UU Victim of the Week V2 (Week Five: Nasty Plot Infernape)

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Alomomola as a Counter



Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Bold Nature
- Scald
- Wish
- Protect
- Toxic

Alomomola has all the tools it needs to counter Feraligatr: excellent physical bulk, a means of recovery via Wish (+ Protect) and leftovers, a way to burn the opposing mon with Scald and Toxic (+ Protect) if it wants to gradually wear down Feraligatr (though it should be used for other mons). Moreover, Feraligatr needs at least two SDs (or 4 DDs, 3 if SR is up) to reliably 2HKO Alomomola after two Leftovers recovery and before it boosts to that level, Trolololofish Alomomola will have the time to burn Feraligatr, making it rather useless as it can't even 2HKO at +6 when burned. After it has burned Feraligatr, Alomomola can simply use Wish + Protect to stay healthy while Feraligatr dies by itself due to the burn damage.
252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 232 HP / 252+ Def Alomomola: 117-138 (22.1 - 26%) -- possible 5HKO after Leftovers recovery

+3 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 232 HP / 252+ Def Alomomola: 289-341 (54.6 - 64.4%) -- guaranteed 2HKO after Leftovers recovery (after two Leftovers recovery, Alomomola loses 223-275 HP (42.2 - 51.2%), which isn't a guaranteed 2HKO)

+6 252+ Atk Life Orb Sheer Force burned Feraligatr Crunch vs. 232 HP / 252+ Def Alomomola: 231-272 (43.6 - 51.4%) -- guaranteed 3HKO after Leftovers recovery

0 SpA Alomomola Scald vs. 0 HP / 4 SpD Feraligatr: 25-30 (8 - 9.6%) -- possibly the worst move ever (use Scald for the burn rate, not for the actual damage it deals lol)
Alomomola is actually a pretty bad sd gatr counter, given that you really only have 1 chance to burn it before it can 2hko you and 1 chance to burn as it's 2hkoing you. (it sds, you switch in, next turn it sds and you better hope you burn either this turn or the next one) That's a 51% chance to burn all up so you lose your fish to gatr half the time. Even if you do manage to get the burn if it isn't before it's in the middle of 2hkoing you you'll probably have to sac another mon to give the fish regenerator given that at best (and including SR + lefties) after a +4 crunch alomomola will be at 28%ish and then a burnt crunch will do a minimum of 32.7% - this is with entirely minimum damage rolls. Protecting to get additional lefties might let it sd again which will definitely put you in range of death.

This isn't even considering sub sd/dd gatr which shits all over alomomola.
 
Alomomola is actually a pretty bad sd gatr counter, given that you really only have 1 chance to burn it before it can 2hko you and 1 chance to burn as it's 2hkoing you. (it sds, you switch in, next turn it sds and you better hope you burn either this turn or the next one) That's a 51% chance to burn all up so you lose your fish to gatr half the time. Even if you do manage to get the burn if it isn't before it's in the middle of 2hkoing you you'll probably have to sac another mon to give the fish regenerator given that at best (and including SR + lefties) after a +4 crunch alomomola will be at 28%ish and then a burnt crunch will do a minimum of 32.7% - this is with entirely minimum damage rolls. Protecting to get additional lefties might let it sd again which will definitely put you in range of death.

This isn't even considering sub sd/dd gatr which shits all over alomomola.
I've taken into account the worst possible scenario and it turns out that if Scald burns never happen, Toxic is a better way to go, resulting in a double down (not pretty at all). So, in that sense, you're right in saying that Alomomola isn't the best Feraligatr counter at all. However, Alomomola should be at least considered a hard check to Feraligatr since DD and Aqua Jet variants are doomed when facing Alomomola. Moreover, if Alomomola switches in as Feraligatr uses a damaging move, Alomomola has then three chances to burn Feraligatr (if I'm not mistaken). After that, Feraligatr is doomed and gradually worn down while Alomomola stays healthy and eventually wins.

Therefore, I'll change Alomomola's status to Hard Check. As for the SD/DD set, I know Alomomola can't do anything to it, but I couldn't care less since it's not this week's set (I would've put a different mon if it was, but it's not, so Alomomola it is).
 
