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

ORAS UU Viability Ranking Thread M2

Status
Not open for further replies.
Azelf is one of the best Hyper Offense leads in the tier... Its high offensive pressure along with the omnipresent threat of a ExploNuke guarantees rocks on your side while also dealing heavy damage or outright OHKOing almost anything that switches in is very good for HO....Seriously move up to A-. Although its viability in ORAS has decreased due to the fact it needs Focus Sash to avoid kills from all the new threats in the tier which in turn weakens its ExploNuke due to lack of Normal Gem, Azelf is a solid Pokemon which can play its role almost flawlessly and must be kept in mind when building a team in this tier.
As someone who has used all Hyper Offense leads extensively I have to say that B+ is pretty much where they should all lie at the moment. While certainly viable, the shift towards a more bulky offensive metagame once again has left Hyper Offense struggling to find set up opportunities. In addition, the rise of bulky Psychics such as Cresselia, Reuniclus, and Slowking is a pain in the ass for a style that loves to spam high powered Close Combats. In respect to Azelf as a hazard layer, it beats out the other Hyper Offense leads handily but still struggles versus extremely common anti-leads like Crobat and Mega Aerodactyl. These two force you to completely abandon your early game suicide strategy in favor of a much more cautious approach to the game. These factors plus the mediocrity of pretty much every other Azelf set in this metagame leaves Azelf in a peculiar spot but for now B+ should be sufficient.
 
Thank you everyone for that week of discussion on the mentioned mons. After discussion with the council as well as reading what you guys have to say, this is what is moving atm. reasoning will most likely be added later though i'll just be echoing what a lot of you guys already mentioned. A new list will be up within a few days discussing other mons like Cress, Reuniclus etc.

Moving

Dragalge: B+ > A-
Meloetta: B- > B
Pangoro: B- > B
Qwilfish: B- > B
Granbull: C > B-
 
I have not played UU in a while, but I last remember seeing Blissey in the A Ranks. Why did it drop all the way to B-?
Its setup fodder for a huge portion of the tier and only finds a good niche on stall due to how many physical threats have entered the metagame while special threats leave. Blissey lately has been outclassed by florges due to more phys def and being less passive while still being a great cleric.
 
Blissey is too low tbh, even just for its role on stall it should be B rank. I think people are underwhelmed by it because they use it as a wishpass cleric, which isn't a very good set. If you avoid wishpass, you open up blissey's support movepool and have two slots to dedicated to it (softboiled and seismic toss are a given).

All blissey sets should include stealth rock, without exception. Blissey is the most reliable user of the move in the tier because it beats more hazard removers than any other setter- empoleon does nothing besides phase and has no recovery to withstand being seismic tossed to death, mega blastoise does nothing even with aura sphere and again gets seismic tossed to death, tentacruel and forry also get seismic tossed to death (wouldn't recommend staying in on these for too long because they can set up hazards on you). The others are a little more iffy, you can beat crobat if it doesn't have taunt or is life orb for some reason, if it does have taunt you get into a stally war. Mence depends on your last slot more than anything, which I'll come back to later, but it's again just going to be a stally war. Stall playstyles really really really love having rocks up, and being the best setter of them is pretty huge.

In the final slot there's a few handy things you can go with. Thunder wave is great for hitting common switch ins and helps prevent things setting up on you, but watch out for hera. It becomes kind of scary for work up refresh pidgeot to set up on you because a full para or two puts it in a very bad situation (make sure you bring a backup check though). Another option is the classic heal bell, which is pretty handy because blissey does get a lot of switch in opportunities. There's also toxic, but meh, there's better users.

In the past the reason given for blissey dropping was that although it deals with the large majority of special attackers, they still do their job most of the time- Nidoqueen sets up rocks, Blastoise spins, rose sets up spikes, dragalge sets up spikes. However, if you take advantage of rocks and utility options blissey flips this and takes advantage of the things it walls. For providing reliable rocks, a blanket check to nigh-on every special attacker and having reliable recovery there's almost no reason not to use blissey on stall. It's also very easy to build a specially defensive core around because the things that do get past it are very limited.

Of course, the big thing is that it only works on stall/semi-stall. That said, for being such a central component to what is a decent-ish playstyle right now, it deserves B, considering that Shuckle is there because it's central to an honestly worse playstyle.
 
