Ladder Mix and Mega

Hey, I might not be the first to suggest this, but can extreme speeders holding -ate stones be suspected, as I believe they are really annoying. As in, if your team lacks at least two -ate speeders, your chances of winning fall dramatically.

Espeeders,(especially pixilate ones) really limit teambuilding to this: a pixilite espeeder, an aerialate espeeder, two espeeder counters or checks,(as while Primal groudon is usually a safe counter to altarianite users like Entei, it cannot switch in on Pinsirite Entei, due to its sheer power) a wallbreaker and a wall/sweeper. Stall struggles to thrive, as it simply finds it too difficult to fit two checks or counters for both types of espeed. Blue orb ferrothorn, a common counter to altarianite entei the most common pixilate espeeder, falls easily to pinsirite lucario, while aegislash, a sure fire counter to pinsirite struggles to do well against altarianite entei in the hands of an expierienced and skilled player(Stone edge on the king's shield, then procede to severely dent and cripple with sacred fire or force a switch)

The presence of this also prevents perfectly good pokemon to shine, due to having a flying/fairy weakness, or low diffences, eg: Sceptilite, CharizarditeX and loppunite users and Diancite users)

For the reasons above, I please ask that a suspect test be held. Good Day

Ah, I'll budge. I tried to find a good bulky set-up sweeper.

Milotic @ Aggronite
Ability: Competitive
Happiness: 0
EVs: 248 HP / 28 Def / 232 SpD
Careful Nature
- Coil
- Recover
- Toxic
- Aqua Tail

Milotic has access to coil, recovery and great stats. Milotic gains steel/water type, an excellent defensive typing especially for handling ates, not that they do a lot either way, Altarianite Zygarde did roughly 40 percent which is amazing. Toxic is for the ever present Red orb users like hippowdown, who also can't break it after a coil. All in all a very underrated threat

252 Atk Life Orb Arceus Earthquake vs. 248 HP / 28 Def Filter Milotic: 158-187 (40.2 - 47.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Primal Groudon Precipice Blades vs. +2 248 HP / 28 Def Filter Milotic: 163-193 (41.4 - 49.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Zygarde Earthquake vs. +1 248 HP / 28 Def Filter Milotic: 136-162 (34.6 - 41.2%) -- 60.7% chance to 3HKO after Leftovers recovery
while this does seem good on paper, only a fool would sit idly by with a groudon primal and allow it to set up. And as, if it sets up prior to primal don's arrival, little as precipice blades do to it, you must remember that can't do ANYTHING back. Groudon actually uses this pokemon as set up bait, so check how much a +2 p.blades does to it at +1 or check b4 they set up. And you didn't post any calcs using special attacks like pidgeotite torny t and gengar, who either put it to sleep or taunt it, and procede to 2hko with Focus blast.
Edit: how can you include leftovers in the calc when its holding a stone?

252+ Atk Primal Groudon Precipice Blades vs. 252 HP / 28 Def Filter Milotic: 324-382 (82.2 - 96.9%) -- guaranteed 2HKO

(324, 328, 330, 334, 339, 343, 346, 351, 355, 357, 361, 366, 369, 373, 378, 382)
that's the calc you're looking for, as you can see it severely dents it before it has a chance to set up.

And also, take this into consideration. 0 SpA Primal Groudon Overheat vs. 252 HP / 252+ SpD Milotic in Harsh Sunshine: 184-217 (46.7 - 55%) -- 69.1% chance to 2HKO

(184, 186, 189, 190, 193, 195, 196, 199, 201, 204, 205, 208, 210, 213, 214, 217)
 
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G-Luke, there is currently a suspect test being held against Lucario specifically. There was prior discussion on it earlier, but things apparently got out of hand; however, I do firmly believe in your statement against Lucario and Entei in general. As has been said in the past, proposing an -atespeed Clause will not solve much of anything, as there will be one centralized -atespeed user and counters to that particular counter (i.e. more Lucario will be running Earthquake if Aegislash is the concern. Entei will probably be countered since it lacks a decent movepool to begin with.) I'm not saying you're wrong; I'm just saying it's already happened.
 
Two quick questions:
1. Are the viability rankings here going to replace the ones in the second post? They're more recent, after all.
2. Why are there a couple of Mega Stones listed out of alphabetical order at the beginning and end of the list? It's really annoying me.
 
Ok, concerning lucario:

I'm talking about killing something like Cobalion with a standard Ekiller set by predicting the switch and using Close Combat. The lure set idea was secondary to the point.

The calc I'm referencing isn't Pinsirite- you didn't have a chance to ohko it w/ Pinsirite. It was aerodactylite, specifically, which is what made it a lure. Lures in MnM aren't necessarily the same as in standard play (they can be, obviously, but not necessarily). The damage output was way greater w/ Tough Claws CC, and even it couldn't completely reliably ohko cobalion. Say you do predict wrong (this is against Pinsirite Luc), admittedly your cobalion will probably die, but worst case scenario, you use aerilate Quick Attack and deal up to 75% to their lucario. Both of these calcs use 252 HP /200 Def+, as opposed to the spread you used, as it allows you to deal more damage while still tanking a close combat pre mega and an Espeed after. I don't think it's even the best spread tho, I think you could even take more from its bulk, but calculating the exact number is really time consuming when you have to take mega evolution into account.
Lucario can get in multiple switchins on passive 'mons just fine. Against hyper offense? Yeah, it's probably not getting multiple chances. Honestly? Against hyper offense it's probably not getting one chance to setup. So I don't really see your point.
That's exactly my point. It actually has trouble breaking walls anyways, so the ability to set up on them doesn't help it when they don't even care if it has set up. Again, 140 Atk is really unimpressive, so it really only has the power it needs to break offense. Walls tend to be very well specialized in this meta, meaning that things w/ anything less than absolutely insane power has difficulty beating them. Even Hyper Offense teams are bulkier here than they usually are just by virtue of mega evolution almost always boosting defenses somewhat, so unboosted it can't beat most hyper offense teams, at least, it can't early on. So it's inability to set up against offense really hurts it, as that's what it's good against. Actually, it is probably best against balance, as that provides it more chances to set up while lacking the bulk of full stall, but even then it doesn't work that well until late game.
Exactly what viable Pokémon resist Fairy but not Flying? And can switch in on Lucario reliably? And are bulky and/or recovery-capable enough to do this repeatedly? (Keep in mind that hazards hurt most Pokémon more than they hurt Lucario, and Fire types in particular suffer enormously at the hands of Stealth Rock) I didn't even bother to specify that Fairy has excellent neutral coverage because even the people arguing with me on this topic like to keep asserting that little resists Fairy in the meta. I took it as a given this was recognized. Yes, Aerilate has excellent neutral coverage. So does Pixilate. And then Pixilate has better super effective coverage. That's my point.
You kind of answered your own question, but I'd like to point out some major details that you missed. First of all, the SR weakness isn't as big as you might think. Rocks are hard to constantly maintain in MnM, as magic bounce is so common. As such, I've seen many teams that choose to forego stealth rocks entirely, especially on hyper offense. This helps fire types immensely, as they are much more free to come and go as they please. We've seen how omnipresent Pdon is, and it takes no crap from altarianite luc, especially if you aren't running EQ, which leaves you hard walked by flying types that resist fairy. Ho-oh is a good example. It has the ability to spread around burns w/ sacred fire while dealing awesome damage, and walls altarianite luc to no end. Pixispeed doesn't really have that great nuetral coverage, honestly. And that speed is absolutely crucial when you only have 70/90/70 bulk.

re: Crobat: not remotely safe for it to switch in on Lucario, easily walled by other things, making it incredibly easy to just switch out Lucario and try again later, assuming Crobat didn't get hit with SE coverage on the way in, didn't lose health to Stealth Rock, and therefore isn't going to be finished off by even an ineffective Extreme Speed before it moves.
Let's not forget that salamencite gives it 85/130/90 defenses. If you want to hit it for super effective damage, you have to run ice punch/thunder punch or stone edge, and then you lose out on that super effective damage that makes altarianite good. I already touched on stealth rock, and even w/ only 100 Atk, it still actually has decent offensive presence, despite being far better suited for a support role. It has super fang for softening fat stuff that threatens you otherwise, defog, roost, u-turn, etc., making it a valuable member for many teams.
... and there's no Poison types in the Viability Rankings and I personally have never seen a primary Poison type other than Crobat, let alone a Pinsirite Poison type. I'm having difficulty even reaching for something that might make sense and give Lucario a hard time. Vague statements about "there's totally probably a Poison type out there that can wall Alterianite Lucario via Pinsirite, I assume" seems a bizarre route to go when the meta has been active on main for half a month and done absolutely nothing to corroborate this possibility.
That means absolutely nothing. Just because they aren't on the rankings doesn't mean they aren't good. Poison is a very overlooked type for some reason, as its obvious weaknesses (offensively) repel people away. The nidos probably aren't great, but they're an option, I've seen multiple drapion, there's also toxicroak, dragalge, and, as stated, there's always Crobat. All these have many unique tools that are hard to otherwise provide. Oh yeah, you can't forget about scolipede. It's fully viable and very much underrated.

