252 Atk Life Orb Archeops Head Smash vs. 252 HP / 252+ Def Slowbro: 157-187 (39.8 - 47.4%) -- guaranteed 3HKO
You should specify Mega Slowbro here, regular Slowbro is just decimated.
252 Atk Life Orb Archeops Head Smash vs. 252 HP / 252+ Def Slowbro: 157-187 (39.8 - 47.4%) -- guaranteed 3HKO
don't really see why I would be calcing slowbro but point taken.You should specify Mega Slowbro here, regular Slowbro is just decimated.
Just letting people know there is an updated calculator that has all of the new megas plus more sets for most things: http://gamut-was-taken.github.iodon't really see why I would be calcing slowbro but point taken.
I'd also like to see archeops retested
252 Atk Life Orb Archeops Earthquake vs. 240 HP / 252+ Def Eviolite Doublade: 109-130 (34.1 - 40.7%) -- guaranteed 3HKO
252 Atk Life Orb Archeops Head Smash vs. 252 HP / 252+ Def Slowbro: 157-187 (39.8 - 47.4%) -- guaranteed 3HKO
252 Atk Life Orb Archeops Head Smash vs. 252 HP / 4 Def Hippowdon: 144-172 (34.2 - 40.9%) -- 54.8% chance to 3HKO after Leftovers recovery
252 Atk Life Orb Archeops Earthquake vs. 252 HP / 4 Def Hippowdon: 130-153 (30.9 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
These are three of the most common physical walls in the tier.
Don't use Adaptability imo. Archeops lacks good Flying STAB. Tough Claws boosts other relevant coverage like Aqua Tail, so use that instead.252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Zapdos in Strong Winds: 452-536 (117.7 - 139.5%) -- guaranteed OHKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Skarmory: 324-382 (97 - 114.3%) -- 81.3% chance to OHKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Mew: 408-482 (100.9 - 119.3%) -- guaranteed OHKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 752-886 (106.8 - 125.8%) -- guaranteed OHKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Alomomola: 472-556 (88.3 - 104.1%) -- 25% chance to OHKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Suicune: 372-438 (92 - 108.4%) -- 50% chance to OHKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Vaporeon: 558-658 (120.2 - 141.8%) -- guaranteed OHKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Tyranitar: 384-452 (95 - 111.8%) -- 68.8% chance to OHKO
-1 252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Skarmory: 214-254 (64 - 76%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Mega Tyranitar: 204-242 (50.4 - 59.9%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252 Def Tyranitar: 280-330 (69.3 - 81.6%) -- guaranteed 2HKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Eviolite Dusclops: 228-270 (80.2 - 95%) -- guaranteed 2HKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Golurk: 236-278 (61.7 - 72.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Mega Tyranitar: 306-362 (75.7 - 89.6%) -- guaranteed 2HKO
252+ Atk Choice Band Archeops Earthquake vs. 252 HP / 252 Def Aegislash-Shield: 226-266 (69.7 - 82%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Mega Slowbro: 268-316 (68 - 80.2%) -- guaranteed 2HKO
252+ Atk Choice Band Archeops Earthquake vs. 252 HP / 252 Def Eviolite Doublade: 150-178 (46.5 - 55.2%) -- 69.1% chance to 2HKO
252+ Atk Choice Band Adaptability Archeops Head Smash vs. 252 HP / 252+ Def Hippowdon: 182-215 (43.3 - 51.1%) -- guaranteed 3HKO after Leftovers recovery
Sure, it'll die after like 3 Head Smashes, but with proper support, it'll just destroy everything. Even Intimidate only turns OHKOs into 2HKOs. And apart from Hippodown, nothing can switch into a Head Smash.
Don't have the time or the coffee to stay up and answer all of this but that 2nd to last sentence is just you trying to be cheeky about this. "Omg I can assume that monte cristo just makes up shit so he can ban things he loses to. Look at me, I'm so edgy"Ok. So for many of us, the banning of mamoswine is a little out of the blue. I disagree with this ban, and in this post am going to put my thoughts down on paper, or keyboard whatever. Sorry if this post gets rambly.
