There's Assurance as well, which OHKOs without needing to Tera as long as Zoroark hits it first that turn (which unless it's a Nasty Plot set is kind of a given).The Only thing that Annihilape can hurt H-Zoro is Night Slash and Fling:
There's Assurance as well, which OHKOs without needing to Tera as long as Zoroark hits it first that turn (which unless it's a Nasty Plot set is kind of a given).The Only thing that Annihilape can hurt H-Zoro is Night Slash and Fling:
This is 100% true. If we let ape run free again, we'll all be forced to play H-Zoroark or pray to the gods we can beat the ape SOMEHOW with any given team.Annihilape @ Leftovers
Ability: Defiant
Tera Type: Monke
EVs: 252 HP / 28 SpD / 228 Spe
Jolly Nature
- Bulk Up
- Night Slash
- Drain Punch
- Rage Fist
Here is your new Anhiliape set that has a worse matchup against Clodsire but a better one against Zoroark, or you can just, you know, kill clodsire or pex beforehand
I'm sorry but 1 true counter, while nice, does not help when outside that you have no checks, you need something more consistent
I honestly believe it could become the new UU gengar, as it is very similar but has a better ability and u turn to pivotView attachment 495806
Zoroark-Hisui @ Choice Specs
Ability: Illusion
Shiny: Yes
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Bitter Malice
- Flamethrower
- Hyper Voice
- Focus Blast
View attachment 495807
Walking Wake @ Choice Scarf
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Tera Blast
I've been running a double Choice core of Hisuian-Zoroark and Walking Wake on my Sun team, and it's been doing marvelously! Walking Wake's max Speed with Timid is 348, while with full SpA investment and a neutral nature, its Special Attack is 349. This means that under Sun, Walking Wake gets its Special Attack boosted instead of its Speed, thanks to it being just one point higher. Combined with Choice Scarf, it's outspeeding just about everything while still hitting like a truck. Tera Blast with Fairy is a wonderful lure for Pokemon like Dragapult, Greninja, and more troublesome threats.
Hisuian-Zoroark has been allowing me to play so many mind games in the meta that it's astounding - I cannot believe some people were saying on Showdown that it's RU material (it really isn't). It has two very spammable STAB moves (Bitter Malice's 100% Attack Drop comes in serious clutch sometimes, while Hyper Voice is strong as hell and ignores Substitute). 350 Speed with Timid + Choice Specs launching its power to hyperbolic levels? It's a dream come true, especially with its amazing triple immunity to Normal, Fighting, and Ghost type attacks!
Both mons have great coverage, and between the two of them, along with Stealth Rock + Rapid Spin support from Great Tusk + Torkoal, it's probably the most fun duo I've used in OU in a LONG time!
Paradox mons are in a weird position, they got a great stats distribution and got good movesets to use them, however, their abilities hold back them a lot. The need of setting sun or electric terrain (which has not good setters for OU rn) or otherwise having to give up your item is what makes them incosistent unless a few exceptions (the ubers and Tusk). The best example of it is the current debate about Wakes, considered overpowered on sun but mediocre even in rain.With the final confirmed paradoxes released, I can finally ask the question,
Which version has the better Paradoxes?
by my reckoning, the order of power is-
Uber:
1) Miraidon (F)
2) Koraidon (P)
3) Flutter mane (P)
4) Iron Bundle (F)
5) Walking Wake (P)
High OU:
6) Great Tusk (P)
7) Iron Valiant (F)
8) Roaring Moon (P)
OU/UUBL:
9) Iron Moth (F)
10) Iron Leaves (F)
11) Iron Hands (F)
12) Iron Treads (F)
High UU:
13) Sandy Shocks (P)
14) Slither Wing (P)
UU:
15) Scream Tail (P)
16) Iron Jugulus (F)
17) Iron Thorns (F)
18) Brute Bonnet (P)
Overall I feel they're suprisingly evenly evenly distributed, especially considering the variety of typing, stats & roles the paradoxes have. Past paradoxes seem to overall be more volatile, having more Ubers/ top OU mons, but less overall that are truly viable in OU.