Blissey is too low tbh, even just for its role on stall it should be B rank. I think people are underwhelmed by it because they use it as a wishpass cleric, which isn't a very good set. If you avoid wishpass, you open up blissey's support movepool and have two slots to dedicated to it (softboiled and seismic toss are a given).

All blissey sets should include stealth rock, without exception. Blissey is the most reliable user of the move in the tier because it beats more hazard removers than any other setter- empoleon does nothing besides phase and has no recovery to withstand being seismic tossed to death, mega blastoise does nothing even with aura sphere and again gets seismic tossed to death, tentacruel and forry also get seismic tossed to death (wouldn't recommend staying in on these for too long because they can set up hazards on you). The others are a little more iffy, you can beat crobat if it doesn't have taunt or is life orb for some reason, if it does have taunt you get into a stally war. Mence depends on your last slot more than anything, which I'll come back to later, but it's again just going to be a stally war. Stall playstyles really really really love having rocks up, and being the best setter of them is pretty huge.

In the final slot there's a few handy things you can go with. Thunder wave is great for hitting common switch ins and helps prevent things setting up on you, but watch out for hera. It becomes kind of scary for work up refresh pidgeot to set up on you because a full para or two puts it in a very bad situation (make sure you bring a backup check though). Another option is the classic heal bell, which is pretty handy because blissey does get a lot of switch in opportunities. There's also toxic, but meh, there's better users.

In the past the reason given for blissey dropping was that although it deals with the large majority of special attackers, they still do their job most of the time- Nidoqueen sets up rocks, Blastoise spins, rose sets up spikes, dragalge sets up spikes. However, if you take advantage of rocks and utility options blissey flips this and takes advantage of the things it walls. For providing reliable rocks, a blanket check to nigh-on every special attacker and having reliable recovery there's almost no reason not to use blissey on stall. It's also very easy to build a specially defensive core around because the things that do get past it are very limited.

Of course, the big thing is that it only works on stall/semi-stall. That said, for being such a central component to what is a decent-ish playstyle right now, it deserves B, considering that Shuckle is there because it's central to an honestly worse playstyle.

I definitely agree with this post. I think a lot of people (myself included) were far too focused on Blissey's capability as a Wish passer which despite its immense HP stat, it doesn't do all that well. It is most definitely a solid stop to the tiers most dangerous special attackers and leaving an extra slot open for moves such as TWave, Heal Bell, Stealth Rock, Flamethrower (doublade), and other options really allows for a much more consistent playstyle with this fat blob. Softboiled's "immunity" to roar heal denial is also nice to have in certain matchups. These factors plus its omnipresence on both stall and semi stall speak for itself and show that it deserves a rise.
 
A lot of recent noms/changes have been rises, so I am going to nominate Cresselia from A+ to A. Based on the usage stats, the most popular set is the CM set, and the next most popular one is Lunar Dance. So, I will mainly address the CM set.

Cresselia is not worthy of A+. The lack of Focus Blast gives Cress any Steel type free turns, such as Empoleon, Forretress, and Mega Aggron. All of them can set up hazards, Emp can Defog while Forry can spin, Aggron and Emp can phaze it out if its Sub Cm while taking little to no damage in the process, and if Cress doesn't have sub it can get hit with status from a Scald Burn or Toxic. Not only that, but Moonlight is garbage, leaving Cress to be a sitting duck against Rain teams, Obamasnow, and sand teams (although Hippo is rising very soon). 8 PP also is trash for a recovery move. And unless it runs Thunder Wave, its complete set up bait for Salamence (only 17% have Ice Beam), Feraligatr etc, and even with it its countered and set up on by stuff like Curselax, Reuniclus and Abomasnow which are becoming more and more popular. Finally, its typing is pretty bad for a wall. Being weak to both Dark and Bug is really annoying for Cress, since it obviously hates Knock Offs and U-Turns do a solid amount of chip damage.

When I look at the A+ mons, I see threats such as Feraligatr and Pidgeot, which can demolish unprepared teams and have very few checks. I see bulky mons like Nidoqueen, which can consistently succeed in its role of checking Fighting spam and laying hazards while still hitting hard. Cress just doesn't fit with those threats and belongs in A.
 
