Resource ORAS OU Teambuilding

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Got subtoxic jirachi


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 96 Atk / 160 Spe
Adamant/Jolly Nature
- Iron Head
- Fire Punch
- Toxic
- Substitute

Role: Stall Breaker

What it Does: Subtoxic Jirachi serves as a very unique way of breaking down defensive pokemon with the combination of serene grace+toxic combined with substitute which allows for jirachi to wittle down defensive teams as well as balance teams with ease. Typically you send jirachi in on somthing that any other jirachi would beat or scare out such as Fairy types or set up vs something along the lines of ferrothorn and proceed to chip away at the pokemon with fire punch if its a steel type or toxic it if its not immune to poison. From here you proceed to safely flinch pokemon with the toxic or burn damage behind the comforts of a sub which allows cleaners which love the chip damage to finish off the game once jirachi as done its job.

Good Teammates: This jirachi set loves to have hazards on the opposing side of the field thanks to the pressure from the combination of iron head+toxic/burn so this makes pokemon such as garchomp, landorus-T, chestnaught, hippowdon, scolipede due to how they all can set hazards up. Other good partners are pivots which resist ground or are immune to it so this makes rotom-w and lando-t great partners due to how they share great defensive synergy with jirachi. Cleaners overall love having this jirachi so this makes mega aero, Rp mega diancie, gyarados (both versions) and scarf keldeo great partners thanks to jirachi chipping away at the opposing sides hp.

What Counters it: Heatran is probably one of the few things capable of completely shutting down this set as he resist's and is immune to all of this jirachi's attacks. Faster pokemon also beat this set as they prevent jirachi from setting subs up and flinching them with iron head so faster dark types like weavile can be really annoying but in return hate eating iron heads. Scarf landorus-T and scarf garchomp also pose as huge threats as they can spam earthquake and this forces out jirachi. Both versions of excadrill (scarf and sand rush lo) also force jirachi out but risk getting burned by fire punch. In general anything thats faster and can hit jirachi hard while also not caring about iron head/toxic/fire punch can also force this set out.

Any Additional Info: Jolly nature if you prefer the extra speed over power.
 
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Clefable:

Unaware Wall


Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD OR 248 HP / 164 Def / 96 SpD
Bold Nature OR Calm Nature
- Wish
- Protect
- Heal Bell
- Moonblast

Role: Physical Wall OR Special Wall, Support

What It Does: With Unaware and a fairy typing, Clefable walls a huge portion of the metagame, especially set up sweepers. Bulky set up sweepers that rely on their boosts are the ones that are most walled by Unaware Clefable. This set provides both wish support to its teammates and cleric support in the form of Heal Bell. Clefable's main role however, is to check certain set up sweepers that threaten Balanced and Stall. Physically defensive deals with the kinds of Dragonite, BD Azumarill, SD Garchomp, Mega Tyranitar, and so on, but it also helps in walling other non-dancing pokemon such as Latios, Latias, and Mega Lopunny. On the other hand, the SpD set walls other checks and counters other kinds of Pokemon, including LO Serperior, non-rest Manaphy, NP Thundurus, and Kyurem-B.

Good Teammates: Teammates that can handle what Clefable can't handle, for example a PhysDef Clefable cannot handle LO Serperior, so a Torn-T or something along those lines would be very good with it.

What Counters It: Anything that can take minimal amount from Moonblast and threaten to 2HKO, even with wish+protect, is an immediate counter. Pokemon such as Gengar, Mega Venusaur, Mega Metagross, and Heatran are all good counters.

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Unaware CM


Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Calm Mind
- Moonblast
- Moonlight
- Heal Bell / Flamethrower / Stored Power

Role: Physical Wall, Special Sweeper, Late-game Cleaner

What It Does: Clefable waits until the opposing team is weakened, and attempts to sweep. But it also has its viability, although weak to sand, in being a physical wall with Unaware to counter Pokemon such as Dragonite, BD Azumarill, and so on. Calm Mind with Unaware allows Clefable to win every single CM war against almost every single Pokemon. CM also allows it to better check special sweepers such as Manaphy, NP Thundurus, and Serperior without having to heavily invest in SpD. Heal Bell allows Clefable to not get stopped by mere status, Flamethrower allows it to get past Ferrothorn, and hit Scizor and Mega Metagross harder on the switch. Stored Power allows Clefable to clean teams, making nothing stand in its way, as long as nothing threats to 2HKO.

Good Teammates: Teammates that can check and counter powerful Steel- and Poison- types such as Mega Scizor, Mega Metagross, Bisharp, Mega Venusaur, Gengar, and Mega Metagross, are really appreciated. These Pokemons include bulky Pokemons such as Slowbro, Tornadus-T, Tank Chomp, etc.

What Counters It: Steel- and Poison- types that can threaten to 2HKO or even OHKO, such as Mega Scizor, Mega Metagross, Bisharp, Mega Venusaur, Gengar, and Mega Metagross, are a real problem to Clefable.

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Stealth Rock


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

Role: Mixed Wall, Hazard Setter

What It Does: Stealth Rock Clefable is arguably one of the best hazard setters in the game, as it can set up hazards on Mega Sableye, and a lot of other common leads, such as Tank Chomp and Rotom-W. Its EVs also allow it to check a plethora of Pokemon to support the team even furthur. It checks Pokemon such as Mega Diancie, Thundurus, and Latios. Thunder Wave is a nice move on rocks Clefable because it allows it to cripple most of its switch-ins, such as Heatran and Mega Metagross, while Encore can force a switch if used at the right time, which allows Clefable to set up rocks "freely". Flamethrower also helps Clefable weaken Ferrothorn, and catch some steel- types such as Scizor on the switch.

Good Teammates: Clefable is good on bulky teams that have trouble dealing with Mega Sableye, but also are in need of a hazard setter, especially one who has an easier time with Mega Sableye. Clefable does need some support though, Pokemon that can take on other Pokemon that threaten Clefable.

What Counters It: Faster taunt users, especially bulky ones, such as SpD Talonflame, Heatran, and Torn-T stop this set massively. However, if you want to straight up KO this thing, you'd want something with a lot of firepower, such as Mega Metagross or (Mega) Scizor.
 
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I realize this post is for Choice Specs Keldeo, but basically the same things said here apply for its other sets too. Except you should use Calm Mind as a win condition, and you should user Choice Scarf Keldeo as a revenge killer.

