Know Your Niche - Round 19 (see: page 12, post 279)

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I'll try Breloom!



Breloom @ Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 SpDef / 252 Spe
Nature: Adamant
- Swords Dance
- Bullet Seed
- Mach Punch
- Natural Gift

Breloom gives a rain team a decent answer to many of its defensive threats. It forces out bulky waters like Gastrodon and Tapu Fini easily with the threat of Bullet Seed, and with Swords Dance + Mach Punch, it can take advantage of the forced switches it generates to further pressure balance teams.

Natural Gift with a Lansat Berry becomes a 100 BP Flying move, which can punch through Tangrowth and deal solid damage to Mega Venusaur. Unfortunately, it needs +2 Atk and a little bit of prior damage to break Venu, but rain puts enough pressure on Venusaur that it won't often be at full HP anyway.


252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 244+ Def Gastrodon: 732-876 (171.8 - 205.6%) -- guaranteed OHKO
252+ Atk Technician Breloom Bullet Seed (3 hits) vs. 248 HP / 192 Def Tapu Fini: 306-360 (89.2 - 104.9%) -- approx. 6.3% chance to OHKO

+2 252+ Atk Technician Breloom Mach Punch vs. 252 HP / 88+ Def Ferrothorn: 288-342 (81.8 - 97.1%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Lansat Berry Breloom Natural Gift (100 BP Flying) vs. 252 HP / 4 Def Tangrowth: 394-464 (97.5 - 114.8%) -- 81.3% chance to OHKO
+2 252+ Atk Lansat Berry Breloom Natural Gift (100 BP Flying) vs. 232 HP / 180+ Def Venusaur-Mega: 316-372 (88 - 103.6%) -- 25% chance to OHKO
 
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Eclipse

Like a chimp with a machine gun
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Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Horn Leech
- Superpower
- Zen Headbutt / Megahorn

Tapu Bulu is a very underrated pick for Rain teams due to the synergy provided by both Bulu for Rain as well as what Rain gives back to Bulu. SD Fightinium Z Bulu is able to check just about every pokemon that gives Rain trouble while Swift Swim users like Kingdra break down just about every other answer that could potentially deal with Bulu. It naturally deals with Water types like Gastro/Fini, takes out Ferro with ease, and given on your choice of coverage, you can easily take out Tangrowth with Megahorn or Mega Venu with Zen if its taken prior damage (which is easy to wear down to +2 Zen range in Rain).
 

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Hidden Power Ice
- Brave Bird
- U-turn

Tapu Koko is a great offensive pivot for rain teams, threatening out many water-type threats and forming a nice Volt-Turn core with Pelipper, with the rain allowing Koko to run Thunder if the extra oomph is needed.

Since two or more of the Pokemon on the list had to be checked, I used Brave Bird, which allows Tapu Koko to 2HKO AV Tangrowth and put a dent in Mega Venu. But be warned that Tangrowth has Regenerator to recover back some health and the recoil wears down Tapu Koko very quickly. The Life orb is needed to 2HKO Tangrowth and Mega Venu after SR damage.

4 Atk Life Orb Tapu Koko Brave Bird vs. 252 HP / 4 Def Tangrowth: 208-247 (51.4 - 61.1%) -- guaranteed 2HKO
 

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


Toxicroak's unique typing exploits common Water-types, Grass-types, and Steel-types that most teams rely on to check rain. Offensively, its STAB combination murders basically every threat to traditional rain, including those on the list provided:

+2 252 Atk Life Orb Toxicroak Drain Punch vs. 252 HP / 88+ Def Ferrothorn: 374-439 (106.2 - 124.7%) -- guaranteed OHKO

252 Atk Life Orb Toxicroak Gunk Shot vs. 248 HP / 192 Def Tapu Fini: 330-393 (96.2 - 114.5%) -- 81.3% chance to OHKO

+2 252 Atk Life Orb Toxicroak Gunk Shot vs. 232 HP / 180+ Def Venusaur-Mega: 290-343 (80.7 - 95.5%) -- 50% chance to OHKO after Stealth Rock

252 Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 4 Def Tangrowth: 367-432 (90.8 - 106.9%) -- 43.8% chance to OHKO

