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Pokémon Venusaur

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Been running this set and I have cero problems with Rotom-W, Azumarril and other Bulky Waters with my team

Mega Venusaur
Venusaur @ Venusaurite
Ability: Chlorophyll (Thick Fat)
EVs: 252 HP / 152 SpDef / 106 SpAtk
Nature: Modest
- Leech Seed
- Giga Drain
- Sludge Bomb
- Sleep Powder
This set sponge very well the Special Attacks(I needed something to deal with Rotom-W) and recover some health with Giga Drain very annoying to deal.
Notable counters to this kind of set is Togekiss and Goodra(Sap Sipper) and of course Flying moves, but neither of them wants to get hit by Sludge Bomb specially Togekiss. I was thinking that maybe I can change Leech Seed for Growth for more damage with Sludge Bomb and Giga Drain. What do you think guys?
 
I honestly see zero reasons to use regular venusaur, not to mention OFFENSIVE venusaur anymore. Like hoenstly, I love this guy, but lets be realistic, this guy's new thing is it's pretty badass mega that pretty much gives no fucks about anythinig ever

StallSaur
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Ability: Chlorophyll | Thick Fat
EVs: 252 HP / 252 Def / 4 SpAtk
Bold/Impish Nature
- Synthesis | Leech Seed
- Roar | Sludge Bomb | Earthquake | Giga Drain
- Sludge Bomb | Earthquake | Giga Drain
- Sleep Powder

This set gives NO FUCKS about ANYTHING, just for some lolz and badassery, look at these amazing calcs:
252+ Atk Choice Band Huge Power Azumarill Ice Punch vs. 252 HP / 252+ Def Thick Fat Venusaur: 94-112 (25.82 - 30.76%) -- guaranteed 4HKO
252 Atk Choice Band Terrakion Stone Edge vs. 252 HP / 252+ Def Venusaur: 153-180 (42.03 - 49.45%) -- guaranteed 3HKO
252+ SpA Thundurus-T Hidden Power Ice vs. 252 HP / 0 SpD Thick Fat Venusaur: 78-94 (21.42 - 25.82%) -- possible 4HKO
252 Atk Victini V-create vs. 252 HP / 252+ Def Thick Fat Venusaur: 152-182 (41.75 - 50%) -- 0.39% chance to 2HKO
252 Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252+ Def Thick Fat Venusaur: 168-200 (46.15 - 54.94%) -- 60.55% chance to 2HKO
252+ Atk Life Orb Arcanine Flare Blitz vs. 252 HP / 252+ Def Thick Fat Venusaur: 156-187 (42.85 - 51.37%) -- 5.08% chance to 2HKO
252 SpA Life Orb Starmie Ice Beam vs. 252 HP / 0 SpD Thick Fat Venusaur: 99-117 (27.19 - 32.14%) -- guaranteed 4HKO
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Venusaur: 149-177 (40.93 - 48.62%) -- guaranteed 3HKO
252 Atk Garchomp Outrage vs. 252 HP / 252+ Def Venusaur: 123-145 (33.79 - 39.83%) -- guaranteed 3HKO
252 Atk Life Orb Garchomp Outrage vs. 252 HP / 252+ Def Venusaur: 160-188 (43.95 - 51.64%) -- 13.28% chance to 2HKO
+6 252+ Atk Huge Power Azumarill Ice Punch vs. 252 HP / 252+ Def Thick Fat Venusaur: 248-292 (68.13 - 80.21%) -- guaranteed 2HKO (the important thing is that it survives it after a belly drum, how insane is that?)
252+ Atk Mega Blaziken Flare Blitz vs. 252 HP / 252+ Def Thick Fat Venusaur: 158-188 (43.4 - 51.64%) -- 9.38% chance to 2HKO
252 Atk Life Orb Blaziken Flare Blitz vs. 252 HP / 252+ Def Thick Fat Venusaur: 151-179 (41.48 - 49.17%) -- guaranteed 3HKO
252 Atk Life Orb Landorus Earthquake vs. 252 HP / 252+ Def Venusaur: 130-153 (35.71 - 42.03%) -- guaranteed 3HKO
252+ Atk Mega Lucario Ice Punch vs. 252 HP / 252+ Def Thick Fat Venusaur: 62-74 (17.03 - 20.32%) -- possible 5HKO
+2 252+ Atk Mega Lucario Ice Punch vs. 252 HP / 252+ Def Thick Fat Venusaur: 122-144 (33.51 - 39.56%) -- guaranteed 3HKO
+2 252+ Atk Life Orb Lucario Ice Punch vs. 252 HP / 252+ Def Thick Fat Venusaur: 133-156 (36.53 - 42.85%) -- guaranteed 3HKO