Blissey is literally one of the best pokemon you can use on stall teams, in fact, to NOT use it would put you at a significant disadvantage. Its effectiveness at walling special attackers frees up more team slots to deal with the many physical threats in the metagame. florg is actually not that common on stall because as a wish passer its hp stat is too low to be much use. most high ladder stall teams I see use blissey which should show just how good it really is. No-one uses Alakazam outside of HO, yet it made it to A+ so the argument that blissey is bad outside of stall is weak. Blissey for B or B+ IMO.

(and yes rocks bliss is by far its best set)
 
Blissey is literally one of the best pokemon you can use on stall teams, in fact, to NOT use it would put you at a significant disadvantage. Its effectiveness at walling special attackers frees up more team slots to deal with the many physical threats in the metagame. florg is actually not that common on stall because as a wish passer its hp stat is too low to be much use. most high ladder stall teams I see use blissey which should show just how good it really is. No-one uses Alakazam outside of HO, yet it made it to A+ so the argument that blissey is bad outside of stall is weak. Blissey for B or B+ IMO.

(and yes rocks bliss is by far its best set)
While the point about alakazam and blissey is true, stall in UU, which blissey is the best on, isn't as viable in this meta as offense is. Alakazam being able to destroy the more common play style makes it more viable In this meta.
 
O36ltuf.png
Special credits to Omfuga for the new Viability ranking thread banner.
 
I am happy that Dragalgae is moving up. It's ability to set up hazards and hit hard is a huge boon. It has key resists to poison, grass, water, electric, fire, fighting and bug type moves. Fire, Fighting and Water are pretty key resists in the meta (hence why you see Salamence as a top ranked mon). I've also been enjoying Jellicent a lot lately. The Phys Def Taunt set is too much fun to use. It's crucial speed tier and bulk puts it in great position against all clerics (Blissey, Umbreon, Florges, etc...) while stopping slower hazards setter (Forry, Donphan, etc...) and having that cool Water/Ghost typing (again resisting fighting, fire and Water just like Drag). Knock Off is still prevalent, but if you match it with a Knock Off absorber (Mega Swampy, Umbreon, Cobalion, Virizion (fantastic synergy IMO), etc...) then you really only have to worry about utility Knock Offs (Mienshao and Hera mostly).
 
685.png
: I've been using Slurpuff quite a bit this past week on the ladder, and it's been putting in quite a bit of work. Once it gets off a Belly Drum, just click the right coverage and win =] But seriously, after the Unburden boost, it hits 534 Speed with Jolly which lets it outspeed almost all of the unboosted metagame (and most scarfers too), and at +6, can 2HKO at worst almost everything in the tier bar mons like Doublade, Bronzong, and Mega Aggron (and Unaware Quagsire), all of which you can and should take out with a trapper like Magneton (which also has a pretty good chance to OHKO physically defensive Quagsire with HP Grass) before Slurpuff comes out to kill things. Bulky waters might pose a problem due to Scald, so running Heliolisk or the lawn mower thing might be a good idea. It's not too hard to set up with it either. Just use something like Azelf that can set up Dual Screens and explode, letting you switch in Slurpuff without taking damage. You can also use something like Dugtrio which can use Memento, giving Slurpuff a much easier way to set up a Belly Drum. To top it all off, it has access to Drain Punch. It's a pretty good coverage move by itself, but the real benefit comes from the recovery, which lets it survive an attack against a Pokemon that it 2HKOs. for example, a dedicated Revenge Killer like Alakazam runs into some trouble since Slurpuff can just Drain Punch and recover enough HP to survive the Psychic, and then proceed to KO the next turn.

Given that's it's relatively simple to deal with its counters and setting up a BD, and the fact that it deals pretty efficiently with most of the tier, I'd like to nominate it for A-.
 
Last edited:
685.png
: I've been using Slurpuff quite a bit this past week on the ladder, and it's been putting in quite a bit of work. Once it gets off a Belly Drum, just click the right coverage and win =] But seriously, after the Unburden boost, it hits 534 Speed with Jolly which lets it outspeed almost all of the unboosted metagame (and most scarfers too), and at +6, can 2HKO at worst everything in the tier bar Doublade, Bronzong, and Mega Aggron (and Unaware Quagsire), all of which you can and should take out with a trapper like Magneton (which also has a pretty good chance to OHKO physically defensive Quagsire with HP Grass) before Slurpuff comes out to kill things. Bulky waters might pose a problem due to Scald, so running Heliolisk or the lawn mower thing might be a good idea. It's not too hard to set up with it either. Just use something like Azelf that can set up Dual Screens and explode, letting you switch in Slurpuff without taking damage. You can also use something like Dugtrio which can use Memento, giving Slurpuff a much easier way to set up a Belly Drum. To top it all off, it has access to Drain Punch. It's a pretty good coverage move by itself, but the real benefit comes from the recovery, which lets it survive an attack against a Pokemon that it 2HKOs. for example, a dedicated Revenge Killer like Alakazam runs into some trouble since Slurpuff can just Drain Punch and recover enough HP to survive the Psychic, and then proceed to KO the next turn.

