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The Counter Game

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@Brayels' Swampert
Bellossom@Leftovers
Bold 252 HP / 252 Def / 4 SpAtk
~Moonlight
~Energy Ball
~Sleep Powder
~HP Fire
 
Camerupt
@Leftovers
Flamethrower
Land Power
Explosion
Will-o-Wisp

Mantine
@Focus Sash
252 SpDef, 252 HP, 4 Spd
Substitute
Surf
HP Grass
Ice Beam

Come in on anything but Explosion, Substitute which he can't break, then pick him apart with Surf. If he Explodes the turn you came in, he's still...y'know, gone...and Mantine still technically survived.
 
Mantine
@Focus Sash
252 SpDef, 252 HP, 4 Spd
Substitute
Surf
HP Grass
Ice Beam

Come in on anything but Explosion, Substitute which he can't break, then pick him apart with Surf. If he Explodes the turn you came in, he's still...y'know, gone...and Mantine still technically survived.

Clamperl @Deepseatooth
EVs: 200 HP/252 SPATK/56 SPDEF
Ability: Shell Armor
Modest Nature (+SAtk, -Atk)

~ Surf
~ Ice Beam
~ Hidden Power Electric
~ Substitute

Can come on a Surf or Ice Beam just fine, or even a sub, sets up a sub of its own, which if the Mantine is Encored, will be stuck into Ice Beam or Surf which can't bust through Clamperl's substitute thanks to the EVs and resistances, then it can 2HKO with Hidden Power Electric.
 
Clamperl @Deepseatooth
EVs: 200 HP/252 SPATK/56 SPDEF
Ability: Shell Armor
Modest Nature (+SAtk, -Atk)

~ Surf
~ Ice Beam
~ Hidden Power Electric
~ Substitute

Cresselia @ Leftovers
106 HP/252 SpAtk/152 SpDef
Modest (+SpAtk, -Atk)
Charge Beam (use if you would rather do damage and boost your SpAtk stat rather than calm mind)/HP Electric
Ice Beam
Calm Mind
Moonlight

Switches in to any of Clamperl's attacks. It then uses calm minds, uses moonlight, and then finishes off with charge beam(s).
 
Houndoom @Leftovers
Pursuit
Crunch
Taunt
Howl
252 HP/Attack, 4 Speed
Adamant nature

Switches in on either of Cresselia's attacks (resists Ice Beam and Charge Beam is, well, weak), Taunt its attempts to Moonlight or Calm Mind, Pursuit if it switches out, Crunch if it doesn't.
 
Houndoom @Leftovers
Pursuit
Crunch
Taunt
Howl
252 HP/Attack, 4 Speed
Adamant nature

Switches in on either of Cresselia's attacks (resists Ice Beam and Charge Beam is, well, weak), Taunt its attempts to Moonlight or Calm Mind, Pursuit if it switches out, Crunch if it doesn't.

Aggron@Leftovers
Earthquake
Rock Polish
Stealth Rock
Rock Slide

Switches in on absolutely anything, Rocks up, Polishes once or twice, then OHKOs with either. If Houndoom starts Howling, kill it. If Houndoom switches out - counter'd.
 
Aggron@Leftovers
Earthquake
Rock Polish
Stealth Rock
Rock Slide

Garchomp @ Choice Band
Jolly - Sand Veil
6 HP/252 Atk/252 Spd
Outrage
Earthquake
Fire Blast
Stone Edge

Garchomp likes to abuse Aggron's Earthquake weakness with its stabbed version of EQ. Garchomp can take Aggrons attacks.
 
Palkia @ Choice Scarf
- Aqua Tail
- Surf
- Thunder
- Spacial Rend

Arceus @ Grass Plate
~ Judgement
~ Dark Pulse
~ Dragon Pulse
~ Recover

Resists 3/4ths of Palkia's moves, can Recover off damage, and hit it hard with either Judgement or Dragon Pulse. (Dark Pulse to prevent someone from posting Shedinja again, and its Psychic owning properties.
 
Arceus @ Grass Plate
~ Judgement
~ Dark Pulse
~ Dragon Pulse
~ Recover

Resists 3/4ths of Palkia's moves, can Recover off damage, and hit it hard with either Judgement or Dragon Pulse. (Dark Pulse to prevent someone from posting Shedinja again, and its Psychic owning properties.
Not assuming flinches or any other haxes

Wobbuffet @ Leftovers
- Counter
- Mirror Coat
- Encore
- Safeguard
Uncounterable since you can't switch out of it. Game over
 
Not assuming flinches or any other haxes

Wobbuffet @ Leftovers
- Counter
- Mirror Coat
- Encore
- Safeguard
Uncounterable since you can't switch out of it. Game over


Crobat@Life Orb
Mean Look
Nasty Plot
Shadow Ball
HP fighting

No matter if it do Encore, Mean Look traps, Nasty Plot sets up and SB for the win
 
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