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Project UU Victim of the Week (Round Twenty Four: Rhyperior)

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Moltres @ Flyinium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Fire Blast
- Roost
- U-turn

Moltres is a great Counter, being able to switch into both of Infernape's STAB moves and beating it with Hurricane / Supersonic Skystrike.

252 SpA Infernape Focus Blast vs. 0 HP / 4 SpD Moltres: 96-113 (29.9 - 35.2%) -- guaranteed 2HKO after Stealth Rock

252 SpA Infernape Fire Blast vs. 0 HP / 4 SpD Moltres: 88-104 (27.4 - 32.3%) -- guaranteed 2HKO after Stealth Rock

+2 252 SpA Infernape Focus Blast vs. 0 HP / 4 SpD Moltres: 191-225 (59.5 - 70%) -- guaranteed OHKO after Stealth Rock

+2 252 SpA Infernape Fire Blast vs. 0 HP / 4 SpD Moltres: 175-207 (54.5 - 64.4%) -- guaranteed OHKO after Stealth Rock

And since Ape outruns, it'll get the second attack off. This is a check, and a shaky one if it's +2.
 
Alright it’s time to vote! New changes are coming to Victim after this round so be prepared once this round is over! Moltres is being bumped down to a check for reasons already explained by other users. Scarf Lati is also a check due to the lack of any recovery to let it repeatedly switch into Infernape unlike Calm Mind. Also dingbat please have a set next time.

Checks:
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Mega Aerodactyl by Scizorphobic
latias.gif
Choice Scarf Latias by bukemon123
starmie.gif
Starmie by Smallsmallrose
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Moltres by MegaUltra
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Ghostium Gengar by Twilight
Offensive Mega Altaria by dingbat

Counters:
chandelure.gif
Calm Mind Chandelure by Scizorphobic
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Calm Mind Latias by Nightingales
primarina.gif
Defensive Primarina by Smallsmallrose
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Calm Mind Mega Slowbro by Twilight

Alright vote for 2 checks and 1 counter. Voting deadline is Saturday!
 
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Hmm, all of these are kinda weird, so I'll discuss that and then cast my votes:

First off, Chandy really shouldn't be running Flash Fire, as Infiltrator is overall better, and Flash Fire is way too specific and not practical anywhere else. As Nightingales posted about, Moltres is kinda shaky even as a check. The next 2, I'll have calcs here for:
+2 252 SpA Infernape All-Out Pummeling (190 BP) vs. 252 HP / 180 SpD Slowbro-Mega: 259-306 (65.7 - 77.6%) -- guaranteed 2HKO
+2 252 SpA Infernape Focus Blast vs. 252 HP / 180 SpD Slowbro-Mega: 164-193 (41.6 - 48.9%) -- guaranteed 3HKO
+2 252 SpA Infernape Fire Blast vs. 252 HP / 180 SpD Slowbro-Mega: 150-177 (38 - 44.9%) -- guaranteed 3HKO
+2 252 SpA Infernape All-Out Pummeling (190 BP) vs. 252 HP / 4 SpD Primarina: 233-274 (64 - 75.2%) -- guaranteed 2HKO after Leftovers recovery
+2 252 SpA Infernape Fire Blast vs. 252 HP / 4 SpD Primarina: 135-159 (37 - 43.6%) -- 99.8% chance to 3HKO after Leftovers recovery
These are both rather shaky "counters", if you can really call them that. No offense to any of the posters, I just thought this needed to be brought to attention.

Anyways, voting:

Checks: MAero and MAltaria
Counters: CM Latias
 
Sickist Flash Fire is the superior ability currently. Infiltrator was only really seen on Chandelure back when Serperior was in UnderUsed so that Scarf sets could bypass its Substitute. Also Primarina and Mega Slowbro are labeled as counters because they can at least afford a trade against Infernape and still win the matchup especially if they recover right after Infernape uses up its Z-Move.
 
Checks: Starmie and Moltres

Counter: Bro

Also, Sickist Flash Fire is 100% viable and is often better than infiltrator in a metagame with no garden snek. Walling ape is really nice for teams with mons like Scarf Darks as speed control. Not taking chip from switching into moves, even resisted, is valuable for a mon like chandy ad well.
 