+2 252 Atk Life Orb Toxicroak Drain Punch vs. 248 HP / 8 Def Gastrodon: 374-442 (88 - 104%) -- 25% chance to OHKO

Mantine, another solid rain check that does not appear on the list, also dies:

+2 252 Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 252+ Def Mantine: 398-469 (106.4 - 125.4%) -- guaranteed OHKO

Defensively, it benefits from Dry Skin to mitigate Life Orb recoil, and it punishes opposing Water-type attackers looking to benefit from Rain. In addition, it resists Grass, always a welcome trait on a primarily Water-centric archetype. Many Rain teams rely on Pelipper as their only Fighting resistance, so having a teammate to share the burden is useful, especially when it also serves as a check to other prominent attacking types such as Dark and Rock. Toxicroak's own weaknesses, such as middling Speed, mediocre power without a boost and/or a super effective hit, and the existence of Landorus-T, are covered by the immediate nuclear power of Swift Swim users such as Specs Kingdra. Opposing weather teams also don't really have great switch-ins to Toxicroak bar maybe Hippowdon, but Tyranitar is more commonly seen.
Finally, most revenge killers are checked by Toxicroak: it resists all forms of priority bar Extreme Speed, Choice Scarf Pheromosa doesn't deal too much damage, and even Mega Alakazam, who otherwise Traces Swift Swim and revenge kills Rain sweepers with ease, needs to be wary of Sucker Punch. Toxicroak should not be the centerpiece of a Rain team; however, the offensive and defensive capabilities it provides are undeniable.
 
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toshimelonhead

Honey Badger don't care.
is a Tiering Contributor


Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Roost

Kyurem-B is a decent offensive pivot for rain teams. It can cancel out Mega Venusaur's Thick Fat ability via Teravolt and break through some of Rain's challenges with Freeze Shock, Fusion Bolt, and Ice Beam. It's a fairly safe switch in vs Tangrowth and Venusaur-Mega because they cannot Knock Off Icium Z and Kyurem-B can OHKO both with Subzero Slammer (or save it for later and nab measly 3HKOs and 2HKOs instead, respectively).

Calcs:
252+ Atk Teravolt Kyurem-Black Subzero Slammer (200 BP) vs. 252 HP / 244 Def Gastrodon: 444-523 (104.2 - 122.7%) -- guaranteed OHKO
252+ Atk Teravolt Kyurem-Black Subzero Slammer (200 BP) vs. 252 HP / 88+ Def Ferrothorn: 295-348 (83.8 - 98.8%) -- 37.5% chance to OHKO after Stealth Rock
252+ Atk Teravolt Kyurem-Black Fusion Bolt vs. 248 HP / 192 Def Tapu Fini: 220-260 (64.1 - 75.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
4 SpA Teravolt Kyurem-Black Ice Beam vs. 232 HP / 80 SpD Venusaur-Mega: 182-216 (50.6 - 60.1%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Teravolt Kyurem-Black Subzero Slammer (200 BP) vs. 232 HP / 180+ Def Venusaur-Mega: 576-680 (160.4 - 189.4%) -- guaranteed OHKO
4 SpA Teravolt Kyurem-Black Ice Beam vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 168-198 (41.5 - 49%) -- 78.9% chance to 2HKO after Stealth Rock
 
Alolan Raichu @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Psychic
- Focus Blast
- Nasty Plot / Grass Knot

Kind of a throwback to early S/M, but A-Raichu is a pretty efficient cleaner with great coverage that saw use almost exclusively on rain teams + Tapu Koko. Most know what it does, so I will just leave the relevant calcs:

252 SpA Life Orb Raichu-Alola Thunder vs. 248 HP / 16+ SpD Tapu Fini: 268-320 (78.1 - 93.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Raichu-Alola Psychic vs. 232 HP / 80 SpD Venusaur-Mega: 244-291 (67.9 - 81%) -- guaranteed 2HKO
252 SpA Life Orb Raichu-Alola Grass Knot (60 BP) vs. 252 HP / 144+ SpD Gastrodon: 255-302 (59.8 - 70.8%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Raichu-Alola Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 208-247 (59 - 70.1%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Life Orb Raichu-Alola Psychic vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 222-263 (54.9 - 65%) -- guaranteed 2HKO
 

cityscapes

Take care of yourself.
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here's something silly

Chilly Chicken (Articuno) @ Life Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Freeze-Dry
- U-turn
- Roost / Ice Beam

so yeah this mon is meant to lure in defensive waters and beat them up with Freeze-Dry. it also gives Rain teams a Grass resist which is pretty nice.