When discussing bans, there is one main question we need ask ourselves. Paraphrased from this thread: Can said pokemon, in common battle conditions, consistantly sweep most teams in the metagame with little effort? I don't know what other people think, obviously, but I personally believe no. Not to say that I have never lost to mamoswine before; infact using a balance team that is quite mamoswine weak I have lost multiple times to it. But I do not think it can consistantly sweep against most teams. In many ways, it is similar to mega heracross in XY. Both are very strong pokemon with very few counters, with similar damage output, as well as near perfect coverage. They also both have a pretty low speed (75 and 80) and somewhat comparable bulk, although M-heracross beats it out by a bit along with a better typing. Mega heracross was a top tier threat in XY, but no-one would consider banning it because it cannot sweep teams. It is simply too slow to ever do that. While mamoswine does have a form of priority in ice shard, it lacks a set-up move such as swords dance to really be able to use it to kill anything, except things it does super effective damage against.
For example, lets look at a bog-standard HO team: deoxys-s | metagross | terrakion | victini | thundurus| latios (not a real team, just some random HO pokes) There is no way mamoswine would be able to "auto-pilot" sweep a team such as this, or for that matter any offense team without like 4 ice weaknesses, as monte has said mamoswine is capable of. Of course, the mamoswine user can always outplay the other player, for example use earthquake on thundurus predicting a switch, but that is up to the user. There are lots of pokemon that are like this; they have the power to KO almost everything but require prediction. Some examples in ou are azumarill, conkeldurr, landorus, mega heracross itself. None of these are broken, even though with proper prediction they are very hard to switch into.
Let's take a look at some other team styles. Obviously sun and rain teams will destroy mamoswine; although it may not be completely useless against more balanced variants. Now of course, we get to stall and balance, which is where mamoswine works best. I want to both dispel this belief that mamoswine can auto-pilot its way through stall teams, as that is simply not true. Stall teams can counter and check mamoswine with several pokemon, including but not limited to: intimidate skarmory, mega slowbro, intimidate slowbro,surskit, levitate doublade, levitate heatran, even levitate infernape which is legit, although has less of a niche now that bisharp is banned. Some checks, or pokes that can switch into it sort of include PH suicune, gale wings skarmory, delta stream mandibuzz, hell you could even run delta stream or thick fat skarmory, which actually seems kinda cool. This is AAA, defensive pokemon pokemon get boosts too y'know. Aside from this, mamoswine is hardly the only pokemon to do well against stall in AAA. I could name dozens of pokemon that have a limited number of counters; victini, terrakion, thundurus, snorlax, latios, gengar, genesect, shaymin, tyranitar, dragonite, and so on and on and on.
So, um, to reiterate. I believe that mamoswine is not broken because it is way too slow to sweep most teams. It does have priority, but it is not strong enough to kill anything except extremely weakened pokemon and things weak to ice. While it does do very well against stall, this is AAA, lots of things do as well or better against stall, and that is not a good reason for a ban. Finally, can we have the initial reasoning for the ban, as well as hopefully a reply to this post? We got no reasoning at all, just told that you and "top players I trust", aka like 3 of your friends, have decided this. The rest of the community has had no involvement in this at all.
You mean a ground type gets shit on by an ice type? NO WAY. in all seruoisness though i await your detailed post.Don't have the time or the coffee to stay up and answer all of this but that 2nd to last sentence is just you trying to be cheeky about this. "Omg I can assume that monte cristo just makes up shit so he can ban things he loses to. Look at me, I'm so edgy"
Like you're a good user but that was a pretty fucking dumb line. The rest of the community ofc would not be trusted with this because I don't trust the general public with important matters, it doesn't make sense because most people can bullshit their way into voting into an unhealthy meta.