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind / Hidden Power Electric

Role: Wall Breaker

What It Does: Keldeo is a really good mon mainly because of its typing of water and fighting and the powerful STAB moves it has to go along with it, Hydro Pump and Secret Sword. Its typing works both offensively and defensively, so it works on both offensive and defensive teams. With a Choice Specs Hydro Pump, Keldeo can hit very hard, and not a whole lot can switch in. Unfortunately (for the Keldeo user), Keldeo switch-ins are fairly common on teams; for this reason, it is hard to get Keldeo to do a whole lot other than be a defensive switch-in to mons and pressure the opponent's team a bit. However, once the opponent's Keldeo switch-in is gone or weakened, Keldeo can clean up well. Keldeo is bulky enough, so it is pretty hard to OHKO it without a supereffective stab move (I can't think of anything off the top of my head that can OHKO Keldeo).

People often end up putting Keldeo on their teams because of how well it fits defensively. With fighting and water for its typing, Keldeo can switch into many common OverUsed mons like Tyranitar, Heatran, Weavile, Hippowdon, Gliscor, Landorus-T, Bisharp, Scizor, and Mega Scizor. Not only can it switch in to these mons, but it can also put heavy pressure on the opponent with its offensive presence. Even though most teams have a Keldeo switch-in, that does not mean they will have an easy time dealing with Keldeo. It is able to pressure its switch ins with burns from Scald and a surprise Icy Wind or Hidden Power Electric. Also, Keldeo's counters are usually dedicated switch-ins for other mons besides Keldeo (think Latios for Mega Charizard Y and Mega Venusaur for Mega Diancie, just some quick, easy to understand examples). Throughout the course of a battle, you can wear down Keldeo's counters and switch-ins with Stealth Rock and Scald burns and eventually break through. That's why you will here stuff like, "just spam Scald".

Good Teammates: Because a lot of Keldeo's switch-ins are Psychic types [mainly because Psychic resists Secret Sword, (I talk about how Keldeo's switch-ins depend on their typing resisting Keldeo's dual stab moves to be a switch-in later in the next section)], it really appreciates a Pursuit trapper. These switch-ins are mons like Latios, Latias, Celebi, Slowbro, and Starmie. Good Pursuit trappers to use are Tyranitar, Mega Metagross, and Bisharp. These Pursuit trappers also appreciate how Keldeo can switch into their checks and counters, which I listed earlier. If one of the aforementioned Pursuit trappers does not fit on your team, just make sure you have good resistances to the mons that beat Keldeo (Psychic, Grass, Water, and Fairy type mons are switching into Keldeo). To a lesser extent, you should also have switch-ins to Electric and Flying types. Steel mons in general are good for this, as they can switch into these types, while Keldeo can switch into Fire types for them.

What Counters It: A Keldeo switch-in is required on pretty much every team, whether it is offensive or not. I suppose some really offensive teams don't exactly need one, but for the most part every team does. The mons that are switching into Choice Specs Keldeo are the ones that resist both of its STABs, water and fighting. It has 2 very hard hitting STABs in Choice Specs Hydro Pump and Secret Sword, so it is pretty hard to find mons that can switch into Keldeo that don't resist both of its stabs. Nothing can counter it without resisting water and fighting, and the only mons that are able to switch into Keldeo that do not have such a typing are Assault Vest Tornadus-T, and Raikou. Choice Specs Keldeo does have quite a few more checks because Keldeo's checks are not limited to their typing really. They just need a decent base power super effective stab move. However, most of Keldeo's counters are really common because they are either very important mons on defensive teams in the case of Slowbro, Mega Altaria, Mega Venusaur, and Celebi, or because they are able to remove hazards with Defog or Rapid Spin (Latios, Latias, and Starmie).

Counters: m altaria, latios, latias, slowbro, m slowbro, starmie (def),m venusaur (def), m venusaur (off), celebi

switch ins: azumarill, tornadus-t (av), starmie (lo), gyarados, raikou (specs), raikou (av), serperior, dragonite

Checks: m diancie, Excadrill, m metagross, talonflame (sd), m alakazam, tornadus-t (lo), Thundurus, m gardevoir, mew, m manectric, alakazam, magnezone, rotom-w, m gallade, crocune

Any Additional Info: I did say that Choice Specs Keldeo has the role of being a bulky attacker just because of how it is very often used as a switch in to mons like Bisharp, Heatran, Scizor, Tyranitar, and Weavile. It's not necessarily because of Keldeo's stats, but because of the mon's typing.
 
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Alakazam-Mega @ Alakazite
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball / Hidden Power [Fire] / Dazzling Gleam
- Encore / Taunt / Calm Mind

Role: Late-game cleaner, Revenge Killer, Special Sweeper

What it does: Mega Alakazam is one of the fastest Pokemon in OU, boasting an absurd 150 base Speed and a monstrous 175 Sp Attack to back it up. This allows it to outrun and KO a huge number offensive threats, giving it a niche on offensive and balanced teams as a revenge killer and a win condition. Trace can also provides Mega Alakazam additional opportunities, including allowing it to gain defensive abilities like Heatran's Flash Fire, or outrun Kingdra or Kabutops in the rain by taking advantage of their Swift Swim abilities. Alakazam's base movepool allows it to hit as many targets as possible, but changes can be made in order to deal with specific threats (such as Scizor with Hidden Power Fire, Kingdra and Mega Sableye with Dazzling Gleam), hinder defensive mons with Encore or Taunt, or function as a win condition with Calm Mind.

Good teammates: Mega Alakazam appreciates dedicated wallbreakers such as Keldeo and Garchomp, which are able to break down defensive cores and make it easier for Mega Zam to break past them. Due to it's meager defenses, Mega Alakazam appreciates Pokemon who are able to switch into priority users and deal with them, as well as having Scarfed Pokemon crippled or out of the way as well, so defensive teammates like Heatran or Ferrothorn are also appreciated.

What counters it:
Counters - Jirachi, Chansey, Mew, Cresselia. All of these are able to take almost anything Mega Alakazam can throw at them, and either cripple it or wear it down with repeated attacks.
Checks - (Mega) Scizor, Klefki, Mega Sableye, Bisharp, Hoopa-U. These mons are able to take most of Mega Alakazam's attacks and retaliate, though they may need to fear a coverage move.

Additional info:
This Pokemon is the reason Vaniluxe is unviable in OU.
 