You are implicitly ignoring its potential for a Special set. Pidgeotite -or Blastoisinite for slightly worse STAB but superior coverage- Lucario is the single best Special Fighting attacker in the game, able to punch holes in even Sablenite Blissey, and being an anti-meta screw-you to Skarmory in the process. No, it's not horribly threatening to offense (ie it's not in direct competition with -atespeed Lucario, other than, you know, Species Clause), but I'm getting annoyed at this baseless insistence that Lucario is literally one-dimensional. I'm pretty sure it can run other Physical sets too -if nothing else Banettite could be used for a gimmicky Prankster Copycat abuse- albeit I haven't theorymonned the topic extensively and nobody on the ladder has bothered with anything but -atespeed.
I'm not, actually. As a matter of fact, it's not even that it would be bad, but it's just outclassed. Inferape is a much better fighting special attacker, despite having lower SpA, for many reasons. 1, It's harder to wall, 2, It's way faster, 3, in spite of this, it actually has slightly more bulk (not noticeably so, but it proves a point), 4, it's fire blast is stronger than Lucarios flash cannon, and 5, it has a more useful movepool, beit support or offensive. As for prankster copycat, that's not that useful anymore (it can't call phazing moves). Infernape would be better for banettite too, as it gets prankster WoW, slack off, stealth rocks, I think encore, and idk what else.

Does that matter? -atespeed Lucario can still slam a switchin with a Close Combat. That's still not a lure. Addressing the lure set does nothing to change the core point that -atespeed Lucario can effortlessly destroy this check with some prediction on the switch.
Prediction though is a really poor argument. And this specific example is only true for cobalion, and only if it hasn't mega evolved yet, which is easier than you might guess, as it actually gets volt switch to screw you over. And it actually can't effortlessly destroy its check, as the defensive cobalion spread you mentioned can guaranteed survive pinsirites CC once, doesn't take crap from Espeed after it has mega evolved, than, w/ the spread I mentioned at the beginning of this post, does 65-75% w/ quick attack, so worst case scenario, your main check to it is gone, but lucario is basically done for. That's with a just slightly more optimized set than you gave.

Having a powerful, threatening set that can sweep unprepared teams, and then being able to run other sets, opens the way to lure sets, sets that are completely viable and double as lure sets, etc. The opponent basically has to assume the worst case scenario and react to that, and yet risk being punished for doing so by a different, also viable set.

In other words, if Lucario lacked access to -atespeed, it would just be a diverse Pokémon that demands scouting. I would even agree that it's not got a lot of firepower backing it, not compared to silliness like Mewtonite X Landorus-Therian. But because it has access to a set that places enormous pressure on the enemy by virtue of the probability of being the used set, and then other viable sets, I think it's broken. This was also a factor in initiating the Dragonite suspect: the -atespeed sets were its most popular sets, and then its other viable sets that nobody had even gotten around to would've allowed it to get "free" kills through alternative viable sets even if checks or counters had been discovered for reasonably reliably hard-stopping the -atespeed sets.
That is true, I suppose, however, as stated, that is honestly true for a huge portion of the meta, only they do it better (aside from not having access to Espeed). Thunderus is a good example; it can run its standard pidgeotite set, or you can slap lopunnite on it and turn it into a ridiculous physical/mixed sweeper/wallbreaker and blow up its normal checks (if they exist). And the opportunity cost is far higher than you are suggesting, because of, as you mentioned yourself, the species clause. Lucarios lure megas are all inferior to atespeeds and really don't excel in anything except beating the checks to atespeed lucario, which, you don't have. So, these surprise sets really aren't relevant, as they can do one thing and one thing only, then after that it's really good for nothing. Honestly, if lucario didn't have access to Espeed, it would be completely outclassed in general in any role it could fill. It would hardly require scouting, since it's so slow and pretty weak.

re: Zygarde

Part of why I'm not taking this very seriously is nobody's really described anything concrete and specific Zygarde does, beyond being able to viably run either of Dragon Dance and Coil (Which is relevant), and my own play experience has been that Zygarde is predictable and reliably stoppable. The Dragon typing is usually more hindrance than help, in my experience, and it just has no answers to things like literally any Skarmory. It can't run coverage or Taunt or whatever and break right through counters or checks like Dragonite can, it can't run a completely different viable set like Lucario and Dragonite can (eg it's locked into Physical, in practice), all it really has going for it is being an -atespeeder that, due to Dragon Dance, cannot necessarily be reliably checked or countered by faster -atespeeders. Does that make it broken? Honestly? I don't see how it would.
Lucario can't break skarm either, or at least, not w/o Tpunch (the only move in its arsenal that can consistently let it hit skarm for SE damage), and Tpunch sucks. It's weak, it's coverage isn't that helpful, and, while it is decent neutral coverage, it's really not that useful. So, that's not really any different. Zygarde probably actually requires a bit more support, in some ways, but once it gets going, it's even harder to stop. It's defensive typing is really good, it has dragon dance to ensure that no ates can check it, or coil to better take on everything else, it has a decent movepool that, while not limitless, is diverse enough to let it do its job and do it very well, and it's really bulky- more than any other atespeed abuser- so it has no trouble setting up.

Also, zygarde has that one set that I shared w/ you that I'm not going to post here because it is literally cancer, so there's that, too. It is the defenition of uncompetitive, though I know there are other ways to recreate it, it's just the only one that I've seen actually develop, as of yet.
 
Speaking of Crobat ... I had to wonder if this would work?

Crobat @ Salamencite
Typing: Poison/Flying (unchanged)
Ability: Inner Focus or Infiltrator -> Aerilate
Stats: 85/100/130/80/90/150 (0/+10/+50/+10/+10/+20)
IVs, EVs, Nature: 31's, guessing 252 Atk/252 Speed/4 somewhere, guessing Speed+

1) Super Fang (does this do 65% and become Flying type when Aerilated?)
2) Return / Facade / Giga Impact (lol but 292 or 293 power...)
3) Defog or another attack (eh, probably just best to use Defog)
4) Roost

Could be incredibly annoying, also incredibly efficient.
 
Speaking of Crobat ... I had to wonder if this would work?

Crobat @ Salamencite
Typing: Poison/Flying (unchanged)
Ability: Inner Focus or Infiltrator -> Aerilate
Stats: 85/100/130/80/90/150 (0/+10/+50/+10/+10/+20)
IVs, EVs, Nature: 31's, guessing 252 Atk/252 Speed/4 somewhere, guessing Speed+

1) Super Fang (does this do 65% and become Flying type when Aerilated?)
2) Return / Facade / Giga Impact (lol but 292 or 293 power...)
3) Defog or another attack (eh, probably just best to use Defog)
4) Roost

Could be incredibly annoying, also incredibly efficient.

Super Fang does 50%, not 65%, though it is now Flying-type!
 
Two quick questions:
1. Are the viability rankings here going to replace the ones in the second post? They're more recent, after all.
2. Why are there a couple of Mega Stones listed out of alphabetical order at the beginning and end of the list? It's really annoying me.
1. Tagging Ghoul King. I'll let him answer that.
2. You can use my Google Sheets rendition of the Stones chart if you wish to use a filter to arrange the Stones' order in a way that won't burn your eyes out. It's on the OP.
Speaking of Crobat ... I had to wonder if this would work?

Crobat @ Salamencite
Typing: Poison/Flying (unchanged)
Ability: Inner Focus or Infiltrator -> Aerilate
Stats: 85/100/130/80/90/150 (0/+10/+50/+10/+10/+20)
IVs, EVs, Nature: 31's, guessing 252 Atk/252 Speed/4 somewhere, guessing Speed+

1) Super Fang (does this do 65% and become Flying type when Aerilated?)
2) Return / Facade / Giga Impact (lol but 292 or 293 power...)
3) Defog or another attack (eh, probably just best to use Defog)
4) Roost

Could be incredibly annoying, also incredibly efficient.
That set is useful as moreso utility, and gives Crobat a nice boost in physical bulk. I'd slash Taunt with Defog, and keep Facade and remove Giga Impact (even though the idea is appealing at first, coming off of a B.100 Attack isn't going to make the cut in most cases.) Also, Super Fang still only does 50% of the target's current HP.

