Project National Dex OU Next Best Thing: Cycle 34 - Medicham-Mega (Voting)

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Dorron

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My vote goes for Toxic set, so congrats ChrisPBacon for winning this cycle!

:ss/kommo-o:
Kommo-o is a great choice in HO teams thanks to its Belly Drum set! It can also be seen with its signature Z-move or a defensive set, although not being as reliable. It also stands a great but unused movepool I trust you will know how to take use of it. Good luck everyone!

Deadline: Sunday 20th
Banned Sets
 

Bored Pikachu

formerly Adib10
:ss/kommo-o:
Kommo-o @ poisonium z
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Clanging Scales
- Drain punch
- Dragon dance
- Poison Jab

Dragon dance is unpredictable and z poison hit fairy type such as Lele, Clefable and tapu bulu.

calc :
+1 252 Atk Kommo-o Acid Downpour (160 BP) vs. 252 HP / 252+ Def Clefable: 408-480 (103.5 - 121.8%) -- guaranteed OHKO
 
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:kommo-o: :Steelium Z:

Kommo-o @ Steelium Z
Ability: Bulletproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Clangorous Soul
- Clanging Scales
- Flash Cannon
- Flamethrower

Note: you can choose between all 3 abilities and be good to go. Imo Soundproof is better so you can guard against opposing kommo-o or use overcoat if you are paranoid with powder moves and weather chip. i'm using bulletproof since i'm lazy to change it

This set is a nuke, i was thinking about normalium boomburst but this turned out to be a nuke. It's pretty much up to the pink blobs to deal with menace defensively, and checking this offensively is not quite as easy as you would like even though it has decreased hp after the boost. you are pretty much restricted to using scarf tapu lele as a reliable revenge killer not relying the field having stealth rocks or not koko doens't really have the bulk to reliably take a corkscrew crash, let alone without rocks and scarf lando is reliant on the field being clean and remaining at full health, which is not an easy task considering how easy it is to lure it. and if the lando is defensive good luck. the kommo-o user can just flamethrower as the first attack since it still kos with clangling scales the following turn, allowing the dragon to take out the genie one on one. Oh and also no sane heatran user will switch it in unless they have confirmed all 4 moves so this set is both smart and stupid at the same time
17 Feb: Running out of time so i'm gonna edit this tommorow with more calcs hol on


19 Feb: done

21 Feb: included the underlines for lele and pex that i forgot for ease in reading but no one will at this point of time so nvm
Sp def Corviknight :corviknight:
+1 252 SpA Kommo-o Flamethrower vs. 252 HP / 212 SpD Corviknight: 224-264 (56 - 66%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Corviknight Brave Bird vs. +1 0 HP / 0 Def Kommo-o: 128-152 (43.9 - 52.2%) -- 67.2% chance to 2HKO after Stealth Rock

Sorry the bird isn't supposed to take such heats

Clefable(both magic guard and unaware) :Clefable:
+1 252 SpA Kommo-o Corkscrew Crash (160 BP) vs. 252 HP / 4 SpD Clefable: 474-558 (120.3 - 141.6%) -- guaranteed OHKO
+1 252 SpA Kommo-o Corkscrew Crash (160 BP) vs. 252 HP / 4 SpD Unaware Clefable: 316-374 (80.2 - 94.9%) -- 50% chance to OHKO after Stealth Rock

the turntables

Quagsire :quagsire:
+1 252 SpA Kommo-o Clanging Scales vs. 252 HP / 4 SpD Unaware Quagsire: 211-250 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery

Yea don't even think about recover pp stalling, and if the kommo-o user predicts with clanging scales on the switch say goodbye

Tapu Fini :Tapu-Fini:
+1 252 SpA Kommo-o Corkscrew Crash (160 BP) vs. 248 HP / 40 SpD Tapu Fini: 168-198 (48.9 - 57.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Multiple rounds of stealth rocks chip needed but tapu fini doesn't have reliable recovery and is usually tasked with dealing a lot of stuff that's most likely to be kommo-o's teammate

