Project SV OU - Victim of the Week (Week 63: SD Gliscor) [VOTING]

Check

:SV/Walking Wake:
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Steam
- Draco Meteor
- Flamethrower
- Dragon Pulse

Just mash Draco Meteor and Iron Hands should go down in 2 hits thanks to packing Tera Flying instead of Tera Fairy. About the only ways Iron Hands can avoid this 2HKO are if at least one Draco Meteor misses or if Walking Wake low rolls both times and Iron Hands gets a decent roll with Drain Punch - and all such chances are erased in Sun, which upgrades Draco Meteor to an OHKO and Hydro Steam to a near-guaranteed OHKO. The Modest variant 2HKOes Blissey most of the time with Tera Water Hydro Steam in Sun and is favoured by the occasional OU Sun team.

252+ SpA Choice Specs Walking Wake Draco Meteor vs. 0 HP / 180 SpD Iron Hands: 369-435 (82.1 - 96.8%) -- guaranteed 2HKO
-2 252+ SpA Choice Specs Walking Wake Draco Meteor vs. 0 HP / 180 SpD Iron Hands: 184-217 (40.9 - 48.3%) -- guaranteed 3HKO
252+ SpA Choice Specs Protosynthesis Walking Wake Draco Meteor vs. 0 HP / 180 SpD Iron Hands: 480-565 (106.9 - 125.8%) -- guaranteed OHKO
252+ SpA Choice Specs Protosynthesis Walking Wake Hydro Steam vs. 0 HP / 180 SpD Iron Hands in Sun: 444-523 (98.8 - 116.4%) -- 93.8% chance to OHKO
252+ Atk Quark Drive Iron Hands Drain Punch vs. 4 HP / 0 Def Walking Wake: 201-237 (59.1 - 69.7%) -- guaranteed 2HKO (22.4 - 26.5% recovered)

Counter

:SV/Quagsire:
Quagsire @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 232 Def / 24 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Recover
- Toxic

Yes, OU is desperate - occasionally desperate enough to run Quagsire on a stall team. The 4th move is to KO Tera Flying Iron Hands eventually (Drain Punch basically makes Liquidation unable to net injure Iron Hands).

244+ Atk Quark Drive Iron Hands Drain Punch vs. 252 HP / 232+ Def Quagsire: 150-177 (38 - 44.9%) -- guaranteed 3HKO (16.7 - 19.8% recovered)
244+ Atk Quark Drive Iron Hands Ice Punch vs. 252 HP / 232+ Def Quagsire: 100-118 (25.3 - 29.9%) -- guaranteed 4HKO
0 Atk Quagsire Earthquake vs. 0 HP / 0 Def Iron Hands: 176-210 (39.1 - 46.7%) -- guaranteed 3HKO
 
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Check:
:sv/chandelure:
Chandelure @ Choice Specs
Level: 100
Timid Nature
Tera Type: Grass
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick

Shadow Ball is a guaranteed 2HKO, since Iron Hands cannot heal itself with Drain Punch. And if you predict a Swords Dance you can choice lock Iron Hands with Choice Specs Trick.

Iron Hands Drain Punch vs. Chandelure: 0-0 (0 - 0%) -- possibly the worst move ever
252+ Atk Quark Drive Iron Hands Thunder Punch vs. 0 HP / 0 Def Chandelure: 202-238 (77.3 - 91.1%) -- guaranteed 2HKO
252+ Atk Quark Drive Iron Hands Ice Punch vs. 0 HP / 0 Def Chandelure: 67-79 (25.6 - 30.2%) -- guaranteed 4HKO
252 SpA Choice Specs Chandelure Fire Blast vs. 0 HP / 172 SpD Iron Hands: 321-378 (71.4 - 84.1%) -- guaranteed 2HKO
252 SpA Choice Specs Chandelure Shadow Ball vs. 0 HP / 172 SpD Iron Hands: 234-276 (52.1 - 61.4%) -- guaranteed 2HKO
252 SpA Choice Specs Chandelure Energy Ball vs. 0 HP / 172 SpD Iron Hands: 175-206 (38.9 - 45.8%) -- guaranteed 3HKO

