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Resource ORAS OU Simple Questions, Simple Answers (Read the OP First!)

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I've herd of the term "counter team", "get counter teamed", "counter team each other", etc. and I'm wondering what it means.
It's basically where you know your opponent's team beforehand and in the teambuilder attempt to build the best possible team to handle it. ie you see your opponent has Charx so you definitely know to bring a Charx check like Rhyperior; or you know your opponent is running sableye stall so you bring a fairy stallbreaker.
 
I've herd of the term "counter team", "get counter teamed", "counter team each other", etc. and I'm wondering what it means.
It's basically where you know your opponent's team beforehand and in the teambuilder attempt to build the best possible team to handle it. ie you see your opponent has Charx so you definitely know to bring a Charx check like Rhyperior; or you know your opponent is running sableye stall so you bring a fairy stallbreaker.
Typically when people accuse others of counter teaming it goes on step beyond that. For example, you see a very Talonflame weak team when pretty much everybody carries a check to it, or having a check to a specific Landorus set, knowing it won't be carrying coverage move X. It tends to be in more oddly specific cases than general cases, considering players pick up on others tendencies ("X player likes stall or uses Mega Gyarados" is generally considered common knowledge).
 
Hello, i have a 6iv naughty garchomp that i intrested to put in a sand team to mega evolve as mega champ :) since i no that outside of sand teams he isn't much viable, and that nature is suddnly the best for mega (u gues better than naive) so i wanted to ask of what investment i should go on him? Max sp attack and speed? Or i need to put half speed half attack? Which thrrad mega chomp need to be able to outspeed? And he is the best mega for sand teams? Or there is a better choice out there? Thanks!
 
Hello, i have a 6iv naughty garchomp that i intrested to put in a sand team to mega evolve as mega champ :) since i no that outside of sand teams he isn't much viable, and that nature is suddnly the best for mega (u gues better than naive) so i wanted to ask of what investment i should go on him? Max sp attack and speed? Or i need to put half speed half attack? Which thrrad mega chomp need to be able to outspeed? And he is the best mega for sand teams? Or there is a better choice out there? Thanks!
Mega Chomp isn't necessarily unviable outside of Sand, it's just where he functions the most effectively.

I'd say Max Speed is still a good benchmark since even if just for one turn Garchomp's pre-mega speed is still decently usable.
Neutral max Chomp also outspeeds
- 224 Spe Gliscor
- Max Positive Diggersby
- Adamant Excadrill (outside Sand)
- Max Spe Positive Heatran
- Non-Scarf Kyurem-B (to my knowledge, most run a neutral nature and don't run Max Speed)

And getting the jump on neutral Base 81 and below (Gyarados, Altaria, Dragonite, un-mega'd Gardevoir) also does well.

Even with only 4 EVs, Naughty Mega Chomp's Physical attack hits 414, whereas 252 SpA hits 339. Even without investment or nature benefit, Mega Garchomp's Base 170 Attack makes his stat stronger than 252 Atk Regular Chomp. He won't be too strapped for power.

I'm not aware of what notable Benchmarks he'd achieve with a Naive nature, if any, so it might still be worth considering.

Best Mega for a sand team is a bit of a tricky term because depending on your team, another Mega might fit better if you don't need Chomp's wallbreaking power. That said, Mega Garchomp is probably the best wallbreaker you can get for a Sand Team if you're willing to give him the Mega Slot.
 
Mega Chomp isn't necessarily unviable outside of Sand, it's just where he functions the most effectively.

I'd say Max Speed is still a good benchmark since even if just for one turn Garchomp's pre-mega speed is still decently usable.
Neutral max Chomp also outspeeds
- 224 Spe Gliscor
- Max Positive Diggersby
- Adamant Excadrill (outside Sand)
- Max Spe Positive Heatran
- Non-Scarf Kyurem-B (to my knowledge, most run a neutral nature and don't run Max Speed)

And getting the jump on neutral Base 81 and below (Gyarados, Altaria, Dragonite, un-mega'd Gardevoir) also does well.

Even with only 4 EVs, Naughty Mega Chomp's Physical attack hits 414, whereas 252 SpA hits 339. Even without investment or nature benefit, Mega Garchomp's Base 170 Attack makes his stat stronger than 252 Atk Regular Chomp. He won't be too strapped for power.

I'm not aware of what notable Benchmarks he'd achieve with a Naive nature, if any, so it might still be worth considering.