252 SpA Life Orb Articuno Freeze-Dry vs. 252 HP / 4 SpD Mantine: 359-426 (95.9 - 113.9%) -- 81.3% chance to OHKO
252 SpA Life Orb Articuno Freeze-Dry vs. 252 HP / 24 SpD Toxapex: 174-211 (57.2 - 69.4%) -- guaranteed 2HKO after Black Sludge recovery

you can switch in on anything besides like Tangrowth Rock Slide and force grasses out under the threat of

252 SpA Life Orb Articuno Hurricane vs. 232 HP / 80 SpD Venusaur-Mega: 304-359 (84.6 - 100%) -- 75% chance to OHKO after Stealth Rock

and even use U-Turn if your opponent looks like they want to bring in a steel on this thing. yeah it's not too viable but it is articuno.
 

6ft Torbjorn

formerly JoycapJoshST
Week 2: Find a Pokemon that can help a rain team break through some of the Pokemon that can give it a headache defensively.
  • The Pokemon must provide a way of dealing with (luring, breaking through, repeatedly checking, taking advantage of etc.) two or more of the following Pokemon:
    • Ferrothorn
    • Tapu Fini
    • Mega Venusaur
    • Assault Vest Tangrowth
    • Gastrodon
  • The Pokemon must fit well onto a rain team; please provide reasoning for why you feel that your submission fits onto the playstyle in question.
Best of luck to everyone!
Hm... there is one I've noticed isn't on this thread:

magearna.gif

Magearna @ Choice Specs
Ability: Soul-Heart
EVs: 196 HP / 28 Def / 252 SpA / 32 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Aura Sphere
- Volt Switch

The ones I think this one can beat are Ferrothorn and Tapu Fini, along with denting Gastro' quite easily. Let's see some calcs:

  • 252+ SpA Choice Specs Magearna Aura Sphere vs. 252 HP / 168 SpD Ferrothorn: 220-260 (62.5 - 73.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • 252+ SpA Choice Specs Magearna Volt Switch vs. 248 HP / 0 SpD Tapu Fini: 202-238 (58.8 - 69.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • 252+ SpA Choice Specs Magearna Fleur Cannon vs. 248 HP / 0 SpD Tapu Fini: 280-330 (81.6 - 96.2%) -- 56.3% chance to OHKO after Stealth Rock
  • 252+ SpA Choice Specs Magearna Fleur Cannon vs. 252 HP / 252+ SpD Tapu Fini: 210-247 (61 - 71.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • 252+ SpA Choice Specs Magearna Fleur Cannon vs. 252 HP / 108+ SpD Gastrodon: 331-391 (77.6 - 91.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
I think Specs is kind of underlooked in the current meta - as AV is expected to deal with the likes of Tapu Lele. The likes of these mons then think they can come in (expecting Mag' to be AV) - and then end up taking far more damage then a Magearna wielding AV. In the case of Ferrothorn, you put it in a 50/50 between switching into something that can resist Aura Sphere (and possibly being read by the opponent switching into a check such as Tyranitar, pursuit trapped if they're a ghost type / Ice check if Lando-T etc.), and letting Ferro die to reset momentum. With Tapu Fini - two variations of the following scenario can play out: I scare something out with my Steel/Fairy typing, or 'bluff' the Aura Sphere by bringing it in on something like Bisharp. Tapu Fini comes in, and if I predict this:

A) I can click Volt Switch, do 60%+ to it and gain momentum. (Safe Play)
B) I click Fleur Cannon - do a crap load to it (potentially killing if not Sp.Def), and gain a free boost (-1 Fleur' still does a lot when cleaning up).


As for Gastrodon, the game writes itself tbh.

Other options on Mag' could include (but are not limited to):

- Z-Thunderbolt > Specs Volt Switch
- Shift Gear
- AV

and others.