Also, Mamo does beat stall easily, those mons you listed were pretty shaky "checks" seeing as doublade hates hazards and dislikes knock off as it 3hkos (meaning doublade loses eviolite, thus becoming a LOT worse overall and cannot switchin since no real recovery and no way to punish switches from mamo). Intimidate Slowbro gets lefties knocked off and is pressured very easily. Although I'll give you that, since intimidate slowbro wasn't even good in the first place. Although not bad, just not optimal in a meta where optimal efficiency is needed in a playstyle like stall. Levitiate heatran stopped being good a long time ago and gets beaten by superpower. And the fact that you're running defensive infernape, on stall, is bad. It was good on some offensive builds but it was stuck between intimidate or unaware for bisharp and levi for everything else. For stall it's worse as there are much better glues to be using and it doesn't provide much other utility and is bait for lots of things.
DT Skarm can be good, and is one of the only real "counters" next to intimidate/mega slowbro but DT Mandibuzz is bad cause rocks + icicle still 2hkos. Feel free to correct me on that but yeah, that should be correct.
And on that list...
- Victini- volt absorb most waters, ff most mons, ff ferro esp, and intimidate slowbro, vaps or crocune. Victini is S (now) but it's way too punishable in general to be banned
- Terrakion- levitate doublade is actually good since no knock off, intimidate hippo (unlike vs mamo) and most other intimidate mons. That is if it runs CB adapt. The checks for LO/SD adapt and other odd sets are different. Although I did originally want this thing banned, I am considering it over a long process
- Snorlax? Are you awake? Literally like 2-4 out of 6 mons on every stall team can deal with this one way or another. Not listing the huge amount of counters
- Thundy- intimidate hippo, volt absorbers, delta zapdos, ph zapdos, sylveon, and more if I had time to list out the full list. It depends on set ofc, and whether its mixed with tbolt or mixed with wild charge, etc but these should mostly work.
- latios- doublade, sylveon, slowking, ff ferro, PH crocune, PH mew, and more stuff
- genesect- it's hard NOT to find a counter for this thing on like every team now that protean isn't as big. But PH crocune or unaware cro cune, ff ferro, ff doublade, sylveon delta dos, ph dos and more
- gengar- ph zapdos, ph crocune, regen crocune, tenta (eh mediocre, but it's actually proven useful during the current meta), and other things I'm too lazy to list
- ttar- not even worth replying to, ttar isn't even a threat to stall. Strong jaw banded maybe (even though its more or less a bad-ish set) and mega tar is just beaten by a fuckton of unaware mons and the regular checks n counters
- dragonite- used to be a lot better before protean and aerilate were banned, but haven't found really naything pressive from dnite, most stall teams don't even have a rough time.
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 0 HP / 0 Def Gengar: 190-224 (73.3 - 86.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 0 HP / 4 Def Thundurus: 333-395 (111.3 - 132.1%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 0 HP / 0 Def Mega Diancie: 117-138 (48.5 - 57.2%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 4 HP / 0 Def Terrakion: 138-164 (42.5 - 50.6%) -- 41.8% chance to 2HKO after Stealth Rock
(after one round of LO damage and one rocks switchin, or simply 2 rocks switchins, terrakion is not a check, it is a revenge killer)
(fyi the difference between check and revenge killer is check can come in safely on like one move or can only take one hit, but can eliminate the foe and beat it depending on how you get it in. A revenge killer simply cannot get in and has to wait to get in for free)
I'm having a mind block of speedy things in AAA that don't resist ice shard rn cause so much of AAA is priority based. But you get what I'm trying to get across, it's not as simple as you think. And revenge killers aren't exactly the best answer to shit considering you have to sack a mon and it's easy to end up pressuring the foe again and again with little punishment. Esp for things immune to magnet pull.
This is not the most clear or even competent answer you'll get from me. This post will have lots of flaws probably. Why? Because you people are too fucking hasting when I said I will get to the post when I am in a position to do it. Bitching about me not answering quick enough isn't going to help you at all. It's only going to annoy me getting an alert for something useless that I've already heard a million times.