Sickist Flash Fire is the superior ability currently. Infiltrator was only really seen on Chandelure back when Serperior was in UnderUsed so that Scarf sets could bypass its Substitute. Also Primarina and Mega Slowbro are labeled as counters because they can at least afford a trade against Infernape and still win the matchup especially if they recover right after Infernape uses up its Z-Move.
Checks: Starmie and Moltres

Counter: Bro

Also, Sickist Flash Fire is 100% viable and is often better than infiltrator in a metagame with no garden snek. Walling ape is really nice for teams with mons like Scarf Darks as speed control. Not taking chip from switching into moves, even resisted, is valuable for a mon like chandy ad well.
My Apologies for that. I legit never use Chandy, so that was mb. Sorry for that :psygrump:
 
BAYB already said this, but Bro and Prim are fine to be in the counter category since they have recovery, and can switch in on Nape consistently throughout a match due to this, which is the very definition of a counter.
That said:
Gengar and Molt for checks
CM Latias as counter
 
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The Winners are:
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Smallsmallrose and Scizorphobic

Smallsmallrose claims their first win on Victim of the Week with Starmie to revenge kill all the boosting Infernapes! Scizorphobic won with Chandelure as it constantly walls for an eternity!

Checks:
Starmie=5
Mega Aerodactyl=3
Gengar=3
Mega Altaria=2
Moltres=2
Latias=1

Counters:
Chandelure=4
Latias=3
Mega Slowbro=1
Primarina=0

Alright during the voting phase, I did speak of some new changes that will occur to Victim so I might as well drop them now:​

  • Users can now only submit one check or one counter. I felt that allowing users to submit more than one discouraged many users from submitting in this thread so I immediately thought this change was necessary for the improvement of Victim of the Week.​
  • Every Wednesday is now a Discussion Phase. Users can still submit their check or counter but now this is also a phase where users can convene about their submissions and offer ways to possibly improve their submissions. Make sure to keep the conversation civil guys!​
  • I will have Honorable Mentions at the end of each week. Once the Voting Phase is over, I will mention some Pokémon that users did not submit as a check or counter for the previous victim. For example, Crobat can be mentioned as a check to Infernape due to it quad resisting its priority and then eliminating it with a Brave Bird. Crobat should obviously not hard switch into an Infernape or it'll be cooked by a +2 Fire Blast.​
  • A leaderboard will be up in a little bit that shows how many wins each user has claimed in Victim of the Week.​
Now without further ado, let the 10th Round begin!
Round 10's Victim is:
Bulky Swords Dance Scizor

scizor.gif

Scizor @ Buginium Z / Leftovers
Ability: Technician
EVs: 244 HP / 16 Atk / 148 Def / 96 SpD / 4 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Let's start fresh this week with a top threat to the tier: Scizor! Choice Band has fallen out of favor to Swords Dance sets, and Bulky Swords Dance Scizor has been seen on many Bulky Offense and Balance teams to check fearsome wallbreakers like Celebi while also being a strong wincon! Get your submissions in by Wednesday! Keep in mind of the Discussion Phase that will start Wednesday! Good luck!


 
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Submitting Z-Fight Cobalion as counter
cobalion.gif

Cobalion @ Fightinium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance/ Stone Edge
- Stealth Rock/ Rock Polish
Cobalion serves as a reliable counter to any Scizor lacking Superpower.
Offensively, +2 Z-Fight blows bulky Scizor away. +0 Z-Fight does 61% at least.
Defensively, in the worst case scenario, at 62%, Coba can eat +6 BP or +6 Savage Spin-out and retaliate with Z-fight.
Therefore, Cobalion has an easy time vs bulky Scizor, finding opportunities to set up rock or SD.
+2 252 Atk Cobalion All-Out Pummeling (190 BP) vs. 244 HP / 148 Def Scizor: 417-492 (121.9 - 143.8%) -- guaranteed OHKO
252 Atk Cobalion All-Out Pummeling (190 BP) vs. 244 HP / 148 Def Scizor: 210-247 (61.4 - 72.2%) -- guaranteed 2HKO
+2 252 Atk Cobalion Close Combat vs. 244 HP / 148 Def Scizor: 264-312 (77.1 - 91.2%) -- guaranteed 2HKO
252 Atk Cobalion Close Combat vs. 244 HP / 148 Def Scizor: 133-157 (38.8 - 45.9%) -- guaranteed 3HKO
+6 16+ Atk Technician Scizor Bullet Punch vs. 0 HP / 0 Def Cobalion: 144-171 (44.5 - 52.9%) -- 25.8% chance to 2HKO
+6 16+ Atk Scizor Savage Spin-Out (140 BP) vs. 0 HP / 0 Def Cobalion: 168-198 (52 - 61.3%) -- guaranteed 2HKO
 
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moltres.png

Moltres @ Flyinium Z
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Hurricane
- U-turn
- Roost​

Pretty simple why this counters this set. It resists both coverage options and takes nothing from a +2 Z-move or BP. It stops it spamming U-turn freely due to the risk of Flame Body procking making it redundant. It ofc threatens to OHKO with First Blast every time and thanks to Roost it will always stay healthy enough to check it as a +2 Z-move doesn't ever kill after SR dmg.
 