and much much, more
 
Hmm...doubt it can take TalonFlame BraveBird though...that FriedBird is all over the place right now with its galewing abillity
Of course he wont, its almost a 1 hit kill (Certain one if its banded or orbed.

252+ Atk (custom) Brave Bird vs. 0 HP / 0 Def (custom): 260-308 (96.29 - 114.07%) -- 81.25% chance to OHKO

(260, 264, 266, 270, 272, 276, 278, 282, 284, 288, 290, 294, 296, 300, 302, 308)

252+ Atk (custom) Brave Bird vs. 0 HP / 252 Def (custom): 210-248 (77.77 - 91.85%) -- guaranteed 2HKO

(210, 212, 216, 218, 218, 222, 224, 228, 230, 234, 234, 236, 240, 242, 246, 248)


But i can assure you TalonFlame will think twice before switching in on Msaur for fear of gettin nailed by a sludgebomb for a near 2 hit KO without investment:
0- SpA (custom) Sludge Bomb vs. 0 HP / 0 SpD (custom): 141-166 (47.47 - 55.89%) -- 79.69% chance to 2HKO
Talon would need quite a bit of investment in hp to at least come in twice.
0- SpA (custom) Sludge Bomb vs. 60 HP / 0 SpD (custom): 141-166 (45.19 - 53.2%) -- 30.86% chance to 2HKO

God forbid talonflame uses a life orb and tries to switch in. if he does he will attack once and is dead right after.

Considering brave bird cuts into its Hp further AND this was without stealthrock, I do not see TalonFlame switching in at all. Threatining as a revenge killer is possible, but as been stated saur is quite happy to switch out to Omastar or something.

As Oiawaesome pointed out, Saur can come in on alot now thx to his new found bulk.
And with his new 20 base power on attacking stats he can hit ALOT of things quite harder than before. Sludgebomb and gigadrain from a 120 Spatk is no joke. Powerwhip and Earthquake from 100 atk is very respectable as well. Its like torterra (Who Imho had a good attack typing:P) except without all the weaknesses and somewhat less damage.
 
Of course he wont, its almost a 1 hit kill (Certain one if its banded or orbed.

252+ Atk (custom) Brave Bird vs. 0 HP / 0 Def (custom): 260-308 (96.29 - 114.07%) -- 81.25% chance to OHKO

(260, 264, 266, 270, 272, 276, 278, 282, 284, 288, 290, 294, 296, 300, 302, 308)

252+ Atk (custom) Brave Bird vs. 0 HP / 252 Def (custom): 210-248 (77.77 - 91.85%) -- guaranteed 2HKO

(210, 212, 216, 218, 218, 222, 224, 228, 230, 234, 234, 236, 240, 242, 246, 248)


But i can assure you TalonFlame will think twice before switching in on Msaur for fear of gettin nailed by a sludgebomb for a near 2 hit KO without investment:
0- SpA (custom) Sludge Bomb vs. 0 HP / 0 SpD (custom): 141-166 (47.47 - 55.89%) -- 79.69% chance to 2HKO
Talon would need quite a bit of investment in hp to at least come in twice.
0- SpA (custom) Sludge Bomb vs. 60 HP / 0 SpD (custom): 141-166 (45.19 - 53.2%) -- 30.86% chance to 2HKO

God forbid talonflame uses a life orb and tries to switch in. if he does he will attack once and is dead right after.