Given that's it's relatively simple to deal with its counters and setting up a BD, and the fact that it deals pretty efficiently with most of the tier, I'd like to nominate it for A-.
Amoonguss counters it as well.
 
I agree with minus on the nomination of Slurpuff to A-.

There are no more than 6-7 counters to Slurpuff in the tier and it has decent enough bulk to setup on a ton of pokemon in the tier. At +6 it out-speeds everything bar scarf Avelf(which is not a thing), KOs most defensive, non-steel types with rocks up.

A calc to consider: 252 Atk Mega Aerodactyl Stone Edge vs. 28 HP / 0 Def Slurpuff: 192-226 (61.5 - 72.4%) -- guaranteed 2HKO

Slurpuff can reliably setup on a Mega Aerodactyl as well as KO it back with a Play Rough.

I have used Slurpuff quite a bit on the ladder, and even if you cannot pull off a sweep during a game since they have the designated counter(Forry, Doublade), it makes your opponent play differently because they will not let their counter get weakened, hence, not switching it in. So if you also have Mega Aerodactyl and Forry is their Aero counter as well, you pressure your oppenont to either weaken their Forry or let Aerodactyl ravage their team.

Another example in which Slurpuff is useful is when your opponent has a Hydreigon( This applies to other mons like Mence, Heracross, Shao, etc as well) and has a Slurpuff-weak team. Every time such pokemon comes in your opponent is forced to U-turn as you stay in for the Free setup. This forces Hydreigon to be a useless pokemon the entire game making slurpuff a great supporting pokemon as well.
 
685.png
: I've been using Slurpuff quite a bit this past week on the ladder, and it's been putting in quite a bit of work. Once it gets off a Belly Drum, just click the right coverage and win =] But seriously, after the Unburden boost, it hits 534 Speed with Jolly which lets it outspeed almost all of the unboosted metagame (and most scarfers too), and at +6, can 2HKO at worst almost everything in the tier bar mons like Doublade, Bronzong, and Mega Aggron (and Unaware Quagsire), all of which you can and should take out with a trapper like Magneton (which also has a pretty good chance to OHKO physically defensive Quagsire with HP Grass) before Slurpuff comes out to kill things. Bulky waters might pose a problem due to Scald, so running Heliolisk or the lawn mower thing might be a good idea. It's not too hard to set up with it either. Just use something like Azelf that can set up Dual Screens and explode, letting you switch in Slurpuff without taking damage. You can also use something like Dugtrio which can use Memento, giving Slurpuff a much easier way to set up a Belly Drum. To top it all off, it has access to Drain Punch. It's a pretty good coverage move by itself, but the real benefit comes from the recovery, which lets it survive an attack against a Pokemon that it 2HKOs. for example, a dedicated Revenge Killer like Alakazam runs into some trouble since Slurpuff can just Drain Punch and recover enough HP to survive the Psychic, and then proceed to KO the next turn.

Given that's it's relatively simple to deal with its counters and setting up a BD, and the fact that it deals pretty efficiently with most of the tier, I'd like to nominate it for A-.
I definitely agree, Slurpuff is one of the shinig stars of hyper offense atm and provides a whole new dynamic for your opponent who literally cannont use their Hydreigon or what have you. A little support with Slurpuff goes a long way and can basically hand you wins, especially on the ladder.
 
