Project SS OU - Victim of the Week - Not hosted anymore

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Idk if this was sent before, but am reserving Aegislash. If it has been already, I’ll Nuke this

Aegislash is a pretty decent check to Melmetal. Offensive sets can CC it or Shadow Ball it, while defensive sets can PP stall with SubTect while weakening its physical attacks. This set here is a more defensive set which can stall out stuff.

:xy/Aegislash: @ :leftovers:
Ability: Stance Change
EVs: 252 HP / 208 SpA / 48 Spe
Modest Nature
- Substitute
- King’s Shield
- Toxic
- Shadow Ball

This set outspeeds max speed melmetal without a boosting nature, making yourself pretty secure.
 
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TailGlowVM

Now 100% more demonic
:ss/volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 156 Def / 16 SpA / 88 Spe
Timid Nature
- Quiver Dance
- Flamethrower
- Roost
- Psychic / Safeguard / Bug Buzz

While it hates paralysis, Volcarona's typing makes it one of the best switch-ins to Melmetal's attacks, and it still outpseeds and easily OHKOes with a +1 Flamethower:

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 248 HP / 156 Def Volcarona: 160-188 (42.8 - 50.4%) -- approx. 0.4% chance to 2HKO
252+ Atk Iron Fist Melmetal Thunder Punch vs. 248 HP / 156 Def Volcarona: 133-157 (35.6 - 42%) -- guaranteed 3HKO

+1 16 SpA Volcarona Flamethrower vs. 40 HP / 104 SpD Melmetal: 470-554 (111.6 - 131.5%) -- guaranteed OHKO
 
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:ss/scizor:
Scizor @ Heavy-Duty Boots
Ability: Technician
EVs: 248 HP / 168 Def / 92 SpD
Impish Nature
IVs: 30 Spe
- Swords Dance
- Bullet Punch
- Knock-Off
- Roost

Resists bash, not weak to superpower+ exploits the fact that superpower isn't spammable, tpunch tickles, basically you can use melly as setup fodder. The only way you lose is *insane* luck, so imo it's a COUNTER
but if the hosts think the luck isn't insane then check.

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 248 HP / 168+ Def Scizor: 108-126 (31.4 - 36.7%) -- approx. 79.4% chance to 3HKO

+6 0 Atk Scizor Knock Off (97.5 BP) vs. 40 HP / 0 Def Melmetal: 255-301 (60.5 - 71.4%) -- guaranteed 2HKO

have a good day everyone:blobwizard:
 
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Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 8 HP / 232 Atk / 236 SpD / 32 Spe

Careful Nature
- Poltergeist

- Fire Punch
- Bonemerang
- Pain Split

I explained here my reasoning behind this set and spread, so I encourage you to read it if you're curious because I can't be bothered to go in depth again. basically this is a set I concocted to try and give some fresh stuff to deal with hail and arctozolt in particular, since with lightining rod alolawak actually blanks the main form of progress of hail teams and doubles down on those that use sub-id magnezone. alolawak fits quite nicely as a check to melmetal with this set and spread. fire punch is an easy 2hko and the 32 speed evs ensures you outspeed melmetal. typing and ability make 3/4 of melmetal's set useless and while dib almost always 2hko, this alolawak has pain split and not only it allows to recover hp but also weaken melmetal into fire punch range because melly has just a bit less than double of alolawak's hp. if melly is at full, alolawak gets ALL its hp back using pain split after it switches into bash even when rocks are up because of the sheer difference in hp. the presence alone of a lightning rod alolawak makes it really awkward for melmetal to do its thing and makes corviknight (a very common target of the pads set) a sinergistic partner to wak because of this, outside of defog+uturn support.