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Latios @ Life Orb or Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power Fire / Earthquake / Roost / Trick
- Defog / Roost

Role: Hazard Remover, Revenge Killer

What It Does: Latios is really good in OverUsed at the moment because it just fits so well on many teams; it can be used on both defensive and offensive teams due to its great typing. It has a very powerful STAB Life Orb Draco Meteor, and Latios adds great coverage with Psyshock. Hidden Power Fire and Earthquake are great moves for rounding out Latios' moveset by hitting steel types that resist Latios' dual STAB otherwise. Often during battles, when the dragon resists or immunities (so pretty much just steel and fairy types) are gone, Latios can just spam Draco Meteor and get a free kill everytime it comes in. However, due to Latios getting a -2 drop in special attack every time it uses Draco Meteor, it can be revenged pretty easily, so it doesn't end up getting too many kills. If the opponent isn't running a Pursuit user though, Latios can usually get a few more kills. Especially if Latios has Roost, which give Latios some very nice endurance throughout the battle. Roost Latios is also extremely useful for switching into Keldeo and which is a very nice thing to have on balance or bulky offense teams that give Keldeo many opportunities to come in and get off a free hit. Normally, without Roost, Latios usually only gets a few switch-ins to Keldeo throughout the battle. Another mon that Roost Latios is great for switching into is Mega Charizard Y. However, Mega Charizard Y isn't really as much of a threat as Keldeo is to faster teams, so for this reason I wouldn't recommend running Roost Latios on offensive teams (not bulky offense, Roost Latios can be good on those teams).

Latios is also able to run a Choice Scarf with Trick on it. The idea behind Trick scarf Latios is to catch some of Latios' more common defensive counters on the switch-in and Trick them its Scarf to cripple them. Examples of what Latios can Trick are Chansey, Clefable, Skarmory, Jirachi, and Mew. Once these pokemon are tricked Latios can break through them pretty easily. Trick Choice Scarf Latios is also great for teams that like the aforementioned pokemon gone so that they have a pretty easy time with the rest of the team because they don't have to worry about their main wall. Mega Diancie, Clefable, Mega Gardevoir are good examples of what appreciates their walls tricked, which also happen to be switch-ins to Latios. Fairy types are pretty much the ones you are looking for to be teammates to Trick Choice Scarf Latios.

Good Teammates: Latios is not only a great counter to Keldeo, but it also works as a good teammate for it as well. Keldeo is able to beat the Pursuit users that would like to trap Latios, because a large majority of Pursuit users don't have anything to touch Keldeo. The only thing that would is Mega Metagross which can OHKO Keldeo with a Zen Headbutt. Other fighting types like Breloom, Mega Lopunny, and Terrakion can also work. Steel types are also good teammates for Latios because they can beat the fairy types that like to switch into Latios. It's kind of hard to think of / find teammates for Latios because it is meant to be kind of the glue to teams. It doesn't really have mons that are really there to support it, just that Latios is there to support its teammates. Latios provides crucial Defog support, a Keldeo switch-in, and a good typing. I guess what I am trying to say is that Latios doesn't really depend on its teammates, but its teammates can depend on Latios.

What Counters It: The only mons that are really able to switch into Life Orb Latios are the Fairy and Steel types that resist Draco Meteor. Assault Vest Tornadus-T and Tyranitar are also able to switch into Latios due to the 1.5x boost they get to their special defense. Tyranitar is able to Pursuit Latios and remove it while Tornadus-T can either U-Turn out or Knock Off. Speaking of pursuiters, Bisharp and Mega Metagross also work while at removing Latios, but they are not necessarily the best switch-ins because Latios commonly runs either Hidden Power Fire or Earthquake, both of which 2HKO Bisharp and Mega Metagross. It is pretty risky to switch these mons in, but after you sack something they can come in and Pursuit Latios. The steel types that can switch into Latios reliably are Jirachi and specially defensive Skarmory. Excadrill is also nice because it resists Latios' stabs, but it is weak to Hidden Power Fire and Earthquake. Fairy types are also good switch-ins to Latios because they are immune to Draco Meteor and take neutral damage from Psyshock, Hidden Power Fire, and Earthquake. Viable OverUsed fairy type switch ins to Latios are Mega Altaria (which can also take advantage of Latios and set up Dragon Dances), Clefable (same thing, but can set up with Calm Mind), and Mega Gardevoir (can only switch in once). Also, I forgot to mention, Weavile is another good Pursuit user that can come in and revenge kill Latios; I don't recommend trying to switch in Weavile to Latios. Other mons that can check Latios are fast revenge killers and bulky mons that take neutral from Latios' STABs (Mega Sableye, Suicune, specially defensive Talonfalme, and mixed defense Hippowdon).

Counters: m altaria, clefable, mew, jirachi

switch ins: Excadrill, m metagross, tornadus-t (av), m gardevoir, skarmory (spdef), tyranitar

Checks: azumarill, bisharp, m diancie, garchomp (scarf), hippowdon, landorus-t, m sableye, talonflame (sb), weavile, raikou (av), crocune(+1)

(HP Fire)Checks: Gengar, Diancie, Latias, Latios (non-hp fire)
 
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Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out / Substitute / Baton Pass / Power-Up Punch
- Power-Up Punch / Ice Punch / Substitute / Baton Pass / Healing Wish / Encore

Role: Anti-Offense (I was told this is the correct term)

What It Does: Mega Lopunny is able to excel at being an offense-breaker mainly because of how it is able to use Fake Out. Mega Lopunny can keep wearing down its checks and switch-ins to the point where Return or High Jump Kick can kill. It is hard to beat Mega Lopunny with offense mostly because of this reason. Mega Lopunny's Fake Out also limits counterplay a bit because if you try to pull a double into Mega Lopunny with your check, it doesn't even pay off a whole lot for you really. Mega Lopunny will just use Fake Out for a bit of chip damage then switch out, and you didn't exactly accomplish much besides getting a free turn with your Mega Lopunny check at the cost of it being worn down. There isn't a whole lot that offensive teams can do against Mega Lopunny to not be weak to it unless a mon like Tank Garchomp is added. Mega Lopunny doesn't fair so well against more defensive teams because it has really common counters: Skarmory, Hippowdon, Mega Venusaur, Slowbro, Celebi, and Gliscor. However, it can still pressure these defensive mons a bit, which I will talk about later.

