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

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Toad

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Sludge Bomb / earthquake
- Knock Off

Mega Sableye
It doesn't like taking scald burns or sludge bombs, so when they switch to their cleric to heal, you just bop em with knock off.

Latios / Latias
Can't do much against these other than threaten knock off. LO/specs Draco are too risky to chance staying in on. Pair with Mega Metagross to handle this stuff well.

Excadrill
Scald 2hkoes and EQ doesn't 2kho if it's not a choice set. You could opt to run EQ over sludge bomb, but it hurts your matchup against fini.

Pheromosa
Eh. Screw this thing. You can threaten to burn, but it's not worth staying in.

Skarmory
Scared of scald and knock off. You can just keep setting in its face.

Tapu Fini
Sludge bomb and knock off are really disliked by fini, since they hamper its unrecoverable HP total. Moonblast 3HKos, so you can set rocks and then scare it out with sludge. Water absorb is also nice in the matchup, since going to a steel, will make fini either switch or scald, which you can come back in on.

Zapdos
Again, scald and knock off are just a pain for Zapdos. Zap can't hurt you unless it's either toxic or HP grass. The latter is obviously rare, but for toxic sets (and if your team is weak to status) you can run chesto-resto in place of sludge bomb.
 
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Anish

luckynbad
is a Tiering Contributor Alumnus
reserving Mega Metagross

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch / Bullet Punch / Zen Headbutt / Earthquake
- Stealth Rock
- Thunder Punch
- Meteor Mash

Mega Metagross might seem like an odd choice for a rocker, and isn't the best set on this OU Titan, because it faces competition from other moves on Metagross. However, it does have a number of key traits that give it a clear niche, over other rockers. It can pressure most common defoggers,and could come in on a lot of threats and set rocks. It can often act like role compression, because it keeps a lot of Metagross Mega's key traits, like checking Lele, and having a lot of natural bulk. It also can have a surprise factor, and can help bluff rocks on Pokémon like Offensive Lando, which can use RP and surprise your opponent, if you haven't revealed this Meta set.

Matchup vs Common Defoggers/Spinners/Sableye

Excadrill: Offensive Rocks Drill has a 50% chance to die to Ice Punch before Rocks, and 80% after rocks, while Mega Metagross can take an EQ from any non LO Drill if necessary. It can also OHKO with Earthquake / H Arm if carrying it, but Excadrill is still annoying.

Latios: Standard Latios sets get forced out by Mega Metagross, and can't do too much to Metagross.

Pheromosa: BP sets hit Mosa, and Metagross takes a hit from every Spin set bar Fightium Z, so if rocks up or mosa gone are more important, it can potentially stay in. Nevertheless, Pheromosa can be annoying.

Sableye Mega: Mega Metagross 2HKOs non max Physical Defensive Sableye with Meteor Mash. Dugtrio traps this unless Metagross carries Bullet Punch, but even if Dugtrio does so, the team still has rocks up, if it can play agressively and pressure Skarmory. Max Phys Def Sab does pressure Metagross though , and Meta's only way to beat it is hax.

Skarmory: Thunder Punch pressures Skarmory. Skarmory can't do much back either , so PP stalling Defog could be an option to (not recommended v Sab/Dual Defog stall, as it forces way too many 50/50s, more vs balances). Nevertheless, Skarmory is probably the best remover versus Metagross, if it's at full HP.

Tapu Fini:
It can not do too much to Metagross aside from NM while both Mash and T Punch can easily force it out , since it has 0 recovery. Meta can also force it out and set rocks, though taking NM chip might not be worth it in some cases.

Zapdos: Mega Metagross can pressure it with Ice Punch if it carries it, to 2HKO. If it carries Zen it can fish for the flinch, since Zapdos can not OHKO back. Otherwise, Zapdos walls this.
 
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Nihilego @ Focus Sash
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Power Gem
- Sludge Wave
- Hidden Power Fire

Sash Nihilego nets clean 2HKOs with its STABs vs Tapu Fini, Zapdos, and Skarmory; save for Iron Head Skarmory, none of these threaten Nihilego out. HP Fire will 2HKO non-bulky Excadrill, but if that isn't a concern, HP Ice is good too. Life Orb will let it 2HKO physically defensive Mega Sableye, but Nihilego is trapped by Duggy so who gives a shit.
 