EDIT: ... Damnit, frogstomperful. Now you got me thinking about Crobat sets... Eh--I think this serves as a pretty potent late-game sweeper:

Nasty Plot Sweeper
crobat.gif

Crobat @ Pidgeotite
Ability: Infiltrator (No Guard)
Stats: 85.90.85.135.90.150
EVs: 4 Def / 252 SpA / 252 Spe
~ Nasty Plot
~ Sludge Bomb
~ Heat Wave
~ Giga Drain / Air Slash / Shadow Ball
Timid Nature

It should be self-explanatory. Set up a +2 with your newly-found Sp Atk, and proceed to nail a lot of things with your coverage moves whilst outspeeding with your B.150 Speed on a Timid nature. It's almost a better Mega Pidgeot... It's definitely a better Pidgeotite Gengar, but without Focus Blast...
 
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Super Fang does 50%, not 65%, though it is now Flying-type!
Well, one out of two isn't terrible. There are no typing-immunities to Flying after all. I was envisioning a cleaner sort ... come in on something weakened, out-speed them (probably), Super Fang them, then smash them with the Aerilated attack.

Tyrell: Agreed on slashing Taunt, disagree on removing Giga Impact -- I want it there because it amuses me.
 
1. Tagging Ghoul King. I'll let him answer that.
2. You can use my Google Sheets rendition of the Stones chart if you wish to use a filter to arrange the Stones' order in a way that won't burn your eyes out. It's on the OP.

That set is useful as moreso utility, and gives Crobat a nice boost in physical bulk. I'd slash Taunt with Defog, and keep Facade and remove Giga Impact (even though the idea is appealing at first, coming off of a B.100 Attack isn't going to make the cut in most cases.) Also, Super Fang still only does 50% of the target's current HP.

EDIT: ... Damnit, frogstomperful. Now you got me thinking about Crobat sets... Eh--I think this serves as a pretty potent late-game sweeper:

Nasty Plot Sweeper
crobat.gif

Crobat @ Pidgeotite
Ability: Infiltrator (No Guard)
Stats: 85.90.85.135.90.150
EVs:
4 Def / 252 SpA / 252 Spe
~ Nasty Plot
~ Sludge Bomb
~ Heat Wave
~ Giga Drain / Air Slash / Shadow Ball
Timid Nature

It should be self-explanatory. Set up a +2 with your newly-found Sp Atk, and proceed to nail a lot of things with your coverage moves whilst outspeeding with your B.150 Speed on a Timid nature. It's almost a better Mega Pidgeot... It's definitely a better Pidgeotite Gengar, but without Focus Blast...
First of all, super fang is awesome, as it lets you cut down stuff like pdon that have stupid bulk but no recovery so that they are easier to pick off later.

Lol. Better pidgeotite gengar. That honestly doesn't exist. There is a 65 base stat difference in SpA, and tho gengar is slower and doesn't get nasty plot, it hits so much harder it doesn't care. If you're looking for a flying type w/ nasty plot, just use thundy- it is an incredible wallbreaker and cleaner if they lack anything that outspeeds it or knows pixi/fridgespeed. At +2, it deals about 60% to sablenite blissey. It's just a monster. I do love crobat tho- I just think it'd be a better support
 
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Lol. Better pidgeotite gengar. That honestly doesn't exist. There is a 65 base stat difference in SpA, and tho gengar is slower and doesn't get nasty plot, it hits so much harder it doesn't care. If you're looking for a flying type w/ nasty plot, just use thundy- it is an incredible wallbreaker and cleaner if they lack anything that outspeeds it or knows pixi/fridgespeed. At +2, it deals about 60% to sablenite blissey. It's just a monster. I do love crony tho- I just think it'd be a better support
Point taken. I think it sets itself apart from Pidgeotite Gengar with its slighty better bulk and Speed, and an immunity to Ground. I just think having access to Nasty Plot whilst coming in on something like Hippowdon's Earthquake if it isn't carrying Stone Edge is a plus; plus, PixiSpeed Lucario are essentially walled (bar Ice Punch) and threatened with a STAB Sludge Bomb - the same with Gengar's case. I do believe that it'll most likely take the hits better, though; but you're right about Thundurus being the potent and better Nasty Plot sweeper. I think it just comes down to the preference of having immediate power over bulk, or bulk and speed over immediate power... something like that.

To be honest, that Crobat set was just on paper - a thought that came up whilst responding to another post. I've not actually used it, but I can imagine it being somewhat useful, if anything.
 
Point taken. I think it sets itself apart from Pidgeotite Gengar with its slighty better bulk and Speed, and an immunity to Ground. I just think having access to Nasty Plot whilst coming in on something like Hippowdon's Earthquake if it isn't carrying Stone Edge is a plus; plus, PixiSpeed Lucario are essentially walled (bar Ice Punch) and threatened with a STAB Sludge Bomb - the same with Gengar's case. I do believe that it'll most likely take the hits better, though; but you're right about Thundurus being the potent and better Nasty Plot sweeper. I think it just comes down to the preference of having immediate power over bulk, or bulk and speed over immediate power... something like that.

To be honest, that Crobat set was just on paper - a thought that came up whilst responding to another post. I've not actually used it, but I can imagine it being somewhat useful, if anything.
Actually, you're totally right about it hard walling lucario, it is a really big deal, actually. I just think that if you are going to use crobat, there are better sets for it, and that saves your pidgeotite for something that can take better advantage of it. Like thundy or keldeo.
 
Actually, you're totally right about it hard walling lucario, it is a really big deal, actually. I just think that if you are going to use crobat, there are better sets for it, and that saves your pidgeotite for something that can take better advantage of it. Like thundy or keldeo.
True. Like Noivern, it's one of the faster users of it (thought Noivern will be running something like Gardevoirite anyway, not that I've not seen any Pidgeotite Noivern with Hurricane, Heat Wave and Focus Blast *hint-hint*).
 
Current council is InfernapeTropius11 and unfixable. Hoping to get two more people beyond that, get some more diversity in the council.

Two quick questions:
1. Are the viability rankings here going to replace the ones in the second post? They're more recent, after all.
2. Why are there a couple of Mega Stones listed out of alphabetical order at the beginning and end of the list? It's really annoying me.

Would've done it yesterday, got distracted by the drama. Done. (Also finally updated bans/current suspect)

Yeah that annoys me too, but I never remember to fix it when I have the time. :(

The calc I'm referencing isn't Pinsirite- you didn't have a chance to ohko it w/ Pinsirite. It was aerodactylite, specifically, which is what made it a lure. Lures in MnM aren't necessarily the same as in standard play (they can be, obviously, but not necessarily). The damage output was way greater w/ Tough Claws CC, and even it couldn't completely reliably ohko cobalion. Say you do predict wrong (this is against Pinsirite Luc), admittedly your cobalion will probably die, but worst case scenario, you use aerilate Quick Attack and deal up to 75% to their lucario. Both of these calcs use 252 HP /200 Def+, as opposed to the spread you used, as it allows you to deal more damage while still tanking a close combat pre mega and an Espeed after. I don't think it's even the best spread tho, I think you could even take more from its bulk, but calculating the exact number is really time consuming when you have to take mega evolution into account.

252+ Atk Lucario (Altariaite) Close Combat vs. 252 HP / 252+ Def Cobalion (Nothing yet): 288-342 (74.6 - 88.6%) -- guaranteed 2HKO

Followed by

252+ Atk Pixilate Lucario (Altarianite) Extreme Speed vs. 252 HP / 252+ Def Cobalion (Pinsirite): 56-66 (14.5 - 17%) -- possible 6HKO

has good odds of being a kill. If you are any less bulky, it just gets worse. (The second one's low roll is a kill on the first one's high roll)

No, the described scenario does not remotely guarantee that you'll even get that Quick Attack in.

I stand by my statement that the lure set was secondary to my point.

That's exactly my point. It actually has trouble breaking walls anyways, so the ability to set up on them doesn't help it when they don't even care if it has set up. Again, 140 Atk is really unimpressive, so it really only has the power it needs to break offense. Walls tend to be very well specialized in this meta, meaning that things w/ anything less than absolutely insane power has difficulty beating them. Even Hyper Offense teams are bulkier here than they usually are just by virtue of mega evolution almost always boosting defenses somewhat, so unboosted it can't beat most hyper offense teams, at least, it can't early on. So it's inability to set up against offense really hurts it, as that's what it's good against. Actually, it is probably best against balance, as that provides it more chances to set up while lacking the bulk of full stall, but even then it doesn't work that well until late game.

It can still come in on things like Lucarionite Terrakion and place them in switch-or-die situations against hyper offense. I've gotten a lot more utility out of that kind of pressure than on the pressure provided by Swords Dance. Swords Dance is, in my experience, useful more for putting intense pressure on stallmons/stall teams, and can additionally be used, with gutsy moves, to secure a sweep against hyper offense... but I don't think it's remotely reliable for that particular purpose. It's sufficiently narrow I've toyed with the idea of replacing it with a second coverage move. Main reason I haven't is that it cripples its utility against an entire style for a small improvement against another style.