Toxicroak as a Check


Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- Drain Punch
- Gunk Shot
- Sucker Punch


Thanks to Dry Skin, Toxicroak is able to check Feraligatr's main priority and this allows him to not fear a damage+priority and also, it can abuse Drain Punch to recover in order to stay always on 2HKO range from Ice Punch.

Feraligatr's damages:

252+ Atk Sheer Force Feraligatr Ice Punch vs. 0 HP / 4 Def Toxicroak: 143-169 (46.5 - 55%) -- 67.6% chance to 2HKO
+1 252+ Atk Sheer Force Feraligatr Ice Punch vs. 0 HP / 4 Def Toxicroak: 214-252 (69.7 - 82%) -- guaranteed 2HKO
+2 252+ Atk Sheer Force Feraligatr Ice Punch vs. 0 HP / 4 Def Toxicroak: 285-336 (92.8 - 109.4%) -- 56.3% chance to OHKO
252+ Atk Sheer Force Feraligatr Crunch vs. 0 HP / 4 Def Toxicroak: 76-89 (24.7 - 28.9%) -- 99.8% chance to 4HKO
+2 252+ Atk Sheer Force Feraligatr Crunch vs. 0 HP / 4 Def Toxicroak: 151-178 (49.1 - 57.9%) -- 97.7% chance to 2HKO

Toxicroak's damages:

252+ Atk Life Orb Toxicroak Gunk Shot vs. 4 HP / 0 Def Feraligatr: 243-289 (77.8 - 92.6%) -- guaranteed 2HKO
252+ Atk Life Orb Toxicroak Gunk Shot vs. 4 HP / 0 Def Feraligatr: 243-289 (77.8 - 92.6%) -- 37.5% chance to OHKO after Stealth Rock
252+ Atk Life Orb Toxicroak Drain Punch vs. 4 HP / 0 Def Feraligatr: 153-181 (49 - 58%) -- 95.3% chance to 2HKO
252+ Atk Life Orb Toxicroak Sucker Punch vs. 4 HP / 0 Def Feraligatr: 109-129 (34.9 - 41.3%) -- guaranteed 3HKO
 
Nominating Bulky Mega Abomasnow as a Counter

->


Abomasnow @ Abomasite
Ability: Snow Warning
Evs: 248 HP / 8 SpA / 252 Def
Bold Nature
- Giga Drain
- Blizzard
- Protect
- Leech Seed

This particular set is a bit unconventional, but Mega Abomasnow in UU is pretty unconventional to begin with. This pokemon has a surprisingly large number of options to check and counter Feraligatr, and I actually played around with several different spreads before settling on this one for this post. I chose this set because even with Stealth Rock on the field it's still a counter, and it's a little interesting since it's not what people expect from Abomasnow.

252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 248 HP / 252+ Def Abomasnow: 121-143 (31.5 - 37.3%) -- 84.7% chance to 3HKO
252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 248 HP / 252+ Def Mega Abomasnow: 97-116 (25.3 - 30.2%) -- guaranteed 4HKO
+2 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 248 HP / 252+ Def Mega Abomasnow: 194-229 (50.6 - 59.7%) -- guaranteed 2HKO
8 SpA Mega Abomasnow Giga Drain vs. 0 HP / 4 SpD Feraligatr: 240-284 (77.1 - 91.3%) -- guaranteed 2HKO after hail damage


Feraligatr's hardest-hitting move here is Crunch which Abomasnow can switch into with ease even without being mega evolved. Thanks to recovery from Giga Drain (which restores 31.6-37.6% of Mega Abomasnow's health) unboosted Crunches literally do nothing after mega evolution. Swords Dance on the switch-in also fails to allow a 2HKO after Giga Drain recovery. The residual damage of hail means that Giga Drain is a lot closer to OHKO than it looks. Even if Abomasnow switches into a Swords Dance while Stealth Rocks are on the field it still survives one attack to deliver a Giga Drain, and even if it deals minimum damage it can still protect stall Feraligatr to death (though if it fails on the double-protect, it also dies). Some back-of-the-napkin math gives it an 80% chance of winning and a 20% chance of drawing against Feraligatr if it switches in on a Swords Dance while Stealth Rock is up.