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Mega aggron as counter.

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Aggron-Mega @ Aggronite
Ability: Filter
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Fire Punch
- Earthquake / Rock Slide / Toxic
- Heavy Slam
- Stealth Rock

Aggron can easily swap in on scizor consistently throughout match, especially since it doesn't have to fear a superpower on swap in before it's mega evolved either once it has found out the scizor set (via some offensive/defensive dmg calcs for instance, or by just mega'ing early as poss). It can easily 2hko back (with high enough damage that roost isn't doing anything) with fire punch, or alternatively set up rocks and/or predict swaps with it's other moves, since scizor isn't touching aggron at all.

+6 16+ Atk Scizor U-turn vs. 252 HP / 4 Def Aggron-Mega: 100-118 (29 - 34.3%) -- 3.9% chance to 3HKO
+6 16+ Atk Scizor Savage Spin-Out (140 BP) vs. 252 HP / 4 Def Aggron-Mega: 199-235 (57.8 - 68.3%) -- guaranteed 2HKO
+6 16+ Atk Technician Scizor Bullet Punch vs. 252 HP / 4 Def Aggron-Mega: 85-101 (24.7 - 29.3%) -- 100% chance to 4HKO

0 Atk Aggron-Mega Fire Punch vs. 244 HP / 148 Def Scizor: 248-296 (72.5 - 86.5%) -- guaranteed 2HKO


Note that to reach +6 for these calcs would require it to SD on swap into aggron, SD again on your rocks, again on your first fire punch and then die after using whatever move it uses, so very unrealistic to reach these thresholds.
 
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reserving mega lix
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Steelix-Mega @ Steelixite
Ability: Sand Force
EVs: 252 HP / 208 Atk / 48 SpD
Adamant Nature
IVs: 0 Spe
- Earthquake
- Gyro Ball
- Curse
- Stealth Rock

Steelix is a Counter because it curses alongside Scizor clicking SD and will win every time, no matter what. Unboosted EQ 2HKO's after rocks anyways, so you don't even need the curse boosts. Unless you legit crit Lix down, This Scizor is not beating a healthy Steelix.

+6 16+ Atk Scizor Savage Spin-Out (140 BP) vs. +2 252 HP / 0 Def Steelix-Mega: 100-118 (28.2 - 33.3%) -- 0% chance to 3HKO
208+ Atk Steelix-Mega Earthquake vs. 244 HP / 148 Def Scizor: 147-174 (42.9 - 50.8%) -- 3.1% chance to 2HKO
+2 208+ Atk Steelix-Mega Earthquake vs. 244 HP / 148 Def Scizor: 292-345 (85.3 - 100.8%) -- 6.3% chance to OHKO
+6 16+ Atk Scizor U-turn vs. +1 252 HP / 0 Def Steelix-Mega: 67-79 (18.9 - 22.3%) -- possible 5HKO
+1 208+ Atk Steelix-Mega Earthquake vs. 244 HP / 148 Def Scizor: 220-259 (64.3 - 75.7%) -- guaranteed 2HKO
 
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164646
164644
jelly from helly (Jellicent) @ Colbur Berry
Ability: Water Absorb
EVs: 188 HP / 252 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Taunt
- Scald/Hex
- Will-O-Wisp

outspeed/stomach bp and burn and kill ezpz. reliable counter that isnt steel or fire
 
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np ape as a hard check

infernape @ fight z
blaze
4 def / 252 spa / 252 spe
timid nature
-np
-focus miss
-fire miss
-vacuum nevermiss

scares the prick away and if you get a free switch into the prick, you can even set up on it.
 