Nihilego @ Focus Sash
Ability: Beast Boost
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Power Gem
- Sludge Wave
- Hidden Power Fire

Sash Nihilego nets clean 2HKOs with its STABs vs Tapu Fini, Zapdos, and Skarmory; save for Iron Head Skarmory, none of these threaten Nihilego out. HP Fire will 2HKO non-bulky Excadrill, but if that isn't a concern, HP Ice is good too. Life Orb will let it 2HKO physically defensive Mega Sableye, but Nihilego is trapped by Duggy so who gives a shit.
I'm obligated to comment on how disgusting this set is
 

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes / Stealth Rock
- Leech Seed
- Knock Off
- Power Whip

Ferrothorn is a great hazard setter thanks to its defensive typing and bulk, allowing it to set hazards against many threats, including defensive Landorus-T, Tapu Koko, Mega Metagross without Hammer Arm, and Ash Greninja. With Power Whip and or Knock off, it can beat Latios and Tapu Fini, the tier's 2 most common defoggers.
 
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Heatran @ Grassium Z
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Solar Beam
- Stealth Rock

Beats Ferro, non-Scarf/Sand Rush Excadrill, Tapu Fini, Skarm, Sableye, and Zapdos if SR were up and it's not SpDef. The extra utility from Magma Storm trapping things and residual damage is nice too.

Bloom Doom also means Fini can't Defog on you safely because it gets trapped with Storm and blown away by Bloom Doom.
 
Terrakion
Terrakion @ Rockium Z
Ability: Justified
EVs: 252 Atk/252 Spe/ 4 HP
Jolly Nature
- Stone Edge
- Swords Dance
- Close Combat
- Stealth Rock
The goal of terrak is to kill the opposing hazard remover and then get rocks.
Calcs
+2 252 Atk Terrakion Continental Crush (180 BP) vs. 248 HP / 252+ Def Sableye-Mega: 360-424 (118.8 - 139.9%) -- guaranteed OHKO
+2 252 Atk Terrakion Continental Crush (180 BP) vs. 248 HP / 176 Def Tapu Fini: 445-525 (129.7 - 153%) -- guaranteed OHKO( So they cant switch fini in) or
+2 252 Atk Terrakion Continental Crush (180 BP) vs. 248 HP / 192+ Def Tapu Fini: 399-471 (116.3 - 137.3%) -- guaranteed OHKO
252 Atk Terrakion Continental Crush (180 BP) vs. 248 HP / 244+ Def Zapdos: 474-558 (123.7 - 145.6%) -- guaranteed OHKO or
252 Atk Terrakion Stone Edge vs. 248 HP / 244+ Def Zapdos: 264-312 (68.9 - 81.4%) -- 50% chance to OHKO
+2 252 Atk Terrakion Continental Crush (180 BP) vs. 252 HP / 252+ Def Skarmory: 331-391 (99.1 - 117%) -- 93.8% chance to OHKO
252 Atk Terrakion Close Combat vs. 252 HP / 0 Def Excadrill: 590-696 (139.1 - 164.1%) -- guaranteed OHKO

Latios and pheromosa beat you but cannot switch in
252 Atk Terrakion Continental Crush (180 BP) vs. 0 HP / 0 Def Latios: 352-415 (117.7 - 138.7%) -- guaranteed OHKO
252 Atk Terrakion Continental Crush (180 BP) vs. 0 HP / 4 Def Latias: 318-375 (105.6 - 124.5%) -- guaranteed OHKO

252 Atk Terrakion Continental Crush (180 BP) vs. 0 HP / 0 Def Pheromosa: 627-738 (221.5 - 260.7%) -- guaranteed OHKO
 
Ok so here is a cool rocker that no one has mentioned yet.



Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Sludge Wave
- Stealth Rock


Nidoking is a very nice breaker vs balance/bulky offense because of its strength and coverage. It forces out so many popular pokemon on bulkier/balance builds (Lando, tangrowth, fini, toxapex, etc etc). What also makes Nidoking a great hazard setter is its match up vs the most popular hazard remover in the game: Tapu Fini. Nidoking threatens Fini with Sludge Wave and can come in for free on Fini's lacking water coverage to force it out and set rocks back up. BTW it also has access to Toxic Spikes which is a nice option on certain teams.