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 8 HP / 0 Def Marowak-Alola: 126-150 (47.9 - 57%) -- approx. 95.3% chance to 2HKO
232 Atk Thick Club Marowak-Alola Fire Punch vs. 40 HP / 0 Def Melmetal: 254-302 (60.3 - 71.7%) -- guaranteed 2HKO
232 Atk Thick Club Marowak-Alola Bonemerang (2 hits) vs. 40 HP / 0 Def Melmetal: 228-272 (54.1 - 64.6%) -- approx. 2HKO
232 Atk Thick Club Marowak-Alola Poltergeist (110 BP) vs. 40 HP / 0 Def Melmetal: 186-220 (44.1 - 52.2%) -- 76.2% chance to 2HKO after Stealth Rock
 
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Slowbro

:ss/Slowbro:
Why (Slowbro) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Future Sight
- Slack Off
- Teleport

With Slowbro’s regenerator giving it constant hp back and the ability to teleport into another mon and force Melmetal out, I believe Slowbro is a counter to Melmetal. Slowbro really sits in the way of Melmetal since it can switch back in almost all of the time with regenerator, and since it has rocky helmet dealing damage back (unless it is protective pads). It also resists all of Melmetal’s attacks besides earthquake (which isn’t doing anything) and thunder punch. Even if Melmetal has twave thunder punch, Slowbro can always teleport out gaining hp, and forcing Melmetal back out. Melmetal even gives Slowbro the opportunity to setup future sight, and Slowbro can also use scald to try and burn it.

Important Calcs:
252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Slowbro: 140-166 (35.5 - 42.1%) -- approx. 3HKO (takes RH chip)
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 252+ Def Slowbro: 94-112 (23.8 - 28.4%) -- approx. 97.7% chance to 4HKO
252+ Atk Iron Fist Melmetal Thunder Punch vs. 252 HP / 252+ Def Slowbro: 158-186 (40.1 - 47.2%) -- guaranteed 3HKO
252+ Atk Choice Band Melmetal Earthquake vs. 252 HP / 252+ Def Slowbro: 130-154 (32.9 - 39%) -- 99.8% chance to 3HKO
252+ Atk Choice Band Iron Fist Melmetal Thunder Punch vs. 252 HP / 252+ Def Slowbro: 234-276 (59.3 - 70%) -- guaranteed 2HKO (takes RH chip)
 
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Sole Survivor

Sepia-toned memories
is a Pre-Contributor
reserving Victini

Psyche (Victini) @ Heavy-Duty Boots
Ability: Victory Star
EVs: 236 HP / 152 Def / 108 SpA / 12 SpD
Modest Nature

- Blue Flare
- Safeguard
- U-turn
- Glaciate


Victini serves as a counter as most Melmetal will first try to Thunder Wave it, before which Victini can use Safeguard. Victini can hit Melmetal hard on its lower Special Defense with Blue Flare and can OHKO it with the amount of Special Attack given. It also has its Blue Flare's accuracy boosted up to 93.5% because of Ability, Victory Star so that's another plus. Victini also has a good typing to be able to scathe off Melmetal's moves. It can maintain momentum for its teammates with U-Turn and can heavily dent Landorus-T and Garchomp with Glaciate. With the Heavy-Duty Boots, it can't be chipped away at with Stealth Rock or Spikes. All these calcs are shown below:

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 236 HP / 152 Def Victini: 120-142 (30 - 35.5%) -- approx. 21.3% chance to 3HKO
252+ Atk Iron Fist Melmetal Thunder Punch vs. 236 HP / 152 Def Victini: 100-118 (25 - 29.5%) -- guaranteed 4HKO
252+ Atk Melmetal Superpower vs. 236 HP / 152 Def Victini: 66-78 (16.5 - 19.5%) -- possible 6HKO
108+ SpA Victini Blue Flare vs. 40 HP / 104 SpD Melmetal: 422-498 (100.2 - 118.2%) -- guaranteed OHKO
 
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:ss/buzzwole:
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 Atk / 252 Def / 4 Spe
Impish Nature
- Roost
- Substitute
- Close Combat
- High Horsepower
CHONKY RoostSub Buzzwole might be a counter. Even in the worst case scenario, you can set up your Substitute due to Melmetal being slower than you to protect yourself from a Double Iron Bash. If there is no substitute set, DIB is only a 3HKO, but you can use Roost to heal yourself so you don't die. If you manage to do this, you can fire back a Close Combat which only 2HKOs (and assuming you don't die in the process.) HH is also a move that 3HKOs Melmetal as well. DIB on a crit is also a 2HKO but that doesn't matter as long as you manage to get Substitute and Roost up.