Good Teammates: Mega Lopunny works well with wallbreakers/stallbreakers to compliment its ability to break offense. Good examples of mons that are able to break defensive teams that Mega Lopunny can't beat are Manaphy (Psychic is cool to lure in Mega Venusaur opening a hole for Mega Lopunny), Hoopa-U (of course), Choice Band Azumarill (really pressures Skarmory along with Mega Lopunny), and Serperior. Pivots that can get Mega Lopunny in for free are really good to have to; Rotom-W and Tornadus-T would be what you are looking for here. Mega Lopunny also works well with lures to tankchomp so that it doesn't have to take damage from Rough Skin and Rocky Helmet. There are many possible lures to Garchomp, so here are just a few examples to get you on the right track: Ice Beam Tyranitar, Hidden Power Ice Landorus-T, and SD Natural Gift Ganlon Berry Talonflame (basically all mons that tankchomp likes to switch into and give them ice type moves somehow).

What Counters It: Mega Lopunny is countered by very physically defensive mons; it has very good attack and high base power dual STAB attacks. Mega Lopunny has a variety of counters and switch-ins, so it is hard to categorize them and kind of analyze what beats Mega Lopunny. I guess that you could say none of Mega Lopunny's counters can get worn down by Fake Out throughout the battle, like its offensive checks would be. All of its counters can take both a Return and High Jump Kick and have a recovery move to heal off the damage (but that is pretty obvious). About 80% of the counters resist High Jump Kick. Skarmory and Hippowdon have enough defense, so they don't need to worry about taking neutral damage from High Jump Kick. However, from experience I can say that Skarmory is not exactly a reliable counter to Mega Lopunny. It does have a pretty good chance to crit Skarmory throughout the course of the battle (High Jump Kick has 16 PP and there is a 1/16 chance to crit). Once Skarmory takes a crit, it won't be able to switch-in anymore and is probably sacked unless your there is another Mega Lopunny counter or a mon that Skarmory can roost on. As for Mega Lopunny's checks, most of them look like they are easily worn down with a Fake Out or two like I talked about earlier. Its checks are either faster and can OHKO it or can take one of Return or High Jump Kick and hit back hard enough to kill. I would also like to talk about Garchomp as a Mega Lopunny switch-in. Garchomp is really the only thing that is keeping Mega Lopunny in check from being a near-broken mon. It is the mon that does not allow Mega Lopunny to repeatedly spam Fake Out, which offensive teams usually have a hard time with. Mega Lopunny has a hard time breaking through Garchomp because it has to take 30% every time it attacks, and it is not even 2HKO'ing Garchomp unless it is running Ice Punch
252 Atk Mega Lopunny Ice Punch vs. 252 HP / 164+ Def Garchomp: 272-324 (64.7 - 77.1%) -- guaranteed 2HKO
252 Atk Mega Lopunny High Jump Kick vs. 252 HP / 164+ Def Garchomp: 178-210 (42.3 - 50%) -- 0.4% chance to 2HKO

Counters: hippowdon, gliscor (def), skarmory (def), slowbro, m slowbro, m venusaur (def), celebi

switch ins: m altaria, garchomp, landorus-t, m scizor (defensive), mew, m venusaur (off), gyarados, dragonite

Checks: azumarill, keldeo (scarf), m metagross (can take one hjk then kill), m scizor (offensive), talonflame (sd), m alakazam, latias, m aerodactyl, m medicham (ip), m medicham (bp), rotom-w, victini (band), m gallade, m heracross, crocune, m swampert (in rain)

Any Additional Info: I don't really know what to categorize Mega Lopunny as because it is not necessarily a wallbreaker or a late-game cleaner. It's an offensebreaker I guess. Also, it's really hard to list all of Mega Lopunny's possible filler moves because it has so many options (PM/VM me if I missed any).
 
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Until May (Manectric) @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat / Flamethrower
- Hidden Power Ice

Role:
Pivot, Revenge Killer

What it does:
Mega Manectric is a fairly predicable Pokemon in what it does, as its movepool is fairly scarce in terms of usable moves, but that certainly doesn't make it any less threatening. Thanks to a blistering Speed tier, allowing it to outpace a large majority of the metagame, decent Special Attack, and good coverage across the board, Mega Manectric has become a terror to many offensive teams alike. On top of these positive traits, Mega Manectric has a fantastic ability in Intimidate, allowing Manectric to become a fantastic pivot into many physical attackers such as Talonflame, Mega Scizor, Mega Aerodactyl, Mega Pinsir, Mega Metagross, and Weavile. Even its ability before Mega Evolution has its uses, as Lightningrod allows it to get a +1 to its Special Attack stat if it switches in on a predicted Electric-type move. Volt Switch also gives Manectric to pivot out of unfavorable matchups, also spreading Intimidate drops. Sadly, just like every Pokemon, Manectric has its flaws. Even after Intimidate, Manectric's bulk isn't exactly stellar, and a lacking Special Defense stat prevents it from switching in to them too often. Combine this with a lack of reliable recovery and a weakness to all entry hazards, Manectric is never too hard to wear down throughout the battle.

Good teammates:
Pokemon that form a VoltTurn core with Manectric, such as Scizor, Landorus-T, or Tornadus-T make for excellent partners, as they quickly wear down opposing Pokemon. Scizor has strong priority and beats many Fairy-type Pokemon that Manectric is scared of, such as Sylveon, Clefable, and Mega Altaria. Tornadus-T forms a blisteringly fast duo with Manectric, and the combination of Hurricane and Superpower obliterate many of Manectric's checks. Landorus-T is immune to Ground-type attacks and is able to form a double Intimidate core with Manectric. Mega Manectric really dislikes hazards of all kinds, so a Defog or Rapid Spin user such as Starmie, Excadrill, Latios, Latias, or Defog Scizor make for excellent teammates.

What counters it:
Bulky Ground-types that are not quad weak to Hidden Power Ice, especially Hippowdon, Quagsire, and Gastrdon all fear nothing that Manectric can do and can widdle it down with Toxic or Scald. Special walls and Assault Vest users such as Chansey, the rare Goodra, Tyranitar, and Specially Defensive Heatran all switch in to Manectric without much worry, althoigh some eventually get worn down through repeated Volt Switches. Mega Charizard X and Mega Altaria use Manectric as complete set-up fodder, as Hidden Power Ice does pathetic damage to both. Mega Venusaur eats up Overheats and Hidden Power Ices thanks to Thick Fat, and can Synthesis to resore HP. Residual damage in general also greatly hinders Manectric's survivability, as due to its hit and run nature, it will be switching in and out constantly.