For more info on Specs Magearna - I recommend the RMT I made on 'Face Nemisis', a Bulky Offense team with Magearna, Mantine and Mega Garchomp: http://www.smogon.com/forums/thread...-garchomp-bulky-offence-balance-team.3594148/ - not the greatest team in the world (I'll admit), but enough of an Idea of what Specs Mag' can do.
 
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Martin

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Gonna submit something myself before closing this. Results will go up v. shortly (and dw I'm not gonna win). Talking it over with TP atm so yeah.


Moltres @ Choice Specs
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Fire Blast
- Hidden Power Grass
- U-turn

Moltres does an excellent job of denting the listed quintet courtesy of it's excellent dual STABs. Moltres contributes a lot to rain and, similarly, it benefits nicely from the weather, which is a characteristic that very few Fire-types are able to claim to have.

How it contributes to rain
Given that rain is a very offensively inclined playstyle in the current metagame, the fact that Moltres provides an offensive check to Grass-types means that it doesn't cause momentum issues that a lot of answers which function primarily on their defensive merits do is an instant perk that Moltres has over them. Its Fire/Flying typing provides an immensely useful defensive answer to Grass-type attacks as well as allowing it to function as a solid response to Choice Scarf Pheromosa variants which lack random moves such as Giga Impact* or Rash HP Electric. It OHKOs Ferrothorn even in the rain due to how stupidly strong Specs Fire Blast is, whereas Hurricane OHKOs AV Tangrowth with Stealth Rock, defensive Mega Venusaur without it (or, if fully SpD, after SR) and 2HKOs analysis Tapu Fini (while dealing significantly more to the more common Bold variants). SpD Gastrodon gets baited and 2HKOed by Specs HP Grass.

*Revenge kills Volcarona when you're in a pinch. S/Os to Asek for telling me about this variant a few days ago, granted I've not tested it so I can't comment on its effectiveness.

How Moltres benefits from rain
Rain gives Moltres 100% accuracy on its Hurricane, which provides it with an excessively strong STAB move with no drawbacks, making it extremely spammable and boosting it's effective confusion rate up from 21% to 30%. As such, Moltres is much more threatening as a wallbreaker.

Calcs
  • 252 SpA Choice Specs Moltres Fire Blast vs. 252 HP / 168 SpD Ferrothorn in Rain: 396-468 (112.5 - 132.9%) -- guaranteed OHKO
  • 252 SpA Choice Specs Moltres Hurricane vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 378-446 (93.5 - 110.3%) -- guaranteed OHKO after Stealth Rock
  • 252 SpA Choice Specs Moltres Hurricane vs. 232 HP / 80 SpD Venusaur: 482-570 (134.2 - 158.7%) -- guaranteed OHKO
  • 252 SpA Choice Specs Moltres Hurricane vs. 232 HP / 252+ SpD Venusaur-Mega: 332-392 (92.4 - 109.1%) -- guaranteed OHKO after Stealth Rock
  • 252 SpA Choice Specs Moltres Hurricane vs. 248 HP / 16+ SpD Tapu Fini: 187-222 (54.5 - 64.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • 252 SpA Choice Specs Moltres Hurricane vs. 248 HP / 0 SpD Tapu Fini: 210-247 (61.2 - 72%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • 252 SpA Choice Specs Moltres Hidden Power Grass vs. 252 HP / 252+ SpD Gastrodon: 316-372 (74.1 - 87.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • 252 SpA Choice Specs Moltres Hidden Power Grass vs. 252 HP / 144+ SpD Gastrodon: 348-412 (81.6 - 96.7%) -- 18.8% chance to OHKO after Stealth Rock
  • 252 SpA Choice Specs Moltres Hidden Power Grass vs. 252 HP / 0 SpD Gastrodon: 452-532 (106.1 - 124.8%) -- guaranteed OHKO
 
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Martin

A monoid in the category of endofunctors
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This week is all about entry hazards!
Objective: Find a hazard setter which is capable of ensuring that hazards are consistently on the field.
The Pokemon you submit must have access to either Stealth Rock or Spikes; Toxic Spikes and Sticky Web do not apply here. In addition, the Pokemon must be capable of achieving at least one of the following conditions:
  • The Pokemon is able of circumventing Mega Sableye.
  • The Pokemon can ensure that entry hazards stay up against one or more of the following hazard removers on a consistent basis:
    • Latios / Latias
    • Excadrill
    • Pheromosa
    • Skarmory
    • Tapu Fini
    • Zapdos
Best of luck to everyone!
 