Rotom-H as a Counter

164643


Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 240 HP / 176 Def / 92 Spe
Bold Nature
- Defog
- Volt Switch
- Overheat
- Toxic​

As long as this remains on the other team, Scizor can do nothing more than U-Turn out when it hits the field for fear of being OHKO'd twice over by Overheat. EVs and Nature are meant to survive +2 SPO with rocks up should the Scizor user manage to get a free SD. putting you in Iapapa range

+2 16+ Atk Scizor Savage Spin-Out (140 BP) vs. 240 HP / 176+ Def Rotom-Heat: 153-181 (50.8 - 60.1%) -- guaranteed 2HKO
+2 16+ Atk Technician Scizor Bullet Punch vs. 240 HP / 176+ Def Rotom-Heat: 33-39 (10.9 - 12.9%) -- possible 8HKO
 
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Doublade as a counter

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
IVs: 0 Spe
- Swords Dance
- Gyro Ball
- Shadow Claw
- Shadow Sneak

Takes very little damage from any of Scizor's attacks and can setup on its face. Can't punish a Scizor just clicking U-turn and lacks recovery, though.

16+ Atk Technician Scizor Bullet Punch vs. 240 HP / 0 Def Eviolite Doublade: 21-26 (6.5 - 8.1%) -- possibly the worst move ever
+6 16+ Atk Technician Scizor Bullet Punch vs. 240 HP / 0 Def Eviolite Doublade: 84-100 (26.3 - 31.3%) -- guaranteed 4HKO
16+ Atk Technician Scizor Bullet Punch vs. 240 HP / 0 Def Eviolite Doublade: 21-26 (6.5 - 8.1%) -- possibly the worst move ever
+6 16+ Atk Scizor U-turn vs. 240 HP / 0 Def Eviolite Doublade: 49-58 (15.3 - 18.1%) -- possible 6HKO
+6 16+ Atk Scizor Savage Spin-Out (140 BP) vs. 240 HP / 0 Def Eviolite Doublade: 98-116 (30.7 - 36.3%) -- 58.6% chance to 3HKO

252+ Atk Doublade Shadow Claw vs. 244 HP / 148 Def Scizor: 97-115 (28.3 - 33.6%) -- 96% chance to 4HKO after Leftovers recovery
+6 252+ Atk Doublade Shadow Claw vs. 244 HP / 148 Def Scizor: 385-454 (112.5 - 132.7%) -- guaranteed OHKO
 
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Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Magneton is one of the most classic Scizor answers, dating back to very early SM UU. Magneton serves as a good Counter by being able to resist both of the bulky SD sets main moves and switch in repeatedly without fear, and if Magneton does ever get in on Scizor without it U-turning, then it's a guaranteed KO with no chance of escape for the Scizor, something no other counter can boast.
 
Wanna bet?

Block MAggron as a Counter.
mega%20aggron.png
Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Block
- Curse
- Rest
- Iron Head
Contrary to the above statement, if Aggron gets in and Blocks without a U-Turn, it is ALSO a guaranteed KO. Just one that takes much, much longer. Using Scizor as Setup Fodder, AND having recovery to come in multiple times on any move Scizor pulls on it solidifies it as one of the best Counters you could ask for.

"Well, Night! How is this different than the other Mega Aggron?"

Well, this one has Block. Meaning that it can find more than one chance to set up, and NOBODY expects it. This can 1v1 a Krookodile, beats grounds that think they win, traps stuff like Blissey trying to use it as Wishpass bait, and more. Much more utility is brought to the table, here.
 
barfk barfk

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Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb/Taunt

Houndoom isn't the first Mega on people's minds when team building these days, but being able to force Scizor out or roast it to slag sounds pretty neat to me. Since this is a bulky Scizor, Houndoom doesn't have to worry about getting hit hard off the bat or chunked with Superpower.

16+ Atk Technician Scizor Bullet Punch vs. 0 HP / 0 Def Houndoom-Mega: 50-59 (17.1 - 20.2%) -- possible 5HKO
16+ Atk Scizor U-turn vs. 0 HP / 0 Def Houndoom-Mega: 115-136 (39.5 - 46.7%) -- guaranteed 3HKO

It's a bit hairier if Scizor manages to get a SD, but a +2 U-turn doesn't OHKO and you Fire Blast the bug to oblivion. This hinges on rocks being down on your side of the field, but hopefully you're not running Mega-Doom without hazard control.

so yeah, soft check
 
Hey guys, we have now reached the first Discussion Phase! You all know what it is and what I expect from you guys so make sure to keep it civil.
 
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