Best Mega for a sand team is a bit of a tricky term because depending on your team, another Mega might fit better if you don't need Chomp's wallbreaking power. That said, Mega Garchomp is probably the best wallbreaker you can get for a Sand Team if you're willing to give him the Mega Slot.
Thanks :) i have also a 6iv naive gible but i guess for mega chomp the nuaghty is better,and yes i thought about pokes like me steelix which get a boost in sand storm and somewhat becomes stronger than M aggron,i guess i will do a research about it but i have always wanted to use mega chomp :) with naive nature max investment what he can outspeed?
 
Is there a damage calculator that would allow me to quickly import Pokemon sets from Pokemon Showdown to the calculator? Right now, I use this damage calculator:

https://pokemonshowdown.com/damagecalc/

It's pretty tedious entering in every Pokemon's EV's, movesets, nature, item, etc. every time I go to play, though... so is there a way I can quickly import Pokemon's stats into the calculator?
 
After reading about Meloetta in the VR thread, I'm wondering if Meloetta would function in the No Mega tier as a "replacement" for Mega-Lopunny, with Relic Song/CC/KOff/Return. Does that sound like a good idea?
 
I notice there's often no mention of ice punch on Gallade. Does zen headbutt KO Gliscor and Lando-T after swords dance is up?
+2 252 Atk Mega Gallade Zen Headbutt vs. 252 HP / 56+ Def Gliscor: 223-264 (62.9 - 74.5%) -- guaranteed 2HKO after Poison Heal
+1 252 Atk Mega Gallade Zen Headbutt vs. 252 HP / 240+ Def Landorus-T: 183-216 (47.9 - 56.5%) -- 32.8% chance to 2HKO after Leftovers recovery

-1 252 Atk Mega Gallade Ice Punch vs. 252 HP / 240+ Def Landorus-T: 204-244 (53.4 - 63.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mega Gallade Ice Punch vs. 252 HP / 56+ Def Gliscor: 280-332 (79 - 93.7%) -- guaranteed 2HKO after Poison Heal

It hits decently, but Ice Punch is still his safest option

The issue is more that Gallade's other moveslots (CC and at least one of KO/ZH are mandatory) are hard to free up for Ice Punch, since SD is a big part of how Gallade is typically played but not carrying both of the slashed moves can leave Gallade strapped for neutral coverage.
 
Hey guys, I'm having trouble with deciding on the moves of Cofagrigus. I didn't really like the Trick Room build so I'm trying to build a Physical Wall version and I ran into some problems. On the main page they listed:

Toxic Spikes
Pain Split/Snatch
Hex/Shadow Ball
Will-O-Wisp

I was going to go for Pain Split and Hex but this is where it confuses me. Unlike W-O-W, I just need to toss the T-Spikes once and it would easily poison anything that's not flying/steel/poison and let me smack it back with a 2Xpowered Hex. This is pretty useful indeed but majority of OU are physical. But since its already poisoned, I can't W-O-W it now? So now I'm confused as to why T-Spikes and W-O-W is on the same build when they interfere with each other. I can see W-O-W being useful to burn those that couldn't get poisoned by T-Spikes though. Anyone care to explain?
 
How exactly do future sight mechanics work with tinted lens and/or life orb?

Sigilyph @ Life Orb
Ability: Tinted Lens
- Future Sight

Would tinted lens effect future sight? Would life orb affect future sight? Would I recieve life orb recoil? I can't seem to find a source how damage calculations work with this move.

(note I'm not trying this in OU, just don't understand how this scenario would work out)
 
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How exactly do future sight mechanics work with tinted lens and/or life orb?

Sigilyph @ Life Orb
Ability: Tinted Lens
- Future Sight

Would tinted lens effect future sight? Would life orb affect future sight? Would I recieve life orb recoil? I can't seem to find a source how damage calculations work with this move.

(note I'm not trying this in OU, just don't understand how this scenario would work out)
Just tested it
http://replay.pokemonshowdown.com/customgame-231024831 - Life Orb affects Future Sight and doesn't give you recoil damage
http://replay.pokemonshowdown.com/customgame-231025210 - Tinted Lens does affect Future Sight
 
How can I make this team less prone to being stalled out by Skarmory?
It's entirely preliminary and theorymon at the moment so I don't mind changes. For ANY reason - not just stopping Skarmory! I'd just like to keep Serperior as a sweeper and have two win conditions, and be relatively balanced.