As I mentioned earlier this isn't the only Abomasnow set that can counter Feraligatr. A spread of 248 HP / 0 Def is sufficiently bulky to guarantee you can switch in on Gatr and get at least one attack off. No attack investment whatsoever is required for an assured OHKO with Wood Hammer (although Abomasnow risks KO'ing itself with recoil), while other moves are in OHKO range with appropriate investment.

252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 248 HP / 0 Def Abomasnow: 177-209 (46.2 - 54.5%) -- 59% chance to 2HKO
252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 248 HP / 0 Def Mega Abomasnow: 134-159 (34.9 - 41.5%) -- guaranteed 3HKO
+2 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 248 HP / 0 Def Mega Abomasnow: 266-315 (69.4 - 82.2%) -- guaranteed 2HKO

0 Atk Mega Abomasnow Wood Hammer vs. 0 HP / 0 Def Feraligatr: 330-390 (106.1 - 125.4%) -- guaranteed OHKO
252 SpA Mega Abomasnow Giga Drain vs. 0 HP / 4 SpD Feraligatr: 288-342 (92.6 - 109.9%) -- 56.3% chance to OHKO
252+ SpA Mega Abomasnow Giga Drain vs. 0 HP / 4 SpD Feraligatr: 318-374 (102.2 - 120.2%) -- guaranteed OHKO
252 Atk Mega Abomasnow Seed Bomb vs. 0 HP / 0 Def Feraligatr: 266-314 (85.5 - 100.9%) -- 6.3% chance to OHKO
252+ Atk Mega Abomasnow Seed Bomb vs. 0 HP / 0 Def Feraligatr: 290-344 (93.2 - 110.6%) -- 62.5% chance to OHKO
 

kokoloko

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Tangrowth @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Leaf Storm
- filler
- filler
- filler

giga drain and energy ball have a 0% chance to kill it so yeah gotta risk the 90% acc leaf storm. also,

+2 252+ Atk Life Orb Sheer Force Feraligatr Ice Punch vs. 248 HP / 252+ Def Tangrowth: 322-382 (79.9 - 94.7%) -- guaranteed 2HKO after Leftovers recovery

tang is probably the closest thing to an actual counter tbh just cause everything else is easy to wear down since it gets put into +1 kill range after a single switchin (except wrath but thats ass imo)

love how something as bulky as tangrowth still needs absolute max defense to tank a single hit at +2, and that's without rocks. with rocks there's a 50% chance that it kills :[ but i mean if you're willing to use a garb set feel free to pretend its yache berry :]
 
Nominating Porygon-2 as a COUNTER.



Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 Def / 4 spA
Bold Nature
- Thunderbolt
- Recover
- Thunder Wave
- Ice Beam

So nominating this again....
It works well especially since im running 252 def + bold nature. Gatr only 4 OHKOS it afters rocks with waterfall, 5 OHKOS with crunch and 6 OHKOS with ice punch... +1 Tbolt can do 89% to gatr and have a 18% chance to OHKO it like it shows in the calcs below. It does get scary at +2 but this thing still takes care of it :]


252+ Atk Life Orb Feraligatr Waterfall vs. 252 HP / 252+ Def Eviolite Porygon2: 83-99 (22.1 - 26.4%) -- guaranteed 4HKO after Stealth Rock

252+ Atk Life Orb Feraligatr Crunch vs. 252 HP / 252+ Def Eviolite Porygon2: 56-66 (14.9 - 17.6%) -- possible 5HKO after Stealth Rock

252+ Atk Life Orb Feraligatr Ice Punch vs. 252 HP / 252+ Def Eviolite Porygon2: 52-62 (13.9 - 16.5%) -- possible 6HKO after Stealth Rock

252+ Atk Life Orb Feraligatr Aqua Jet vs. 252 HP / 252+ Def Eviolite Porygon2: 43-51 (11.4 - 13.6%) -- possible 7HKO after Stealth Rock

