3-d5cy0l2.png

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

Poliwrath might not be very common, but is for sure one of the best bisharp counters in the game, just look at this calcs:

  • 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Poliwrath: 82-97 (21.3 - 25.2%)
  • 252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 252+ Def Poliwrath: 68-81 (17.7 - 21%)
  • 252+ Atk Life Orb Bisharp Psycho Cut vs. 252 HP / 252+ Def Poliwrath: 161-190 (41.9 - 49.4%)
 


4. Only post sets viable in OU. Niche Pokemon such as regular Heracross and Gourgeist-XL are totally acceptable, but bottom-of-the-barrel stuff like Pyroar and Shedinja aren't. The viability ranking thread is your best friend, so if something isn't ranked there, 95% of the time it's not worth posting here.

Counter

062_poliwrath__sprite_to_picture__by_rauruderweisex3-d5cy0l2.png

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

Poliwrath might not be very common, but is for sure one of the best bisharp counters in the game, just look at this calcs:

  • 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Poliwrath: 82-97 (21.3 - 25.2%)
  • 252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 252+ Def Poliwrath: 68-81 (17.7 - 21%)
  • 252+ Atk Life Orb Bisharp Psycho Cut vs. 252 HP / 252+ Def Poliwrath: 161-190 (41.9 - 49.4%)
Pretty sure poliwrath isn't viable, it isn't on the viability ranking thread
 
Pretty sure poliwrath isn't viable, it isn't on the viability ranking thread
While it's technically not considered viable, some players, including AM (tagging because he can defend this way better than me), have actually used Poliwrath to some reasonable degree of success to counter threats like M-Gyarados . If nothing else I've seen worse sets posted without anyone saying anything despite that rule being there (no one said a thing about the 252 HP / 252 Atk Avalugg set so...)
 
Counter

062_poliwrath__sprite_to_picture__by_rauruderweisex3-d5cy0l2.png

Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Circle Throw
- Scald
- Rest
- Sleep Talk

Poliwrath might not be very common, but is for sure one of the best bisharp counters in the game, just look at this calcs:

  • 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 252+ Def Poliwrath: 82-97 (21.3 - 25.2%)
  • 252+ Atk Life Orb Bisharp Iron Head vs. 252 HP / 252+ Def Poliwrath: 68-81 (17.7 - 21%)
  • 252+ Atk Life Orb Bisharp Psycho Cut vs. 252 HP / 252+ Def Poliwrath: 161-190 (41.9 - 49.4%)

It also have already been done by yuruuu (page 57, post #1420).
 
Another check (again, not the greatest one) that hasn't been mentionned yet (bear with me on this one):

Starmie @ Leftovers
Ability: Natural Cure
EVs: 236 HP / 28 Def / 244 Spe
Timid Nature
- Reflect Type
- Scald
- Recover
- Rapid Spin

Defensive Starmie can come in on a resisted Iron Head, use Reflect Type to become Dark/Steel-type and, in the process, avoid Bisharp's Sucker Punch before using a combination of Scald and Recover to try and burn Bisharp while staying healthy (or at least, as healthy as possible). The problem is, aside from burning Bisharp, defensive Starmie can't do much back (Bisharp's LO recoil helps it wearing it down easier though).

Calcs (Starmie being Dark/Steel-type):

252 Atk Life Orb Bisharp Iron Head vs. 236 HP / 28 Def Starmie: 92-109 (28.7 - 34%) -- 98.3% chance to 4HKO after Leftovers recovery
252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 236 HP / 28 Def Starmie: 110-131 (34.3 - 40.9%) -- 59.8% chance to 3HKO after Leftovers recovery
252 Atk Life Orb Bisharp Knock Off vs. 236 HP / 28 Def Starmie: 74-88 (23.1 - 27.5%) -- 71.9% chance to 4HKO
0 SpA Starmie Scald vs. 0 HP / 4 SpD Bisharp: 77-91 (28.4 - 33.5%) -- 0.2% chance to 3HKO

