• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Resource ORAS OU Simple Questions, Simple Answers MKII (Read the OP First!) (Now with 100% more Rules!!!)

close combat since hjk misses can stop sweeps and it is way more spammable since protect/ghosts dont deter lucario at all

edit: fucking ninjas
 
Which is better for a lucario? Close combat or high jump kick?

Personally I would go with Close Combat, as Lucario is too frail to care much about the drops in its defenses. HJK, on the other hand, can be an issue with missing and doesn't net any significant KO's over CC.

Wow, ninja-d three times, not bad.
 
If Gardevoir traces Swift Swim/Sand Stream in their respective weather conditions and Mega evolves, how long does it keep the speed increase for?
To elaborate on the other response.

Turn order is decided as soon as all moves are locked in for a turn, before anything takes place. So the Swift Swim boosted speed puts Gardevoir wherever the number lands, and then as soon as the turn begins Gardevoir Mega Evolves and takes actions.

Similar things for any type of speed change due to ability or simply stat change.
 
So, with talk of Breloom in the Viability thread, I want to make a team around it as an old favorite of mine. That said, I know next to nothing about how its sets work or what types of teammates they appreciate.

I think for my first set, I'm most interested in trying out an Offensive LO Technician set
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore/Swords Dance

What is the optimal way to play this set? Teammates, support, cores, etc?
 
So guys, I haven't been really playing in PS for like 2 months now, and i've had a SD Scolipede team brewing for those 2 months. I'm trying to get back to it, but I can't think of any team members to help Scolipede. Can somebody help me?
 
So, with talk of Breloom in the Viability thread, I want to make a team around it as an old favorite of mine. That said, I know next to nothing about how its sets work or what types of teammates they appreciate.

I think for my first set, I'm most interested in trying out an Offensive LO Technician set
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore/Swords Dance

What is the optimal way to play this set? Teammates, support, cores, etc?

Offensive Technician Breloom works best on HO, as it really helps check things that traditionally trouble offense (sand Excadrill, Mega Lopunny, etc). In general, because of Breloom's frailty, you're going to have to play aggressively in order for it to make it work (but since it goes on offense more than anything, you're most likely going to do that already). Despite appearances, Bullet Seed hits really hard, so it helps to break through fatter teams (e.g. doing a ton to Clefable and forcing out Slowbro/Hippo). Mach Punch helps you beat more offensive things, as +2 LO Mach punch has a good shot to OHKO things like Keldeo after rocks o.o

+2 252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def Keldeo: 277-328 (85.7 - 101.5%) -- 50% chance to OHKO after Stealth Rock

Another option that you might like to play with is Focus Punch, although it takes the aggression to a whole new level. On the bright side, it's absurdly strong (e.g. if you Focus Punch the Latios on the switch, it dies after rocks + Mach.) In short, use it as a powerful attacker that you play aggressively with and make big plays.

252 Atk Life Orb Breloom Focus Punch vs. 0 HP / 0 Def Latios: 191-226 (63.8 - 75.5%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 0 Def Latios: 77-91 (25.7 - 30.4%) -- 10.9% chance to 3HKO after Stealth Rock

To support it, you'll want things to deal with all of the faster threats that trouble breloom due to its frailty (even weavile can beat breloom if you're worn down because Ice Shard almost kills from full) and of course a stallbreaker because Breloom loses 1v1 to Scarf Gothitelle on bof stall. It's basically something that gives you the chance to check certain threats that give you problems on HO teams.
 
Does anyone honestly think Mega Medicham is going to stay in OU for long? And for that matter, Pinsir aswell? I saw that both of them moved up in the recent tier shift, and I know both of them are offensive powerhouses. However, Mega Medicham gets destroyed by common threats in the tier, notably Talonflame and Pinsir off the top of my head. In addition, Pinsir is easily stopped by Talonflame, Garchomp, TTar, both Charizard MEvos, and it's lack of bulk leaves a dent in it even with neutral hits. I ran a few calcs on the two:

252 Atk Aerilate Mega Pinsir Return vs. 16 HP / 0 Def Mega Medicham: 566-668 (213.5 - 252%) -- guaranteed OHKO
240+ Atk Pure Power Mega Medicham Fire Punch vs. 0 HP / 4 Def Mega Pinsir: 252-298 (92.9 - 109.9%) -- 56.3% chance to OHKO

The two can basically beat up each other, though in a 1v1, Mega Pinsir outspeeds and OHKO's with a Return.

252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 4 Def Mega Pinsir: 402-474 (148.3 - 174.9%) -- guaranteed OHKO
I even took Choice Band off to see what it would do...
252+ Atk Talonflame Brave Bird vs. 0 HP / 4 Def Mega Pinsir: 270-318 (99.6 - 117.3%) -- 93.8% chance to OHKO
...and it still has a high chance to OHKO...