I'm assuming you're referring to Hippowdon. So yes, beating one of the bulkiest and most reliable walls on stall easily with no need to worry compared to something like terrakion, does make it more of a threat. So why wouldn't I bring it upYou mean a ground type gets shit on by an ice type? NO WAY. in all seruoisness though i await your detailed post.
Don't have the time or the coffee to stay up and answer all of this but that 2nd to last sentence is just you trying to be cheeky about this. "Omg I can assume that monte cristo just makes up shit so he can ban things he loses to. Look at me, I'm so edgy"
Like you're a good user but that was a pretty fucking dumb line. The rest of the community ofc would not be trusted with this because I don't trust the general public with important matters, it doesn't make sense because most people can bullshit their way into voting into an unhealthy meta.
Also, Mamo does beat stall easily, those mons you listed were pretty shaky "checks" seeing as doublade hates hazards and dislikes knock off as it 3hkos (meaning doublade loses eviolite, thus becoming a LOT worse overall and cannot switchin since no real recovery and no way to punish switches from mamo). Intimidate Slowbro gets lefties knocked off and is pressured very easily. Although I'll give you that, since intimidate slowbro wasn't even good in the first place. Although not bad, just not optimal in a meta where optimal efficiency is needed in a playstyle like stall. Levitiate heatran stopped being good a long time ago and gets beaten by superpower. And the fact that you're running defensive infernape, on stall, is bad. It was good on some offensive builds but it was stuck between intimidate or unaware for bisharp and levi for everything else. For stall it's worse as there are much better glues to be using and it doesn't provide much other utility and is bait for lots of things.
DT Skarm can be good, and is one of the only real "counters" next to intimidate/mega slowbro but DT Mandibuzz is bad cause rocks + icicle still 2hkos. Feel free to correct me on that but yeah, that should be correct.
And on that list...
- Victini- volt absorb most waters, ff most mons, ff ferro esp, and intimidate slowbro, vaps or crocune. Victini is S (now) but it's way too punishable in general to be banned
- Terrakion- levitate doublade is actually good since no knock off, intimidate hippo (unlike vs mamo) and most other intimidate mons. That is if it runs CB adapt. The checks for LO/SD adapt and other odd sets are different. Although I did originally want this thing banned, I am considering it over a long process
- Snorlax? Are you awake? Literally like 2-4 out of 6 mons on every stall team can deal with this one way or another. Not listing the huge amount of counters
- Thundy- intimidate hippo, volt absorbers, delta zapdos, ph zapdos, sylveon, and more if I had time to list out the full list. It depends on set ofc, and whether its mixed with tbolt or mixed with wild charge, etc but these should mostly work.
- latios- doublade, sylveon, slowking, ff ferro, PH crocune, PH mew, and more stuff
- genesect- it's hard NOT to find a counter for this thing on like every team now that protean isn't as big. But PH crocune or unaware cro cune, ff ferro, ff doublade, sylveon delta dos, ph dos and more
- gengar- ph zapdos, ph crocune, regen crocune, tenta (eh mediocre, but it's actually proven useful during the current meta), and other things I'm too lazy to list
- ttar- not even worth replying to, ttar isn't even a threat to stall. Strong jaw banded maybe (even though its more or less a bad-ish set) and mega tar is just beaten by a fuckton of unaware mons and the regular checks n counters
- dragonite- used to be a lot better before protean and aerilate were banned, but haven't found really naything pressive from dnite, most stall teams don't even have a rough time.