Another problem would be that defensive Starmie doesn't take hits very well from Bisharp at +2:

+2 252 Atk Life Orb Bisharp Iron Head vs. 236 HP / 28 Def Starmie: 183-216 (57.1 - 67.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 236 HP / 28 Def Starmie: 222-261 (69.3 - 81.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Life Orb Bisharp Knock Off vs. 236 HP / 28 Def Starmie: 148-175 (46.2 - 54.6%) -- 61.3% chance to 2HKO

Note: I didn't put the damage calcs for Sucker Punch because they're the same numbers as of Iron Head (still, if you correctly predict an incoming Scald, Sucker Punch will greatly benefit you). Also, I don't know what the optimal EV spread would be for this set, but unless you decide to drop some Speed for Def/SpDef, I find this spread to be the better one in terms of recovery through Leftovers/Recover and defensive abilities in general. I'm pretty sure it can be tweaked for the team's need though.
 
CHECK
Mandibuzz_XY.gif

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Iron Defense
- Roost
- Foul Play
- Defog
Using a rather obscure set, but it works.
Mandibuzz takes a hit when it switches in, and it hurts.
+2 252 Atk Life Orb Bisharp Iron Head vs. 248 HP / 252+ Def Mandibuzz: 231-273 (54.6 - 64.5%) -- guaranteed 2HKO after Leftovers recovery
It's a 2HKO, and Mandi can then use Iron Defense, which makes the next hit 30ish%
+2 252 Atk Life Orb Bisharp Iron Head vs. +2 248 HP / 252+ Def Mandibuzz: 117-138 (27.6 - 32.6%) -- 70.7% chance to 4HKO after Leftovers recovery
And then you roost, which heals it back. After that you Iron Defense along side Sharp's SDs. They do the same percent as above, but do around 50% otherwise.
+6 252 Atk Life Orb Bisharp Iron Head vs. +4 248 HP / 252+ Def Mandibuzz: 153-183 (36.1 - 43.2%) -- 97.2% chance to 3HKO after Leftovers recovery
+4 252 Atk Life Orb Bisharp Iron Head vs. +2 248 HP / 252+ Def Mandibuzz: 173-204 (40.8 - 48.2%) -- guaranteed 3HKO after Leftovers recovery
The higher sharp gets, the more powerful Foul Play is.
It can't really safely switch in, but it does if Sharp is at +0, and SDs the turn you switch.
So it isn't safe, but it works. Oh, and one flinch/crit, you are dead.
 
CHECK
Mandibuzz_XY.gif

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Iron Defense
- Roost
- Foul Play
- Defog
Using a rather obscure set, but it works.
Mandibuzz takes a hit when it switches in, and it hurts.
+2 252 Atk Life Orb Bisharp Iron Head vs. 248 HP / 252+ Def Mandibuzz: 231-273 (54.6 - 64.5%) -- guaranteed 2HKO after Leftovers recovery
It's a 2HKO, and Mandi can then use Iron Defense, which makes the next hit 30ish%
+2 252 Atk Life Orb Bisharp Iron Head vs. +2 248 HP / 252+ Def Mandibuzz: 117-138 (27.6 - 32.6%) -- 70.7% chance to 4HKO after Leftovers recovery
And then you roost, which heals it back. After that you Iron Defense along side Sharp's SDs. They do the same percent as above, but do around 50% otherwise.
+6 252 Atk Life Orb Bisharp Iron Head vs. +4 248 HP / 252+ Def Mandibuzz: 153-183 (36.1 - 43.2%) -- 97.2% chance to 3HKO after Leftovers recovery
+4 252 Atk Life Orb Bisharp Iron Head vs. +2 248 HP / 252+ Def Mandibuzz: 173-204 (40.8 - 48.2%) -- guaranteed 3HKO after Leftovers recovery
The higher sharp gets, the more powerful Foul Play is.
It can't really safely switch in, but it does if Sharp is at +0, and SDs the turn you switch.
So it isn't safe, but it works. Oh, and one flinch/crit, you are dead.