Counter:
:sv/clefable:

Clefable @ Leftovers
Level: 100
Bold Nature
Tera Type: Fire
Ability: Unaware
EVs: 200 HP / 252 Def / 48 SpA / 8 Spe
IVs: 0 Atk
- Moonblast
- Knock Off
- Moonlight
- Calm Mind

"With enough EVs in Speed to outrun base 60s"
So.... What if I invest 8 EVs on Speed with a base 60...
At +3, Moonblast does enough damage to 2HKO Tera Flying Iron Hands, while a Drain Punch doesn't heal enough to prevent said 2HKO.
Although you do have to heal every other turn, as you just barely avoid a 3HKO thanks to Leftovers.

(So... Feel free to move Clefable to checks if hazards are up. If you do replace Chandelure)

48 SpA Clefable Moonblast vs. 0 HP / 172 SpD Tera Flying Iron Hands: 114-135 (25.3 - 30%) -- guaranteed 4HKO
+1 48 SpA Clefable Moonblast vs. 0 HP / 172 SpD Tera Flying Iron Hands: 169-201 (37.6 - 44.7%) -- guaranteed 3HKO
+2 48 SpA Clefable Moonblast vs. 0 HP / 172 SpD Tera Flying Iron Hands: 226-267 (50.3 - 59.4%) -- guaranteed 2HKO
+3 48 SpA Clefable Moonblast vs. 0 HP / 172 SpD Tera Flying Iron Hands: 282-333 (62.8 - 74.1%) -- guaranteed 2HKO
0- Atk 0 IVs Clefable Knock Off vs. 0 HP / 0 Def Iron Hands: 12-15 (2.6 - 3.3%) -- possibly the worst move ever
+6 252+ Atk Quark Drive Iron Hands Drain Punch vs. 200 HP / 252+ Def Unaware Clefable: 81-96 (21.2 - 25.1%) -- possible 5HKO
+6 252+ Atk Quark Drive Iron Hands Thunder Punch vs. 200 HP / 252+ Def Unaware Clefable: 162-192 (42.5 - 50.3%) -- guaranteed 3HKO after Leftovers recovery
+6 252+ Atk Quark Drive Iron Hands Ice Punch vs. 200 HP / 252+ Def Unaware Clefable: 108-128 (28.3 - 33.5%) -- 97% chance to 4HKO after Leftovers recovery
 
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Counter

:sv/zamazenta:
Zamazenta @ Leftovers
Ability: Dauntless Shield
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Body Press
- Crunch
- Iron Defense
- Roar

Switch in, Iron Defense three times, and Body Press. If Iron Hands teras to survive the Body Press, tera and finish it off with a second Body Press. No matter when Iron Hands decides to stop boosting and start attacking, it can't finish you off before the second +6 Body Press.

+6 252+ Def Zamazenta Body Press vs. 0 HP / 0 Def Iron Hands: 492-580 (109.5 - 129.1%) -- guaranteed OHKO
+6 252+ Def Zamazenta Body Press vs. 0 HP / 0 Def Tera Flying Iron Hands: 246-290 (54.7 - 64.5%) -- guaranteed 2HKO
+6 252+ Def Tera Fighting Zamazenta Body Press vs. 0 HP / 0 Def Tera Flying Iron Hands: 328-387 (73 - 86.1%) -- guaranteed 2HKO