Considering brave bird cuts into its Hp further AND this was without stealthrock, I do not see TalonFlame switching in at all. Threatining as a revenge killer is possible, but as been stated saur is quite happy to switch out to Omastar or something.

As Oiawaesome pointed out, Saur can come in on alot now thx to his new found bulk.
And with his new 20 base power on attacking stats he can hit ALOT of things quite harder than before. Sludgebomb and gigadrain from a 120 Spatk is no joke. Powerwhip and Earthquake from 100 atk is very respectable as well. Its like torterra (Who Imho had a good attack typing:P) except without all the weaknesses and somewhat less damage.
The only legitimately good spreads are 252/4 and 252/252+ the neither will ever ohko and the latter takes ~65% max frm sky plate adamant brave bird
 
My rational is if you use those EVs you may as well run Toxic since you're trying to stall rather than heal. So how about
Leech Seed
Synthesis
Toxic
Earthquake

My rationale is that you might as well Toxic them while you heal stall and EQ hits both the Steel and Poison types you can't Toxic and also hits Fire types too. It doesn't matter that it can't hit Flying because Venus air shouldn't sit in on those anyway unless it's like Landorus who doesn't normally carry Flying moves.

Hm, that's interesting and a very good idea indeed, but my only concern is that since I have a relaxed nature my attack stat is so garbage that it hardly does any damage :/ so that's the only concern with that move set.

I think I would have to rebreed a venasaur with sassy nature so Ill sacrifice speed instead of attack so earthquake can actually be decent. I'm mostly thinking about the matchup between mega saur and mega mawile because that's what my friend threw at me.

I was also thinking of having
-giga drain
-leech seed
-synthesis
-sleep powder?

That way if I have an unfavorable matchup I can sleep them. I can probably take one hit if I'm slower and in mega mawile's case I go first and if I miss I have 2 chances of hitting it, this way I can have a free switch, or force switch into something more favorable and recover.

What do you think? I'm going to experiment with all this when I finally play him lol so I'll let you know how it goes.
 
Been running this set and I have cero problems with Rotom-W, Azumarril and other Bulky Waters with my team

Mega Venusaur
Venusaur @ Venusaurite
Ability: Chlorophyll (Thick Fat)
EVs: 252 HP / 152 SpDef / 106 SpAtk
Nature: Modest
- Leech Seed
- Giga Drain
- Sludge Bomb
- Sleep Powder
This set sponge very well the Special Attacks(I needed something to deal with Rotom-W) and recover some health with Giga Drain very annoying to deal.
Notable counters to this kind of set is Togekiss and Goodra(Sap Sipper) and of course Flying moves, but neither of them wants to get hit by Sludge Bomb specially Togekiss. I was thinking that maybe I can change Leech Seed for Growth for more damage with Sludge Bomb and Giga Drain. What do you think guys?
 
I run knock off over sleep powder. It's basically your best option for punishing hard counter walls as Venusaur's movepool is often not up to the task (which sleep powder does I guess too, I'm just biased) Nice for getting rid of something like assault vest or eviolite or scouting mega stones. I can never decide between Leech Seed and Synthesis. Leech Seed's passive damage is great, but MVenusaur's longetivity is an important aspect that makes me lean on reliable 50 percent recovery.

I find MVenusaur also makes a great trick counter depending on what pokemon is trying to pull it off. I rage everytime I see rotom w these days and the only thing that makes me sad is that he almost scoffs at rotom if not for will o wisp.
 
Isn't that why you have five other teammates?

Anyway, if you're facing off against a MMawile you're better off switching to something that can remotely pose a danger to it, like a WoW Ghost or bulky statuser mon that resists Fairy/Steel, not a Venusaur.

Right but thanks to it's ridiculous attack it'll probably OHKO anything that I switch to (fire most likely) maybe aegislash if he's still alive can definitely do work. I want to be able to sleep so it'll be a safe switch in or a force switch which I get a free leech seed or synthesis because mega venasaur can deal and outlast 90% of things out there.