Mandibuzz can also run a Rocky Helmet to help stop Bisharp. He needs to get up to +6 to comfortably OHKO Mandibuzz and by then, Foul Play would be a OHKO. The 31% OHKO chance off +4 is shaky enough for LO recoil, Rocky Helmet recoil and Foul Play damage to sink in. My point being, Iron Defense isnt really necessary to stop Bisharp.

+4 252+ Atk Life Orb Bisharp Iron Head vs. 248 HP / 252+ Def Mandibuzz: 378-446 (89.3 - 105.4%) -- 31.3% chance to OHKO
+4 0- Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Bisharp: 248-292 (91.1 - 107.3%) -- 43.8% chance to OHKO
+2 252+ Atk Life Orb Bisharp Iron Head vs. 248 HP / 252+ Def Mandibuzz: 253-298 (59.8 - 70.4%) -- guaranteed 2HKO
+2 0- Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Bisharp: 165-195 (60.6 - 71.6%) -- guaranteed 2HKO
+6 0- Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Bisharp: 331-390 (121.6 - 143.3%) -- guaranteed OHKO
 
Yeah although Poliwrath is neat as hell I think we should just stick to what's on the viability rankings thread so it isn't a cluster full of nonsense. Keeps a bit of order which is necessary on threads such as these.
So, I have to erase my post?
 
From the remaining scraps, I give you...

Check

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Scald / Water Pulse / Hydro Pump
- Dark Pulse
- Aura Sphere

Even though M-Blastoise shouldn't be used as such, it can take any of Jolly Bisharp's move and survive the following Sucker Punch before Aura Sphere-ing it to death. The Great Tortoise can also survive (not necessarily if rocks are up) Bisharp's Sucker Punch at +2 and OHKO back with Aura Sphere.

Calcs:

252 Atk Life Orb Bisharp Iron Head vs. 236 HP / 0 Def Mega Blastoise: 70-83 (19.5 - 23.1%) -- possible 5HKO
252 Atk Life Orb Bisharp Knock Off vs. 236 HP / 0 Def Mega Blastoise: 117-138 (32.6 - 38.5%) -- 97.9% chance to 3HKO
252 Atk Life Orb Bisharp Sucker Punch vs. 236 HP / 0 Def Mega Blastoise: 142-168 (39.6 - 46.9%) -- guaranteed 3HKO
+2 252 Atk Life Orb Bisharp Sucker Punch vs. 236 HP / 0 Def Mega Blastoise: 282-333 (78.7 - 93%) -- 37.5% chance to OHKO after Stealth Rock
252+ SpA Mega Launcher Mega Blastoise Aura Sphere vs. 0 HP / 4 SpD Bisharp: 788-928 (290.7 - 342.4%) -- guaranteed OHKO
 
Mandibuzz can also run a Rocky Helmet to help stop Bisharp. He needs to get up to +6 to comfortably OHKO Mandibuzz and by then, Foul Play would be a OHKO. The 31% OHKO chance off +4 is shaky enough for LO recoil, Rocky Helmet recoil and Foul Play damage to sink in. My point being, Iron Defense isnt really necessary to stop Bisharp.

+4 252+ Atk Life Orb Bisharp Iron Head vs. 248 HP / 252+ Def Mandibuzz: 378-446 (89.3 - 105.4%) -- 31.3% chance to OHKO
+4 0- Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Bisharp: 248-292 (91.1 - 107.3%) -- 43.8% chance to OHKO
+2 252+ Atk Life Orb Bisharp Iron Head vs. 248 HP / 252+ Def Mandibuzz: 253-298 (59.8 - 70.4%) -- guaranteed 2HKO
+2 0- Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Bisharp: 165-195 (60.6 - 71.6%) -- guaranteed 2HKO
+6 0- Atk Mandibuzz Foul Play vs. 4 HP / 0 Def Bisharp: 331-390 (121.6 - 143.3%) -- guaranteed OHKO
The Problem is, at +4, there is no way Mandibuzz lives after Rocks. It can't even live, because it can't out speed.
I factored in rocks, but you didn't so I understand the difference.
And the calcs are adamant, not Jolly, and I thought we were supposed to use the set specified?
 