+2 252+ Atk Life Orb Feraligatr Waterfall vs. 252 HP / 252+ Def Eviolite Porygon2: 165-196 (44.1 - 52.4%) -- guaranteed 2HKO after Stealth Rock

+1 4 SpA Porygon2 Thunderbolt vs. 4 HP / 0 SpD Feraligatr: 238-280 (76.2 - 89.7%) -- 18.8% chance to OHKO after Stealth Rock
You forgot that Feraligatr runs its newly found ability Sheer Force, which makes Porygon2 a much less reliable (to not say bad) counter to it since if Porygon2 switches in as Feraligatr uses SD, then Porygon2 is pretty much screwed (and you also used 4 HP EVs when in the given set, it's 4 SpD EVs, making the OHKO at +1 even less reliable too).

Calcs:

252+ Atk Life Orb Sheer Force Feraligatr Waterfall vs. 252 HP / 252+ Def Eviolite Porygon2: 109-129 (29.1 - 34.4%) -- 3.4% chance to 3HKO

+2 252+ Atk Life Orb Sheer Force Feraligatr Waterfall vs. 252 HP / 252+ Def Eviolite Porygon2: 216-255 (57.7 - 68.1%) -- guaranteed 2HKO

+1 4 SpA Porygon2 Thunderbolt vs. 0 HP / 4 SpD Feraligatr: 236-278 (75.8 - 89.3%) -- 12.5% chance to OHKO after Stealth Rock

I'm also pretty sure that physically defensive P2 prefers much more to have Trace as its ability for greater utility purposes as to what Download would provide (but one could prefer Download for the benefits it gives to one's team), which means

4 SpA Porygon2 Thunderbolt vs. 0 HP / 4 SpD Feraligatr: 158-186 (50.8 - 59.8%) -- guaranteed 2HKO.

And even if P2 switches in as Feraligatr uses Waterfall, the latter can then use SD, take a Tbolt (if P2 uses Recover, it gets KOed two turns later) and have a slim chance to KO with a +2 Waterfall.
 
You forgot that Feraligatr runs its newly found ability Sheer Force, which makes Porygon2 a much less reliable (to not say bad) counter to it since if Porygon2 switches in as Feraligatr uses SD, then Porygon2 is pretty much screwed (and you also used 4 HP EVs when in the given set, it's 4 SpD EVs, making the OHKO at +1 even less reliable too).

Calcs:

252+ Atk Life Orb Sheer Force Feraligatr Waterfall vs. 252 HP / 252+ Def Eviolite Porygon2: 109-129 (29.1 - 34.4%) -- 3.4% chance to 3HKO

+2 252+ Atk Life Orb Sheer Force Feraligatr Waterfall vs. 252 HP / 252+ Def Eviolite Porygon2: 216-255 (57.7 - 68.1%) -- guaranteed 2HKO

+1 4 SpA Porygon2 Thunderbolt vs. 0 HP / 4 SpD Feraligatr: 236-278 (75.8 - 89.3%) -- 12.5% chance to OHKO after Stealth Rock

I'm also pretty sure that physically defensive P2 prefers much more to have Trace as its ability for greater utility purposes as to what Download would provide (but one could prefer Download for the benefits it gives to one's team), which means

4 SpA Porygon2 Thunderbolt vs. 0 HP / 4 SpD Feraligatr: 158-186 (50.8 - 59.8%) -- guaranteed 2HKO.

And even if P2 switches in as Feraligatr uses Waterfall, the latter can then use SD, take a Tbolt (if P2 uses Recover, it gets KOed two turns later) and have a slim chance to KO with a +2 Waterfall.
i forgot about putting sheer force.... fml
 

LilOu

PO poopyhead
Also, you can trace Sheer Force, doing more damage

  • 0 SpA Sheer Force Porygon2 Thunderbolt vs. 0 HP / 0 SpD Feraligatr: 204-242 (65.5 - 77.8%) -- guaranteed 2HKO
 
Also, you can trace Sheer Force, doing more damage

  • 0 SpA Sheer Force Porygon2 Thunderbolt vs. 0 HP / 0 SpD Feraligatr: 204-242 (65.5 - 77.8%) -- guaranteed 2HKO
I guess I forgot that while explaining myself, but it's still a 2HKO with or without SR.
 