Any additional info:
Try to find anything else useful in its movepool that isn't Signal Beam, I dare you.
 
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I will have a long ride home, so I can get a few done. I'll take Gengar, Mega Metagross, Mega Charizard Y, Weavile, and Mega Medicham.
 

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Role: Stallbreaker

What It Does: Gengar is a really good stallbreaker, partly due to its typing and partly due to its movepool. With Levitate Gengar gains an immunity to Ground type attacks which it would otherwise be weak to. Ghost / Poison is a really good typing for Gengar because not only does it give it an immunity to normal and fighting types, but it also gives it an immunity to Toxic. This makes mons like Chansey completely useless against Gengar because it has no moves that can touch it. Taunt makes other mons that could possibly counter Gengar otherwise pretty useless too. With this combination Gengar used to be able to single-handedly take apart stall teams lacking Gliscor, but with the addition of Mega Sableye in ORAS, Gengar has become less known as a stallbreaker. However, it is not really that hard to pressure Mega Sableye, and Gengar can easily pick off Mega Sableye on the switch-in once it has taken enough chip damage. Gengar is able to break through many defensive mons with its unresisted coverage of Shadow Ball / Focus Blast / Sludge Wave. Gengar has a good special attack stat of 130, and that paired with Life Orb and its coverage gives defensive teams a really tough time dealing with Gengar. Gengar isn't useless against offense teams either. It has a decent speed stat by ORAS standards of 110 which allows it to speed tie with a lot of mons it can beat like Latios, Latias, Mega Diancie, Mega Metagross, and Mega Gallade. However, it is really weak to mons with priority moves like Sucker Punch Bisharp, Bullet Punch Scizor, Aqua Jet Azumarill, and Brave Bird Talonflame. Gengar has a pretty pathetic defense and HP stat so it can't take these moves very well.

Good Teammates: Gengar is weak to Pursuit users so mons that can beat the common Pursuit users of Bisharp, Weavile, and Tyranitar are really appreciated. Mega Lopunny and Keldeo are good mons that can both beat the aforementioned Pursuit users with ease. Mega Lopunny is also a great teammate because of how well it takes on offensive teams for Gengar, and Gengar can take on defensive teams for Mega Lopunny. Mega Lopunny is also able to beat Mega Sableye and weaken their shared common switch-ins of Landorus-T, Tornadus-T, and Raikou. Gengar is also weak to fast mons like Starmie and Mega Alakazam, so Bisharp is pretty good to Pursuit them. It also weakens Mega Sableye for Gengar. There are not many good teammates to list for Gengar because it doesn't really need much support to function well; Gengar does all it really needs to by itself. Gengar is usually added to offensive teams in order to beat slower, more defensive teams. As long as you have mons to beat Pursuit and priority users, you will be good for Gengar support.

What Counters It: Gengar has very few true counters and not a lot of switch-ins either. Mega Sableye with enough special defense is one of the few mons that are able to counter Gengar (144 Careful is a reliable amount, but you can go with a little less special defense and still not get 2HKO'd by Gengar). It has a typing that takes neutral damage from Shadow Ball, resists Sludge Wave, and is immune to Focus Blast. Mega Sableye is also a great Gengar counter because of its ability Magic Bounce. Mega Sableye does not have to worry about getting taunted and losing out on its ability to use recovery moves like a lot of other mons do. With Magic Bounce, Mega Sableye is also able to wall other variants of Gengar, like Substitute / Pain Split / Will-O-Wisp / Hex. Another great Gengar counter is specially defensive Gliscor. Gliscor has a really useful ability in Poison Heal, which gives it 6% extra recovery than Leftovers would. This helps Gliscor to be able to switch into Gengar without being pressured as much. Gliscor's typing also allows it to take neutral damage from Shadow Ball and resist Focus Blast and Sludge Wave. Gliscor is then able to hit Gengar back with a Knock Off. Additional switch-ins to Gengar are Assault Vest users like Tornadus-T and Raikou. Tornadus-T has the bonus of its ability Regenerator, which lets it switch-in more times than Raikou. One-time switch-ins to Gengar are Choice Scarf users / fast mons that can take one hit and use a strong attack of their own. Checks to Gengar include faster mons or mons with strong priority.

Counters: m sableye, gliscor (spdef)

switch ins: garchomp (scarf), landorus-t (scarf), tornadus-t (av), tornadus-t (lo), raikou (av), raikou (specs)

Checks: bisharp, Excadrill (sand), heatran (scarf), keldeo, m lopunny, m scizor (offensive), m scizor (defensive), talonflame (sd), m alakazam, tyranitar, starmie (def), starmie (lo), weavile, m aerodactyl, alakazam, gyarados, dragonite, feraligatr
 

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot / Ice Punch / Pursuit / Bullet Punch

Role: Bulky Attacker

What It Does: Mega Metagross used to be a very popular mon that even had a suspect test (obviously, it did not end up getting banned), but has fallen out of usage lately due to the rise in usage of tank Garchomp. Mega Metagross really doesn't like taking 30% everytime it hits Garchomp because it needs to be at a healthy amount in order to fulfill its role of taking hits and hitting back. Mega Metagross is pretty fast and doesn't always need to be healthy in order to beat mons, but 110 is not really that great of a speed tier anymore in ORAS because of the increase in speed tiers. 110 is now a very common base speed to have and anything below that is considered to be a fairly slow offensive mon. Mega Metagross is very bulky and troubles more offensive teams because of this. It is pretty much impossible to OHKO Mega Metagross without a super-effective move, and often super-effective moves aren't able to OHKO. Mega Metagross can hit back hard with a Meteor Mash or Zen Headbutt of its own. Mega Metagross does well against defensive teams lacking Skarmory, Mega Scizor, and Slowbro too, besides doing well against offense. It is a very hard mon to switch into, especially considering all of its coverage options.

Good Teammates: Mega Metagross works best on offense or balance teams. It does a good job of pressuring its counters and switch-ins, so mons that share similar counters/ switch-ins / checks with Mega Metagross work really well with it. Bisharp is a very good teammate for Mega Metagross because it not only shares counters with Mega Metagross, but it is also able to Pursuit trap the psychic types that like to switch into Mega Metagross like Starmie, Celebi, and Slowbro. Keldeo is also a nice teammate because it can beat many of Mega Metagross's checks. It pressures Mega Scizor, Skarmory, Landorus-T, Mega Sableye, Heatran, Excadrill, and stallbreaker Talonflame (it only takes about 70% from a Brave Bird and can OHKO back.