252 Atk Garchomp Rock Slide vs. 0 HP / 4 Def Mega Pinsir: 280-332 (103.3 - 122.5%) -- guaranteed OHKO
252 Atk Garchomp Stone Edge vs. 0 HP / 4 Def Mega Pinsir: 372-440 (137.2 - 162.3%) -- guaranteed OHKO
Keep in mind, those two calculations don't include Choice Band or Life Orb, which are commonly thrown on Garchy.

252+ Atk Huge Power Azumarill Play Rough vs. 16 HP / 0 Def Mega Medicham: 410-486 (154.7 - 183.3%) -- guaranteed OHKO
This is the AV Azumarill, not even Banded.

There are a lot more threats, such as Mega Gallade. Will these two stay in OU?
 
^ Lol.

Skizzorz, if you want to talk about this, use the ORAS OU metagame discussion thread.

IMO, Medicham will stay, 2HKO most of the tier is nothing to scoff at.

Im not sure about Pinsir because the other megas will give it rough competition, and M-Pinsir is super predictable.
 
Last edited:
So guys, I haven't been really playing in PS for like 2 months now, and i've had a SD Scolipede team brewing for those 2 months. I'm trying to get back to it, but I can't think of any team members to help Scolipede. Can somebody help me?
The main things you'll want covered are priority users and defensive cores, since Scolipede struggles with those quite a bit. Priority can be handled through defensive synergy for the most part, while you want to aim to tear apart bulky Grounds and Steel types with wallbreakers like Keldeo.

If you're looking for ideas, these teams from the teambuilding competition might provide some inspiration or an idea on where to go.
 
Does anyone honestly think Mega Medicham is going to stay in OU for long? And for that matter, Pinsir aswell? I saw that both of them moved up in the recent tier shift, and I know both of them are offensive powerhouses. However, Mega Medicham gets destroyed by common threats in the tier, notably Talonflame and Pinsir off the top of my head. In addition, Pinsir is easily stopped by Talonflame, Garchomp, TTar, both Charizard MEvos, and it's lack of bulk leaves a dent in it even with neutral hits. I ran a few calcs on the two:

insert calcs

There are a lot more threats, such as Mega Gallade. Will these two stay in OU?

Just because something is frail or gets knocked out by a super effective hit doesn't mean it's bad or dropping from OU. By that logic, Mega Salamence should be at most RU just because Sneasel can OHKO it with Icicle Crash. Just because Choice Band Golem can live Earthquake with Sturdy and OHKO Primal Groudon doesn't mean Primal Groudon goes into PU. That's not how the game works. Looking at how well these offensive powerhouses take super-effective hits is irrelevant because that's not what they do.

In a battle, both players will understand that offensive Talonflame OHKO's Mega Pinsir, so Pinsir is going to switch out. Hence the calc represents a situation that does not actually happen. Same for the rest of them.

Beating each other in a 1v1 is also irrelevant for a few reasons--first, Pokemon isn't about a series of 1v1s. It's about how the team as a whole functions. Second, Mega Medicham is never ever ever staying in on Mega Pinsir because Pinsir is faster and will always OHKO with Return/Frustration. You won't use Pinsir as your Medicham answer either. So, looking at how much damage the two can do to each other makes no sense because Pinsir will never get to hit Medicham and Medicham will never get to hit Pinsir.

Long story short: don't measure the worth of M-Pinsir and M-Medicham by the hits they can take. "Everyone M-Pinsir and M-Medicham is a genius are good Pokemon. But if you judge a fish frail powerhouse by its ability to climb a tree take powerful hits that it should never be taking in a real battle, it will live its whole life believing that it is stupid a bad Pokemon."-Albert Einstein Bloo

Hopefully that explains things.
 
Does anyone honestly think Mega Medicham is going to stay in OU for long? And for that matter, Pinsir aswell?
Lemee say my thoughts on this, if you don't mind.

None of those Pokemon you listed are exactly amazing counters to Mega Pinsir. Both Zards, Talonflame, and Garchomp cannot switch-in at all to Pinsir, and TTar only really checks it if its choice scarf or if it is super defensive + has the proper resist berry for its common coverage moves (shuca for eq, chople for cc). Also, Talonflame doesn't exactly run Adamant anymore as it wants as much speed possible so it outprioritize Weavile, outspeed Raikou, etc. CB has also fallen in popularity in favor of SD and SpDef sets. Mega Pinsir can also beat Talonflame if it uses Feint instead of Quick Attack (yes its viable) and Talonflame is weakened enough. It also loses if Talonflame is running a bulkier set w/o bulk up and Pinsir is healthy enough to live an attack. I don't really see CB Garchomp, as it uses Rocky Helmet / Lum / LO / Garchompite more often in my experience. TankChomp also gets crushed when Pinsir sets up an SD. Also, 65 / 120 / 90 bulk is pretty damn solid for an offensive mon such as Mega Pinsir, and 105 speed + priority isn't bad either.
Calcs:

+2 252 Atk Aerilate Mega Pinsir Feint vs. 0 HP / 0 Def Talonflame: 193-228 (64.9 - 76.7%) -- guaranteed 2HKO

0 Atk Talonflame Brave Bird vs. 0 HP / 0 Def Mega Pinsir: 186-222 (68.6 - 81.9%) -- guaranteed 2HKO
252 Atk Aerilate Mega Pinsir Return vs. 248 HP / 0 Def Talonflame: 328-387 (91.3 - 107.7%) -- 43.8% chance to OHKO
The recoil from BB puts it in range of an OHKO.