252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. 248 HP / 16+ SpD Tapu Fini: 283-335 (82.5 - 97.6%) -- 62.5% chance to OHKO after Stealth Rock


Nidoking is also great at keeping rocks up vs stall because earth power 2hkos mega sableye and skarm gets 2hkod by ice beam and literally cannot touch you. Not like Nido is breaking Chansey but rocks are staying up which breaks sturdy on Skarm and sash on dugtrio, improving match up vs stall a ton. Nido can also break through mons like Toxapex and Clefable if you can weaken/remove Chansey.

252 SpA Life Orb Sheer Force Nidoking Earth Power vs. 248 HP / 0 SpD Sableye-Mega: 165-196 (54.4 - 64.6%) -- guaranteed 2HKO

252 SpA Life Orb Sheer Force Nidoking Ice Beam vs. 252 HP / 4 SpD Skarmory: 166-196 (49.7 - 58.6%) -- 99.6% chance to 2HKO


Ok so those are the two most important match ups for any hazard setter in my opinion - vs fini and vs stall. Here are the match ups vs the other pokemon in the requirements post.

Zapdos - Nidoking outspeeds and has a 68.8% chance to OHKO with ice beam after rocks, heat wave only 3hkos back. Rocks are staying up.

252 SpA Life Orb Sheer Force Nidoking Ice Beam vs. 248 HP / 0 SpD Zapdos: 273-322 (71.2 - 84%) -- 68.8% chance to OHKO after Stealth Rock
0 SpA Zapdos Heat Wave vs. 0 HP / 4 SpD Nidoking: 105-124 (34.6 - 40.9%) -- guaranteed 3HKO

Excadrill - Jolly drill outspeeds and OHKOs, but if it is Adamant/bulky then Nidoking outspeeds it. Kind of a 50/50 whether you stay in predicting spin or switch out on EQ.

Pheromosa - very unreliable as spinner. Ice beam from Phero does 91.7-107.8 to Nidoking uninvested but obviously Nido OHKOs back. Phero can force Nido out but its not like it can come in for free and spin.

Latios- Hardly every this mon anymore. Psyshock OHKOs Nido but Ice Beam has a chance to OHKO Latios with rocks up so it's not like Lati switches in/defogs for free. Kind of a 50/50 similar to vs Excadrill because you can stay in predicting defog and ice beam the Lati.

252 SpA Life Orb Sheer Force Nidoking Ice Beam vs. 0 HP / 4 SpD Latios: 229-270 (76.5 - 90.3%) -- 18.8% chance to OHKO after Stealth Rock
 
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Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Sorry for closing this late. I meant to do it last night after a tour match (I lost :mad:) and then I completely forgot to do it.

Winners:

Me and TP had a hard time picking 2-3 winners this week 'cause there are about five which are roughly as good as each other for various reasons ranging from well-justified creativity to just general consistency as picks, so yeah a pretty large number of winners this time around. This is a one-off thing: it won't be a regular occurrence.

In no particular order:
by NukedNukem
by FlamingVictini
by Duck Chris
by feel da rain
by AnishSomani

Leooo_33 your submission was dropped due to being left for 24 hours, and NukedNukem did SD+SR Garchomp before you edited your submission. This is the reason why he won over you (first completed submission gets priority provided that it follows reservation rules). Please make sure to check any dropped reservations are not taken in future.

Virizain the set you submitted was not substantially different from the set Duck Chris submitted 4 days earlier, and as such he won due to the first completed submission having priority over re-submissions when choosing.

Just a message to everyone, but in future if you want to submit a set for a Pokemon that has already been submitted it is important that you make sure that your submissions differ substantially with regards to how they function before submitting, and make sure to read previous submissions and reservations before submitting. Also don't forget that if the reservation hasn't been edited in 24 hours it is fair game to take it, and if you take more than 24 hours on a submission it is important that you check that someone else hasn't picked up the reservation you dropped before you edit your reservation post or post your completed post.

With that all said and done, week 4 will be up shortly.
 

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
Coming up with and stockpiling themes for this project is a significantly bigger undertaking than it has been for the projects I have hosted in the past, so I genuinely massively appreciate the huge level of support that people are showing for this project and thank everyone for being patient with it :D

Week 4:
A Pokémon which can help its team circumvent VoltTurning strategies.
These were kinda tricky to iron out due to the nature of VoltTurning as a strategy, so yeah any feedback on how to improve these is appreciated.