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Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Ice Beam
- Gunk Shot / Hidden Power Electric
- Hydro Pump

Greninja is able to lay down some spikes due to its nature of forcing switches, especially against defensive teams where there's at least one Greninja check/counter. Indeed, Greninja, with all its might, can 2HKO M-Sableye after SR (or after it's been slightly worn down, which is not much of a task) with Hydro Pump, OHKO Zapdos with Ice Beam (with little prior damage, and it becomes a 2HKO if Zapdos is specially defensive) and 2HKO Tapu Fini with Gunk Shot (HP Electric is an interesting choice over Gunk Shot to also cover Mantine, Skarmory (both being Defoggers) and other Water-types decently). Against offensively inclined teams, Greninja has no trouble to put up against Lati@s and Excadrill as Ice Beam and Hydro Pump OHKOes them respectively. However, Latias and bulky Excadrill need little prior damage to guarantee the OHKO and if Latios or Excadrill is scarfed (or in sand for the latter), then Greninja's doomed (more or less, but you get the point). Anyway, if the opponent removes Greninja's Spikes early in the game, with the kind of pressure it imposes over many teams, it shouldn't be too hard to set them up again later in the match. Fuck Pheromosa though.
252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 144+ SpD Sableye-Mega: 142-168 (46.8 - 55.4%) -- guaranteed 2HKO after 1 layer of Spikes (or after SR)

252 SpA Life Orb Protean Greninja Ice Beam vs. 0 HP / 4 SpD Latios: 299-354 (100 - 118.3%) -- guaranteed OHKO

252 SpA Life Orb Protean Greninja Ice Beam vs. 0 HP / 0 SpD Latias: 260-307 (86.3 - 101.9%) -- 87.5% chance to OHKO after Stealth Rock

252 SpA Life Orb Protean Greninja Hydro Pump vs. 252 HP / 252+ SpD Excadrill: 374-445 (88.2 - 104.9%) -- guaranteed OHKO after 1 layer of Spikes

252 SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 4 SpD Skarmory: 218-257 (65.2 - 76.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Protean Greninja Hydro Pump vs. 252 HP / 4 SpD Skarmory: 265-313 (79.3 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Greninja Hidden Power Electric vs. 252 HP / 4 SpD Skarmory: 289-343 (86.5 - 102.6%) -- 87.5% chance to OHKO after Stealth Rock

4 Atk Life Orb Protean Greninja Gunk Shot vs. 248 HP / 192 Def Tapu Fini: 242-289 (70.5 - 84.2%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Protean Greninja Ice Beam vs. 248 HP / 0 SpD Zapdos: 354-421 (92.4 - 109.9%) -- 56.3% chance to OHKO (guaranteed OHKO after SR)

252 SpA Life Orb Protean Greninja Ice Beam vs. 248 HP / 244+ SpD Zapdos: 252-299 (65.7 - 78%) -- 25% chance to OHKO after Stealth Rock
 
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Scolipede @ Waterium Z
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Aqua Tail
- Spikes
- Poison Jab

Scolipede has spikes, and the ability to take down many of the hazard removers that try to switch into it.

+2 252+ Atk Scolipede Poison Jab vs. 0 HP / 0 Def Latios: 288-339 (96.3 - 113.3%) -- 75% chance to OHKO
+2 252+ Atk Scolipede Aqua Tail vs. 4 HP / 0 Def Excadrill: 542-638 (149.7 - 176.2%) -- guaranteed OHKO
+2 252+ Atk Scolipede Poison Jab vs. 0 HP / 0 Def Pheromosa: 511-603 (180.5 - 213%) -- guaranteed OHKO
+2 252+ Atk Scolipede Poison Jab vs. 248 HP / 192 Def Tapu Fini: 360-426 (104.9 - 124.1%) -- guaranteed OHKO
+2 252+ Atk Scolipede Hydro Vortex (175 BP) vs. 248 HP / 244+ Def Zapdos: 281-331 (73.3 - 86.4%) -- 81.3% chance to OHKO after Stealth Rock
 
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Leo

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MPL Champion
Reserving SD Chomp

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Outrage
Lum SD Chomp is a pretty cool set that hasn't seen much usage since mid ORAS but that has a cool niche in being able to get rocks up against Sab. Thanks to SD it's also able to pressure some common Defoggers which helps it keeping rocks up. Focus Sash and Life Orb are cool options that let it get rocks up against Latios and Tapu Fini with more ease.
 