You kind of answered your own question, but I'd like to point out some major details that you missed. First of all, the SR weakness isn't as big as you might think. Rocks are hard to constantly maintain in MnM, as magic bounce is so common. As such, I've seen many teams that choose to forego stealth rocks entirely, especially on hyper offense. This helps fire types immensely, as they are much more free to come and go as they please. We've seen how omnipresent Pdon is, and it takes no crap from altarianite luc, especially if you aren't running EQ, which leaves you hard walked by flying types that resist fairy. Ho-oh is a good example. It has the ability to spread around burns w/ sacred fire while dealing awesome damage, and walls altarianite luc to no end. Pixispeed doesn't really have that great nuetral coverage, honestly. And that speed is absolutely crucial when you only have 70/90/70 bulk.

252+ Atk Lucario Stone Edge vs. 248 HP / 252+ Def Ho-Oh: 332-392 (80 - 94.4%) -- guaranteed 2HKO after Leftovers recovery

... um, that's a regular Lucario using one of its preferred coverage moves against a Physically Defensive Ho-Oh, and it's almost a OHKO. And if Ho-Oh is that tough, it's going to lose the Speed game. If it's fast enough to get a Speed tie (Or, since I'm calcing Adamant here, win Speed reliably) then it goes pop to one Stone Edge.

252+ Atk Lucario (Altarianite) Stone Edge vs. 248 HP / 252+ Def Ho-Oh: 412-488 (99.2 - 117.5%) -- 93.8% chance to OHKO

Yeah, even if it does survive, you just Extreme Speed it. Hell...

252+ Atk Pixilate Lucario (Altarianite) Extreme Speed vs. 248 HP / 252+ Def Ho-Oh: 80-95 (19.2 - 22.8%) -- possible 6HKO after Leftovers recovery

.... it has good odds of finishing off Ho-Oh if for some ungodly reason Lucario opened with an un-Mega-ed Stone Edge. Not a reliable switchin to Altarianite Lucario, in short.

My own experience is that Stealth Rock is basically omnipresent and not that hard to get up unless you're facing a team with a double Magic Bounce core, which is usually full-on stall, which isn't that impressed with Extreme Speed shenanigans.

Not gonna argue the Primal Groudon point, except to the extent of pointing out that Red Orb is beautiful on multiple other Pokémon and so Primal Groudon isn't as universal as you might expect. It's one case where Pinsirite has the advantage, hands-down, between the neutral Extreme Speed and the improved Speed ensuring Primal Groudon will never have a Speed tie to try to win.

Let's not forget that salamencite gives it 85/130/90 defenses. If you want to hit it for super effective damage, you have to run ice punch/thunder punch or stone edge, and then you lose out on that super effective damage that makes altarianite good. I already touched on stealth rock, and even w/ only 100 Atk, it still actually has decent offensive presence, despite being far better suited for a support role. It has super fang for softening fat stuff that threatens you otherwise, defog, roost, u-turn, etc., making it a valuable member for many teams.

Um, running a coverage move doesn't take away your primary STABs. Lucario has four moveslots, not two.

I'm not saying Crobat isn't valuable, I'm saying it's not prone to forcing Lucario into "switch or die and also your buddy is going to be at risk of dying to the right prediction". Crobat is an amazing support pivot and has enough offensive presence to not be completely passive in the process, but it has trouble being sufficiently threatening that there's no safe switch-in on your team, even if you're a hyper offense team.

That means absolutely nothing. Just because they aren't on the rankings doesn't mean they aren't good. Poison is a very overlooked type for some reason, as its obvious weaknesses (offensively) repel people away. The nidos probably aren't great, but they're an option, I've seen multiple drapion, there's also toxicroak, dragalge, and, as stated, there's always Crobat. All these have many unique tools that are hard to otherwise provide. Oh yeah, you can't forget about scolipede. It's fully viable and very much underrated.

It's not just that Poison is an awful offensive type, it's that defensively it has painful overlap with Steel. (They both laugh at Poison, Bug, Grass, and Fairy, and are both vulnerable to Ground) It's primary advantage over Steel, in practice, is that it resists Fighting instead of being vulnerable, which in practice is usually overshadowed by the fact that Skarmory exists. And in Mix and Mega, as you yourself have pointed out, any primary Steel can use Pinsirite to reinforce the problem.

I'm honestly not seeing how Dragalge would be more viable in Mix and Mega than in Standard. Or Toxicroak. Drapion's offense is lacking, though I will admit I may be overlooking something.

I'll give you Scolipede, kind of. Note that it's Bug/Poison, not Poison/Bug.

I'm not, actually. As a matter of fact, it's not even that it would be bad, but it's just outclassed. Inferape is a much better fighting special attacker, despite having lower SpA, for many reasons. 1, It's harder to wall, 2, It's way faster, 3, in spite of this, it actually has slightly more bulk (not noticeably so, but it proves a point), 4, it's fire blast is stronger than Lucarios flash cannon, and 5, it has a more useful movepool, beit support or offensive. As for prankster copycat, that's not that useful anymore (it can't call phazing moves). Infernape would be better for banettite too, as it gets prankster WoW, slack off, stealth rocks, I think encore, and idk what else.

Yeah, but you don't get the advantage that the enemy assumes Infernape is Extreme Speed. Nor can it run Mega Launcher, which gives Lucario not only a powerful STAB but unusually strong coverage. (I'll give you Infernape is probably far and away the superior banettite user) A big part of my point, and I should note I seem to be unusual in this perspective, is that Lucario brings to the table a mindgame. Yeah, you're not going to look at Lucario if you're saying "what's the fastest, strongest, most versatile Special-capable Fighting type I can equip with Pidgeotite?" But if you do run Lucario with Pidgeotite, it brings the "invisible" advantage that people are keenly aware of and threatened by its -atespeed sets, and will almost certainly respond to that, even if they are aware of the possibility of other sets. But it's not a lure set, because Lucario is one of the most competent examples of the idea out there, even if it's not the most competent one.

Special Lucario is also, incidentally, in a better position than Special Infernape to punch through certain Dragons, such as Giratina. I don't think it really works to say Lucario is outclassed by Infernape in the role of Special Fighting type. Infernape has advantages, and maybe they're more useful against most teams, but Lucario does things Infernape does not, and they matter.

Prediction though is a really poor argument. And this specific example is only true for cobalion, and only if it hasn't mega evolved yet, which is easier than you might guess, as it actually gets volt switch to screw you over. And it actually can't effortlessly destroy its check, as the defensive cobalion spread you mentioned can guaranteed survive pinsirites CC once, doesn't take crap from Espeed after it has mega evolved, than, w/ the spread I mentioned at the beginning of this post, does 65-75% w/ quick attack, so worst case scenario, your main check to it is gone, but lucario is basically done for. That's with a just slightly more optimized set than you gave.

I already covered why the prediction scenario completely screws over Cobalion, period. The main thing I want to add here is: prediction is highly relevant when talking about "can it switch in reliably?" It just does not work to say "it can always switch in reliably because the enemy will never use prediction". Some Pokémon can switch in on literally anything another Pokémon does, no matter what set it's running. Others demand the enemy not do X, or that the enemy set is incapable of doing X. (That is, that it lacks a specific coverage move or something) The first of these is tangibly better as a check or counter -it will always be able to get in and drive the enemy out or kill it or PP stall it or whatever. The latter demands they don't engage in good prediction, nor that they engage in bad prediction that happens to work out, nor that they misclick and it kills you, nor that they simply go with a lazy answer that works out, nor that they decide to "scout" by tossing out a Close Combat... there's any number of potential reasons for Lucario to choose to use a Close Combat the turn Cobalion is switching in. It doesn't even demand that Lucario anticipated Cobalion. It just demands that, for any reason, Lucario did so on that turn.

I think I've already covered why I disagree in a general sense with defining a check or counter with the assumption that Mega Evolution has already occurred (Barring Orbs), but to re-iterate in Cobalion's case: it has no recovery. The time taken to Mega Evolve prior to Lucario coming out is unlikely to leave it completely unharmed. This matters.

That is true, I suppose, however, as stated, that is honestly true for a huge portion of the meta, only they do it better (aside from not having access to Espeed). Thunderus is a good example; it can run its standard pidgeotite set, or you can slap lopunnite on it and turn it into a ridiculous physical/mixed sweeper/wallbreaker and blow up its normal checks (if they exist). And the opportunity cost is far higher than you are suggesting, because of, as you mentioned yourself, the species clause. Lucarios lure megas are all inferior to atespeeds and really don't excel in anything except beating the checks to atespeed lucario, which, you don't have. So, these surprise sets really aren't relevant, as they can do one thing and one thing only, then after that it's really good for nothing. Honestly, if lucario didn't have access to Espeed, it would be completely outclassed in general in any role it could fill. It would hardly require scouting, since it's so slow and pretty weak.