Landorus-t(first two are scarf, next ones are defensive) :Landorus-Therian:
+1 252 SpA Kommo-o Clanging Scales vs. 12 HP / 0 SpD Landorus-Therian: 271-319 (84.1 - 99%) -- 75% chance to OHKO after Stealth Rock
252 Atk Landorus-Therian Earthquake vs. +1 0 HP / 0 Def Kommo-o: 99-117 (34 - 40.2%) -- guaranteed 2HKO after Stealth Rock
+1 252 SpA Kommo-o Clanging Scales vs. 252 HP / 0 SpD Landorus-Therian: 271-319 (70.9 - 83.5%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Landorus-Therian Earthquake vs. +1 0 HP / 0 Def Kommo-o: 82-97 (28.1 - 33.3%) -- 66.4% chance to 2HKO after Stealth Rock
Git wrecked

Mega Mawile :Mawile-Mega:
+1 252 SpA Kommo-o Flamethrower vs. 92 HP / 0 SpD Mawile-Mega: 256-302 (96.9 - 114.3%) -- 81.3% chance to OHKO
252+ Atk Huge Power Mawile-Mega Sucker Punch vs. +1 0 HP / 0 Def Kommo-o: 39-47 (13.4 - 16.1%) -- 23.4% chance to 4HKO after Stealth Rock

Git blowtorched, stealth rocks seal the deal easily

Mega Swampert :Swampert-Mega:
+1 252 SpA Kommo-o Clanging Scales vs. 0 HP / 0 SpD Swampert-Mega: 207-244 (60.7 - 71.5%) -- guaranteed 2HKO
252 Atk Swampert-Mega Ice Punch vs. 0 HP / 0 Def Kommo-o: 150-178 (51.5 - 61.1%) -- 12.5% chance to OHKO after Stealth Rock
252+ Atk Swampert-Mega Ice Punch vs. 0 HP / 0 Def Kommo-o: 166-196 (57 - 67.3%) -- 12.5% chance to OHKO
252+ Atk Swampert-Mega Ice Punch vs. 0 HP / 0 Def Kommo-o: 166-196 (57 - 67.3%) -- 68.8% chance to OHKO after Stealth Rock

This is quite annoying but you can play around the mega swampert to let it be in range by with teammates' rocky helmet and other forms chip damage

Tapu lele :Tapu-Lele: (First spread is scarf)
252 SpA Kommo-o Corkscrew Crash (160 BP) vs. 0 HP / 4 SpD Tapu Lele: 258-304 (91.8 - 108.1%) -- 50% chance to OHKO
+1 252 SpA Kommo-o Corkscrew Crash (160 BP) vs. 80 HP / 0 SpD Assault Vest Tapu Lele: 258-304 (85.7 - 100.9%) -- 6.3% chance to OHKO
+1 252 SpA Kommo-o Corkscrew Crash (160 BP) vs. 80 HP / 0 SpD Assault Vest Tapu Lele: 258-304 (85.7 - 100.9%) -- 6.3% chance to OHKO

yea moonblast always ko even after the boost, and scarf variants outspeed you, but if you predicted correctly it's pretty much light's out for the opponent.

Toxapex :Toxapex:
252 SpA Kommo-o Clanging Scales vs. 252 HP / 152+ SpD Toxapex: 91-108 (29.9 - 35.5%) -- 23.8% chance to 3HKO after Stealth Rock and Black Sludge recovery
+1 252 SpA Kommo-o Clanging Scales vs. 252 HP / 152+ SpD Toxapex: 135-160 (44.4 - 52.6%) -- 84% chance to 2HKO after Stealth Rock and Black Sludge recovery

admittingly pex is a pain, but if you play slowly and forced progress through knocking off the black sludge, forcibly pp stalling recover etc you could definitely have a chance to finish it off.

am gonna stop here since i definitely got carried away and added way too much calcs
 
