Metagame SV OU Metagame Discussion

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How are you guys breaking the seemingly invincible dondozo? I'm currently relying on specs chi-yu but thats unreliable and i assume its gona get banned soon so need a different one

it depends if it is the curse set or no curse set, if it is curse, I like to use Dragon tail chomp to mess with him and force him to take hazard damage again, if im not running chomp, then it depends on what I have, examples being BU Ape, Strom drain + Clear Smog Gastrodon, just a quick smack with Valiant will spook most Dondozos

EDIT: forgot the in case is not the curse set, if its the liqui/BP one, then I just brawl with him with the best special attacker i have at that moment
 
How are you guys breaking the seemingly invincible dondozo? I'm currently relying on specs chi-yu but thats unreliable and i assume its gona get banned soon so need a different one
As a Curse Wave Crash RestTalk SpDef Dondozo user, opposing Dondozos and Water Absorb/Storm Drain mons (e.g. Clodsire, Gastrodon) force that set out pretty easily.

Otherwise, I have Specs Dragapult to deal significant damage to both the Dozo and Annihilape (although Annihilape needs to be chipped first):

252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 4 SpD Dondozo: 373-441 (74 - 87.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 252+ SpD Dondozo: 249-294 (49.4 - 58.3%) -- 64.5% chance to 2HKO after Leftovers recovery
4 Atk Dondozo Wave Crash vs. 0 HP / 0 Def Dragapult: 82-97 (25.8 - 30.5%) -- guaranteed 4HKO
4 Atk Dondozo Earthquake vs. 0 HP / 0 Def Dragapult: 92-109 (29 - 34.3%) -- 3.6% chance to 3HKO
4 Atk Dondozo Avalanche (120 BP) vs. 0 HP / 0 Def Dragapult: 220-260 (69.4 - 82%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 236+ SpD Annihilape: 254-302 (59.9 - 71.2%) -- guaranteed 2HKO
 
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A couple sets I've been having fun and success with lately playing spoiler to people laddering for reqs in the 1400-1600 range:

Iron Hands @ Leftovers
Ability: Quark Drive
Tera Type: Flying/Steel
EVs: 252 Def / 252 SpD
Impish Nature
- Body Press
- Thunder Punch
- Iron Defense
- Whirlwind

No recovery (or Salt Cure absurdity) means it's not as good an ID+BP wincon as Garganacl, but the damage output is higher and the typing is better. Electric STAB is really nice with the number of things running Tera Water, and it hits plenty hard uninvested (TPunch over Wild Charge to avoid the recoil). Finally, the key to the set is Whirlwind, which is just fantastic in a meta filled with setup sweepers (not to mention Shed Tail and Booster Energy, which both hate getting blown away before they can even be useful).

Max SpDef instead of Max HP because Iron Hands HP is already so sky-high that, survivability-wise, it's a way bigger boost (252 points in HP is ~14% gain vs >35% boost SpDef). You can also just make yourself that much physically bulkier by going 252 HP, but it's pretty much impossible to kill on the physical side at +2 already:

252+ Atk Choice Band Great Tusk Headlong Rush vs. +2 0 HP / 252+ Def Iron Hands: 222-264 (49.4 - 58.7%)

I started out running it with Steel tera to help against Espathra and Iron Valiant in an emergency, but the standard Flying tera is probably better overall, helping more against the physical matchups that you already excel at.

The second set that I love is much more straightforward:

Flamigo @ Choice Scarf
Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn
- Does it matter?

STAB Scrappy CC off a 115 base attack just lets you wreck lots of stuff. Of the 19 mons in ranks S-A of the initial VR, 12 are weak to either fighting or flying (and Dragapult gets wrecked by CC after a tiny bit of chip, too). Needs team support to get around Corv, Dondozo, Espathra, and Dragonite (and scarf Chi-Yu and Booster Energy Iron Valiant), but what doesnt? In my love of suboptimal `mons, I've been running it with Sandy Shocks for the first two, and Shocks also has the advantage of revenging Scarf Chi-Yu on sun teams if you tweak EVs (that 101 base speed is gloriously trolly).

This thing just creates a surprising amount of pressure against the current meta, especially for being nothing more than a freaking Flamingo.
 
The second set that I love is much more straightforward:

Flamigo @ Choice Scarf
Ability: Scrappy
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Brave Bird
- U-turn
- Does it matter?

STAB Scrappy CC off a 115 base attack just lets you wreck lots of stuff. Of the 19 mons in ranks S-A of the initial VR, 12 are weak to either fighting or flying (and Dragapult gets wrecked by CC after a tiny bit of chip, too). Needs team support to get around Corv, Dondozo, Espathra, and Dragonite (and scarf Chi-Yu and Booster Energy Iron Valiant), but what doesnt? In my love of suboptimal `mons, I've been running it with Sandy Shocks for the first two, and Shocks also has the advantage of revenging Scarf Chi-Yu on sun teams if you tweak EVs (that 101 base speed is gloriously trolly).

This thing just creates a surprising amount of pressure against the current meta, especially for being nothing more than a freaking Flamingo.
Yeah, this is actually something to watch out for. I’ve seen plenty of unsuspecting teams get absolutely shredded by Scarf Flamigo. It’s kind of a menace for how lackluster its stats are, just by merit of having close to unresisted STAB and being able to ruin Gholdengo with Scrappy.
 
How are you guys breaking the seemingly invincible dondozo? I'm currently relying on specs chi-yu but thats unreliable and i assume its gona get banned soon so need a different one
I like the grass cat. Flower Trick has been a 2-3HKO on the few that I have faced. Ive also caught a few out with good predictions like CC into their skeledirge on a predicted switch. Not an OHKO but enough damage to chip down with the next round of attacks.
 
Oh man, I tried to get reqs again because i got a bit of motivation and got absolutly demolished because im a total failure of a player, im the worst player of the earth

two interesting things I learnt are

1) Magic Bounce Parting Shot makes YOU switch out, i almost lost by timer to that

2) Toxic debris does NOT go before Rapid Spin, meaning a dumb glimmora (like me) can be hazardless turn 2

I think Hatterene has insane potential to disrupt everything in the meta, aside from the calm mind set, nuzzle and TR, what have you guys been using on it
 

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