Even if he switches MMawile out if I ideally predict the switch I can sleep THE SWITCHED Pokemon which will most likely be another unfavorable matchup either flying/psychic which allows me to again stay in with mega venasaur or have a safe switch in and I don't violate the sleep clause cuz I only have 2 poke's in the party asleep. Obviously sleep powder has sucky accuracy but this is all in theory of course.

So 2 chances to sleep MMawile guarantees a safe switch or force switch which allows MVena to

1-heal up
2-free switch to a better matchup w/o getting ohko'd
3-sleep incoming poke if predicted correctly

I'll try the earthquake option first but if it probes unsuccessful sleep powder is sounding awesome, because later on in the game 2 free turns might be the difference between a win or a loss.
 
I dont mind t-tar but i would still want to use rain. Would there even be a point to running dual weather? And as for why rain. Why not help megasaur take fire better or even make theyre fire coverage effectively null?
Saur actually works fine in rain teams, especially as a counter to rain teams;
The only legitimately good spreads are 252/4 and 252/252+ the neither will ever ohko and the latter takes ~65% max frm sky plate adamant brave bird


MSaur has plenty of good spreads to run, i just used the worst case scenerio to make a point. 252/0/252 def spread or hybrid spreads like 252 hp 252 sp atk are quite viable. Saur always benefited from being pretty flexible in what he can do, m saur is the same way. So far the most interesting spread I seen so far was the Split defense/ hp spread 252/ 128/128 or somethin like that:)
 
Right but thanks to it's ridiculous attack it'll probably OHKO anything that I switch to (fire most likely) maybe aegislash if he's still alive can definitely do work. I want to be able to sleep so it'll be a safe switch in or a force switch which I get a free leech seed or synthesis because mega venasaur can deal and outlast 90% of things out there.

Even if he switches MMawile out if I ideally predict the switch I can sleep THE SWITCHED Pokemon which will most likely be another unfavorable matchup either flying/psychic which allows me to again stay in with mega venasaur or have a safe switch in and I don't violate the sleep clause cuz I only have 2 poke's in the party asleep. Obviously sleep powder has sucky accuracy but this is all in theory of course.

So 2 chances to sleep MMawile guarantees a safe switch or force switch which allows MVena to

1-heal up
2-free switch to a better matchup w/o getting ohko'd
3-sleep incoming poke if predicted correctly

I'll try the earthquake option first but if it probes unsuccessful sleep powder is sounding awesome, because later on in the game 2 free turns might be the difference between a win or a loss.


actually M mawile is super slow and very predictable, u can switch in on the swords dance, or really any attack tbh as she wont likely get the 1 hit ko. Her main set moves are iron head, sucker punch, so put in a fire type (or water type) and threaten to 1 hit ko.
Just figure what set shes running and pick appropriate counter that can survive sucker punch.
In either case, fire and water will both have no issues surviving the potential iron head, and can burn or heal respectively.

Knock off on saur is very interesting. He gets walled so easy it would be pretty awesome to punish switchins by taking their item, what a great idea. I might try it out . I dont like sleep powder to much this generation, it might be my luck but they ALWAYS wake up so quickly (1-2 turns)

Also I would not really use growth unless you will sun sweep to mega transform right fter, Saur gets walled kinda easily=x
 
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I think the general consensus is that Megasaur is great as a mixed or physical tank, since it can take all of Azumarill's attacks like a champ. You usually don't have to fear other fairies. Using it as a special tank undermines his qualities to take fighting, water, bug and ground attacks imo. With the prevalence of Assault Vest, I find T-Tar to be a great partner. It can take flying and psychic for v-saur who in return can take fighting, water, grass, fairy, bug, steel and ground.
 
So its the general consensus that megasaur is a great special tank. How well does he take the odd fire punch?
Or any physical SE hit?

With only 2 weaknesses and 80/123/120 defenses hes a hell of a tank. That being said, he can take some stray SE hits but he would rather not, especially not STAB ones. most powerful STAB SE hits will 2hit KO him. He also doesnt like CB attacks much.