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 0 HP / 252+ Def Buzzwole: 158-188 (44.5 - 52.9%) -- approx. 3HKO after Leftovers recovery
252+ Atk Iron Fist Melmetal Thunder Punch vs. 0 HP / 252+ Def Buzzwole: 67-79 (18.8 - 22.2%) -- possible 6HKO after Leftovers recovery
252+ Atk Melmetal Superpower vs. 0 HP / 252+ Def Buzzwole: 44-52 (12.3 - 14.6%) -- possibly the worst move ever

252 Atk Buzzwole Close Combat vs. 40 HP / 0 Def Melmetal: 306-360 (72.6 - 85.5%) -- guaranteed 2HKO
252 Atk Buzzwole High Horsepower vs. 40 HP / 0 Def Melmetal: 160-190 (38 - 45.1%) -- guaranteed 3HKO
 
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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 236 HP / 8 Atk / 252 Def / 12 Spe
Impish Nature
- Earthquake
- Slack Off
- Ice Fang/Toxic
- Stealth Rock​

Despite its massive bulk, Hippo is only a check to Melmetal, and only if you manage to speed-creep it. Fortunately, the set we're working with only requires minimal investment to outspeed and avoid the flinches. Since Melmetal is sporting the Pads, Leftovers are preferable to Rocky Helmet.

With our investment, Hippo takes 43.2-50.9% from Double Iron Bash. Since we outspeed, we can Slack Off the damage. Once our opponent realizes that we outspeed, they should switch fearing the EQ, which does 40-50%. If they don't switch, their only other option is to waste all their PP. Once they switch, Hippo is back at full health and ready to switch in again.

Since this is a physdef Hippo, we can opt for Ice Fang over Toxic to bait Lando-T and SD Garchomp; the former is good to get rid of when Hippo is paired with Drill (among other situations), and the latter of which dies in one hit after Scale Shot and LO damage. Of course, the standard set can also be ran.
 
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:Skarmory:
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Body Press
- Stealth Rock
-Taunt/Whirlwind
Skarm is a counter to melm easily coming on Double iron bash and only getting 3HKO by melms t punch and can roost of the dmg (Taunt is there to shut down twave from melm.so that melm cant just click twave and Double iron bash and Flinch/Para Hax ur skarm.) Here are some calcs
252+ Atk Iron Fist Melmetal Thunder Punch vs. 252 HP / 252+ Def Skarmory: 132-156 (39.5 - 46.7%) -- guaranteed 3HKO
252+ Atk Melmetal Superpower vs. 252 HP / 252+ Def Skarmory: 88-104 (26.3 - 31.1%) -- guaranteed 4HKO
252+ Def Skarmory Body Press vs. 0 HP / 0 Def Melmetal: 148-176 (36 - 42.8%) -- guaranteed 3HKO
 
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:ss/torkoal:
Torkoal @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Lava Plume
- Body Press
- Rapid Spin

Torkoal is a check. While its lack of recovery and susceptibility to hazard damage make it easy to wear down, and Double Iron Bash flinches are annoying, all of Melmetal's attacks deal fairly low damage on their own, allowing Torkoal to switch in and threaten to burn or 2HKO with Sun-boosted Lava Plume.

:torkoal:
0 SpA Torkoal Lava Plume vs. 40 HP / 104 SpD Melmetal in Sun: 282-332 (66.9 - 78.8%) -- guaranteed 2HKO
0 SpA Torkoal Lava Plume vs. 40 HP / 104 SpD Melmetal: 186-222 (44.1 - 52.7%) -- 19.9% chance to 2HKO
252+ Def Torkoal Body Press vs. 40 HP / 0 Def Melmetal: 148-176 (35.1 - 41.8%) -- guaranteed 3HKO
0- Atk Torkoal Rapid Spin vs. 40 HP / 0 Def Melmetal: 11-13 (2.6 - 3%) -- possibly the worst move ever

:melmetal:
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 248 HP / 252+ Def Torkoal: 78-94 (22.7 - 27.4%) -- approx. 55.7% chance to 4HKO
252+ Atk Iron Fist Melmetal Thunder Punch vs. 248 HP / 252+ Def Torkoal: 66-78 (19.2 - 22.7%) -- possible 5HKO
252+ Atk Melmetal Superpower vs. 248 HP / 252+ Def Torkoal: 88-104 (25.6 - 30.3%) -- guaranteed 4HKO
 