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 164+ Def Garchomp: 399-469 (95 - 111.6%) -- 68.8% chance to OHKO

As for Mega Medicham, it is an excellent breaker of those fat teams that usually wall everything, and it has double priority to trouble offensive teams as well. Talonflame, Azumarill, Mega Pinsir also can't switch into it at all as well. It does have its problems with its average speed and mediocre bulk, and the Birds do trouble it greatly, but it does have ways around this like Bulk Up, Sub, and priority (obviously can't fit all this into one moveset but proper teammate support will always helps cover its weakness).

252 Atk Pure Power Mega Medicham Zen Headbutt vs. 240 HP / 0 Def Azumarill: 262-310 (65.3 - 77.3%) -- guaranteed 2HKO
252 Atk Pure Power Mega Medicham Ice Punch vs. 0 HP / 0 Def Mega Pinsir: 234-276 (86.3 - 101.8%) -- 12.5% chance to OHKO
252 Atk Pure Power Mega Medicham Zen Headbutt vs. 248 HP / 0 Def Talonflame: 288-340 (80.2 - 94.7%) -- guaranteed 2HKO after Leftovers recovery
Offensive Talonflame gets destroyed. 252 Atk Pure Power Mega Medicham Zen Headbutt vs. 0 HP / 0 Def Talonflame: 288-340 (96.9 - 114.4%) -- 81.3% chance to OHKO

Only time will tell if they stay OU, but the truth is that they are both effective in OU rn and their spots in OU will most likely stay for awhile.
 
Just because something is frail or gets knocked out by a super effective hit doesn't mean it's bad or dropping from OU. By that logic, Mega Salamence should be at most RU just because Sneasel can OHKO it with Icicle Crash. Just because Choice Band Golem can live Earthquake with Sturdy and OHKO Primal Groudon doesn't mean the Primal Groudon goes into PU. That's not how the game works. Looking at how well these offensive powerhouses take super-effective hits is irrelevant because that's not what they do.

In a battle, both players will understand that offensive Talonflame OHKO's Mega Pinsir, so Pinsir is going to switch out. Hence the calc represents a situation that does not actually happen. Same for the rest of them.

Beating each other in a 1v1 is also irrelevant for a few reasons--first, Pokemon isn't about a series of 1v1s. It's about how the team as a whole functions. Second, Mega Medicham is never ever ever staying in on Mega Pinsir because Pinsir is faster and will always OHKO with Return/Frustration. You won't use Pinsir as your Medicham answer either. So, looking at how much damage the two can do to each other makes no sense because Pinsir will never get to hit Medicham and Medicham will never get to hit Pinsir.

Long story short: don't measure the worth of M-Pinsir and M-Medicham by the hits they can take. "Everyone M-Pinsir and M-Medicham is a genius are good Pokemon. But if you judge a fish frail powerhouse by its ability to climb a tree take powerful hits that it should never be taking in a real battle, it will live its whole life believing that it is stupid a bad Pokemon."

Hopefully that explains things.
Okay, thanks for clearing that up. I didn't meant that they'd drop far down in the tiers, just that maybe they'd return to UU after a while as people find ways to pivot around them. Again, thanks for helping me understand that.
 
Ive been looking at defensive pokemanz, and ive yet to see one that takes advantage of infestation and other binding moves like whirlpool. are these moves terrible, or am i just looking in the wrong places? binding band, infestation, and will o wisp seems like a solid idea for dusknoir
 
Ive been looking at defensive pokemanz, and ive yet to see one that takes advantage of infestation and other binding moves like whirlpool. are these moves terrible, or am i just looking in the wrong places? binding band, infestation, and will o wisp seems like a solid idea for dusknoir

Those moves stop working after you switch out, you can't really trap anything.

You can catch something on the switch and trap them goth-style, but most of these mons lack the right moves to make this happen, especially with binding band
 
Ive been looking at defensive pokemanz, and ive yet to see one that takes advantage of infestation and other binding moves like whirlpool. are these moves terrible, or am i just looking in the wrong places? binding band, infestation, and will o wisp seems like a solid idea for dusknoir
well, there's magma storm heatran, but you don't see it tones. unlike whirlpool, its it's a 100 bp stab move coming from a good sp.atk., which can still dent things.
usually people go with something like wobb or goth, so you don't use up a moveslot or your item. also, dusknoir isn't real good in ou cause it's pretty much outclassed by the other ghosts. (cofagous, gengar, etc.)
 
Last edited:
I swear Coffag does literally everything Dusknoir does aside from SubPunch/Band better due to its movepool being basically the same lol, and Golurk does both of those better without even being viable.

Anyway yeah if u wanna trap go with S-Tag, Arena Trap and Magnet Pull as they don't take a turn to set up.
 
Back
Top