What Counters It: Mega Metagross is countered by mons that resist its strong stab moves and aren't weak to its other common coverage moves. Mega Metagross does have a lot of coverage moves so the counters / switch-ins / checks listed below are not exactly accurate. Mega Scizor, Skarmory, and Slowbro are the most prominent Mega Metagross's counters. Mega Scizor and Skarmory are probably the only real counters to Mega Metagross because they both are able to beat any of Mega Metagross' commonly used coverage moves. Both of them are able to take advantage of Mega Metagross (Skarmory by setting up hazards, Mega Scizor by setting-up Swords Dance). Starmie, Slowbro, and Mega Slowbro are able to counter Mega Metagross without Grass Knot. Landorus-T and Rotom-w are also common switch-ins to Mega Metagross but they cannot switch-in more than once after Stealth Rock damage. Mega Metagross doesn't really have very many checks either; Raikou, Excadrill in sand, Heatran, Talonflame, and Starmie are the only real offensive checks to Mega Metagross.

Counters: m scizor (defensive), skarmory (defensive), starmie (def), slowbro, m slowbro

switch ins: landorus-t, celebi, rotom-w

Checks: Excadrill (sand), heatran (scarf), m sableye, talonflame (sb), mew, starmie (lo), raikou (specs), raikou (av)
 

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Low Kick / Pursuit

Role: Late-Game Cleaner, Revenge Killer

What It Does: Weavile has really been seeing an increase in popularity lately; it is a great mon on offensive teams because of its high speed stat, piority, Pursuit, and a good offensive typing with strong moves. With a base speed of 125, Weavile outspeeds a lot of offensive mons in ORAS and is able to pressure them. Weavile is a very threatening mon to offense teams, especially those lacking Keldeo and Azumarill. Even teams with these mons, Weavile is able to wear them down thanks to Knock Off, which gets rid of their item making them less of a threat. Weavile isn't limited to just beating offensive teams either. It can really put pressure on defensive teams with Knock Off and Icicle Crash. Knock Off is great for removing items that defensive teams really rely on, like Leftovers, Eviolite, and Shed Shell. As a player who focuses more on defensive teams, I find Icicle Crash from Weavile to be very annoying. Mons like Mega Altaria, Mega Sableye, Skarmory, and Mega Venusaur are very susceptible to getting flinched by Weavile which is usually able to pick them off after one flinch. For example, if I rely on Skarmory to be my Weavile counter, my opponent can easily click Knock Off on the switch in; I am then forced to attempt to Roost the next turn, but more often than not my opponents will try to flinch me with Icicle Crash once because they will lose nothing by it except one turn of Life Orb damage. If they are successful in flinching, my opponent can then finish off Skarmory with another Icicle Crash unless I am able to Roost up on a weaker mon later, which is usually not the case. This works in the same way with Mega Sableye and Mega Venusaur. Weavile also makes for a good revenge killer; it can use Pursuit to finish off weakened slower mons to make sure they can't switch out, and it can use Ice Shard to pick off weakened faster mons.

Good Teammates: Weavile has a very good offensive typing in dark and ice that is resisted by very few mons. However, it is pretty crap defensively, so some more bulky teammates are appreciated by Weavile. Magnezone is a great teammate to support Weavile. Besides the obvious benefit of Magnezone trapping certain counters of Weavile (Scizor, Ferrothorn and Skarmory), Magnezone also beats Weavile's offensive switch-ins of Azumarill and Keldeo. Magnezone can also beat the fairy checks to Weavile like Clefable and Mega Diancie. Another cool thing that the core can do, Weavile can support Magnezone in trapping Skarmory by knocking off Skarmory's Shed Shell, allowing Skarmory to be trapped by Magnezone, which in return opens up a hole for Weavile. Weavile also can support mons like Keldeo and Mega Lopunny that appreciate the Pursuit support it can provide, getting rid of Starmie, Latios, Latias, and other psychic types. Weavile also appreciates mons that can take priority for it, because it has piss poor defensive stats and is not taking hits like Fake Out + Bullet Punch Mega Medicham, Brave Bird Talonflame, Aqua Jet Choice Band Azumarill, Bullet Punch Mega Metagross, and Bullet Punch Mega Scizor.

What Counters It: Weavile is countered by dark resists, defensive megas, and Skarmory (because its Skarmory). Pretty much anything that can take Knock Offs from Weavile and isn't weak to ice or Low Kick will be able to switch into Weavile. A majority of Weavile's switch-ins are defensive mons besides Azumarill and Keldeo, which both resist Weavile's STABs. Weavile is checked by faster mons that can take an Ice Shard and OHKO Weavile back (the latter is not a hard thing to do because Weavile is a really frail mon), and is also checked by mons that can take a Knock Off or Icicle Crash and hit back hard with a super-effective move.

Counters: m scizor (defensive), skarmory (def), m slowbro, m venusaur (def)

switch ins: azumarill, keldeo, m sableye, m scizor (offensive), m venusaur (off)

checks: m charizard x, clefable, m diancie, Excadrill (sand), ferrothorn, garchomp (scarf), heatran, hippowdon, landorus-t, m lopunny, m metagross (takes one knock), m alakazam, m manectric, m aerodactyl, m medicham (ip), m medicham (bp), rotom-w, breloom, feraligatr
 
Got kyurem-b

Specially-Based Mixed


Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Mild / Hasty Nature OR Modest / Timid Nature
- Ice Beam
- Earth Power
- Fusion Bolt / Hidden Power Fire
- Roost / Hidden Power Fire

Role: Wallbreaker, Bulky Attacker, Mixed Attacker

What It Does: LO Kyurem-B is a very powerful Pokemon, most used for its spectacular wallbreaking ability. With the ability Teravolt, which is literally another name for Mold Breaker, STAB Ice Beam, and powerful coverage in Fusion Bolt and Earth Power, Kyurem-B finds itself easily destroying defensive cores. With Teravolt, Earth Power hits some Pokemon that would otherwise wall Kyurem-B, such as Rotom-W. Ice Beam is a really powerful STAB which hits neutrally against a lot of things, and super effectively against some annoying Pokemon such as Hippowdon, Landorus-T, Garchomp, Amoonguss, and Mega Venusaur (hit super effectively thanks to Teravolt). Fusion Bolt is used because it hits bulky waters that resist Ice Beam and don't take a lot from Earth Power super effectively, the most common Pokemons are Azumarill, Slowbro, and Starmie. Finally, Roost is used to keep Kyurem-B healthy throughout the game, giving it huge longevity, and HP Fire, which can be used either over HP Fire or Fusion Bolt, is used to hits bulky steel types that eat up Earth Power, mainly Ferrothorn and Scizor.