I already covered what I'm talking about in responding to something earlier in this post, but the short version is: no, I'm not talking about "lure" sets (I'm talking about valid sets that double as lures), no Lucario is not invalidated in every way by everything else ever in these other roles, and no, Lucario isn't weak. Just the fact that it has both Swords Dance and Nasty Plot, plus the stats to use either is unusual, it's one of a limited pool of Mega Launcher-viable Pokémon and arguably one of the best possible abusers, its base typing is completely unique and meshes nicely with type-changing Mega Stones (eg Fighting is super effective on it, until it Mega Evolves with Altarianite. Ground is super effective on it, until it Mega Evolves with Pinsirite), etc.

Lucario can't break skarm either, or at least, not w/o Tpunch (the only move in its arsenal that can consistently let it hit skarm for SE damage), and Tpunch sucks.

Kind of missing my point that Lucario can do this at all and Zygarde can't. That, more generally, it's possible to produce Zygarde counters that nothing it has can get around, and this isn't possible with Lucario. Lucario can break Skarmory, the fact that it requires the right coverage move doesn't somehow detract from the core point: you can reliably hard-counter Zygarde but not Lucario. And you are implicitly ignoring my explicitly stated point that Special Lucario is a viable option that, of course, casually breaks Skarmory (And myriad other possible Physical walls), where no such thing is even imaginable for Zygarde.

There is a tangible difference between "has absolute, 100%, always and forever hard counters, no matter what it tries to do" and "every build can be countered by something, but nothing can counter every build".

Also, zygarde has that one set that I shared w/ you that I'm not going to post here because it is literally cancer, so there's that, too. It is the defenition of uncompetitive, though I know there are other ways to recreate it, it's just the only one that I've seen actually develop, as of yet.

Honestly I've thought about the possibility of complex banning Sleep Talk+Banettite. It's the core of the issue.
 
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252+ Atk Lucario (Altariaite) Close Combat vs. 252 HP / 252+ Def Cobalion (Nothing yet): 288-342 (74.6 - 88.6%) -- guaranteed 2HKO

Followed by

252+ Atk Pixilate Lucario (Altarianite) Extreme Speed vs. 252 HP / 252+ Def Cobalion (Pinsirite): 56-66 (14.5 - 17%) -- possible 6HKO

has good odds of being a kill. If you are any less bulky, it just gets worse. (The second one's low roll is a kill on the first one's high roll)
Again, now you're stacking it even more in lucarios favor (just for this one situation), but ignoring the fact that now you are running altarianite AND adamant, which is really not good. It leaves you weak to other atespeeds (especially entei/arcanine), and any steel type (yes, I know you can predict and hit close combat) that can outspeed you can absolutely destroy you. For example; metagrossite skarmory (not trying to give it as an example of a check, I'm just demonstrating how frail it is), w/ 252 HP / 156+ Def / 96 Spe, has a 25% chance to ohko luc w/ iron head after rocks. Close combat can only do up to 46% w/ close combat. Worst case scenario you come in pre mega, roost on the turn that you mega evolve, tank close combat and then the next turn you kill it. That doesn't even factor the defense drop. You keep using the ability to catch a switch as proof that it is uncheckable, but that's just blatantly untrue.

(By the way, I made that specific. Spread so that it would have enough speed to beat adamant luc, so as to both give lucario as much chance to kill it as possible, and to show that all factors have been accounted for, speed bulk, etc.. I didn't include rocks against skarm, but I also didn't touch on the defense drop from close combat which guarantees that you will lose every time.)


No, the described scenario does not remotely guarantee that you'll even get that Quick Attack in.

I stand by my statement that the lure set was secondary to my point.



It can still come in on things like Lucarionite Terrakion and place them in switch-or-die situations against hyper offense. I've gotten a lot more utility out of that kind of pressure than on the pressure provided by Swords Dance. Swords Dance is, in my experience, useful more for putting intense pressure on stallmons/stall teams, and can additionally be used, with gutsy moves, to secure a sweep against hyper offense... but I don't think it's remotely reliable for that particular purpose. It's sufficiently narrow I've toyed with the idea of replacing it with a second coverage move. Main reason I haven't is that it cripples its utility against an entire style for a small improvement against another style.
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Only if something of yours has already died. Pinsirite lucario doesn't scare terrak at +0, and altarianite doesn't want to switch in either because it's so frail. At +2, it can literally ohko you with any of its moves. Obviously you wouldn't switch in at +2, but the point remains. Yes, it scares terrakion out, but since we're playing the prediction game, what if they decide that X steel type is to valuable to them to risk sacking it on the predicted switch. They just click earthquake again (it's your safest, most reliable move) and lucario is dead. If you catch it and kill terrak, they just come in and kill you anyways, they're just down one mon. Sure that sucks, but it's the worst case scenario.

And honestly, lucario sucks against stall as is. It just doesn't have the power to beat common defensive threats. At +2, it still can't guarantee the 2hko against slowbronite alomomola, with an adamant nature. Meanwhile, it just wish stalls and fishes (pun intended) for a scald burn as your special defense drops one stage at a time. If you don't even take the defense drops from close combat into account, it already deals up to 36% w/ scald. The odds of lucario winning are infinitesimally small. You're acting as though it functions incredibly against any given archetype, but it just doesn't. It only functions well against balance and offense, against stall it's just trash. And before you bring it up, I know it can learn thunderpunch but it's so uncommon and non-helpful, I don't see the point in even discussing it at all.

252+ Atk Lucario Stone Edge vs. 248 HP / 252+ Def Ho-Oh: 332-392 (80 - 94.4%) -- guaranteed 2HKO after Leftovers recovery

... um, that's a regular Lucario using one of its preferred coverage moves against a Physically Defensive Ho-Oh, and it's almost a OHKO. And if Ho-Oh is that tough, it's going to lose the Speed game. If it's fast enough to get a Speed tie (Or, since I'm calcing Adamant here, win Speed reliably) then it goes pop to one Stone Edge.

252+ Atk Lucario (Altarianite) Stone Edge vs. 248 HP / 252+ Def Ho-Oh: 412-488 (99.2 - 117.5%) -- 93.8% chance to OHKO

Yeah, even if it does survive, you just Extreme Speed it. Hell...

252+ Atk Pixilate Lucario (Altarianite) Extreme Speed vs. 248 HP / 252+ Def Ho-Oh: 80-95 (19.2 - 22.8%) -- possible 6HKO after Leftovers recovery

.... it has good odds of finishing off Ho-Oh if for some ungodly reason Lucario opened with an un-Mega-ed Stone Edge. Not a reliable switchin to Altarianite Lucario, in short.
But no one runs stone edge. Lucario, especially w/ altarianite, would much rather run EQ. Yes, it has standard fighting type coverage options, and no they aren't all useless, but it has serious 4mss, as it wants to have access to both close combat, Espeed, swords dance, crunch, EQ, stone edge, and possibly ice punch to help it against bulky grounds. That is 7 moves, 3 of which (arguably 2) are basically mandatory.

My own experience is that Stealth Rock is basically omnipresent and not that hard to get up unless you're facing a team with a double Magic Bounce core, which is usually full-on stall, which isn't that impressed with Extreme Speed shenanigans.
Actually, magic bounce is possibly the single most common ability. There are three mega stones that provide it, two of which are actually better on offense, and one of those two honestly doesn't work on stall at all. Offense uses magic bounce primarily for the huge boost to power from diancite, and secondarily for bouncing back status. If anything it's more common on offense than stall.

Not gonna argue the Primal Groudon point, except to the extent of pointing out that Red Orb is beautiful on multiple other Pokémon and so Primal Groudon isn't as universal as you might expect. It's one case where Pinsirite has the advantage, hands-down, between the neutral Extreme Speed and the improved Speed ensuring Primal Groudon will never have a Speed tie to try to win.
And against other atespeeds.

Anyways, it's actually basically against any red orb user, tbh. Victini outspeeds you, hippo can tank whatever you throw at it and spit it back in your face, um, that's about it, as far as I've seen- though I've theorymonned some others. And pdon is by FAR the most common. It is basically on every other team, whether it's support don or double dance. It is easily the best. Victini has fallen from grace, hippo only works on balance/stall and is much more predictable (as well as frailer, but harder to wear down), but groudon is everywhere.

Um, running a coverage move doesn't take away your primary STABs. Lucario has four moveslots, not two.
It only, as stated tho, has one free one, (possibly two). Close combat + pixispeed has very good super effective coverage, but it is very much incomplete. It really likes having access to earthquake to round out its coverage. However, stone edge may be a decent option for altarianite. It's inferior for Pinsirite, imo, but hitting the flying types that would otherwise wall you is nice. However many of them outspeed and beat you. Especially 1v1.