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:gs/quagsire:
Quagsire @ Leftovers
Ability: Unaware
EVs: 144 HP / 252 Def / 112 Spe
Impish Nature
- Scald
- Recover
- Earthquake
- Toxic

252+ Atk Melmetal Superpower vs. 144 HP / 252+ Def Quagsire: 124-146 (33.7 - 39.7%) -- 29.4% chance to 3HKO after Leftovers recovery
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 144 HP / 252+ Def Quagsire: 110-132 (29.9 - 35.9%) -- approx. 4HKO after Leftovers recovery
0 Atk Quagsire Earthquake vs. 40 HP / 0 Def Melmetal: 138-164 (32.7 - 38.9%) -- 99.2% chance to 3HKO

Quagsire is able to swap in on any of Melmetal's attacks, and then can either choose to fish for Scald burns, or just click Earthquake until Melmetal dies. The 112 speed EVs ensures that Quagsire outspeeds this Melmetal set, meaning that there isn't the chance for Melmetal to win the 1v1 via Double Iron Bash Flinches.

Overall, due to Quagsire's ability to swap in vs this Melmetal set multiple times, I am submitting it as a Counter
 
:seismitoad:
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Scald
- Earth Power
- Knock Off
Seismitoad can switch into both Double Iron bash and super power(which are only 3hko).Toads earthpower is a 3hko on melm and it also threatens a burn with scald aswell.Toad cant always switch into Doubls iron bash so i will submit it as a check to melm.
 

Zeno420

Banned deucer.
87338D89-B5EF-4869-9F16-AD196125487B.gif

Magnezone @ Chople Berry
Ability: Magnet Pull
EVs: 228 Def / 184 SpA / 96 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Flash Cannon
- Thunderbolt

:Magnezone: as a counter under most conditions. Providing of course you don’t get crit by super power. A +4 iron defense into melmetal will do around 90%-107% not factoring in the defense drops by superpower. Not to mention it is easy to switch zone into melmetal whether it’s through pivoting or hard switching into the zone predicting a move that’s not superpower. Unlike any of the previous checks/counters suggested before, zone can effectively get rid of this threat as soon as it’s in thanks to magnet pull.

252+ Atk Melmetal Superpower vs. 0 HP / 228+ Def Chople Berry Magnezone: 103-122 (36.6 - 43.4%) -- guaranteed 3HKO

-1 252+ Atk Melmetal Superpower vs. +2 0 HP / 228+ Def Magnezone: 70-84 (24.9 - 29.8%) -- 100% chance to 4HKO

-2 252+ Atk Melmetal Superpower vs. +4 0 HP / 228+ Def Magnezone: 34-42 (12 - 14.9%) -- possible 7HKO

+4 228+ Def Magnezone Body Press vs. -2 32 HP / 0 Def Melmetal: 758-892 (180.9 - 212.8%) -- guaranteed OHKO

So with these sequences of Calcs providing both mons are healthy. You can always go hard zone and win the encounter not factoring in crits!
 
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agslash23

Banned deucer.
:ss/Heatran:

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

While SpDef Heatran is much more popular due to it checking threats like Dragapult, Tapu Koko etc... Offensive Heatran can cleanly OHKO Melmetal with Magma Storm, while also being able to KO a chipped Melmetal with Earth Power. Modest Heatran also has the advantage of having a chance to 2HKO Max SpDef grounds like Lando-T and Hippowdon, meaning it dismantles defensive cores who rely on a Hippo/Lando to check Tran. But since it can't switch into Melmetal's SuperPower, it is only a check to it.


252+ SpA Heatran Magma Storm vs. 40 HP / 104 SpD Melmetal: 440-522 (104.5 - 123.9%) -- guaranteed OHKO
252+ SpA Heatran Earth Power vs. 40 HP / 104 SpD Melmetal: 266-314 (63.1 - 74.5%) -- guaranteed 2HKO
 
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Katy

Banned deucer.
Due to that I am rather busy today, I am extend this round til tomorrow, so I can set up the voting slate without any hurries and stress, this also gives Abhi and Tysonslayer a chance to fill out their submissions. If anyone else has a submission, be sure to write it down today, so I can open up the voting slate 2morrow. Thanks guys for your patience. :heart:
 
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