Good Teammates: Teammates that can switch in on Kyurem-B's checks, such as fast steel, dragon, and fighting types, are really appreciated. For example, Starmie is a good teammates because it switches in on Mega Metagross and Keldeo, two Pokemon that always force Kyurem-B to switch.

What Counters It: Chansey is Kyurem-B's biggest and probably only counter. However, it has a lot of checks, basically anything that is faster and threatens to KO, meainly fast Steel, Fighting, and Dragon types, such as Latios, Keldeo, Latias, and Mega Metagross.

-----------------------------------------

Physical (Mixed) Attacker


Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely / Hasty Nature OR Adamant / Jolly Nature
- Fusion Bolt
- Dragon Claw
- Iron Head / Ice Beam
- Roost / Ice Beam

Role: Wallbreaker, Bulky Attacker, Mixed Attacker

What It Does: LO Kyurem-B is a very powerful Pokemon, most used for its spectacular wallbreaking ability. With powerful base 170 Atk, STAB Dragon Claw htis really hard and has a very nice neutral coverage. Fusion Bolt is used because it is Kyurem-B's 2nd most powerful, consistent physical move, which hits some Pokemon that resist Dragon Claw, such as Steel and Fairy types. Iron head can be used to hits fairies super effectively, which otherwise completely wall Kyurem-B. Finally, Roost is used to keep Kyurem-B healthy throughout the game, giving it huge longevity, and Ice Beam, which can be used either over Iron Head or Roost, is used because of its nice STAB power and coverage. Ice Beam is also very useful to hit some defensive behemoths, such as Landorus-T, Garchomp, and Hippowdon.

Good Teammates: Teammates that can switch in on Kyurem-B's checks, such as fast steel, dragon, and fighting types, are really appreciated. For example, Starmie is a good teammates because it switches in on Mega Metagross and Keldeo, two Pokemon that always force Kyurem-B to switch.

What Counters It: Bulky Steel types are this Kyurem-B's counters, such as Scizor, Ferrothorn, and Mega Metagross. However, it has a lot of checks, basically anything that is faster and threatens to KO, meainly fast Steel, Fighting, and Dragon types, such as Latios, Keldeo, Latias, and Mega Metagross.

-------------------------------------------

Choice Scarf


Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Claw
- Fusion Bolt
- Outrage / Iron Head
- Ice Beam

Role: Late-game Cleaner, Revenge Killer

What It Does: Choice Scarf is put on Kyurem-B to gain tremendous speed, allowing it to revenge kill and late-game clean much better, but at the sacrifice of its wall breaking ability. Dragon Claw (STAB) and Fusion Bolt are its most spammable and consistent moves. Outrage is the strongest move, as it can be used to hit really hard when needed. However, Iron Head can be used over it to hit fairies hard, not making Kyurem-B a complete liability against them. Finally, Ice Beam is used to hit defensive behemoths such as Landorus-T, Garchomp, Gliscor, and Hippowdon, which otherwise might give this set a problem.

Good Teammates: A good way to switch in Kyurem-B is always nice, so a U-turn/Volt Switch partner is extra nice. Most importantly, you'd want teammates that can handle Kyurem-B's counters. For example, Pokemons such as Keldeo and Heatran would be really appreciated alongside Kyurem-B.

What Counters It: Bulky Steel and Fairy types completely counter it, such as Scizor, Ferrothorn, Clefable, Sylveon, and Mega Metagross.
 
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Swords Dance Mega Pinsir

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Mega Pinsir is a massive threat. Aerilated Returns hit most of the Metagame extremely hard of it's base 155 Attack STAT. Swords Dance further amplifies Mega Pinsir's power as well as it give it enough juice to clean up late-game with Quick Attack. Quick Attack is powerful Flying-priority with allows it to pick of weakened threats and quickly KO a few faster threats weak to it's Flying STAB. Return hits everything save for resists in the Metagame very hard, even scoring a close 2HKO on Standard Ferrothorn. Close Combat rounds of Mega Pinsir's coverage and allows it to strike it's resists very hard.

Good Teammates: Latios provides Defog support, which is imperative for Mega Pinsir who loses 50% of it's health upon Switching into Stealth Rocks. Heatran holds pretty good synergy with Mega Pinsir defensively, can Stallbreak, and setup Stealth Rocks, to whittle down Mega Pinsir's checks and better secure a Sweep. Talonflame forms a "BirdSpam" core with Mega Pinsir where they overwhelm each other's checks through redundancy, but it has rather poor synergy with it.

What Counters It: Bulky Steel-types not hit Super-Effectively by Close Combat can trouble Mega Pinsir, such as Mega Metagross and Skarmory. Faster threats and Electric-types like Raikou and Mega Manectric can easily KO it with their STAB. Thundurus and Zapdos outright counter this set completely, but they must watch out as Mega Pinsir does have Stone Edge in it's movepool. Weavile outruns and KO's Mega Pinsir with Icicle Crash and avoids the OHKO from Quick Attack, unless Mega Pinsir has boosted.

Sorry just a minor thing but why did you mention thundy and zapdos have to worry about stone edge? Ive never once seen or faced a m pinsir with it and i dont really think its a viable move even. In terms of moves on mega pinsir you run the exact 3 moves with cc or eq really being the only slashes. Also Slash flash cannon and playrough on klefki.
 
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Patolegend!

Fan of 1000 Arrow 'Slash
is a Tiering Contributor Alumnus
Sorry just a minor thing but why did you mention thundy and zapdos have to worry about stone edge? Ive never once seen or faced a m pinsir with it and i dont really think its a viable move even. In terms of moves on mega pinsir you run the exact 3 moves with cc or eq really being the only slashes.
Yeah KidMagic I don't think Stone Edge is gonna be worth it, as Zapdos is hardly being used nowadays (which is part of what makes Pinsir so tasty) and is not worth giving up CC/EQ for.