Edit: could you fix that last quote, please? I would have responded to that too, but it's really hard to tell what's going on.
 
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So i go off for 36 hours, find the council disbanded, was called a shit user by the om tier leader, and basically was treated like an outcast.

Karma.

Making this post saying regardless of what happens I do not want in on the council. To watch two people I considered my friends go at each other left me with a very sour taste in my mouth. I will definitely continue to contribute to this wonderful metagame. Ghoul King, I am more than happy to continue to manage the viability rankings for now and beyond, if that is okay with you. If you ever want help with anything regaring the tier, just ask, I owe you that much.

Going over a few cool theorymons and things I havent really seen.

Red orb / charizardite Y moltres.
This mono-fire type is quite bulky and seems very splashable. Resisting pixilate and fire makes fast sets a solid entei switch-in, but its main perk is beimg able to roost, defog, hit very hard off of base 175 Spa, and either wall scarfogre or support the team with drought. This seems like a great option with the lack of offensive hazard control in MnM.

Pidgeotite thundurus

I cant believe how few people use this incredible set. With taunt, it shuts down all kinds of walls and sets up all over them. The most common phaser on stall, Skarmory, easily dies. Primal supportdon dies at +2 to focus blast, which is no small feat. If this gets a chance, it will literally 6-0 fat teams if played properly. Its very splashable and doesnt need to set up against offnese to dish out a lot of damage. While many teams may opt for mew or gengar, this is faster than both and is an amazing wallbreaker that destroys stall.

Sablenite zapdos

This thing is really cool. Extremely bulky, defog + roost, and volt switch for momentum. The very popular aerilate lucario set is hardwalled, while pixilate doesnt have a much better time. Having a bulky defogger is great in this tier, as mot many things are able to do it successfully.

Pinsirite metagross

an odd one, but incredibly effective. Usage tip: dont bother with steel stab. Icequake coverage is amazing, and with aerilate return and an impressive base 165 attack stat, this is a major threat to offense if it can get off an agility. It has great coverage and power, beats the espeeders (even +2 luc unless i'm high) and is a great cleaner, one of the few in this tier without espeed.

Yes this post looks like shit, im on mobile atm
 
I have to agree that pidgeotite thundurus is a huge threat thought i still like mew more for being able to tank better pixie speed. i thinnk the bests pidgeotite users are by far mew and thundy... gengar can fall into a lesser category for not having the same power of thundy or the same utility and bulk of mew. Pinsirite metagross seems nice, thought it has competition with with cobalion (that has better speed tier and initial typing) and lucario for the same orb. this was i find it hard to actually use it due to lucario with flying exspeed being one of the pillars of the metagame and one of the best mons. I really don't like moltres as a check to pixie speed because the best user (entei) usually runs stone edge also... and this if you predict right between pinsirite and altarianite. finally sableite zapdos really don't work for me. It's too much p-don bait and it's a huge setup fodder to it. so if you're running MB zapdos, you have to have a blue orb skarm. Have you tried absolite zapdos? it's way faster and it's not easily revenge killed by thundy or mew even though it has way less bulk. I think the meta is so offensive that it's not worth it to trade speed for bulk when there are so many heavy hitters that can 2hko sableite zapdos. This was the same reason of why i traded my sableite stored power latias for a diancite draco spam latios.
 
Was looking at Fairy-types (primary) for an Aggronite host just to see that amazing Fairy/Steel typing, and I hit upon Florges...

Florges with Aggronite: 75/118/174 bulk with Filter!

Resists all the -ates, neutral to Fighting, resists non -ate'd Espeed, only two weaknesses (Fire and Ground) that are both powered down a good fraction by Filter. Has two kinds of healing (Synthesis, Giga Drain).
 
I wanted to bring to the council's attention a Pokémon that in my opinion is more broken than both Zygarde and Lucario, and that is Manaphy.
The thing that pushes Manaphy over the edge in my opinion is the aggravating lack to defensive answers outside of Blue Orb Ferrothorn, Dialga and Ampharosite Jirachi. 140 Special Attack at +3 is enough to pull the sturdiest walls on their knees. You are saying that Venusaurite Celebi, Red Orb Victini and stuff like that can check it? Well, if we're ignoring the fact that Victini doesn't fit on stallier team, this fucker can pull your Celebi, Victini or whatever it is on its knees with a simple moveslot change of Shadow Ball over Ice Beam, showing a worrying degree of versatility. There aren't actually a lot of dragons that Ice Beam hits supereffectively aside of Zygarde, so using Shadow Ball doesn't come with a lot of opportunity cost. Magic Bounce means that you can't paralyze, toxic or burn it outside of lucky Scald/Body Slam/Sludge Bomb or Mold Breaker, making it even harder to check. It can't even be phazed outside of Dragon Tail, which only an handful of Pokémon get.
It may not be as good against offensive teams, but 140 speed still makes it able to revenge a few mons, and its 90:10 matchup vs stall is already enough to ban it.
+3 252 SpA Manaphy Scald vs. 252 HP / 168 SpD Ferrothorn in Heavy Rain: 197-232 (55.9 - 65.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
loses if it doesn't have Power Whip or if it gets burned and Manaphy wasn't weakened.

+3 252 SpA Absolite Manaphy Energy Ball vs. 252 HP / 252+ SpD Sceptilite Slowking: 175-206 (44.4 - 52.2%) -- 78.5% chance to 2HKO after Stealth Rock and Leftovers recovery
only thing it can do back is Dragon Tailing

+3 252 Spa Absolite Manaphy Shadow Ball vs. 252 HP / 252+ SpD Venusaurite Celebi: 294-346 (72.7 - 85.6%) -- guaranteed 2HKO after Stealth Rock
bop. And most Celebi don't run this much Special Defense.

+3 252 SpA Absolite Manaphy Energy vs. 252 HP / 252+ SpD Red Orb Hippowdon: 229-270 (54.5 - 64.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Gets rekt'd. Its Earthquake, one of the hardest hitting move you might found on a stall, barely 2hkos.

+3 252 SpA Absolite Manaphy Shadow Ball vs. 0 HP / 0- SpD Red Orb Victini: 512-604 (150.1 - 177.1%) -- guaranteed OHKO
Nice counter
 
I disagree with the notion that pidgeotite Gengar is inferior to the other pidgeotite abusers. The base 130 speed hypnosis is wonderful, but its main perk is that its coverage allows it to hit a very large portion of the metagame super-effectively, and that allows it to more consistently get hits off before taking damage.

Nominations:
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A ---> A-
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Unranked ---> A-
(Lucarionite, Pinsirite)
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Unranked ---> C
(Gyaradosite, Pinsirite, Aerodactylite, Charizardite X)
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Unranked ---> B- (Latiasite, Cameruptite, Diancite, Manectite)
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Unranked ---> B- (Pidgeotite, Blue Orb, ??? [give me ideas, I know it is decent])


Feel free to make more, I don't know what to move atm since I haven't gotten to play in a few days. That is definitely going to change, though.

Discuss these nominations. If anything is disagreed with, post about it. If no objections are apparent, the mon will be placed in that rank in 3 days.

Keldeo is the one I really need to explain, but its very simple. Keldeo has a very difficult time fitting on a lot of teams atm because of how common many checks are. It can no longer spam its water stab because red orb is literally everywhere and is able to wall most of its sets pretty easily. Being weak to both aerilate and Pixilate, which are also on almost every team, and also not being able to hit a key user for SE damage (if its already mega evolved), Zygarde, means it is setup bait for Garde and is switched into. For these reasons a drop to A- would be ideal to support how difficult it is to properly use.
 
Jernmax AllJokesAside has been added to the council.

Again, now you're stacking it even more in lucarios favor (just for this one situation), but ignoring the fact that now you are running altarianite AND adamant, which is really not good. It leaves you weak to other atespeeds (especially entei/arcanine), and any steel type (yes, I know you can predict and hit close combat) that can outspeed you can absolutely destroy you. For example; metagrossite skarmory (not trying to give it as an example of a check, I'm just demonstrating how frail it is), w/ 252 HP / 156+ Def / 96 Spe, has a 25% chance to ohko luc w/ iron head after rocks. Close combat can only do up to 46% w/ close combat. Worst case scenario you come in pre mega, roost on the turn that you mega evolve, tank close combat and then the next turn you kill it. That doesn't even factor the defense drop. You keep using the ability to catch a switch as proof that it is uncheckable, but that's just blatantly untrue.