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DOUBLE DANCE KOMMO-O
:Kommo-o:
1645119592611.png
1645119605685.png

Kommo-o @ Poisonium Z :Poisonium Z:
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
1645119618087.png

- Swords Dance
1645119624311.png

- Close Combat
1645119649927.png

- Poison Jab
1645119641337.png


Double Dance Kommo-o can be superior to the Dragon Dance set due to the situational extra damage or speed boosts. If you need to outpace something on the enemies team you suspect gets swapped in, you select Rock Polish, another thing about getting +2 boosts in speed over +1 is you're able to outspeed Choice Scarf Tapu Lele. If something is too bulky you're able to get +2 attack boosts rather than +1 from Dragon Dance. Close Combat is a very hard hitting STAB move that could be replaced by Drain Punch but it wouldn't do as much damage. Poison Jab boosted with Poisonium Z ensures kills against Fairy-types like Tapu Lele, and both Tapu Fini and Clefable at +2 attack.

+2 252 Atk Kommo-o Acid Downpour (160 BP) vs. 252 HP / 200 Def Clefable: 630-742 (159.8 - 188.3%) -- guaranteed OHKO

+2 252 Atk Kommo-o Acid Downpour (160 BP) vs. 252 HP / 192+ Def Tapu Fini: 424-500 (123.2 - 145.3%) -- guaranteed OHKO

252 Atk Kommo-o Acid Downpour (160 BP) vs. 0 HP / 0 Def Tapu Lele: 394-464 (140.2 - 165.1%) -- guaranteed OHKO

Rock Polish -> Scale Shot

Scale Shot can be really good since it's a multi-hitting move and has the STAB boost, but it's still only a +1 boost in speed which shows weakness to Choice Scarf Tapu Lele.

Poison Jab -> Earthquake

Kommo-o may have trouble with Poison-type Pokémon like Toxapex so Earthquake can deal with them, this makes a great divide in capability against Fairy-types though.
 

Kommo-o (M) @ Choice Band
Ability: Bulletproof
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Drain Punch
- Poison Jab
- Ice punch

i think banded is a great wallbreaker, with good coverage and the ability to 2hko corv and also good defensive stats which give it a lot of switch ins such as ashgren stab attacks, tran magma storm (i don't think that ep does that much too) kart leaf blade (maybe the rest of its attacks too), rilla gglide and more (also it can't get trapped by pursuit), adamant is chosen because i think jolly outspeeds virtually nothing, drain punch is chosen if it did want to heal while also not getting any defense drops so it can resist pursuit better but you can replace it with something like eq to hit pex, also i don't think there is a single faster mon who can switch on this thing, and if they can survive his attacks, they have probably took a lot of their health that they will be in the range for something else.
 

Dorron

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Congrats WM2N for your first cycle!

Today, coming from an Alolan island its name I don't know...

:ss/tapu-fini:
Tapu Fini is a staple in National Dex thanks to its various sets, including CM + Kiss, Defog and Trick Scarf. It doesn't use many of the moves it learns, so it's time for you to use them. Good luck everyone!

Deadline: Sunday 27th
Banned Sets
 
reserving for dd poisonium kommo-o
Edit: i forgot i thought this was how to lure hol on

Please ignore the first two lines there's totally nothing there :)

:Tapu-fini: :leftovers:

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
IVs: 0 Atk
- Moonblast
- Scald
- Taunt
- Hidden Power Fire

3A fini, easily customisable for any team needing to take on a specific threat. HP fire is chosen here because it chunks 3 mons in mega scizor and ferrothorn while kartana is outright OHKOed. Ice beam can be used if you want to hit lando/gliscor quite a bit harder while still having a strong hit on grass types and pressuring zapdos. Grass Knot/HP grass are for gastrodon and other waters except for pex, though hp grass is usually the superior choice due to hitting the targets intended harder excluding the kantonian slow twins and mega swampert. Shadow Ball can be used to mess up the shedinja and slow twins alongside other stuff that's weak to it. Knock off can be chosen if your team is really good at beating those stuff mentioned or don't really need any of those moves. It's pretty much up to the teambuilder on what the last move they want it to be. Maybe you can also toy with physical sets that have smart strike but i don't recommend it

Will be adding more calcs later.