I think you should definitely mention Adamant and Feint as a slash - The former because there's not that much it needs to outrun nowadays in that gap (it outruns Excadrill and below even with a neutral nature), and it gives it a chance to 1-hit Hippow at +2 after spikes:

+2 252+ Atk Aerilate Mega Pinsir Return vs. 252 HP / 144+ Def Hippowdon: 379-447 (90.2 - 106.4%) -- guaranteed OHKO after 1 layer of Spikes

It guarantees the KO on Slowbro at +2:

+2 252+ Atk Aerilate Mega Pinsir Return vs. 252 HP / 232+ Def Slowbro: 372-438 (94.4 - 111.1%) -- guaranteed OHKO after Stealth Rock

It also gives it a favorable chance to one shot Heatran with CC.

Feint is useful to surprise Talon, Weavile, and Thundurus at +2, all of which are becoming more popular at the minute.
 

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

Role: Wallbreaker

What It Does: Mega Charizard Y's main role in OverUsed is to be a wallbreaker. It is supposed to take advantage of the fact that it has a very small list of counters/switch-ins and plow through teams with a strong sun-boosted STAB Fire Blast coming off of a 159 base special attack stat. However, Mega Charizard Y doesn't do so well against mons that resist fire because it can't rely on breaking through them as much. Granted, Fire Blast still does a lot to mons that still resist it, mons like Latios and Latias can switch in fairly safely (also due to the fact that they outspeed Mega Charizard Y and can Roost stall out Fire Blasts). However, 60% of teams in OverUsed are lacking Latios, Latias, or Chansey so Mega Charizard Y can put in a lot of work against these teams. These teams usually only carry a check to Mega Charizard Y or a Talonflame (which I talk about later to show how it isn't the best switch-in). Mega Charizard Y can do a lot against teams like this because they usually don't have mons that can take a hit from it and OHKO back, just mons that are faster and can revenge kill it. However, there has been a decrease in usage of Mega Charizard Y lately, and I am not quite sure what the reason for this is; it is probably a mix of factors. The reasons I can think of are the increase in usage of Garchomp, a faster meta, and the rise of ABR/bof stall (the Mega Sableye / Chansey / Skarmory / Gothitelle / Amoonguss / Quagsire team, I'll call it ABR stall for simplicity). Garchomp is an issue for Mega Charizard Y not only because it resists fire but also because it can set up Stealth Rock which really hurts Mega Charizard Y. The faster meta also hurt Mega Charizard Y. Mons like Mega Diancie and Mega Lopunny (which does like 99.2% min with Fake Out + Return) kind of discourage the use of Mega Charizard Y. ABR stall also hurt teams with it. Mega Charizard Y doesn't really do anything versus Chansey, and actually kind of helps it by giving it free opportunities to use Heal Bell, Stealth Rock, or throw out a Toxic.

Good Teammates: Pretty much all Mega Charizard Y teams are based off the framework user: Valentine. http://www.smogon.com/forums/threads/force-of-nature-an-in-depth-guide-to-zard-y.3501476/ Although the team framework is a little outdated by now, the most of the same principles still apply. Slot 2, the Defog or Rapid Spin user is still needed on Mega Charizard Y teams. It really doesn't like coming in on Stealth Rock, so having a hazard remover is very important. Any hazard remover works for this role really; Excadrill, Latios, and Latias are your best bets to fill this role. The next role is the Pursuit user, which is also still needed. Having a Pursuit user means that Latios and Latias are out of the way for Mega Charizard Y to fire off powerful Fire Blasts. Any Pursuit user works for this role really. One thing to take note of though is that you can run Excadrill and Tyranitar in these two slots to form a nice sand core. The next slot is your Bisharp switch-in (fighting type that resists steel). I have never really seen anyone deviate from Keldeo in this slot. The 5th slot is used for flying spam, but I don't think that having a dedicated flying spam switch-in is as important as it used to be. Flying spam isn't really a thing anymore, and more often than not you can fill the role of your Talonflame and Mega Pinsir checks with the last slot, the bulky ground stealth rocker (using Choice Scarf Tyranitar from the Pursuit trap slot also works).

What Counters It: Mega Charizard Y actually doesn't have many counters, but these counters are so common that it is not considered a great wallbreaker anymore. Together, Latias, Chansey, and Latios are on about 40% of the teams in OverUsed according to the latest usage statistics (Latios - 16%, Latias - 13%, and Chansey 10%). This really hurts Mega Charizard Y because when these mons are on the opponent's teams it can't really do much and is kind of stuck. However, that's where its teammates come in to help it break past its counters. Pursuit users and Chansey lures are good examples but I already talked about teammates in the section above so I want go super in-depth to it now. Good switch-ins to Mega Charizard Y are Mega Altaria (which would almost be considered a counter, but after rocks it is not (252 SpA Mega Charizard Y Fire Blast vs. 240 HP / 12 SpD Mega Altaria in Sun: 148-175 (42.1 - 49.8%) -- 89.8% chance to 2HKO after Stealth Rock). In a similar way, Talonflame is not a perfect counter to Mega Charizard Y because if you think about how it would actually play out during a battle, you would realize it can't consistently switch-in. Mega Charizard Y uses Fire Blast and after Stealth Rock, Talonflame is left at 10-20%. Talonflame then roosts as the Mega Charizard Y user switches out into a Talonflame check, and the Talonflame is forced out at 66-76 percent. Talonflame is then prevented from switching in again later. Other switch-ins listed below are one-time switch-ins that can come in once and force Mega Charizard Y out. It also has a pretty long list of common checks now, which is probably one of the reasons Mega Charizard Y has fallen in usage.

Wallbreaker Zard-Y

Counters: latios, latias, Chansey

switch ins: m altaria, garchomp, talonflame (sb), m aerodactyl, victini (band), dragonite

Checks: m charizard x, m diancie, m gyarados, heatran (scarf), hippowdon, landorus-t, talonflame (sd), m manectric, tyranitar, magnezone, raikou (av), raikou (specs), m pinsir, thundurus (lo)


Any Additional Info: Flamethower can be used over Fire Blast for more consistent damage. However, Fire Blast is generally preferred for more power, since its role is to be a wallbreaker. Without Fire Blast, it is not hitting switch ins like Tornadus-T, Latios, and Talonflame hard enough. If Stealth Rock are up, these mons have a really hard time switching in, but with Flamethrower it takes a large amount of pressure off of mons like those.
 
Alright its come to my attention that with the people that have done multiple reserves are kinda cluttering the thread with the one mini analysis per post. When doing multiple Mons please keep it to one post. I wont stop you but keep it in mind.
 
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