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why is kartana a hazard remover and not skarmory


Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn

Got this set from TDK, Groundium allows you to 100% KO Max Physdef Sableye with EQ followed by Tectonic Rage (252+ Atk Landorus-Therian Earthquake vs. 248 HP / 252+ Def Sableye-Mega: 120-142 (39.6 - 46.8%) -- guaranteed 3HKO), and has enough firepower to afford jolly if you prefer that. You should also be able to get away with earth plate here but you would need an adamant nature to consistently beat all sab. Knock Off is here for skarmory since generally you'll be facing stall if you face msab, and you would pair lando with a magnezone to get that out of the way. Lando beats drill 1v1 and a strong Tectonic Rage + EQ can allow you to remove fini to set up rocks again (or just prevent defog depending on the prior damage it has taken).
 

Duck Chris

replay watcher
is a Pre-Contributor
Clefable!


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunderbolt
- Soft-Boiled

this is the standard set, used a lot at the end of ORAS and still useful now. Keeps Sableye from switching in for free with moonblast, while also providing a check to defog Latis.
Thunderbolt is actually an interesting tech for SM OU as it does more damage to Tapu Fini than Moonblast, while also hitting Skarmory, allowing Clefable to deal with the two most common defog users right now, as well as some general utility for stuff like Gyarados or Celesteela.
Thunder wave can be used as an additional weapon against set up sweepers or Latios if you don't want to use thunderbolt.
 
Garchomp @ Groundium Z
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Outrage

If it's obvious that your rocker is Garchomp, then they will likely switch into their M-Sableye to stop the rocks from getting up, and on the following turn you can smash them with a +2 Tectonic Rage that always OHKOes.

+2 252 Atk Garchomp Tectonic Rage (180 BP) vs. 248 HP / 252+ Def Sableye-Mega: 363-427 (119.8 - 140.9%) -- guaranteed OHKO

Garchomp is also capable of getting rocks up against Excadrill and Zapdos lacking HP Ice, though the rest of the Pokemon on the list are rocky because they either wall Garchomp or have coverage moves to OHKO or heavily dent it. However, Tapu Fini is easy to wear down since Garchomp's Earthquake still does quite a bit and it lacks reliable recovery, and Pheromosa and Latios can only revenge kill it (and Pheromosa takes chip damage from Rough Skin)
 
I have a Do you give reasons for why the other entries didn't make the cut later or is that a one-time thing?

Also I'm gonna call ask for a reservation on TTar here. I have a rather simple set in mind
 

6ft Torbjorn

formerly JoycapJoshST
This week is all about entry hazards!
Objective: Find a hazard setter which is capable of ensuring that hazards are consistently on the field.
The Pokemon you submit must have access to either Stealth Rock or Spikes; Toxic Spikes and Sticky Web do not apply here. In addition, the Pokemon must be capable of achieving at least one of the following conditions:
  • The Pokemon is able of circumventing Mega Sableye.
  • The Pokemon can ensure that entry hazards stay up against one or more of the following hazard removers on a consistent basis:
    • Latios / Latias
    • Excadrill
    • Pheromosa
    • Skarmory
    • Tapu Fini
    • Zapdos
Best of luck to everyone!
Beats MegaSab, and hazard control... let's see...