The Pokemon must be capable of punishing two or more of the following VoltTurners:
  • Mega Scizor
  • Tapu Koko
  • Landorus-T
  • Pheromosa
  • Rotom-W
  • Magearna
In addition to this, the Pokemon must meet one of the following criteria:
  • The Pokémon has a means of consistently punishing the regular switching that VoltTurn entails.
  • The Pokémon has a means of shutting down VoltTurning methods.
  • The Pokémon has a means of directly punishing the VoltTurning method that the Pokemon uses.
Best of luck to everyone :)
 
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Duck Chris

replay watcher
is a Pre-Contributor
EDIT:screw tiers, reserving Chesnaught


Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Synthesis
- Spiky Shield
- Drain Punch

Chesnaught is a pretty interesting choice for anti-VoltTurn strategies. Spikes are a key choice to punish the common switches used by these teams, wearing down popular u-turners such as Scizor, Pheromosa, and Greninja. Synthesis is chosen over Leech Seed as the opponent isn't staying in for long periods of time usually. Spiky Shield is key to get some extra damage on potential U-turners, scout Choiced pokémon or potential Brave Birds from Tapu Koko, and gain extra leftovers recovery. Drain Punch punishes common steel types such as Heatran or Magearna, while gaining more health to offset u-turn damage.

Grass fighting is a pretty solid typing for this role, being neutral against bug and resisting electric, and Chesnaught's high HP and defence, as well as marginally decent special defence, make it perfect for stopping the volt-turn train.
 
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Anish

luckynbad
is a Tiering Contributor Alumnus
reserving gastrodon and amoonguss

Amoonguss @ Eject Button
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Spore
- Giga Drain
- Sludge Bomb / Clear Smog
- Hidden Power [Fire] / Stun Spore / Foul Play / Clear Smog

Amoonguss is a pretty cool mon, but this set utilizes one of its key traits, regenerator giving recovery + lack of a need for recovery for it. Eject Button , although extremely gimmicky, blocks pivoting moves and allows you to switch into a mon without him switching, which allows Pokémon like Magearna to be trapped by partners like Dugtrio. It also lets M Scizor get trapped by alternative partners like Magnezone, and also helps force switches. It can often catch people off guard ( M Sciz might click Turn to avoid Mag trapping it, while Magearna might believe rocks were up so Duggy couldn't trap it. This also helps with the other Pokémon in the list, with Amoonguss still providing partners free switchins for partners on said mons, like a switch of a mon like Zard Y or Volcarona on Magearna . This set also has additional utility with Dugtrio, as you would not need to hard Duggy onto Pokémon like Chansey, or other Pokemon it doesnt enjoy switching into with its mediocre bulk stat, but could safely click Amoonguss, and can catch people off guard.

The EVs are simply Max HP / Max SpD, to improve your chance to take on Scarf Mosa the best you can, after you use up your Eject Button. Clear Smog can sometimes be not able to work due to the nature of Eject Button, but still has its merits. The fillers are really team dependent, (for example if u use this + magnezone you might not run hp fire).

A similar set could also be run on Toxapex and Alomomola, but I feel if used mainly to prevent common Volt Turners, the latter twos weakness to Volt Switch means that Amoonguss is slightly more handy, though the latter two trap other Pokemon like Heatran better.
 
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast / Toxic

Just like other Ground-type mons and Electric-immune mons, Garchomp discourages the use of Volt Switch and can setup SR as the opposing mon hard-swtches out. What's more is that, due to the Rocky Helmet + Rough Skin combination, the use of U-turn against this specific Garchomp (not as popular as it was in ORAS, but still viable) will, most of the time, hurt the opposing mon more than Garchomp itself (29% without recoil moves/items).

As for the targeted VoltTurners, M-Scizor can't even touch TankChomp without harming itself, and the latter can either KO it with Fire Blast (after RH+RS and SR) or phaze it out with Dragon Tail (if Toxic). Against Tapu Koko, TankChomp can be at risk of being KOed (HP Ice/Dazzling 2HKOes), but it doesn't change the fact that TankChomp punishes Koko's usage of either Volt Switch or U-turn (if Koko is equipped with a LO, it'll lose about 40% of its health everytime it U-turns on TankChomp). Moreover, even without Atk investment, TankChomp still OHKOes Koko with Earthquake. Finally, Lando-T and Rotom-W can both get Toxic'd by TankChomp (and Lando-T's repeated U-turns can make it wear itself pretty quickly), but they also can cripple it with HP Ice and Will-O-Wisp respectively.
 