(By the way, I made that specific. Spread so that it would have enough speed to beat adamant luc, so as to both give lucario as much chance to kill it as possible, and to show that all factors have been accounted for, speed bulk, etc.. I didn't include rocks against skarm, but I also didn't touch on the defense drop from close combat which guarantees that you will lose every time.)

If you're running Altarianite Lucario, you're weak to -atespeeds regardless, and there's not much opportunity cost to being "more" vulnerable to them. In general Altarianite Lucario is going to be leaning on Extreme Speed to wipe out faster, more fragile threats, and Close Combat/coverage for bulkier, slower threats. Not much cost to being Adamant.

Most Steel types are slow. Not all, but the pool of Steel types that will outspeed Lucario pre-mega is pretty small, and several Steel types are so slow that you basically need Diancite to outspeed Lucario even post-Mega.

My point about "catching a switch" is that you can't actually count on such 'mons as checks/counters in an actual match. It's not even about clever use of lures, or about good prediction per se. It's about the risk that the check or counter will be caught before Mega Evolution, at a time you must switch it in or lose the thing in front of Lucario, and end up with it unusable or even dead. This is particularly true of hyper offense teams, which struggle to achieve safe switch-ins against anything but stall. Given our argument thus far has been, essentially, assuming HO vs HO, that's pretty relevant to the point.

Only if something of yours has already died. Pinsirite lucario doesn't scare terrak at +0, and altarianite doesn't want to switch in either because it's so frail. At +2, it can literally ohko you with any of its moves. Obviously you wouldn't switch in at +2, but the point remains. Yes, it scares terrakion out, but since we're playing the prediction game, what if they decide that X steel type is to valuable to them to risk sacking it on the predicted switch. They just click earthquake again (it's your safest, most reliable move) and lucario is dead. If you catch it and kill terrak, they just come in and kill you anyways, they're just down one mon. Sure that sucks, but it's the worst case scenario.

You're engaging in false equivalency on the predictions here. This scenario with Terrakion and Lucario? Lucario can use Extreme Speed and it's always good. Not optimal if the enemy switches in a resist, a Steel type you should've hit with Close Combat, but Extreme Speed is "safe", even if they switch in the resist. There is no scenario where Lucario uses Extreme Speed and the enemy turns this into "and now Lucario's entire team is in big trouble". That's not really equivalent to something like Lucario coming in on a fairly passive wall (Or even an offensive 'mon that has completely the wrong movepool for hurting Lucario) that needs to switch right now, or risk losing the entire match... and then Lucario predicts the switch and kills or cripples your counter, instead of spending the turn boosting like you expected. Meanwhile, if you stay in and flail ineffectually at Lucario, and it Swords Dances, that is really really bad. The 'mon across from Lucario doesn't have any clear, good answer. It has "hope this doesn't go horribly wrong" answers.

The Lucario vs Terrakion example, yes, prediction is relevant, but it's a difference in kind.

And honestly, lucario sucks against stall as is. It just doesn't have the power to beat common defensive threats. At +2, it still can't guarantee the 2hko against slowbronite alomomola, with an adamant nature. Meanwhile, it just wish stalls and fishes (pun intended) for a scald burn as your special defense drops one stage at a time. If you don't even take the defense drops from close combat into account, it already deals up to 36% w/ scald. The odds of lucario winning are infinitesimally small. You're acting as though it functions incredibly against any given archetype, but it just doesn't. It only functions well against balance and offense, against stall it's just trash. And before you bring it up, I know it can learn thunderpunch but it's so uncommon and non-helpful, I don't see the point in even discussing it at all.

You don't see the point in even discussing how Lucario can punch a hole in something that is shaky as a counter in the first place. (If they don't get that 30% Burn on the first Scald, you may [46%] KO them with Close Combat -you will if they have any prior damage. That's a bit generous to describe as a reliable counter to Lucario, especially when the odds are "Lucario is less likely to be Burned than it is to get its 2HKO") What?

And, again, this is ignoring other sets. 90% of your arguments are implicitly assuming that Pinsirite Lucario is the only Lucario worth talking about, which dismisses my concerns that Lucario is uncounterable more on the basis of ignoring its potential than on the basis of providing provably reliable counters.

And then these "counters" can be defeated by Pinsirite Lucario running the right coverage move.

So Pinsirite Lucario has little, if anything, that constitutes a full-on hard counter to it, and its checks have a troubling potential to be swept aside without effort, such that even if I'm wrong about any other Lucario build having any validity -which is absurd- Lucario is still fitting to my claim that you can't teambuild to have a reliable counter, or even a reliable check.

I dunno, I'm hearing "Pinsirite Lucario is maybe borked, ignoring all other Lucario builds, and then it has other builds".

But no one runs stone edge. Lucario, especially w/ altarianite, would much rather run EQ. Yes, it has standard fighting type coverage options, and no they aren't all useless, but it has serious 4mss, as it wants to have access to both close combat, Espeed, swords dance, crunch, EQ, stone edge, and possibly ice punch to help it against bulky grounds. That is 7 moves, 3 of which (arguably 2) are basically mandatory.

And? Is there a point to this?

Though in all honesty I can't imagine a reason why Altarianite Lucario would want Earthquake as its coverage. Pretty much everything that walls Fairy+Fighting at the same time and is viable is immune to Ground anyway, like Skarmory, Fire/Flying types (eg Ho-Oh), Crobat, etc. It's not like it lets you break Red orb Hippowdon or Primal Groudon before they KO you. I really can't imagine a good reason to ever run it on Altarianite Lucario. Stone Edge or Thunderpuinch actually hit things you would otherwise struggle with.

Actually, magic bounce is possibly the single most common ability. There are three mega stones that provide it, two of which are actually better on offense, and one of those two honestly doesn't work on stall at all. Offense uses magic bounce primarily for the huge boost to power from diancite, and secondarily for bouncing back status. If anything it's more common on offense than stall.

You're not getting a Magic Bounce "core" that can reliably switch in repeatedly on even stallmons using Diancite. -40 defenses hurts too much. Stall teams can manage it with Sablenite+Absolite, and some do so.

And stuff like Ampharosite Mew pops up to ensure Stealth Rock gets set anyway.

Ghoul King, I am more than happy to continue to manage the viability rankings for now and beyond, if that is okay with you.

If you're fine with it, I'm fine with it. You do good Viability Rankings.

Sablenite zapdos

This thing is really cool. Extremely bulky, defog + roost, and volt switch for momentum. The very popular aerilate lucario set is hardwalled, while pixilate doesnt have a much better time. Having a bulky defogger is great in this tier, as mot many things are able to do it successfully.

I just recently implemented this after I got tired of lacking a Special wall (But I didn't want Sablenite Blissey again) and lacking hazard management!

Also note it gets U-Turn. I might switch to that if I get tired of Ground types blocking the switch, personally, though that might make it too passive.

I wanted to bring to the council's attention a Pokémon that in my opinion is more broken than both Zygarde and Lucario, and that is Manaphy.
The thing that pushes Manaphy over the edge in my opinion is the aggravating lack to defensive answers outside of Blue Orb Ferrothorn, Dialga and Ampharosite Jirachi. 140 Special Attack at +3 is enough to pull the sturdiest walls on their knees. You are saying that Venusaurite Celebi, Red Orb Victini and stuff like that can check it? Well, if we're ignoring the fact that Victini doesn't fit on stallier team, this fucker can pull your Celebi, Victini or whatever it is on its knees with a simple moveslot change of Shadow Ball over Ice Beam, showing a worrying degree of versatility. There aren't actually a lot of dragons that Ice Beam hits supereffectively aside of Zygarde, so using Shadow Ball doesn't come with a lot of opportunity cost. Magic Bounce means that you can't paralyze, toxic or burn it outside of lucky Scald/Body Slam/Sludge Bomb or Mold Breaker, making it even harder to check. It can't even be phazed outside of Dragon Tail, which only an handful of Pokémon get.
It may not be as good against offensive teams, but 140 speed still makes it able to revenge a few mons, and its 90:10 matchup vs stall is already enough to ban it.
+3 252 SpA Manaphy Scald vs. 252 HP / 168 SpD Ferrothorn in Heavy Rain: 197-232 (55.9 - 65.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
loses if it doesn't have Power Whip or if it gets burned and Manaphy wasn't weakened.

+3 252 SpA Absolite Manaphy Energy Ball vs. 252 HP / 252+ SpD Sceptilite Slowking: 175-206 (44.4 - 52.2%) -- 78.5% chance to 2HKO after Stealth Rock and Leftovers recovery
only thing it can do back is Dragon Tailing

+3 252 Spa Absolite Manaphy Shadow Ball vs. 252 HP / 252+ SpD Venusaurite Celebi: 294-346 (72.7 - 85.6%) -- guaranteed 2HKO after Stealth Rock
bop. And most Celebi don't run this much Special Defense.