Porygon2's ability isn't really relevant here, as regardless of which of the three abilities it uses it still 2HKO's Feraligatr with Thunderbolt. Download does take Tri Attack into 2HKO range so it's slightly better than the other two, while traced Sheer Force eliminates your chance of inflicting status so it's slightly inferior. They don't differ by enough to really matter though. Porygon2 is still a decent check but if it switches in on Swords Dance it only wins with parahax (as has already been mentioned), but it also struggles against Dragon Dance if rocks are up:

+1 252+ Atk Life Orb Sheer Force Feraligatr Waterfall vs. 252 HP / 252+ Def Eviolite Porygon2: 161-191 (43 - 51%) -- 98% chance to 2HKO after Stealth Rock
 
Third week is over. Winners are:

Counters:
Tangrowth (kokoloko)
Mega Abomasnow (Darvin)
Poliwrath (warzoid)

Checks:
Alomomola (GnralLao)
Kyurem (Kreme)
Heliolisk (Lord of Bays)

===

Next Victim is an uncommon threat that deserves a lot more usage. Nasty Plot Lucario is incredibly threatening in the current metagame, especially because most people only expect the Sword Dance set


Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Aura Sphere
- Flash Cannon
- Vacuum Wave
 
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Gligar @ Eviolite
Ability: Immunity/Hyper Cutter
EVs: 252 HP / 80 Atk / 176 SpD
Careful Nature
- U-turn
- Stealth Rock/Defog
- Earthquake
- Roost

Specially Defensive gligar is a hard stop to every luc that doesn't carry ice punch (or hp ice I guess), although the special set still pressures it a lot. Given EVs guarrantee a KO after 1 round of life orb recoil from EQ, while Flash cannon only 2hkos you from +2.

+2 252 SpA Lucario Flash Cannon vs. 252 HP / 176+ SpD Eviolite Gligar: 163-193 (48.8 - 57.7%) -- 96.1% chance to 2HKO
80 Atk Gligar Earthquake vs. 0 HP / 0 Def Lucario: 254-300 (90.3 - 106.7%) -- 43.8% chance to OHKO
 
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Kreme

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Chandelure as a Hard Check / Soft Counter

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick / Memento

Chandelure outspeeds Lucario with a Choice Scarf, and is able to OHKO with Fire Blast. Lucario can only hit it with Flash Cannon or the rare Dark Pulse, which I've seen being used on the Nasty Plot set from time to time, as Chandelure is immune to both Aura Sphere and Vacuum Wave. Chandelure can also use the fact Lucario is usually forced to switch out and Memento or Trick the incoming Pokemon, rendering it as either set up fodder or crippled should it be a defensive Pokemon.

Offensive Calcs:

252 SpA Chandelure Fire Blast vs. 0 HP / 0 SpD Lucario: 524-618 (186.4 - 219.9%) -- guaranteed OHKO

252 SpA Chandelure Shadow Ball vs. 0 HP / 0 SpD Lucario: 190-225 (67.6 - 80%) -- guaranteed 2HKO

Defensive Calcs:

252 SpA Life Orb Lucario Flash Cannon vs. 0 HP / 4 SpD Chandelure: 84-100 (32.1 - 38.3%) -- 96.7% chance to 3HKO

252 SpA Life Orb Lucario Dark Pulse vs. 0 HP / 4 SpD Chandelure: 226-268 (86.5 - 102.6%) -- 12.5% chance to OHKO
 

YABO

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Chandelure as Counter

Chandelure @ Leftovers
Ability: Flash Fire
EVs: 112 HP / SpA / 252 Spe (or whatever it runs idek)
Timid nature
-Substitute
-Calm Mind
-Shadow Ball
-Fire Blast / Flamethrower

You resist every move on the set and kill Lucario. If he sets up he is forced out and you can scout his switch with Substitute. If he goes to a Pursuit mon, the sub will save you, allowing you to check lucario again later.