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quziel

I am the Scientist now
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Top CAP Contributoris a Contributor to Smogonis a member of the Battle Simulator Staff
Choice Scarf Dugtrio


A lot of volt-turn's effectiveness comes from being able to pivot into the perfect check to whatever play your opponent chooses, and if a volt-turner is removed from play, the team can struggle to effectively deal with opposing threats. Choice Scarf Dugtrio cannot come in freely vs many of Volt-Turn's typical members, except vs a Volt Switch, but its ability to straight up remove Tapu Koko, Non-scarf pheromosa, and easily remove a chipped magearna from play can let it easily cripple Volt-Turn if its able to get in without being KO'd on swap in.

In terms of punishing typical volt-turn play patterns, its mere existence can dissuade opponents from ever clicking volt-switch, and it can easily revenge the opponent if they click any move that isn't u-turn or volt-switch, which can make opposing teams easier to predict, as well as its ability to remove key volt-turn members.

Set:
Dugtrio @ Choice Scarf
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Earthquake
- Reversal
- Stone Edge

252 Atk Dugtrio Aerial Ace vs. 0 HP / 0 Def Pheromosa: 468-552 (165.3 - 195%) -- guaranteed OHKO
252 Atk Dugtrio Earthquake vs. 0 HP / 0 Def Tapu Koko in Electric Terrain: 312-368 (111 - 130.9%) -- guaranteed OHKO
4- Atk Life Orb Tapu Koko U-turn vs. 0 HP / 4 Def Dugtrio: 116-136 (54.9 - 64.4%) -- guaranteed 2HKO
252 Atk Dugtrio Earthquake vs. 248 HP / 0 Def Magearna: 242-288 (66.6 - 79.3%) -- guaranteed 2HKO
252+ SpA Magearna Flash Cannon vs. 0 HP / 0 SpD Dugtrio: 193-228 (91.4 - 108%) -- 50% chance to OHKO


In summary, Scarf Trio can remove Non-Scarf Pheromosa from play, makes volt switch much riskier for Tapu Koko and Magearna, and easily traps and KOs Tapu Koko and Pheromosa, as well as even slightly damaged Magearna.
 


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Ferrothorn can punish Volt-Turn in a multitude of ways. It has Iron Barbs to deal residual damage to U-Turners, and a grass typing that resists Volt Switch. So it can sit in front of actual turning moves all day.
In addition, Ferrothorn can punish the frequent switching of Volt-Turners through its use of Spikes. Spikes can wear down Magearna, Tapu Koko, Pheromosa, and Mega Scizor (even though it probably has Roost). Pheromosa is especially significant because one round of Iron Barbs recoil + Spikes puts it in range of priority such as Mega Metagross's Bullet Punch or Specs Greninja's Water Shuriken (before transforming).
Ferrothorn walls Tapu Koko, and takes Magearna and Rotom-W's STABs, and can wear them down with either Power Whip or Gyro Ball.
 
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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power Ice
- U-turn

landorus-t is a great punisher of U turn because helmet forces the user to take 16% upon use, weakening it for other attacks. Being immune to volt switch is also nice as it can pivot into a predicted volt switch and fire off a free earthquake or u-turn, but it needs to watch out for fleur cannon and hp ice from magearna and koko respectively.
 