244+ Atk Quark Drive Iron Hands Drain Punch vs. +1 252 HP / 252+ Def Zamazenta: 81-96 (20.8 - 24.7%) -- possible 6HKO
+2 244+ Atk Quark Drive Iron Hands Drain Punch vs. +3 252 HP / 252+ Def Zamazenta: 97-115 (25 - 29.6%) -- 0.1% chance to 4HKO after Leftovers recovery
+2 244+ Atk Quark Drive Iron Hands Drain Punch vs. +5 252 HP / 252+ Def Zamazenta: 69-82 (17.7 - 21.1%) -- possible 7HKO
+4 244+ Atk Quark Drive Iron Hands Drain Punch vs. +5 252 HP / 252+ Def Zamazenta: 103-123 (26.5 - 31.7%) -- 24.6% chance to 4HKO after Leftovers recovery
+4 244+ Atk Quark Drive Iron Hands Drain Punch vs. +6 252 HP / 252+ Def Zamazenta: 91-108 (23.4 - 27.8%) -- possible 5HKO
+6 244+ Atk Quark Drive Iron Hands Drain Punch vs. +6 252 HP / 252+ Def Zamazenta: 120-142 (30.9 - 36.5%) -- guaranteed 4HKO after Leftovers recovery (13.3 - 15.8% recovered)
 
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Check:
:sv/indeedee:
Indeedee @ Choice Specs
Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Expanding Force
- Dazzling Gleam
- Hyper Voice
- Shadow Ball

Tera Psychic Expanding Force goes brr.
:indeedee: 252 SpA Choice Specs Tera Psychic Indeedee Expanding Force (120 BP) vs. 0 HP / 180 SpD Iron Hands in Psychic Terrain: 952-1124 (212 - 250.3%) -- guaranteed OHKO
:indeedee: 252 SpA Choice Specs Tera Psychic Indeedee Expanding Force (120 BP) vs. 0 HP / 180 SpD Tera Flying Iron Hands in Psychic Terrain: 476-562 (106 - 125.1%) -- guaranteed OHKO

Counter:
:sv/dondozo:
Dondozo @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Waterfall
- Curse
- Rest
- Sleep Talk

I don't need to change the sample set at all. Dondozo can survive one Thunder Punch, then can survive a follow-up Thunder Punch with Tera. On that turn it teras, it uses Rest, and then just curse + rest until the rest is chill.

:iron-hands: 244+ Atk Quark Drive Tera Flying Iron Hands Thunder Punch vs. 252 HP / 252+ Def Dondozo: 240-284 (47.6 - 56.3%) -- 84.4% chance to 2HKO
:iron-hands: 244+ Atk Quark Drive Iron Hands Thunder Punch vs. 252 HP / 252+ Def Tera Fairy Dondozo: 120-142 (23.8 - 28.1%) -- 92.9% chance to 4HKO
:iron-hands: 244+ Atk Quark Drive Iron Hands Thunder Punch vs. +2 252 HP / 252+ Def Tera Fairy Dondozo: 60-72 (11.9 - 14.2%) -- possible 7HKO
:dondozo: 0 Atk Tera Fairy Dondozo Waterfall vs. 0 HP / 0 Def Iron Hands: 81-96 (18 - 21.3%) -- possible 5HKO
:dondozo: +2 0 Atk Tera Fairy Dondozo Waterfall vs. 0 HP / 0 Def Iron Hands: 160-190 (35.6 - 42.3%) -- guaranteed 3HKO
:dondozo: +6 0 Atk Tera Fairy Dondozo Waterfall vs. 0 HP / 0 Def Iron Hands: 322-379 (71.7 - 84.4%) -- guaranteed 2HKO
 
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Check
:ceruledge:@ Leftovers / Heavy-Duty Boots
Ability: Flash Fire
Tera Type: Fire
EVs: 248 HP / 204 Def / 56 Spe Or 248 HP / 204 SpD / 56 Spe
Careful Nature
- Bulk Up
- Bitter Blade
- Will-O-Wisp
- Protect / Your Choice