252 SpA Life Orb Lucario Flash Cannon vs. 112 HP / 4 SpD Chandelure: 84-100 (29 - 34.6%)

Edit: Oh, Fuck you Kreme smh
Edit 2: Fuck you too Dodmen, I was about to do Slowking

Shaymin as Check

Shaymin @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 252 Spe
Timid nature
-Seed Flare
-Earth Power
-Dazzling Gleam
-Healing Wish

252 SpA Life Orb Lucario Flash Cannon vs. 0 HP / 4 SpD Shaymin: 156-185 (45.7 - 54.2%)
+2 252 SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 4 SpD Shaymin: 156-185 (45.7 - 54.2%)
252 SpA Choice Specs Shaymin Earth Power vs. 0 HP / 0 SpD Lucario: 328-388 (116.7 - 138%) -- guaranteed OHKO

You live any hit and kill it, pretty simple.

Fuck everyone
Edit 3: Yay 200 posts n_n
 
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One of my favorite Pokemon to use:


Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Slack Off
- who needs other moves

Slowking is another Pokemon that can stop any Lucario set barring the rare Crunch or nonexistent Dark Pulse. Even with no Special Defense investment, it's bulky enough to switch into Nasty Plot Lucario:

252 SpA Life Orb Lucario Flash Cannon vs. 248 HP / 8 SpD Slowking: 70-84 (17.8 - 21.3%) -- possible 7HKO after Leftovers recovery
+2 252 SpA Life Orb Lucario Flash Cannon vs. 248 HP / 8 SpD Slowking: 143-168 (36.3 - 42.7%) -- 96.7% chance to 3HKO after Leftovers recovery

So Slowking can easily take two +2 Flash Cannons, especially given that it's easy to stay healthy with Regenerator. And factoring in Life Orb recoil, Slowking can Scald twice to finish off Lucario:

0 SpA Slowking Scald vs. 0 HP / 0 SpD Lucario: 117-138 (41.6 - 49.1%) -- guaranteed 3HKO
 
Goodra as a Hard Check / Soft Counter



Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Draco Meteor
- Fire Blast
- Sludge Bomb
- Dragon Tail / Thunderbolt / Muddy Water / filler

With its natural special bulk (base 150 SpD) and an Assault Vest, Goodra doesn't even need major investment to its SpD to easily take Lucario's STABs (it even survives most of the time two hits from Lucario at +2 after SR!) and, with the given spread, OHKO with Fire Blast. There's not really much to say here. It comes in, takes special hits and OHKOes back. The only thing refraining me to nominate Goodra as a hard counter is the lack of recovery, but then it wouldn't be able to use that recovery with an Assault Vest lol. Oh and btw, if Lucario somehow gets to +6, there's only a slim chance that it'll OHKO Goodra after SR, but frankly, that situation will never realistically happen.
252 SpA Life Orb Lucario Vacuum Wave vs. 248 HP / 8 SpD Assault Vest Goodra: 36-44 (9.3 - 11.4%) -- possible 8HKO after Stealth Rock

252 SpA Life Orb Lucario Aura Sphere vs. 248 HP / 8 SpD Assault Vest Goodra: 74-87 (19.3 - 22.7%) -- 3.1% chance to 4HKO after Stealth Rock

+2 252 SpA Life Orb Lucario Vacuum Wave vs. 248 HP / 8 SpD Assault Vest Goodra: 74-87 (19.3 - 22.7%) -- 3.1% chance to 4HKO after Stealth Rock

+2 252 SpA Life Orb Lucario Aura Sphere vs. 248 HP / 8 SpD Assault Vest Goodra: 146-173 (38.1 - 45.1%) -- 9.4% chance to 2HKO after Stealth Rock

+6 252 SpA Life Orb Lucario Aura Sphere vs. 248 HP / 8 SpD Assault Vest Goodra: 290-343 (75.7 - 89.5%) -- 12.5% chance to OHKO after Stealth Rock

252+ SpA Goodra Fire Blast vs. 0 HP / 4 SpD Lucario: 312-368 (111 - 130.9%) -- guaranteed OHKO

Note that Aura Sphere and Flash Cannon deal exactly the same amount of damage and so, I've listed only one of the two in the calcs to not be redundant.
 