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Reserving Tangrowth

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
Sleep Powder
Giga Drain
Knock Off
Hidden Power [Fire]
Rocky Helmet Tangrowth can repeatedly come in on pokemon like Landorus-T, chip it with rocky helmet, and then switch out due to regenerator. Defensive LandoT cannot do anything in return and slowly gets worn down. It also checks Rotom-W reliably, however it does not pressure it much as rotom can freely click volt switch. Tapu Koko are played differently if they see that you have a rocky helmet Tangrowth in hand. Tapu Koko cannot 2hko before rocks even if you mispredict a u turn. Tangrowth can easily proceed to regenerate a considerable portion of its health back. Mega Scizor cannot do much damage before a swords Dance and cannot freely spam u turn, as the rocky helmet chip will eventually force it to roost. The damage done is barely more than how much Tangrowth regenerates. Tangrowth can pressure Scizor, when Scizor is clicking roost with hp fire.
Calcs

44 Atk Scizor-Mega U-turn vs. 248 HP / 212+ Def Tangrowth: 140-168 (34.7 - 41.6%) -- guaranteed 3HKO

0 Atk Scizor-Mega U-turn vs. 248 HP / 212+ Def Tangrowth: 138-164 (34.2 - 40.6%) -- guaranteed 3HKO

0 SpA Tangrowth Hidden Power Fire vs. 248 HP / 200 SpD Scizor-Mega: 156-188 (45.4 - 54.8%) -- 55.9% chance to 2HKO

0 SpA Tangrowth Hidden Power Fire vs. 248 HP / 132 SpD Scizor-Mega: 164-196 (47.8 - 57.1%) -- 90.2% chance to 2HKO
 
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AbrarWasee

formerly Train All
Reserving Mega Charizard Y
Not sure whether I have to punish to move VoltTurn or the users, if it is to punish the moves, Tank Chomp and Landorus-T are the best. If it is the Pokemons, Mega Charizard Y excels in this role.

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Mega Charizard Y is can easily punish Mega Scizor, Pheromosa, and Magearna. Against Landorus-T and Rotom-W, it has to be a bit careful though. But since Landorus-T can not outspeed Charizard Y, and Double Dance variants don't have U-turn, it only faces problem with Choice Scarf, but it does not want to be locked in Stone Edge. All variants are OHKOed by Fire Blast. And about Rotom-W, it has a good chance to be OHKOed by Charizard's Solar Beam without Stealth Rock, and guaranteed after Stealth Rock. And Charizard will always survive a Volt Switch. The only problem is Tapu Koko, but it can never switch in on Sun. So all Charizard has to do is click Fire Blast every time. I guess some calcs would be nice.

252 SpA Charizard-Mega-Y Fire Blast vs. 248 HP / 200 SpD Scizor-Mega in Sun: 1036-1224 (302 - 356.8%) -- guaranteed OHKO.

252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 0 SpD Tapu Koko in Sun: 399-469 (141.9 - 166.9%) -- guaranteed OHKO.

252 SpA Magnet Tapu Koko Thunderbolt vs. 32 HP / 0 SpD Charizard-Mega-Y in Electric Terrain: 380-450 (124.5 - 147.5%) -- guaranteed OHKO, that's not cool.

252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 24 SpD Landorus-Therian in Sun: 366-432 (95.8 - 113%) -- 75% chance to OHKO.

252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 24 SpD Landorus-Therian in Sun: 366-432 (95.8 - 113%) -- guaranteed OHKO after Stealth Rock.

252 Atk Landorus-Therian Stone Edge vs. 32 HP / 4 Def Charizard-Mega-Y: 580-684 (190.1 - 224.2%) -- guaranteed OHKO.

+1 224+ SpA Pheromosa All-Out Pummeling (190 BP) vs. 32 HP / 0 SpD Charizard-Mega-Y: 231-272 (75.7 - 89.1%) -- guaranteed 2HKO.

252 SpA Charizard-Mega-Y Fire Blast vs. 0 HP / 32 SpD Pheromosa in Sun: 1254-1476 (443.1 - 521.5%) -- guaranteed OHKO.

252 SpA Charizard-Mega-Y Solar Beam vs. 248 HP / 20 SpD Rotom-Wash: 282-332 (93 - 109.5%) -- 56.3% chance to OHKO.

252 SpA Charizard-Mega-Y Solar Beam vs. 248 HP / 20 SpD Rotom-Wash: 282-332 (93 - 109.5%) -- guaranteed OHKO after Stealth Rock.

0 SpA Rotom-Wash Volt Switch vs. 32 HP / 0 SpD Charizard-Mega-Y: 140-168 (45.9 - 55%) -- 57% chance to 2HKO.

252 SpA Charizard-Mega-Y Fire Blast vs. 248 HP / 8 SpD Assault Vest Magearna in Sun: 368-434 (101.3 - 119.5%) -- guaranteed OHKO.