+3 252 SpA Absolite Manaphy Energy vs. 252 HP / 252+ SpD Red Orb Hippowdon: 229-270 (54.5 - 64.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Gets rekt'd. Its Earthquake, one of the hardest hitting move you might found on a stall, barely 2hkos.

+3 252 SpA Absolite Manaphy Shadow Ball vs. 0 HP / 0- SpD Red Orb Victini: 512-604 (150.1 - 177.1%) -- guaranteed OHKO
Nice counter

Flat-out loses to Calm Mind Sablenite Blissey, Circle Throw is a thing and Dragon Tail is plenty common (Not rare as you claim), Hippowdon Whirlwinds it out rather than ineffectually hitting it with Earthquake, Red Orb by itself is basically a hard counter to Manaphy (Put it on a Dark type or a Normal type for Shadow Ball protection), Prankster shenanigans...

... not gonna declare it's not banworthy, but you're leaving out options and misrepresenting some pieces.
 
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Flat-out loses to Calm Mind Sablenite Blissey, Circle Throw is a thing and Dragon Tail is plenty common (Not rare as you claim), Hippowdon Whirlwinds it out rather than ineffectually hitting it with Earthquake, Red Orb by itself is basically a hard counter to Manaphy (Put it on a Dark type or a Normal type for Shadow Ball protection), Prankster shenanigans...

... not gonna declare it's not banworthy, but you're leaving out options and misrepresenting some pieces.
Valid point about Calm Mind Blissey(even though this means that Cleric Blissey, an otherwise very useful set, just becomes a liability with Manaphy around), but Circle Throw might as well not exist, seeing as the only users are like, Poliwrath and Throh, and I don't know what even commonly runs Dragon Tail outside of Primal Groudon and Slowking. Red Orb isn't a counter because most common users are susceptible to its coverage move(Primal Don and Hippo are susceptible to Energy Ball, Victini is wiped out by Shadow Ball, as is Roserade despite the neutrality. Volcarona is Ohko'd by +3 SB after rocks as well, and defensive Togekiss can't do anything to prevent Manaphy from getting to +6 and killing it.). Yes, you can slap a Red Orb on Hydreigon or something and counter it unless it run HP Ground, which isn't that great(but still usable), but please tell me how you're going to fit a Red Orb Hydreigon on a stall team. The Whirlwind and Prankster bits are really confusing me, how are they going to work against Magic Bounce?
 
Whirlwind was my bad (barring Mold Breaker), but Prankster opens up myriad shenanigans including a lightning fast Calm Mind+recovery to potentially allow slow, bulky choices to push through it, that kind of thing.

Red Orb-wise, I'm thinking more in terms of stuff like Red Orb Arcanine, which does have potential as a (weird) stallmon. More generally, there's untapped potential there, where I'm neither willing to declare "all Manaphy counters using Red Orb have been discovered and are inadequate" nor declare "there's totally perfectly awesome counters". I know Red Orb Goodra has been done, and it's not bad. But it may well be that stall's counters to Manaphy don't exist or amount to "Manaphy is centralizing to stall". I'm not saying anything either way. Stall is underexplored and I'm personally both bad at it and not prone to exploring it.
 
Well, Manaphy still has a hard time against Blissey:

+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Blissey: 285-336 (39.9 - 47%) -- guaranteed 3HKO

Also, while I don't know how viable it is, Aggronite Goodra can take a hit and D-Tail Manaphy away:

+6 252 SpA Manaphy Ice Beam vs. 240 HP / 252+ SpD Goodra: 203-239 (53.2 - 62.7%) -- guaranteed 2HKO
+6 252 SpA Manaphy Hidden Power Ground vs. 240 HP / 252+ SpD Filter Goodra: 204-240 (53.5 - 62.9%) -- guaranteed 2HKO

Similarly Aggronite Latias can take a hit, though I don't know what it can do back to it.

Also, even though it's outclassed by Blissey now, Chansey is still perfectly usable:

+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Eviolite Chansey: 288-340 (40.9 - 48.2%) -- guaranteed 3HKO

And of course Lugia can come in if rocks aren't up, take an ice beam at +6 and Dragon Tail.

And there's Aggronite Amoongus I guess:

+6 252 SpA Manaphy Ice Beam vs. 248 HP / 252+ SpD Amoonguss: 298-351 (69.1 - 81.4%) -- guaranteed 2HKO

Which can then use Clear Smog

And these are all when Manaphy's at +6. Surely there are a lot of things which can stop it at +3?
 
I mean, if you really want to make it fun.

Manaphy does not have a single counter, let me list up why.

First of all we have its movepool, you can take almost any counter/duel typing and it has the coverage. Shadow ball, HP fire, HP ground, Scald, Surf, Ice beam, Energy ball, Psychic. Between those it can hit almost anything neutrally. And because it can hit something neutrally, it just needs to boost up. A correlation could be Mega Lopunny, Lopunny has neutral coverage between its two stabs. It's super effective coverage is limited to steel, rock and dark types but nothing resists both stabs. But Lopunny lacks the power to OHKO anything outside of offence, Hippowdown, Skarmory and Slowbro are three mons who, despise being hit neutrally, escapes the 2HKO with ease. Manaphy has the same problem, Chansey, Clefable and Mega Sableye should be able to safely wall it? No... Because its ability to boost so quickly and easily makes the ability to escape super effective damage irrelevant.

Next we come to its stats. Because of Tail glow its easy to lean towards special attack, but that's not the only reason. It has an excellent special move pool. It also has some normal moves, mainly uproar making an -ate set perfectly viable and gives it a way to beat the Blobs. But that's not the only way for it to beat the blobs, let me list up some sets that, in between all of them, are uncounterable.

Manaphy @ Altarianite
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Uproar
- Tail Glow
- Scald
- Hidden Power [Ground]

Ground, water and fairy has perfect neutral damage outside of red orb fire flying, but that's really not that common and easily beaten by another set. This set focuses mostly on breaking stall, being able to hit immensely hard very quickly...

+6 252+ SpA Pixilate Manaphy Hyper Voice vs. 0 HP / 252+ SpD Blissey: 406-478 (62.3 - 73.4%) -- guaranteed 2HKO

+6 252+ SpA Pixilate Manaphy Hyper Voice vs. 252 HP / 252+ SpD Celebi: 637-750 (157.6 - 185.6%) -- guaranteed OHKO

+6 252+ SpA Pixilate Manaphy Hyper Voice vs. 252 HP / 252+ SpD Primal Groudon: 341-402 (84.4 - 99.5%) -- guaranteed 2HKO

+6 252+ SpA Pixilate Manaphy Hyper Voice vs. 232 HP / 4 SpD Mega Venusaur: 377-444 (105 - 123.6%) -- guaranteed OHKO


Enough said, it breaks stuff.

Manaphy @ Sceptilite
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Tail Glow
- Scald
- Hidden Power [Ground]

This set focuses more on handling offence, but it often fails to shine with Pixilate ever present, slightly more powerful Scald but lacks the powerful Uproar. It can set up on the likes of Thundurus, tail glowing and then outspeeding.

Manaphy @ Lucarionite
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature/Modest
- Ice Beam
- Tail Glow
- Surf
- Hidden Power [Ground]

Ah yes, hitting fast and POWERFUL versus balance. Surf becomes immensely powerful, let me show you in calcs

+6 252+ SpA Adaptability Manaphy Surf vs. 252 HP / 252+ SpD Ferrothorn: 272-320 (77.2 - 90.9%) -- guaranteed 2HKO after Leftovers recovery

+6 252+ SpA Adaptability Manaphy Surf vs. 252 HP / 252+ SpD Blissey: 384-452 (53.7 - 63.3%) -- guaranteed 2HKO :]

+6 252+ SpA Adaptability Manaphy Surf vs. 232 HP / 4 SpD Mega Venusaur: 357-420 (99.4 - 116.9%) -- 93.8% chance to OHKO

Spam surf, please.

252+ SpA Adaptability Manaphy Surf vs. 0 HP / 4 SpD Gengar: 264-312 (101.9 - 120.4%) -- guaranteed OHKO

Manaphy @ Absolite
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Tail Glow
- Surf
- Hidden Power [Ground]

The original, the one that started it all. I think xJownage used this first, nicely done. Absolite gives it magic bounce and 140 special attack with 140 speed, meaning it becomes blazingly fast. I think i've already showed of how powerful this thing

I find it pointless to try to figure out a counter for Manaphay, and we can continue to throw around pointless calcs all we wants. maybe we'll find some obscure counters but what we should be suspecting it for is for being centralising for stall and threatening to every playstyle.

+6 252+ SpA Pixilate Manaphy Hyper Voice vs. 252 HP / 252+ SpD Assault Vest Goodra: 318-375 (82.8 - 97.6%) -- guaranteed 2HKO
 
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