Fire punch is now at half damage, same with ice punch. Essentially with his new ability, he can come into all generic coverage moves now:
These are stats using completely not EVed MSaur at all

Close Combat: 62.45 - 73.75%%Ice Punch: 53.48 - 63.12%Fire Punch: 53.48 - 63.12%
+2 252+ Atk Life Orb Lucario Close Combat vs. 0 HP / 0+ Def (custom): 188-222 (62.45 - 73.75%) -- guaranteed 2HKO (survives after SD, and LO, thats crazy)

Stone Edge: 69.76 - 82.05%Crunch: 55.81 - 65.78%Pursuit: 27.9 - 33.22%Superpower: 27.9 - 32.89%
252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0+ Def (custom): 210-247 (69.76 - 82.05%) -- guaranteed 2HKO

Drain Punch: 23.25 - 27.57%Ice Punch: 41.52 - 49.16%ThunderPunch: 20.26 - 24.25%Mach Punch: 12.62 - 14.95%
252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 0 HP / 0+ Def Thick Fat (custom): 125-148 (41.52 - 49.16%) -- guaranteed 3HKO

Close Combat: 39.53 - 46.84%Megahorn: 79.06 - 93.68%Stone Edge: 44.18 - 52.15%Pursuit: 17.94 - 21.26%
252+ Atk Choice Band Heracross Megahorn vs. 0 HP / 0+ Def (custom): 238-282 (79.06 - 93.68%) -- guaranteed 2HKO

Close Combat: 26.57 - 31.22%Megahorn: 53.15 - 62.79%Stone Edge: 29.56 - 34.88%Facade: 20.59 - 24.58%
252+ Atk Heracross Megahorn vs. 0 HP / 0+ Def (custom): 160-189 (53.15 - 62.79%) -- guaranteed 2HKO


As you can see Saur really doesnt like STAB attacks, nor Choice band/Specs. Be weary of those when you send him in. Otherwise though he is totally fine :)
 
I was thinking about Venusaur's synergy with Charizard Y. With Charizard Y providing drought and then switching into Venusaur, Venusaur gets 3 turns of sunlight (or 4 if the turn of drought's activation doesn't count towards the 5 turns of sunlight). A set using this strategy could look something like this:

Timid Chlorophyll
4 hp/252 speed/252 sp atk EVs
Weakness Policy
- Growth/Giga Drain
- Sunny Day
- Solar Beam
- Sludge Bomb

Problem I have with this setup is that sunny day really takes away from possible move choices, but really helps out with chlorophyll and solar beam. Giga Drain could be a possibility for more sustain vs damage instead of growth if weakness policy is activated to increase sp atk instead (which it most likely will be).
 
I was thinking about Venusaur's synergy with Charizard Y. With Charizard Y providing drought and then switching into Venusaur, Venusaur gets 3 turns of sunlight (or 4 if the turn of drought's activation doesn't count towards the 5 turns of sunlight). A set using this strategy could look something like this:

Timid Chlorophyll
4 hp/252 speed/252 sp atk EVs
Weakness Policy
- Growth/Giga Drain
- Sunny Day
- Solar Beam
- Sludge Bomb

Problem I have with this setup is that sunny day really takes away from possible move choices, but really helps out with chlorophyll and solar beam. Giga Drain could be a possibility for more sustain vs damage instead of growth if weakness policy is activated to increase sp atk instead (which it most likely will be).

If you are going to use Sunny day, have Ninetails instead. he can hold a rock to give 8 turns of sunlight. Eitehr way though saur will have a limited sweep (though 6 turns is plenty to murder stuff) dont waste time with Weakness policy, just go life orb and use the standard sweep set.
theres no reason to give sunny day to Saur, otherwise it will take you two turns to set up, 1 to set up sun, the next to growth. I cant imagine the opponent giving you two free turns.

Normal Saur without investment really wont take a special attack hit very well. (honestly i am unsure if it will survive it) I guess you can gable for the +4 (growth + policy). Then again though. If you are switching in saur he takes a hit, and THEN is expected to survive a SE hit from the switch in.. That might be asking a bit much 80/100 is tanky yea but not STAB SE tanky
 
He's a better partner in doubles since you don't have to switch, Growth will always work after Drought activates on the first turn, and CharY will be immune to EQ which he should run.