685.png
: I've been using Slurpuff quite a bit this past week on the ladder, and it's been putting in quite a bit of work. Once it gets off a Belly Drum, just click the right coverage and win =] But seriously, after the Unburden boost, it hits 534 Speed with Jolly which lets it outspeed almost all of the unboosted metagame (and most scarfers too), and at +6, can 2HKO at worst almost everything in the tier bar mons like Doublade, Bronzong, and Mega Aggron (and Unaware Quagsire), all of which you can and should take out with a trapper like Magneton (which also has a pretty good chance to OHKO physically defensive Quagsire with HP Grass) before Slurpuff comes out to kill things. Bulky waters might pose a problem due to Scald, so running Heliolisk or the lawn mower thing might be a good idea. It's not too hard to set up with it either. Just use something like Azelf that can set up Dual Screens and explode, letting you switch in Slurpuff without taking damage. You can also use something like Dugtrio which can use Memento, giving Slurpuff a much easier way to set up a Belly Drum. To top it all off, it has access to Drain Punch. It's a pretty good coverage move by itself, but the real benefit comes from the recovery, which lets it survive an attack against a Pokemon that it 2HKOs. for example, a dedicated Revenge Killer like Alakazam runs into some trouble since Slurpuff can just Drain Punch and recover enough HP to survive the Psychic, and then proceed to KO the next turn.

Given that's it's relatively simple to deal with its counters and setting up a BD, and the fact that it deals pretty efficiently with most of the tier, I'd like to nominate it for A-.
I indeed have to agree. Earlier this week I was put up against a Slurpuff, and I started using it myself ever since. Also, because it's not that common, it catches a LOT of people off guard and they don't know what to do against it.
 
Seconding slurpuff for A- rank. Unless you stop it from setting up/or you have some strong priority you can count yourself pretty much screwed. Slurpuff catches too many people off guard and sweeps them in return
 
Not even a powerful sucker punch is reliable against this fairy blob and with oras giving it recovery through drain punch, a banded e speed in the back wont help you.

Does anyone oppose moving slurpuff up?
 
I have used Slurpuff quite a bit on the ladder, and even if you cannot pull off a sweep during a game since they have the designated counter(Forry, Doublade), it makes your opponent play differently because they will not let their counter get weakened, hence, not switching it in.
This. Slurpuff just sits there, happily twiddling its thumbs with that stupid smile on its face, threatening to sweep you if you show even a moment's weakness. It doesn't need to do anything, the mere threat that it's there means you have to account for it and play accordingly. You need to specifically address Slurpuff during team building, and even with a hard counter on your team it still demands you play carefully. This screams A rank material.

While Slurpuff benefits from team support (Magneton as a trapper has been pointed out), it doesn't really need anything specific. Type coverage to beat/weaken Steel-types and some amount of hazard control should be on every team, and that's all Slurpuff really needs to function. With all that said, it's a tricky team slot to fit in since it doesn't contribute directly until it's time to seep. All together, that makes A- fit extremely well. Its flaws are overshadowed by its incredible strengths.

Totally supporting the rise of Slurpuff.
 
Not even a powerful sucker punch is reliable against this fairy blob and with oras giving it recovery through drain punch, a banded e speed in the back wont help you.

Does anyone oppose moving slurpuff up?

I think A- is too high for Slurpuff. Firstly, your banded e-speed statement is a bit misleading. If slurpuff sets up a BD and activates the sitrus berry, all entei needs is puff to set up with a layer of spikes and SR to KO 75% of the time with E-speed.

I have other issues with puff moving up to A- as well. It has only one opportunity to come in and sweep or do anything significant in a game given its poor damage output before a BD, this means you have a dead slot until it comes in to sweep because even if you do switch in to a dragon move, it can't really afford the extra hazard damage it will probably take in the process. At this point, it is already demanding a lot of support to sweep, ideally hazard control, something to break down its counters for it, and a means to switch in without having to take a hit (the last point is rather important given that even resisted attacks like mienshao's scarf HJK is doing an easy 50%).

Another issue it faces is vulnerability to all hazards and nearly all status (toxic poison is arguably not so bad if you can make use of drain punch). While this is true of a lot of popular set-up sweepers in UU, just a factor such as an extra layer of spikes being present makes a big difference due to its lack of priority and BD's side effect such as in the aforementioned entei example. This is also notable in how very bulky neutral walls such as porygon2 and cress can easily eat a play rough/Drain punch and shut down its sweep with t-wave. Counters such as forretress and aggron only need to be at 60% to survive a drain punch and kill it even with specially defensive spreads.