Note: these calcs are using the bulkiest among the commonly used sets of the mons mentioned. Also the targets that can be hit harder with scald/moonblast won't be mentioned

HP fire

12 SpA Tapu Fini Hidden Power Fire vs. 248 HP / 244 SpD Scizor-Mega: 136-160 (39.6 - 46.6%) -- guaranteed 3HKO

catch a burn on it outside of terrain and they will be forced to constantly roost

12 SpA Tapu Fini Hidden Power Fire vs. 252 HP / 232+ SpD Ferrothorn: 112-136 (31.8 - 38.6%) -- 2% chance to 3HKO after Leftovers recovery

will fall into abusable ranges for threats such as weavile if played correctly.

12 SpA Tapu Fini Hidden Power Fire vs. 136 HP / 0 SpD Kartana: 404-476 (137.8 - 162.4%) -- guaranteed OHKO

if they SD then that's one threat gone and opponent will rage

No other serpor rilla because moonblast hits them harder anyways.

Ice Beam

12 SpA Tapu Fini Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 304-360 (79.5 - 94.2%) -- guaranteed 2HKO after Leftovers recovery

not that the lando likes to switch in to fini but if they are gonna take a scald then chunk you if they win the speed tie then this will do the job since defensive lando is often chipped

12 SpA Tapu Fini Ice Beam vs. 244 HP / 192 SpD Gliscor: 252-300 (71.5 - 85.2%) -- guaranteed 2HKO after Poison Heal

forcing it to constantly roost while scaring the opponent into not daring to switch in aggresively.

12 SpA Tapu Fini Ice Beam vs. 0 HP / 0 SpD Rillaboom: 170-200 (49.8 - 58.6%) -- 74.2% chance to 2HKO after Grassy Terrain recovery

usually they are afraid of scald burn but now you give it one more thing to be scared of while switching in

12 SpA Tapu Fini Ice Beam vs. 56 HP / 0 SpD Serperior: 132-156 (43.2 - 51.1%) -- guaranteed 3HKO after Leftovers recovery

They need to get the sub seed going quite some time to shrug that off.

12 SpA Tapu Fini Ice Beam vs. 136 HP / 0 SpD Kartana: 151-178 (51.5 - 60.7%) -- guaranteed 2HKO

Nope no free switches, they have to synthensis off the damage, letting you switch something in freely.

12 SpA Tapu Fini Ice Beam vs. 248 HP / 0 SpD Zapdos: 138-164 (36 - 42.8%) -- guaranteed 3HKO

One scald burn and it will be in trouble in conjunction with ice beam as it has to keep roosting.

Grass Coverage(only listing the stronger one here)

12 SpA Tapu Fini Grass Knot (100 BP) vs. 0 HP / 0 SpD Swampert-Mega: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO

Misty terrain doesn't let it get burn doesn't mean it will be safe, making it die to 2 helmet chip from teammate

12 SpA Tapu Fini Grass Knot (60 BP) vs. 252 HP / 252+ SpD Gastrodon: 136-164 (31.9 - 38.4%) -- 95.8% chance to 3HKO

You pressure it into constantly recovering if you have a burn on it, either grass move won't affect outcome as they have the same BP here.

12 SpA Tapu Fini Grass Knot (80 BP) vs. 252 HP / 4 SpD Slowbro: 136-160 (34.5 - 40.6%) -- guaranteed 3HKO

Heavy pressure on them with burn.

12 SpA Tapu Fini Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 316-376 (80.2 - 95.4%) -- guaranteed 2HKO after Leftovers recovery

Don't even think about it

12 SpA Tapu Fini Grass Knot (80 BP) vs. 252 HP / 252+ SpD Slowking: 76-90 (19.2 - 22.8%) -- possible 5HKO

Pitiful damage but at least you put it in range to something like CB ttar pursuit non switch to a guranteed ko if you switch in right as it future sight.