And honestly there are quite a few pokemon that wouldn't mind holding a Heat Rock with Sunny Day that can be far more useful than Ninetails. Claydol for example loses a Water weakness and can Rapid Spin and set up a screen for other Fire mon on your team. He also resists Stealth Rock and is immune to Spikes. Ninetails is simply a liability, there are many sturdy pokemon that can utilize Sunny Day itself just fine and a fair number of Prankster users too.
 
Normal Saur without investment really wont take a special attack hit very well.

He won't sponge hits very well, but he'll take a normal special hit (especially a water-based one, which is the main thing aimed at Charizard Y) very well. He's fairly bulky and well-rounded and has really good synergy with Charizard Y.

And honestly there are quite a few pokemon that wouldn't mind holding a Heat Rock with Sunny Day that can be far more useful than Ninetails. Claydol for example loses a Water weakness and can Rapid Spin and set up a screen for other Fire mon on your team. He also resists Stealth Rock and is immune to Spikes. Ninetails is simply a liability, there are many sturdy pokemon that can utilize Sunny Day itself just fine and a fair number of Prankster users too.

They don't get sun just from switching in and switching back out, though. That's a huge bonus. Ninetales might be fragile, but he doesn't have to take a hit to set up sun necessarily.
 
If you are going to use Sunny day, have Ninetails instead. he can hold a rock to give 8 turns of sunlight. Eitehr way though saur will have a limited sweep (though 6 turns is plenty to murder stuff) dont waste time with Weakness policy, just go life orb and use the standard sweep set.
theres no reason to give sunny day to Saur, otherwise it will take you two turns to set up, 1 to set up sun, the next to growth. I cant imagine the opponent giving you two free turns.

Normal Saur without investment really wont take a special attack hit very well. (honestly i am unsure if it will survive it) I guess you can gable for the +4 (growth + policy). Then again though. If you are switching in saur he takes a hit, and THEN is expected to survive a SE hit from the switch in.. That might be asking a bit much 80/100 is tanky yea but not STAB SE tanky

I agree, I think cutting out Sunny Day in favor of Giga Drain is a good idea. That way when the sun runs out he can still sweep fairly well (despite the huge loss in speed) with the great sustain from Giga Drain and sp atk boost from Growth and Weakness Policy. I'm using Life Orb for the Mienshao on my team, so the Battle Spot rules won't permit one on Venusaur as well. I still think weakness policy is a strong second choice, as Venusaur can survive one SE hit while he uses Growth and then out speed the opponent on the second turn for the sweep with Giga Drain. When Sunny Day is cut out he only needs one turn to set up and then gets four turns to wreck havoc on the enemy team.

He's a better partner in doubles since you don't have to switch, Growth will always work after Drought activates on the first turn, and CharY will be immune to EQ which he should run.

And honestly there are quite a few pokemon that wouldn't mind holding a Heat Rock with Sunny Day that can be far more useful than Ninetails. Claydol for example loses a Water weakness and can Rapid Spin and set up a screen for other Fire mon on your team. He also resists Stealth Rock and is immune to Spikes. Ninetails is simply a liability, there are many sturdy pokemon that can utilize Sunny Day itself just fine and a fair number of Prankster users too.

So should I switch out Giga Drain/Solar Beam in favor of EQ in singles? I'm running a Tyrantrum as my main EQ user on my team, but I could switch that move out in favor of something better if Venusaur wants EQ. I might be overvaluing Solar Beam's synergy with sun, as tanking a SE hit one turn means using Giga Drain the second turn to heal up a good portion of the damage taken. That only leaves a couple more turns where Solar Beam could be used over Giga Drain.
 