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 0 HP / 0 Def Gengar: 190-224 (73.3 - 86.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 0 HP / 4 Def Thundurus: 333-395 (111.3 - 132.1%) -- guaranteed OHKO
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 0 HP / 0 Def Mega Diancie: 117-138 (48.5 - 57.2%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Life Orb Adaptability Mamoswine Ice Shard vs. 4 HP / 0 Def Terrakion: 138-164 (42.5 - 50.6%) -- 41.8% chance to 2HKO after Stealth Rock
(after one round of LO damage and one rocks switchin, or simply 2 rocks switchins, terrakion is not a check, it is a revenge killer)
(fyi the difference between check and revenge killer is check can come in safely on like one move or can only take one hit, but can eliminate the foe and beat it depending on how you get it in. A revenge killer simply cannot get in and has to wait to get in for free)
I'm having a mind block of speedy things in AAA that don't resist ice shard rn cause so much of AAA is priority based. But you get what I'm trying to get across, it's not as simple as you think. And revenge killers aren't exactly the best answer to shit considering you have to sack a mon and it's easy to end up pressuring the foe again and again with little punishment. Esp for things immune to magnet pull.
This is not the most clear or even competent answer you'll get from me. This post will have lots of flaws probably. Why? Because you people are too fucking hasting when I said I will get to the post when I am in a position to do it. Bitching about me not answering quick enough isn't going to help you at all. It's only going to annoy me getting an alert for something useless that I've already heard a million times.
I never implied you said that, I was bringing up calcs vs top offense mons in order to show how strong it's priority was. I might reply to that full rebuttal list soon if I have the time or interest. But I'm glad we're at least keeping it civilAlso I never said terrakion is a check. I know the difference between a check and a revenge killer.
I was literally in the middle of building a team with this in it lol. thick fat is cool because it lets you stop volt switch spam from most things, as well as be a pretty good check to victini and a better check to things like the rare charizard x.A mon I've taken to using is Thick Fat Hippo, to act as a sort of softish check to frige-speeders and non-DLand Tini on my stall team. Works pretty well since it had a bonus of taking about jack all from offensive zapdos's coverage and taking SF Ice beams from Gene alright too. The SpDef set with Thick Fat was cool too but I ended up just getting Molly whopped by turbotini without def investment. Also note Tini can still grass knot you etc. will add calcs when at comp. (disclaimer, might actually suck but idk took like 30 from Fridge Mamo return so that was something.)
252 SpA Zapdos Hidden Power (Ice) vs. 252 HP / 4 SpD Thick Fat Hippowdon: 84-100 (20 - 23.8%) -- possible 6HKO after Leftovers recovery
252 SpA Zapdos Heat Wave vs. 252 HP / 4 SpD Thick Fat Hippowdon: 66-78 (15.7 - 18.5%) -- possible 8HKO after Leftovers recovery
252+ Atk Choice Band Refrigerate Entei Extreme Speed vs. 252 HP / 252+ Def Thick Fat Hippowdon: 112-132 (26.6 - 31.4%) -- 18.3% chance to 4HKO after Leftovers recovery
252+ Atk Choice Band Entei Sacred Fire vs. 252 HP / 252+ Def Thick Fat Hippowdon: 79-94 (18.8 - 22.3%) -- possible 6HKO after Leftovers recovery
252 Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Thick Fat Hippowdon in Sun: 178-211 (42.3 - 50.2%) -- guaranteed 3HKO after Leftovers recovery (still scary as fuck tho lol)
Keep in mind you're not gonna beat Zapdos without toxic but many run Bounce so it's not always the best answer.
I was literally in the middle of building a team with this in it lol. thick fat is cool because it lets you stop volt switch spam from most things, as well as be a pretty good check to victini and a better check to things like the rare charizard x.
no illusion set smhhttps://docs.google.com/presentation/d/1ir76oRT9A83HLN8hj_cuzdWW84QvFF4wZ9Skf0ByvWE/edit?usp=sharing
guide to diancie. There's a video to go along with it but it's not edited
Illusion Rock Polish Set Best Set.no illusion set smh
no illusion set smh
WHY. Please add something to the discussion other than "Yolo where's teh Illusion Diana?"Illusion Rock Polish Set Best Set.
WHY. Please add something to the discussion other than "Yolo where's teh Illusion Diana?"
Why is Illusion good on Diancie? Who makes a good decoy so it can set up a Rock Polish? What are some other good Illusion users?