Click Bulk Up on Turn 1. Then, click Will-O-Wisp or Bitter Blade. Then, click whichever one of those moves you did not use last turn. Then, Bitter Blade it to death. Protect is for Leftovers recovery, but Boots can be run to avoid rocks and spikes. The only reason this isn’t a counter is because Wisp can miss and if Iron Hands goes for SD on the wisp turn, you’re not in a very good position. Ghost typing denies Drain Punch and Ice Punch. Tera Fire is to secure a kill where it would otherwise not be possible. The SpD EVs are to survive two Earth Powers from Kyurem so that this thing isn’t dead weight into other stuff but can be invested into Def to improve your matchup against Iron Hands as well as other physical threats.
Counter
:ursaluna: @ Flame Orb
Ability: Guts
EVs: 168 Def / 252 Atk / 88 Spe Or 168 HP / 252 Atk / 88 Spe
Tera Type: Normal / Ghost / Fighting
Adamant Nature
- Bulk Up / Your Choice
- Facade
- Headlong Rush
- Drain Punch

88 Speed EVs are used to outspeed Iron Hands, with the remainder put into Def to gurarantee surviving Drain Punch or HP to nearly guarantee surviving a Drain Punch. Headlong Rush very obviously kills, Facade kills with Tera or after SR if Iron Hands has Teraed and has a favorable roll to kill with just a single layer of Spikes. If the switch is free, you can click Bulk Up to guarantee the kill with Facade and survive any attack. Tera Normal turns Facade into an OKO but Tera Ghost can be used to deny Drain Punch and kill with two Facades or Headlong Rush, while Tera Fighting can be used for an extra humiliating defeat by removing the weakness to Drain Punch and allowing the bear to Drain Punch Iron Hands to death in return.
 
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Check
Iron Valiant @ Booster Energy
Ability: Quark Drive
Tera Type: Fighting
EVs: 124 HP / 252 Def / 132 Spe
Impish Nature
IVs: 0 SpA
- Knock Off
- Drain Punch
- Psych Up/Swords Dance
- Encore
This may well be the most insane val i've ever made, but with these evs, booster can boost your defense stat while still outspeeding tusk.
I dont think this is a counter bc 252+ Atk Quark Drive Iron Hands Thunder Punch vs. 116 HP / 252+ Def Quark Drive Tera Fairy Iron Valiant: 109-130 (34.2 - 40.8%) -- guaranteed 3HKO, so if they spam thunder punch they have a chance to beat you, but if you come in once they have a few sds up up you can encore and psych up to win the 1v1 while actually pressuring switchins after. tera fight just bc otherwise 0 attack drain is a bit weak. run on e terrain with helmet for max cookage
Counter
Clodsire @ Leftovers/Heavy-Duty Boots
Ability: Unaware
Tera Type: Ghost
EVs: 252 HP / 48 Atk / 208 Def
Impish Nature
- Curse
- Stone Edge
- Earthquake
- Recover

Dozo and Quag have already been nominated, but there's one unaware mon that hasn't been tried. switch in on ice punch, tera, and then you can curse up on thunder punch freely even with booster attack. If they tera, the evs allow +6 stone edge to ohko it. If they switch out, even non lefties is a safe switchin when they no longer have booster, although of course lefties switches in even more comfortably. You can also technically beat corv with this if you predict roost, which is funny if not relevant.
 
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Thank you for your submissions this week everyone, voting is now open!

Checks

Tera Ghost :Garchomp: by InvisibleWater
:Choice_Specs::Walking_Wake: by Lectrys
:Choice_Specs::Chandelure: by Unmasked
Tera Psychic :Choice_Specs::Indeedee: by Hittite Jumpscare
Bulk Up + Will-O-Wisp :Ceruledge: by Seraphyde
Tera Fighting Impish :Booster_Energy::Iron_Valiant: by Quackborg

Counters

:Skeledirge: by InvisibleWater
:Quagsire: by Lectrys
Unaware :Clefable: by Unmasked
Iron Defense + Roar :Zamazenta: by chartung17
Tera Fairy :Dondozo: by Hittite Jumpscare
Tera Normal :Ursaluna: by Seraphyde
Tera Ghost Curse :Clodsire: by Quackborg

Voting will end on Wednesday 12th February at 11:59pm EST!
You may vote for up to 2 checks and 2 counters.
 
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