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Think of it this way. Out of the sun two turns of Giga Drain is more powerful than one turn of Solarbeam that had to charge, AND Giga Drain mitigated damage you took as well. In the sun, which is limited, Solarbeam is better. For pure sweeping potential it's better, but it still has a time limit, and I certainly wouldn't advocate using both. You need HP Fire or EQ on a Chlorophyl sweeper bar none. EQ takes advantage of mixed Growth sweeping and is 20 BP stronger than Sun boosted HP Fire against Steel types. HP Fire is much better against 4x resists like Scizor and Ferrothorn and can actually hit Skarmory. It's your call, it isn't unfeasible to run both over Sludge Bomb.
 
Think of it this way. Out of the sun two turns of Giga Drain is more powerful than one turn of Solarbeam that had to charge, AND Giga Drain mitigated damage you took as well. In the sun, which is limited, Solarbeam is better. For pure sweeping potential it's better, but it still has a time limit, and I certainly wouldn't advocate using both. You need HP Fire or EQ on a Chlorophyl sweeper bar none. EQ takes advantage of mixed Growth sweeping and is 20 BP stronger than Sun boosted HP Fire against Steel types. HP Fire is much better against 4x resists like Scizor and Ferrothorn and can actually hit Skarmory. It's your call, it isn't unfeasible to run both over Sludge Bomb.

I think Giga Drain offers more potential in this situation, as Venusaur will have to be able to sweep out of the sun as well due to it's limited turns. EQ would be a strong addition to Venusaur's move pool, benefitting from both Growth and Weakness Policy in boosts to compensate for the fact that it's physical. I would go HP Fire if I could breed it more easily, but it has been nerfed (or so I heard) so I don't feel that it's as useful as it was in Gen V.
 
Just posting to say that the stall set with Sludge Bomb (poison chance) is annoying as hell. However, enough SpA investment to break Gengar's Substitute (with Giga Drain) would be an improvement/option. Somebody else run the calculations; I'm lazy.

Edit: nevermind, I did it myself: 76 SpA to break Gengar's Sub. It's not a big deal against Mega Gengar, because that doesn't have Leftovers/Black Sludge recovery.
 
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Just posting to say that the stall set with Sludge Bomb (poison chance) is annoying as hell. However, enough SpA investment to break Gengar's Substitute (with Giga Drain) would be an improvement/option. Somebody else run the calculations; I'm lazy.

Edit: nevermind, I did it myself: 76 SpA to break Gengar's Sub. It's not a big deal against Mega Gengar, because that doesn't have Leftovers/Black Sludge recovery.

If you are looking to bypass gengar, i recommend a more hybrid or physical set.

Actually heres some calcs of pokes that would use megasaur as set up bait, who cannot do so on hybrid sets/physical:

Mega gengar will get 2 hit KOed by earthquake; just be sure to have it activate sleep clause before you attempt it otherwise u need to sleep it
0+ Atk (custom) Earthquake vs. 0 HP / 0 Def (custom): 174-206 (66.66 - 78.92%) -- guaranteed 2HKO

0- Atk Venusaur Earthquake vs. 4 HP / 0 Def Mega Lucario: 146-172 (51.77 - 60.99%) -- guaranteed 2HKO

0- Atk Venusaur Earthquake vs. 0 HP / 0 Def Heatran: 248-292 (76.78 - 90.4%) -- guaranteed 2HKO

252+ Atk Venusaur Power Whip vs. 4 HP / 252 Def Blissey: 355-418 (54.44 - 64.11%) -- guaranteed 2HKO


252+ Atk Venusaur Earthquake vs. 0 HP / 0 Def Volcarona: 141-167 (45.33 - 53.69%) -- 43.75% chance to OHKO after Stealth Rock

0 SpA Venusaur Sludge Bomb vs. 0 HP / 4 SpD Volcarona: 109-129 (35.04 - 41.47%) -- guaranteed 2HKO after Stealth Rock

0+ Atk Venusaur Power Whip vs. 4 HP / 0 Def Garchomp: 148-175 (41.34 - 48.88%) -- guaranteed 3HKO

252+ Atk Venusaur Power Whip vs. 4 HP / 0 Def Garchomp: 187-222 (52.23 - 62.01%) -- guaranteed 2HKO

0 SpA Venusaur Sludge Bomb vs. 4 HP / 0 SpD (mega Luke): 165-195 (55.36 - 65.43%) -- guaranteed 2HKO

0- Atk Venusaur Earthquake vs. 4 HP / 0 Def (aegislash): 92-110 (35.11 - 41.98%) -- guaranteed 3HKO
Even Aegislash will have to be weary because MegaSaur could be running a more physical set to easily 2 hit KO. Aegis cannot come in on Megasaur at all.