No gren here because it dies to moonblast if not protean. Also moonblast hits manaphy harder than grass coverage since grass knot is only 20 BP on it and 60 x super effective = 120 whereas 90 x STAB = 135

Shadow Ball

12 SpA Tapu Fini Shadow Ball vs. 252 HP / 4 SpD Slowbro: 136-160 (34.5 - 40.6%) -- guaranteed 3HKO

Same as the grass knot example

12 SpA Tapu Fini Shadow Ball vs. 252 HP / 140+ SpD Assault Vest Slowking-Galar: 56-68 (14.2 - 17.2%) -- possible 6HKO

The damage on glowking might seem frustratingly less but remember that with AV, it can only heal with regenerator, meaning that if you time it correctly you can burn it outside of misty terrain, then it would start being in trouble trying to counter other stuff, especially with spikes up. Shadow ball also limits the amount it heals back from regenerator. 4% might not seem much but it adds up.

12 SpA Tapu Fini Shadow Ball vs. 252 HP / 0 SpD Reuniclus: 128-152 (30.1 - 35.8%) -- 37.2% chance to 3HKO
You force it to recover more, which will force it into uncomfortable situations.

12 SpA Tapu Fini Shadow Ball vs. 0 HP / 4 SpD Gengar: 142-168 (54.4 - 64.3%) -- guaranteed 2HKO

Not common but you put it into abusable ranges such as LO crawdaunt aqua jet.

No shedinja here because it's obvious what will happen when you hit it with a shadow ball.
March 1 edit: i forgot to include calcs and just realised, so here they are, also slightly more details in explaination
 
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Offensive fini (Tapu Fini) @ Wise Glasses
Ability: Misty Surge
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Aqua Ring
- Hydro Pump
- Draining Kiss

Gimmicky shit tbh, this set idea is to use aqua ring to have recovery, then cm 1 or 2 times (after u have removed physciall attackers with strong super effective moves and any mon that could shrug fairy/water coverage ofc) then u gotta sweep and recover with dkiss, wise glasses will make it act like lo clef that is slightly weaker/stronger with different typing and different coverage.
 

Dorron

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And I am voting for 3A HP Fire, so congrats WM2N!


:ss/serperior:
Serperior is a great addition for many teams thanks to its spammable Leaf Storm that hits hard most of the metagame. But Serperior is more than a couple leafs that can miss. Will you come up with the best set? Good luck!

Deadline: Sunday 6th
Banned Sets

 
Reserving taunt + synthesis stallbreaker
:ss/serperior:
Serperior @ Leppa Berry/Rocky Helmet
Ability: Contrary
EVs: 40 HP / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Taunt
- Synthesis
- Hidden Power [Fire]

Imagine playing stall. Hp is so seismic toss doesn’t 3hko, leppa I would prefer so that you don’t lose all your pp, but helmet helps vs chansey.
 
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Dorron

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SWORDS DANCE SERPERIOR

:bw/Serperior:
Serperior @ Leftovers :Leftovers:
Ability: Contrary / Overgrow
- Swords Dance
- Leaf Blade
- Knock Off / Pursuit
- Substitute / Synthesis / Leech Seed

Physical attacker that benefits from Intimidate Pokemon and Deffogers making it harder to shut down.
Your next RMT should include this set
 
:Serperior: :Light Clay:

Serperior @ Light Clay
Ability: Contrary
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Leaf Storm
- Taunt / Glare

"Why are you using a worse koko/grimmsnarl?" Two things, actual threatening damage dealt via contrary leaf storm and Glare. Glare might not seem useful since screens are exclusively on hyper offense, but you enable slower sweepers such as mega scizor, bisharp, non salac berry manaphy and probably more that i don't remember. Para is also useful since it allows the sweeper to potentially hax through walls such as corviknight and galarian slowking.
 
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