The Problem is, at +4, there is no way Mandibuzz lives after Rocks. It can't even live, because it can't out speed.
I factored in rocks, but you didn't so I understand the difference.
And the calcs are adamant, not Jolly, and I thought we were supposed to use the set specified?

Your right, sorry misclick on that part but even then, the only notable change is that Foul Play will now be a 2HKO on +4. As for Rocks, none of your calcs included Rocks so I did the same.

You shouldn't be switching Mandibuzz in on a Bisharp who has already hit +2 before the switch as your just throwing your life away. Even if you Iron Defense, you can't save yourself much after +4, which he can sit at comfortably and 2HKO with the superior speed. With a Rocky Helmet, the trainer is going to have to decide if he's going to sac Bisharp to LO recoil and constant damage. To be safe, you should switch in Mandibuzz when one of your Pokemon threaten Bisharp and force him to rely on Sucker Punch.

Since Rocks are factored in, Bisharp is guaranteed to sit at +4 and 2HKO +2 Mandibuzz who is outmatched by speed.
+4 252 Atk Life Orb Bisharp Iron Head vs. +2 248 HP / 252+ Def Mandibuzz: 173-204 (40.8 - 48.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Assuming you switch in as he hits +2, you can hit Foul Play as he hits +4 next turn and do some nice damage. Next, he'll go for Iron Head and die to recoil from both items or risk a Roost or another Foul Play. In your set, your betting on him using Iron Head right after he hits +2 which honestly, I wouldnt even try as I know it wouldnt be enough to kill one of the most sturdiest walls from experience. If he goes for +4 instead of a Iron Head and you go to +2, the above calc comes into play. He'll then Iron Head, you Roost as you said above, and all he has to do is mash the button until you die anyway.

All in all, I think Iron Defense is way too obscure to put on Mandibuzz and doesn't help as much for Bisharp. It fills up a valuable moveslot that Mandibuzz can use to check other Pokemon like Whirlwind, which can also work against Bisharp. While it seems like im relying on more of a suicide approach, using Rocky Helmet can shut down Bisharp more effectively if you don't play recklessly and get the key Foul Play off before he attacks after +4 or +6.
 
Week 42:

Thanks for the Bisharp checks and counters! 24 checks will be interesting to sort through...

This week we'll do offensive SD Scizor!

scizor-mega.gif

Scizor @ Scizorite
Ability: Light Metal
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Bug Bite
- Bullet Punch
- Superpower
 
Last edited:
Reserving Mega Charizard-Y

Name : Charizard
Status: Check (Not a counter because Stealth Rock exists)

charizard.gif


Charizard @ Charizardite Y
Ability: Blaze
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

If Stealth Rock isn't up, Mega Charizard-Y comes in on any move, outspeeds and roasts Mega Scizor with Fire Blast. Solar Beam does not need a charge-up turn while Drought is active and is used to hit bulky waters such as Rotom-W, Keldeo, Slowbro and Suicune while Focus Blast allows you to deal with Tyranitar and Heatran. Roost allows you to regain health and check Mega Scizor better. 240 Spe allows you to outspeed Jolly Pinsir before it Mega Evolves.