I saw the blunder video where he couldn't okho defensive talonflame, honestly that has to be a low roll or he was using a shit set I swear, because it should be able to okho defensive talonflame with no issue? What the hell was he even running in that video?Made this some time ago but since you're all discussing Iron Leaves, here's this:
Iron Leaves in the OU Metagame:
Good against: Azumarill, Breloom, Dondozo, Clodsire, Garganacl, Orthworm, Quaquaval, Toxapex, Ting Lu, Rotom Wash, Iron Treads, Sandy Shocks, Pelipper (If wild charge)
Good but doesn't like switching in against: Amoonguss, Great Tusk (If knock off), Glimmora
Good only if scarf to outspeed, otherwise gets beaten: Iron Moth, Roaring Moon, (Non scarf/boster) Iron Valiant (Usually specs)
Neutral against: Greninja and Pelipper (Both don't like switching in on eachother), Garchomp, Grimmsnarl,
Has counterplay but isn't reliable and most of the time loses: Corviknight, Hatterene, Kingambit
Gets beaten by: Ceruledge, Cinderace, Dragapult, Dragonite, Gholdengo, Iron Moth, Iron Valiant, Meowscarada, Skelidirge, Volcarona.
One thing you might have noticed is that this Pokemon can solve it's worse matchups with 2 tera types: Fire and Dark. Dark allows it to survive and hit meta staples like Gholdengo shadow ball and Kingambit's sucker punch, but fire provides more resistances to previous weaknesses and a way to beat Corviknight. In my opinion, tera dark will be the best option as you can support it with pokemon like magnezone to solve the problem of walls like corviknight, and skelidirge is non-existant rn.
It's a mon that hates getting chipped, but has good niches like being a physical attacker that breaks through great tusk and dondozo. It's also a great stall destroyer in my opinion if you solve the corviknight issue. Beating so many walls in the tier is a thing only achieved by it's specific typing which is actually incredible.
I'm actually trying a slightly different breed of H-Zoroark right now. Similar spread, but different moves.View attachment 495806
Zoroark-Hisui @ Choice Specs
Ability: Illusion
Shiny: Yes
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Bitter Malice
- Flamethrower
- Hyper Voice
- Focus Blast
View attachment 495807
Walking Wake @ Choice Scarf
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Tera Blast
I've been running a double Choice core of Hisuian-Zoroark and Walking Wake on my Sun team, and it's been doing marvelously! Walking Wake's max Speed with Timid is 348, while with full SpA investment and a neutral nature, its Special Attack is 349. This means that under Sun, Walking Wake gets its Special Attack boosted instead of its Speed, thanks to it being just one point higher. Combined with Choice Scarf, it's outspeeding just about everything while still hitting like a truck. Tera Blast with Fairy is a wonderful lure for Pokemon like Dragapult, Greninja, and more troublesome threats.
Hisuian-Zoroark has been allowing me to play so many mind games in the meta that it's astounding - I cannot believe some people were saying on Showdown that it's RU material (it really isn't). It has two very spammable STAB moves (Bitter Malice's 100% Attack Drop comes in serious clutch sometimes, while Hyper Voice is strong as hell and ignores Substitute). 350 Speed with Timid + Choice Specs launching its power to hyperbolic levels? It's a dream come true, especially with its amazing triple immunity to Normal, Fighting, and Ghost type attacks!
Both mons have great coverage, and between the two of them, along with Stealth Rock + Rapid Spin support from Great Tusk + Torkoal, it's probably the most fun duo I've used in OU in a LONG time!