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Doublade as a Hard Check/Soft Counter, however you view it

Doublade @ Eviolite
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword

Just Doublade doing what Doublade does, checking offensive threats with its fantastic typing and bulk. It's immune to its fighting STAB and resists Steel and can OHKO back with Sacred Sword after one LO hit. +2 Flash Canon still hurts, but its not even close to an OHKO so Doublade can switch in on a NP and then eat up a Flash Canon and KO it back.
+2 252 SpA Life Orb Lucario Flash Cannon vs. 248 HP / 8 SpD Eviolite Doublade: 179-212 (55.7 - 66%) -- guaranteed 2HKO
252+ Atk Doublade Sacred Sword vs. 0 HP / 4 Def Lucario: 256-302 (91.1 - 107.4%) -- 43.8% chance to OHKO
 
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Hogg

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Tentacruel as Hard Check


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 244 Def / 24 Spe
Bold Nature
- Scald
- Toxic / Toxic Spikes / Acid Spray
- Knock Off
- Rapid Spin

Like Slowking, Tentacruel is an solid answer to most Lucario (with the exception of the rare EQ Luke). With excellent mixed bulk and a great defensive typing, Tentacruel can reliably switch in to any of NP Luke's moves and fire back with Scald:

  • 252 SpA Life Orb Lucario Aura Sphere vs. 240 HP / 0 SpD Tentacruel: 66-79 (18.2 - 21.8%) -- possible 6HKO after Stealth Rock and Black Sludge recovery
  • +2 252 SpA Life Orb Lucario Aura Sphere vs. 240 HP / 0 SpD Tentacruel: 133-157 (36.8 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
  • +2 252 SpA Life Orb Lucario Flash Cannon vs. 240 HP / 0 SpD Tentacruel: 133-157 (36.8 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
  • 0 SpA Tentacruel Scald vs. 0 HP / 4 SpD Lucario: 96-114 (34.1 - 40.5%) -- guaranteed 3HKO
So even in the worst case scenario, where Tentacruel switches in to a Nasty Plot with Rocks down, it will take a minimum of three hits for Luke to take Tentacruel out. That gives Cruel two turns of Scald plus means two turns of LO damage for Luke, which stands a very good chance of taking him out (especially with bullshit burn chance). On the off chance you get two near-minimum rolls on Scald, Luke will still die from LO damage if it finishes you off with a third Aura Sphere or whatever, so you've technically still beaten him.

Listing this as a hard check rather than a counter because if rocks aren't down you need to do at least 35% damage each round to guarantee that Luke bites it, and you have a chance of only doing 34.1% with Scald. It's usually fairly reliable, but there is a chance that Luke can beat you one on one. If you move 20 EVs into SpAt then you can guarantee victory, but you'll do so at the cost of some physical bulk.
 
Ghost types... just ghost types. I'm running that exact Lucario set right now, and ghost types are its bane. But seeing as the shoe-in Chandelure is already taken I'm going to go in a somewhat different direction:

Nominating Moltres as a Counter



Moltres @ Choice Scarf
Ability: Pressure
Evs: 4 Def, 252 SpA, 252 Spe
Modest nature
Fire Blast
Flamethrower
Hurricane
U-turn

Ordinarily, Moltres' Fire/Flying typing is a complete liability due to the double rock weakness it entails, but in this case it allows him to resist both of Lucario's STAB's. Lucario rarely runs coverage that can threaten Moltres, allowing this legendary bird to switch in without having to worry too much about predicting Lucario's set. The victim set above can't kill Moltres at all without stealth rock, meaning that if hazards are clear any Moltres set will act as a counter. I chose the choice scarf set in particular because it beats Lucario even with stealth rock on the field, a rather impressive feat for a x4 SR weak pokemon. It outspeeds and OHKO's, and Lucario simply can't deal enough damage on the switch to bring it within range of his priority.