Calculations:
252+ Atk Mega Scizor Superpower vs. 16 HP / 4 Def Mega Charizard Y: 97-115 (32.2 - 38.2%) -- 96.9% chance to 3HKO
252+ Atk Technician Mega Scizor Bullet Punch vs. 16 HP / 4 Def Mega Charizard Y: 73-87 (24.2 - 28.9%) -- 99.1% chance to 4HKO
252+ SpA Mega Charizard Y Fire Blast vs. 116 HP / 0 SpD Mega Scizor in Sun: 1380-1624 (445.1 - 523.8%) -- guaranteed OHKO
 
Last edited:
Name: Mega Charizard X
Status: Counter
(Yes despite SR)
240px-Mega_Charizard_X_Art.png

Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Roost
- Flare Blitz
- Dragon Claw

There are basically 2 situations that need to be factored in: pre-Mega evolution and post-Mega evolution. This gets a bit complicated, so decided to format it based on possible turn Scenarios and which form switches in.

Pre-Mega Scenarios:
Situation 1: you come in on Superpower
252+ Atk Mega Scizor Superpower vs. 104 HP / 0 Def Charizard: 98-115 (30.3 - 35.6%) -- guaranteed 2HKO after Stealth Rock
-1 252+ Atk Technician Mega Scizor Bullet Punch vs. 104 HP / 0 Def Mega Charizard X: 37-44 (11.4 - 13.6%) -- possible 6HKO after Stealth Rock
Total Damage: 50% + 35.6% + 13.6% = 99.2% on all high-damage rolls -> SAFE
At this point you can afford to roost since you'll still net HP if it tries to SD and Bullet Punch instead of switching

Situation 2: you come in Bullet Punch (does greater net damage than coming in on SD)
252+ Atk Technician Mega Scizor Bullet Punch vs. 104 HP / 0 Def Charizard: 73-87 (22.6 - 26.9%) -- 37.1% chance to 2HKO after Stealth Rock
252+ Atk Technician Mega Scizor Bullet Punch vs. 104 HP / 0 Def Mega Charizard X: 54-65 (16.7 - 20.1%) -- 27.2% chance to 4HKO after Stealth Rock
Total Damage: 50% + 26.9% + 20.1% = 97.0% -> SAFE (needless to say you can roost on the second turn so you don't lose your Zard)

Situation 3: You come in on Bullet Punch, and turn 2 he decides to SD when you roost:
252+ Atk Technician Mega Scizor Bullet Punch vs. 104 HP / 0 Def Charizard: 73-87 (22.6 - 26.9%) -- 37.1% chance to 2HKO after Stealth Rock
(You Roost, Opponent SD's)
+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 104 HP / 0 Def Mega Charizard X: 110-129 (34 - 39.9%) -- 32.8% chance to 2HKO after Stealth Rock
Total Damage: 50% + 26.9% - 50% + 39.9% = 66.8% -> SAFE

Post-Mega Scenarios:
Situation 1: you come in on Superpower
252+ Atk Mega Scizor Superpower vs. 104 HP / 0 Def Mega Charizard X: 147-173 (45.5 - 53.5%) -- guaranteed 2HKO after Stealth Rock
(You Roost and he SDs)
+1 252+ Atk Technician Mega Scizor Bullet Punch vs. 104 HP / 0 Def Mega Charizard X: 82-97 (25.3 - 30%) -- guaranteed 3HKO after Stealth Rock
Total damage: 25%+53.5%-50%+30% = 58.5% -> SAFE

Situation 2: you come in on SD
+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 104 HP / 0 Def Mega Charizard X: 110-129 (34 - 39.9%) -- 32.8% chance to 2HKO after Stealth Rock
The turn you take the Bullet Punch, you will have to have chosen Flare Blitz or risk it getting another +2, which will deal more net damage in the long run
Total Damage: 25%+39.9% + 25%(approx) = 89.9% -> SAFE

As you can see, no matter the situation, Mega Charizard X can come out on top. Solid Counter
 
Last edited:
Counter
VolcaronaShinyXY.gif

Volcarona @ Leftovers
Ability: Flame Body
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
- Quiver Dance
- Fiery Dance
- Giga Drain
- Roost

Volcarona can switch in on any attack or Swords Dance, outspeed, and force it out. It also resists BP so even +2 BP after Rocks can't kill it. Even if Rocks are on the field, Volc can still win in any scenario. This particular set also uses Roost so it can repeatedly check Scizor.