I think the main thing we have to be asking ourselves is "which defoggers WOULD we see on SabStall?". from what I see - Two of these can be seen on Mega Sableye stall (Zapdos and Skarmory), and I think I have something that can beat both, as well as dent Sab at the same time:

golem-alola-shiny.gif

Golem-Alola @ Shed Shell
Ability: Galvanize
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Double-Edge

Can anyone see where this is going?
  • 252+ Atk Galvanize Golem-Alola Double-Edge vs. 248 HP / 112 Def Sableye-Mega: 184-217 (60.7 - 71.6%) -- guaranteed 2HKO
  • 252+ Atk Golem-Alola Stone Edge vs. 248 HP / 244+ Def Zapdos: 272-324 (71 - 84.5%) -- 75% chance to OHKO after Stealth Rock
  • 252+ Atk Galvanize Golem-Alola Double-Edge vs. 252 HP / 252+ Def Skarmory: 278-330 (83.2 - 98.8%) -- 68.8% chance to OHKO after Stealth Rock
The fact that Galvanize makes this thing such as strong wallbreaker is one thing - but having this set specialized for sniping key targets on Stall also makes it fit for the job. Shed Shell also helps me against the dreaded Dugtrio as well (declared 'not guilty' from the recent suspect). I'm aware that LO or Magnet Pull + Z-Wild Charge COULD be a better option vs key targets like Skarm... but we end up committing suicide vs Duggy, and we really DON'T want to do that.

Once Sab is weakened (or killed), Rocks are free to go up - and teammates can go to town!
 
Tyranitar @ Leftovers / Focus Sash
EVs: 252 ATK/HP. 4 Speed, Nature: Adamant
- Stealth Rock
- Taunt
- Earthquake
- Crunch / Pursuit / Thunder Fang / Stone Edge

While TTar is not Mega-Sableye proof it can still fulfill the 2nd condition, mainly preventing the opponent defogger from defogging. In this case the move choices are:

  • Stealth Rock: The entry hazard of choice, this is better than Spikes for two reaosns, mainly that it takes less turns to get tot he same level of power as 3 layers of Spikes, and that it takes the type chart into account, which while weakens it against types that resist rocks, also allows it to make dealing with Flying, Ice and Fire-types much easier. Thus became the single widely used moved in the Metagame during its introduction in Generation IV.
  • Taunt: The pros of this are rather obvious, If Taunt is used, then the opponent is forced to use attacking moves. Meaning that they cannot be used to remove the entry hazards.
  • Earthquake: mainly so that it has a general all around attack that can knock out or weaken foes (provided it isn't flying-type or has levitate. As a bonus. it hits Excadrill for Supereffective damage.
  • The last slot is dependent on which defogger you want to take out.
    • Crunch is the main STAB attack useful for taking out the Dragons, but only them as Sableye, and the rest of the defoggers resists them
    • Pursuit: the same, but only for pokemon that try to flee.
    • Thunder Fang hits Tapu Fini hard as the fairy type do not resist electric.
    • Stone Edge is for Pheremosa, and more importantly, Zapdos. Also being a STAB option.
    • More specialized options would be Aerial Ace for Pheremosa, Fire Fang for Pheremosa and Skarmory, Brick break for Excadrill or Shadow Claw for the Latis but those are either weaker or too specialized.
  • Leftovers is used to restore heath, though a Figi berry would also be useful for that purpose. Focus Sash is for Pheremosa matchups.
Pros and Cons:
  • As I mentioned before, it is not Sableye-proof. Taunt can and will be Bounced Back and there is a possibility that Sableye will not mega-evolve immediately, allowing it to Taunt-YOU back and prevent you from setting up rocks.
  • It has a weakness to Fairy, Water and Fighting-types. Meaning that Tapu Fini might be a problem matchup wise.
  • The most crippling factor here...a low 61 Base Speed. It might be able to outspeed Skarmory with a little investment but Lati@s would still get a free turn in to Defog. Pheremosa is just out of its league and it will can use High Jump Kick. For cases like this, I'd recommend a Focus Sash and killing the roach ASAP
  • Skarmory has a monstrous defense, so even Supereffective hits would be a problem unless you run Special Attack moves with a stat to match.
  • Excadrill can use Sand Rush, which means that Sand Stream would lead to more problems. For this I'd recommend Unnerve.
  • Nothing (not even Dugtrio can keep half of them in, and the half it does trap can just kill it or U-Turn out) can prevent the taunted from switching out.
Calcs:
  • 252+ Atk Tyranitar Crunch vs. 0 HP / 0 Def Latias: 320-380 (106.3 - 126.2%) -- guaranteed OHKO
  • 252+ Atk Tyranitar Crunch vs. 0 HP / 0 Def Latios: 356-420 (119 - 140.4%) -- guaranteed OHKO
  • 252+ Atk Tyranitar Stone Edge vs. 248 HP / 244+ Def Zapdos: 296-350 (77.2 - 91.3%) -- guaranteed OHKO after Stealth Rock
  • 252+ Atk Tyranitar Stone Edge vs. 252 HP / 252+ Def Skarmory: 105-124 (31.4 - 37.1%) -- 83.8% chance to 3HKO after Stealth Rock and Leftovers recovery
  • 252 Atk Life Orb Pheromosa High Jump Kick vs. 124 HP / 8 Def Chople Berry Tyranitar: 525-619 (141.1 - 166.3%) -- guaranteed OHKO
  • 252+ Atk Tyranitar Stone Edge vs. 0 HP / 0 Def Pheromosa: 393-463 (138.8 - 163.6%) -- guaranteed OHKO
  • 0 SpA Tapu Fini Moonblast vs. 124 HP / 0 SpD Tyranitar: 198-234 (53.2 - 62.9%) -- guaranteed 2HKO
  • 252+ Atk Tyranitar Stone Edge vs. 248 HP / 192 Def Tapu Fini: 138-163 (40.2 - 47.5%) -- 2% chance to 2HKO after Stealth Rock and Leftovers recovery
  • 252 Atk Life Orb Excadrill Earthquake vs. 124 HP / 8 Def Tyranitar: 400-476 (107.5 - 127.9%) -- guaranteed OHKO
  • 252+ Atk Tyranitar Earthquake vs. 4 HP / 0 Def Excadrill: 372-438 (102.7 - 120.9%) -- guaranteed OHKO
  • 252+ Atk Tyranitar Stone Edge vs. 248 HP / 252+ Def Sableye-Mega: 114-135 (37.6 - 44.5%) -- 2.3% chance to 2HKO after Stealth Rock
Final Thoughts:

It is a simple strategy, but it appears that Tyranitar might not be able to use it effectively, for one it can't dent Fini or Skarmory, it needs, considerable speed investment to outspeed Skarmory (said investment being the basis of the calcs, and this is assuming that Skarmory is uninvested) and while it could potentially 2HKO Sableye if not burned, but trying it would take too long and Sableye would be given free reign with burns. TTar has the best matchups against the Latis and Zapdos. Regardless I find the Taunt strategy to be something to consider in general, but I feel like there might be a better taunter for this. One that can assuredly kill Sableye.
 
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I would like to bring up Sash Excadrill. While only finding its way in highly offensive teams, especially sash spam ones, lead Excadrill is a potent manner to both set up and remove rocks.



Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Toxic


First of all, it can set up rocks vs. Mega Sableye, allowing Offense teams to force a switch into the defogger (primarily Skarmory) or live with the rocks on the field, deal gradual (though recoverable) damage, as well as breaking Dugtrio's sash. It runs Toxic for Landorus-T which it cannot touch otherwise. This can also encourage Lando-T to kill you off with an EQ instead of perpetually repeating the "Lando used SR, Excadrill used Rapid Spin" scenarios, which would probably wear you down (and eventually kill you) should the Lando variant be a Rocky Helmet one. Spin is there to ensure that other lead rockers will NOT get their hazards up. Rapid Spin is pretty self explanatory, but is one of the distinguishing features of Excadrill, which render it (in my opinion) as the sole other decent Spinner in the OU metagame (along with Pheromosa).

Tapu Fini cannot really do anything to lead drill, unless it runs Scald (I don't really think that you should care about Nature's Madness, so whatever), so you can wear it down with Earthquake while it is trying to remove your rocks.

Lead Excadrill can unfortunately not touch Skarmory, which is a problem.

It fairs well against opposing Excadrills due to the Focus Sash (unless your opponent is also using sash drill, which creates an interesting game of speed ties, lol).

PS: Thank you for allowing me to reserve this one. :)
 
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Martin

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I have a Do you give reasons for why the other entries didn't make the cut later or is that a one-time thing?
Originally I was going to do this every week, but after me and TP spent three hours straight going over entries+deciding on what to do as a theme I just had no energy left for it at all. I might sometimes do that, but don't expect it to be a regular thing.
 
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