Serp - Usual set, HP Fire + Gigadrain, LO
Talonflame - Sp.Def set, SD/Acrobatics (preference, but w/e)/Roost/Taunt
Rotom-W - Defensive, VoltSwitch/HPump/WoW/Rest + Chesto
Mamoswine - (not really sure whether to go lead or offensive, but SR is still needed at this point.)

[some combination of Fairy + Steel and Hazard control, clerics are also handy since Rotom and Serp tend to attract status - considering EQ MAltaria or SR Clefable]

MScizor - bulky Defog set (may replace a move with Knock Off for utility, but hard to find space. Might go entirely offensive and just slap Defog on later. Defog clashes with Mamoswine's SR.)
Sylveon - not sure of EVs or item yet. Probably modest, max HP. But 3 moves + Heal Bell (Hyper Voice/Psyshock/HP Ground).

I've got HP Fire and Volt Switch for Skarmory, but HP Fire is weak until Serperior has boosted and it can't boost in front of Skarmory. And Volt Switch comes with the obvious pivoting problem. Taunt shuts Skarmory down but I can't do anything else to it, besides pivot into Serperior as Skarmory (hopefully) switches out and take advantage of whatever Talonflame counter they're using. I also have a fairly nasty Heatran problem...
 
How can I make this team less prone to being stalled out by Skarmory?
It's entirely preliminary and theorymon at the moment so I don't mind changes. For ANY reason - not just stopping Skarmory! I'd just like to keep Serperior as a sweeper and have two win conditions, and be relatively balanced.

Serp - Usual set, HP Fire + Gigadrain, LO
Talonflame - Sp.Def set, SD/Acrobatics (preference, but w/e)/Roost/Taunt
Rotom-W - Defensive, VoltSwitch/HPump/WoW/Rest + Chesto
Mamoswine - (not really sure whether to go lead or offensive, but SR is still needed at this point.)

[some combination of Fairy + Steel and Hazard control, clerics are also handy since Rotom and Serp tend to attract status - considering EQ MAltaria or SR Clefable]

MScizor - bulky Defog set (may replace a move with Knock Off for utility, but hard to find space. Might go entirely offensive and just slap Defog on later. Defog clashes with Mamoswine's SR.)
Sylveon - not sure of EVs or item yet. Probably modest, max HP. But 3 moves + Heal Bell (Hyper Voice/Psyshock/HP Ground).

I've got HP Fire and Volt Switch for Skarmory, but HP Fire is weak until Serperior has boosted and it can't boost in front of Skarmory. And Volt Switch comes with the obvious pivoting problem. Taunt shuts Skarmory down but I can't do anything else to it, besides pivot into Serperior as Skarmory (hopefully) switches out and take advantage of whatever Talonflame counter they're using. I also have a fairly nasty Heatran problem...
Life Orb Mamo with Sr / 3 attacks (could use Nevermeltice as well), U-Turn M-Scizor so you don't lose momentum on every single Heatran in existence that try to switch in. Clef > Sylveon with Focus Blast + Calm Mind, Wil-O-Wisp > Taunt on TFlame perhaps considering you're pretty weak to M-Scizor as well with Bulk Up > SD 32 Speed investment for outpacing Toxicroak. Pain Split Rotom-W.
MScizor - bulky Defog set (may replace a move with Knock Off for utility, but hard to find space. Might go entirely offensive and just slap Defog on later. Defog clashes with Mamoswine's SR.)
I mean, you still need SR and you definitely need hazard control with Talonflame and mons that are pressured by Spikes to begin with. Just some ideas at a glance really without making huge changes.
 
Life Orb Mamo with Sr / 3 attacks (could use Nevermeltice as well), U-Turn M-Scizor so you don't lose momentum on every single Heatran in existence that try to switch in. Clef > Sylveon with Focus Blast + Calm Mind, Wil-O-Wisp > Taunt on TFlame perhaps considering you're pretty weak to M-Scizor as well with Bulk Up > SD 32 Speed investment for outpacing Toxicroak. Pain Split Rotom-W.
I mean, you still need SR and you definitely need hazard control with Talonflame and mons that are pressured by Spikes to begin with. Just some ideas at a glance really without making huge changes.

Thanks a million! After I posted it I immediately questioned why I'd use SD over BU on Talonflame - SD started because BU was walled by MSableye IIRC, but I'm okay against Sableye I think. I prefer BU generally anyway.

Any specific reason for Pain Split? Or is it preferred if I'm not running Heal Bell on Clefable?
 
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