252+ SpA Choice Specs Magearna Volt Switch vs. 32 HP / 0 SpD Charizard-Mega-Y: 224-264 (73.4 - 86.5%) -- guaranteed 2HKO.


I think if you have read the calcs, your confusions would be cleared.
 
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Excadrill @ Rocky Helmet
Nature: Jolly, EVs: 252 Atk, Speed. 4 HP
Ability: Mold Breaker / Sand Rush
Moves:
- Swords Dance
- Earthquake
- Rock Slide / Aerial Ace
- Iron Head

Premise: Its a Modified SD set. Right out of the gate we have a Pokemon with a powerful type combination for countering Tapu Koko, Ground-type for thunder immunity and Steel type for 2 STAB types that hits Koko effectively and U-turn resistance, but that is only half of the criteria. Excadrill has access to Mold Breaker (ignores Rotom's Levitate), Aerial Ace (4 times the power against Pheromosa), Rock Slide to attempt to stop Landorus-T and of course, Earthquake for Magearna, Koko and chipping away at Scizor. Add Swords Dance to set up and ensure a kill on what comes in and a Rocky Helmet to chip away at U-Turners and I'd think we'd have a solid Pokemon for countering VoltTurn. The catch is that Pheremosa will be faster, and that while Mold Breaker ensures a hit on Rotom with Earthquake, Landorus' would still be immune, but you can get the drop on Phero with Sand Rush instead (provided Sandstorm is up).

Calcs:
  • +2 252 Atk Mold Breaker Excadrill Earthquake vs. 248 HP / 240+ Def Rotom-Wash: 464-548 (153.1 - 180.8%) -- guaranteed OHKO
  • 252 Atk Mold Breaker Excadrill Iron Head vs. 0 HP / 0 Def Pheromosa: 288-340 (101.7 - 120.1%) -- guaranteed OHKO
  • 252 Atk Mold Breaker Excadrill Aerial Ace vs. 0 HP / 0 Def Pheromosa: 580-684 (204.9 - 241.6%) -- guaranteed OHKO
  • 252 Atk Mold Breaker Excadrill Earthquake vs. 0 HP / 0 Def Tapu Koko in Electric Terrain: 386-456 (137.3 - 162.2%) -- guaranteed OHKO
  • +2 252 Atk Mold Breaker Excadrill Earthquake vs. 248 HP / 16+ Def Scizor-Mega: 226-267 (65.8 - 77.8%) -- guaranteed 2HKO
  • 252 Atk Mold Breaker Excadrill Earthquake vs. 248 HP / 0 Def Magearna: 300-354 (82.6 - 97.5%) -- guaranteed 2HKO
  • +1 252 Atk Excadrill Iron Head vs. 0 HP / 4 Def Landorus-Therian: 220-259 (68.9 - 81.1%) -- guaranteed 2HKO
Pros:
  • Immune to Volt Switch, resist U-Turn
  • STAB Earthquake for hitting Koko, Magearna and possibly Rotom and Swords Dance for the rest.
  • Able to hit either Rotom and Pheromosa if not scarfed.
  • Rocky Helmet for chip damage
  • Stop's Volt Switchers in their tracks.
Cons:
  • Gets threatened by Landorus-T easily because Excaldrill's quakes will not hit him but Lando's quakes will hit Excadrill. Intimidate also lowers Excadrill's attack.
  • Mold Breaker and Sand Rush are mutually exclusive, depending on the ability, Rotom or Phero would get free reign with their Water or Fighting STAB moves.
  • Even with Sand Rush, it naturally needs a Sandstorm to outspeed Pheromosa, and thus it needs outside support.
  • The reliance on the Helmet for chip damage means some vulnerability to Knock Off (and guess who has that move)
 
Last edited:

toshimelonhead

Honey Badger don't care.
is a Tiering Contributor


Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Scald
- Recover
- Toxic Spikes
- Haze

Toxapex is a "check" to VoltTurn spam. VoltTurn is a great way for offensive teams to bring in their win conditions. This is where Toxapex comes into play. Not only can it come in on Scizor and Pheromosa, but it can also set up Toxic Spikes to prevent grounded win conditions from a free setup. Scald has a chance to burn those not affected by Toxic Spikes. Regenerator is also nice for absorbing chip damage.
 
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