As well as this its predictability in tandem a lot of its would-be set up fodder (which is mostly offensive mons given its status issue) have ways of stopping it set up, e.g. iron tail on dragons (I'm not going to mention scarf hydra or salamence the former of which is bad in the current metagame and the latter of which is probably mence's worst set), taunt on krook, or facade from adamant orb heracross (which outspeeds and OHKOes after SR for the record) really makes me question its place in A-. Finally, if you look at other pokemon in A-, specifically sharpedo, I would say shark is a notably more threatening cleaner and other mons like kyurem and aggron are just better mons IMO. It's quite fine in B+ I think.
 
I think A- is too high for Slurpuff. Firstly, your banded e-speed statement is a bit misleading. If slurpuff sets up a BD and activates the sitrus berry, all entei needs is puff to set up with a layer of spikes and SR to KO 75% of the time with E-speed.

I have other issues with puff moving up to A- as well. It has only one opportunity to come in and sweep or do anything significant in a game given its poor damage output before a BD, this means you have a dead slot until it comes in to sweep because even if you do switch in to a dragon move, it can't really afford the extra hazard damage it will probably take in the process. At this point, it is already demanding a lot of support to sweep, ideally hazard control, something to break down its counters for it, and a means to switch in without having to take a hit (the last point is rather important given that even resisted attacks like mienshao's scarf HJK is doing an easy 50%).

Another issue it faces is vulnerability to all hazards and nearly all status (toxic poison is arguably not so bad if you can make use of drain punch). While this is true of a lot of popular set-up sweepers in UU, just a factor such as an extra layer of spikes being present makes a big difference due to its lack of priority and BD's side effect such as in the aforementioned entei example. This is also notable in how very bulky neutral walls such as porygon2 and cress can easily eat a play rough/Drain punch and shut down its sweep with t-wave. Counters such as forretress and aggron only need to be at 60% to survive a drain punch and kill it even with specially defensive spreads.

As well as this its predictability in tandem a lot of its would-be set up fodder (which is mostly offensive mons given its status issue) have ways of stopping it set up, e.g. iron tail on dragons (I'm not going to mention scarf hydra or salamence the former of which is bad in the current metagame and the latter of which is probably mence's worst set), taunt on krook, or facade from adamant orb heracross (which outspeeds and OHKOes after SR for the record) really makes me question its place in A-. Finally, if you look at other pokemon in A-, specifically sharpedo, I would say shark is a notably more threatening cleaner and other mons like kyurem and aggron are just better mons IMO. It's quite fine in B+ I think.

I agree with a lot of what you said and you are correct in the sense that there are a good chunk of common walls out there that can come in and take a hit and either cripple it with t-wave or kill it. The one thing I would keep in mind however is that almost all of the teams slurpuff is on are hyper offense or heavy offense. What those styles tend to do is just smash and smash their way through walls and cores as best they can and either A, be successful at it and win the battle, or B, smash through to the point where a mon like slurpuff can come in and pick off those would be checks that have been weakened after a belly drum and hopefully clean the rest of the way. What is really cool about slurpuff too is that it threatens some of the most common mons that put a hurting on offensive teams like hydreigon, mienshao, and aerodactyl for example. Those mons are very pressured to click their stabs as they know puff is in the back waiting to take advantage of them. With slurpuffs ability to do that it allows heavy offense as a whole to do its job better especially with offensive teams being very good in this meta with all of the emerging threats that uu is realizing.

That being said I wholeheartedly agree with puff going up to A-
 
Last edited:
Wait, what about Aero? Slurpuff can't safely BD on Stone Edge.

EDIT: Okay, now I see that Slurpuff can barely safely set up. But that still doesn't mean Slurpuff threatens Aero, that's very much a last ditch scenario that you do not want to encounter.
 
Last edited:
Wait, what about Aero? Slurpuff can't safely BD on Stone Edge.

If there are absolutely no hazards up and the opponent has no priority, hail or sandstorm up, Slurpuff can setup a BD on Jolly Mega Aero, taking around 74% max from Jolly Stone Edge, getting its sitrus berry, back to at least 51%, and safely setting up a belly drum. It's clearly not optimal, but in an endgame situation it can be done.

Proof:
252 Atk Mega Aerodactyl Stone Edge vs. 0 HP / 0 Def Slurpuff: 192-226 (62.9 - 74%) -- guaranteed 2HKO

100-74 is 26%, +25% puts you at 51%.
 
Status
Not open for further replies.
Back
Top