annihilape has 5 other pokemon on its team and multiple of them can threaten it with heavy damage. just because it doesn't hit one pokemon doesn't mean it can't get something else to do its dirty work for it. i don't see a world in where annihilape is ever balanced for OU unless for whatever reason, rage fist is banned. it's far too easy for it to snowball out of control if you can't kill it quickly and easily, and having hisuian zoroark does not make it any less broken either. i'd keep the monkey banned for a little while before testing it in OU againAnnihilape @ Leftovers
Ability: Defiant
Tera Type: Monke
EVs: 252 HP / 28 SpD / 228 Spe
Jolly Nature
- Bulk Up
- Night Slash
- Drain Punch
- Rage Fist
Here is your new Anhiliape set that has a worse matchup against Clodsire but a better one against Zoroark, or you can just, you know, kill clodsire or pex beforehand
I'm sorry but 1 true counter, while nice, does not help when outside that you have no checks, you need something more consistent
The difference, of course, being that the next highest BP water move, Water Spout, has 75 BP in the sun.i love all the people saying "OH MY GOD IT'S 120 BP IN SUN" as though not literally every fire move with a bp of 80 or up would have literally the exact same thing
While I understand what you mean, this is a big deal for a number of reasons. It's a WATER move that works under sun, which completely flips a lot of typical sun counterplay. Sun abusers are typically fire or grass types, but here we have a mon that can switch into a fire move in sun very well, fire off a water attack OR a Flamethrower.i love all the people saying "OH MY GOD IT'S 120 BP IN SUN" as though not literally every fire move with a bp of 80 or up would have literally the exact same thing
we are definitely experiencing new toy syndrome with this wake frenzy that's going on, but it REALLY is a good mon.i love all the people saying "OH MY GOD IT'S 120 BP IN SUN" as though not literally every fire move with a bp of 80 or up would have literally the exact same thing
that's not how assurance works. assurance doubles in power if the target took damage in the same turn before assurance executed, not the user. the only way you can pull that off in singles is if you click it on switch-in while hazards are up or zoro has a life orb.There's Assurance as well, which OHKOs without needing to Tera as long as Zoroark hits it first that turn (which unless it's a Nasty Plot set is kind of a given).
Crying and screaming and committing seppuku right now. Thanks for correcting me.that's not how assurance works. assurance doubles in power if the target took damage in the same turn before assurance executed, not the user. the only way you can pull that off in singles is if you click it on switch-in while hazards are up or zoro has a life orb.
of course, this doesn't change the fact that ape is still broken, will probably still be broken post-home, and might even stay broken through both dlcs
SD 3 Attacks with Booster Energy is alright, I guess?I've seen a lot of stuff about wake, but what about leaves? What common sets are run?
Honestly, I've been handling Walking Wake pretty easily thus far. Clod is an amazing check to it, even without committing Tera.Walking Wake is manageable, and it's only been out for a day so we should be patient before calling for action. On the other hand, I'll once again confirm that Garganacl is a bullshit mon that is completely uncompetitive with that stupid move it has and should be suspected ASAP. I'm tired of that shit.
Compare this to Chi-Yu where its power level was nuclear under Sun, but it was still near-impossible to switch in to without it. Chi-Yu also had STABs that had virtually no immunities outside of Flash Fire. Wake has to watch for Water Absorb, Storm Drain, and Fairy-types / Tera Fairy Pokemon, making it much easier to maneuver around.List of Checks/Counters to Walking Wake
With the introduction of Walking Wake and Iron Leaves, the meta has already started to adapt quite a lot--and mostly to the former.
Walking Wake is somewhat similar to Iron Bundle in function: same Sp. Atk., slower but still very fast, great offensive STABs to spam Water & Dragon moves, pretty respectable bulk for such an offensive threat, and also a niche in being a Water-type sun abuser. Under the sun, Walking Wake's STAB moves are 120 BP and 130 BP, respectively, and with its great special attack stat paired with a damage-boosting item and even a boost from Protosynthesis, it becomes a fantastic breaker.
Time will tell if it is broken or not, but for now, here are a bunch of defensive and offensive checks! Let me know your thoughts or if you have any other suggestions for me to add to the list. I will also link a PokePaste to some sets I came up with at the bottom of the post.
DEFENSIVE:
Counters
Water Absorb Clod with Tera Fairy will win the 1v1 against Walking Wake while providing great utility. I made a post about it just above this if you want to read more.