+2 252+ Atk Technician Mega Scizor Bullet Punch vs. 248 HP / 136+ Def Volcarona: 128-151 (34.3 - 40.4%) -- 45.7% chance to 3HKO after Leftovers recovery
252+ Atk Technician Mega Scizor Bug Bite vs. 248 HP / 136+ Def Volcarona: 96-114 (25.7 - 30.5%) -- 49.2% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Mega Scizor Superpower vs. 248 HP / 136+ Def Volcarona: 85-101 (22.7 - 27%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 SpA Volcarona Fiery Dance vs. 116 HP / 0 SpD Mega Scizor: 448-532 (144.5 - 171.6%) -- guaranteed OHKO
 
Last edited:
Zapdos as a counter


00f6779165a3f184ef1dfbd8b3f3a8d0.png

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 68 SpA / 20 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave

resists all moves, has roost, has heat wave to like 2HKO at worst. I also believe it outspeeds scizor.
 
Reserving Quagsire

Counter
195.png

Quagsire @ Leftovers
Abilty: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Stockpile / Encore / Toxic

With its ability Unaware, Quagsire nullifies M-Scizor's SD's boost(s) and stops his sweeping potential dead. Also, every move M-Scizor can throw at Quagsire will only result in a 3HKO at best.

Calcs:

252+ Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 252+ Def Quagsire: 48-57 (12.1 - 14.4%) -- possibly the worst move ever
252+ Atk Mega Scizor Superpower vs. 252 HP / 252+ Def Quagsire: 128-151 (32.4 - 38.3%) -- 49.1% chance to 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Technician Mega Scizor Bug Bite vs. 252 HP / 252+ Def Quagsire: 144-171 (36.5 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

The combination of Leftovers, Recover, physical bulk and resistance to SR also means that Quagsire can come in on M-Scizor a lot of times. Furthermore, Scald can ruin M-Scizor's day by burning him (but we already know that) and Stockpile can make it even harder, to the point of being almost impossible, for M-Scizor to deal with Quagsire (I know Toxic is, in most cases, the better option for the fourth moveslot, but it's useless against M-Scizor, so Stockpile and Encore are the most viable options to deal with it).
 
Last edited:
Counter: Arcanine
59.gif

Arcanine @ Leftovers
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Flare Blitz
- Will-O-Wisp/Toxic
- Extreme Speed
- Morning Sun/Roar

Due to its typing and ability, Intimidate allow to wall Mega Scizor effectively. Even at +2, Mega Scizor cannot touch Arcanine, while Arcanine can threaten the KO with Flare Blitz, or predict its switch and cripple something with Will-O-Wisp/Toxic.

-1 252+ Atk Mega Scizor Superpower vs. 248 HP / 252+ Def Arcanine: 89-105 (23.2 - 27.4%) -- possible 5HKO after Leftovers recovery
+1 252+ Atk Technician Mega Scizor Bullet Punch vs. 248 HP / 252+ Def Arcanine: 75-88 (19.5 - 22.9%) -- possible 6HKO after Leftovers recovery (Assuming Scizor SD's on the Arcanine switch-in)
-1 252+ Atk Technician Mega Scizor Bug Bite vs. 248 HP / 252+ Def Arcanine: 50-59 (13 - 15.4%) -- possibly the worst move ever

8 Atk Arcanine Flare Blitz vs. 116 HP / 0 Def Mega Scizor: 424-504 (136.7 - 162.5%) -- guaranteed OHKO
 
Last edited:
Fast Heatran as a Check

heatran.gif


Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Taunt
- Stealth Rock
- Lava Plume
- Toxic

Switches in on any more except for Superpower and KOs, which makes it a check. Dont really think I need to show calcs that a 4x resisted move wont do much and a 4x super effective move will KO.
 
Last edited:
Back
Top