A near certain hit kill if hes in sword mode:
0- Atk Venusaur Earthquake vs. 4 HP / 0 Def (custom): 224-264 (85.49 - 100.76%) -- 6.25% chance to OHKO

and thats with a negative nature.

It feels like with his base stats Msaur hit a good sweet spot for choosing his EVs' he doesnt really miss out on any super important 2 hit KOs by cutting from special attack. Honestly since his speed is mediocre to begin with, one might consider cutting that stat in order to maintain a strong offensive presence. Speed doesnt seem as important since he forces switch outs anyway.
Actually I am strongly leaning to a hybrid set myself, because I do not like sleep powder much this time around; and earthquake is very threatening coming from 100 base atk.

What do you guys think?
 
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If you are looking to bypass gengar, i recommend a more hybrid or physical set.

Actually heres some calcs of pokes that would use megasaur as set up bait, who cannot do so on hybrid sets/physical:

The point isn't to try and kill Gengar (because you'd be wasting Mega Venusaur's potential). The point is to stop Gengar killing Mega Venusaur.
 
The point isn't to try and kill Gengar (because you'd be wasting Mega Venusaur's potential). The point is to stop Gengar killing Mega Venusaur.
How does breaking his sub prevent him from killing Megasaur? None of Saur's moves beyond EQ does more than 25% to gengar, If Mgar goes shadowtag, he will murder Megasaur without EQ:

252+ SpA (custom) Shadow Ball vs. 0 HP / 0 SpD Venusaur: 151-178 (50.16 - 59.13%) -- guaranteed 2HKO

252+ SpA (custom) Shadow Ball vs. 252 HP / 252 SpD Venusaur: 123-145 (33.79 - 39.83%) -- guaranteed 3HKO
3 hit kill if Sdefensive.



With EQ though, Mgengar will be very hesitant to switch in.
 
How does breaking his sub prevent him from killing Megasaur? None of Saur's moves beyond EQ does more than 25% to gengar, If Mgar goes shadowtag, he will murder Megasaur without EQ:

252+ SpA (custom) Shadow Ball vs. 0 HP / 0 SpD Venusaur: 151-178 (50.16 - 59.13%) -- guaranteed 2HKO

252+ SpA (custom) Shadow Ball vs. 252 HP / 252 SpD Venusaur: 123-145 (33.79 - 39.83%) -- guaranteed 3HKO
3 hit kill if Sdefensive.



With EQ though, Mgengar will be very hesitant to switch in.

It doesn't have any slots for EQ. Gengar can't beat Mega Venusaur if its substitute doesn't survive, because Synthesis recovers HP while Gengar sits there trying to score a SpDef drop with Shadow Ball, and it introduces Leech Seed mind games. If its Sub lives, it gets more opportunities to score that SpDef drop, and Gengar doesn't get seeded.

Mega Gengar is a different issue. I'm talking about normal Gengar, which obviously has Levitate.
 
It doesn't have any slots for EQ. Gengar can't beat Mega Venusaur if its substitute doesn't survive, because Synthesis recovers HP while Gengar sits there trying to score a SpDef drop with Shadow Ball. If its Sub lives, it gets more opportunities to score that SpDef drop, and Leech Seed mind games come into play.

Megasaur can give up seeding or sleep powder if need be, to threaten pokes that normally wall/set up on him. Since he has a new found role forcing switches it would be better to add more coverage with his 100 atk than to aim to sleep 1 poke.
Synthesis only has 8 pp Shadow ball has 16, he will simply outlast synthesis and murder your mega (unless you went pure Sdef tank). Those calcs were without entry hazards, with em, its even more difficult.
 
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