Slowking has the combination of Regenerator and Slack Off that makes it very hard to break, the only problem is it cannot do much back to Wake. Otherwise, it is a very solid pivot that should reliably counter Walking Wake.
Blissey is in the same situation as Slowking, but it provides different utility. Also, it can win the 1v1 against Walking Wake much more easily than Slowking.
Sp. Def. Toxapex serves a similar role to Slowking as a Regenerator pivot. It can also spread Toxic, posing a threat to Wake.
Checks
![]()
![]()
These Water-types are all decent checks with 2 being immune to Water moves, but a good prediction will cause trouble. Azumarill resists all 3 moves, but it has no reliable recovery; not to mention, sun-boosted Specs Hydro Steam 2HKOs normal Azu sets. Gastrodon is a worse Clod imo since it cannot tank as well on the special side and misses out on Toxic. Vaporeon cannot damage Wake and has to rely on Wish spam & stalling out Draco Meteors. They all are viable picks though, and they offer utility outside of the Wake matchup.
![]()
![]()
These Fairy-types are immune to Walking Wake's Draco Meteor and can pressure back with Fairy moves while possessing solid enough Sp. Def. to deal with a Water move as well as reliable recovery. Scream Tail outspeeds Wake, both Scream Tail and Sylveon can pass Wishes, both Sylveon and Florges can set up with Calm Mind, and Florges can take advantage of sun spam with the boost in healing from Synthesis.
![]()
These Steel-types resist Draco Meteor, have good enough bulk to potentially tank Water moves, tank a Flamethrower, and will be useful outside of Wake matchups. Gholdengo has Recover, and Kingambit can Sucker Punch to deal solid damage.
![]()
These Grass-types are quite specially bulky and can kind of check Wake. Both Wo-Chien and Toedscruel can Leech Seed, they both tank Flamethrower easily, and both provide Knock Off support. Toed can also Rapid Spin, set up Spikes, and Spore if need be. Yes, I'm a big Toed enthusiast.
On the off-chance that Wake lost its Choice Specs or is running another item, Cryogonal can actually beat Wake while not being deadweight on the team. Freeze-Dry just barely OHKOs offensive Wake with 8 EVs in Sp. Atk.; it provides Rapid Spin and Haze support; it has reliable recovery; it is a Ground immunity. Very niche but very cool.
Chansey is Blissey but worse. It serves as a check rather than a counter because hazard stacking and/or getting Eviolite Knock'd Off removes its ability to wall reliably. Still an option I guess, so I'll toss it in here.
OFFENSIVE:
Dragapult can use either Draco Meteor or Dragon Darts.
Roaring Moon can use Scale Shot, Outrage, or CB Dragon Claw. It will outspeed any Wake variant in the sun with the typical CB set.
Iron Valiant can use Moonblast or CB Spirit Break.
Walking Wake beats Walking Wake. Wonderful.
Dragonite can Tera Normal, tank a hit, Dragon Dance up, and outspeed. It can also just Extreme Speed to pick up the kill.
Choice Scarf or Focus Sash Garchomp can use Draco Meteor, Outrage, or Dragon Claw (Wake must be chipped).
Choice Scarf Hydreigon can use Draco Meteor.
Choice Scarf or Focus Sash Glimmora can use Tera Fairy Dazzling Gleam (OHKOs Offensive Wake 37.5% of the time).
Maushold just outspeeds Wake, and it can either go for Population Bomb or use Tidy Up on the switch.
This is true Rain started being on demand as of recent but, keep in mind it's not like sun was ever below par in terms of just overall credibility in it being viable in OU. Before the Chi-Yu ban it was all the rage. I don't think Sun is sub-standard because you have other Proto abusers to just smack onto the team, like Great Tusk, Roaring Moon, and others.At the end of the day, Wake's viability/brokenness will come down to viability of sun teams. Is it great in Sun? Absolutely. But is Sun enough to push it over the edge?
Sun by itself isn't very good and had slipped down to UU before Wake was released. Wake being reliant on a substandard playstyle is something to consider.