252 SpA Life Orb Lucario Aura Sphere vs. 0 HP / 0 SpD Moltres: 90-105 (28 - 32.7%) -- guaranteed 4HKO
252 SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Moltres: 44-53 (13.7 - 16.5%) -- possible 7HKO
+2 252 SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 0 SpD Moltres: 90-105 (28 - 32.7%) -- guaranteed 4HKO

252+ SpA Moltres Flamethrower vs. 0 HP / 4 SpD Lucario: 420-494 (149.4 - 175.8%) -- guaranteed OHKO
252+ SpA Moltres Hurricane vs. 0 HP / 4 SpD Lucario: 255-301 (90.7 - 107.1%) -- 43.8% chance to OHKO
 
Mega Beedrill as a Check

Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Poison Jab
- Protect
- Drill Run

Beedrill doing what it's good at, revenge killing. Althought fears switching in on a flash cannon, Beedrill can easily come in on a fighting stab or on a free switch and take it out. Since Lucario's priority attack is 4x resisted, and with its surpisingly decent special bulk, Beedrill can easily come in after a nasty plot or 2 and revenge.

252 SpA Life Orb Lucario Aura Sphere vs. 0 HP / 4 SpD Mega Beedrill: 47-55 (17.3 - 20.2%) -- possible 5HKO
252 SpA Life Orb Lucario Flash Cannon vs. 0 HP / 4 SpD Mega Beedrill: 187-222 (69 - 81.9%) -- guaranteed 2HKO
+2 252 SpA Life Orb Lucario Vacuum Wave vs. 0 HP / 4 SpD Mega Beedrill: 47-55 (17.3 - 20.2%) -- possible 5HKO

252+ Atk Mega Beedrill Drill Run vs. 0 HP / 4 Def Lucario: 284-336 (101 - 119.5%) -- guaranteed OHKO
 

Nightingales

// FLY HIGH, STRIKE HARD
With the current set being one I use quite often, I'm speaking from experience when I say this.

Nominating Physical Nidoqueen as a Check, and Special Nidoqueen as a Counter as suggested below.
Somebody else feel free to dictate if it's hard/soft.



This thing is an utter pain in the ass to deal with if you're not running some other coverage move. Lucario is a decent wallbreaker, but this thing WILL give it a run for it's money even without hazards up. Now, Luc doesn't mind hitting most things with neutral Coverage, so he will typically do some decent damage. Against Nidoqueen, he'll have to use Flash Cannon, and he'll outspeed, so what chance does he have without setting up?

252 SpA Life Orb Lucario Flash Cannon vs. 248 HP / 240 SpD Nidoqueen: 140-165 (36.5 - 43%) -- 98.2% chance to 3HKO after Black Sludge recovery

OR

252 SpA Life Orb Lucario Flash Cannon vs. 248 HP / 0 SpD Nidoqueen: 179-212 (46.7 - 55.3%) -- 16% chance to 2HKO after Black Sludge recovery

The best it can hope for is a minimal chance to 2HKO on the Physical variants or a pretty much guaranteed 3HKO with special. Now, it can set up, but it'd better not think of doing that while it's in, because it's not going to end pretty for him.

0 Atk Nidoqueen Earthquake vs. 0 HP / 0 Def Lucario: 270-320 (96 - 113.8%) -- 81.3% chance to OHKO
0 SpA Sheer Force Nidoqueen Earth Power vs. 0 HP / 4 SpD Lucario: 266-314 (94.6 - 111.7%) -- 68.8% chance to OHKO

Both are OHKO's after spikes, so if there's Entry Hazards in, Lucario bites the dust off the bat. And these are neutral/0 IV offensive stats going in there, if they were invested past 40 Atk./44 SpA, they'd OHKO with either hit while living with about half health. If Lucario hits first, the LO recoil will drop it down to OHKO Range, so it can switch in and survive a hit then OHKO it before it gets dropped itself.

Now, if you don't have Entry stuff in, and get set up on, you can try and feel lucky with this, but it's why I see Physical sets as a check and not a hard stop.

+2 252 SpA Life Orb Lucario Flash Cannon vs. 248 HP / 0 SpD Nidoqueen: 356-421 (92.9 - 109.9%) -- 56.3% chance to OHKO

It'll outspeed and has just over 50% chance to OHKO Nidoqueen without decent Special Investment, so your best bet is to either catch it on the switch or have it in before it can get there.

So yeah. Check.

Edited, forgot to account for LO Recoil.
 
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