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Project Victim of the Week

Rotom-Wash
Check
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Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 156 Def / 76 SpA / 20 Spe
Timid Nature
IVs: 0 Atk
-Volt Switch
-Hydro Pump
-Trick
-Thunderbolt / Hidden Power [Ice] / Will-O-Wisp

Choice Scarf Rotom-W can actually function ok as a check to Terrakion, while also being a good OU mon in its own right. Because of the Scarf, you can outspeed Terrakion no matter what he does. EV spread looks weird but it does some things. Max HP obviously cause 50 HP is like worse than some LC mons. 156 Def allows you to live a CC + Quick Attack if this ever happens. 76 SpA hits the almost guaranteed Hydro OHKO after LO, and the 20 speed creeps max base 110's by one point. Volt Switch is pretty much mandatory on Rotom, while Hydro gets guaranteed OHKO with this spread. Trick can let you get rid of the Scarf and cripple a wall, and then the last slot is kind of a toss up, HP Ice nails those 4x weak mons and also forms a BoltBeam with Volt Switch, Tbolt hits harder than Volt Switch and you don't need to switch, while WoW is kinda sucky with a scarf but after tricking away the scarf it can be very useful.
Relevant Calcs:
252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 156 Def Rotom-W: 208-246 (68.4 - 80.9%) -- guaranteed 2HKO
252 Atk Life Orb Terrakion Quick Attack vs. 252 HP / 156 Def Rotom-W: 47-56 (15.4 - 18.4%) -- possible 6HKO
^99.3% on max rolls combined
76 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Terrakion: 290-344 (89.7 - 106.5%) -- 43.8% chance to OHKO
^Terrakion is almost always KO'd after 1 LO round.
 
Rotom-Wash
Check
479-wash.png

Rotom-W @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 156 Def / 76 SpA / 20 Spe
Timid Nature
IVs: 0 Atk
-Volt Switch
-Hydro Pump
-Trick
-Thunderbolt / Hidden Power [Ice] / Will-O-Wisp

Choice Scarf Rotom-W can actually function ok as a check to Terrakion, while also being a good OU mon in its own right. Because of the Scarf, you can outspeed Terrakion no matter what he does. EV spread looks weird but it does some things. Max HP obviously cause 50 HP is like worse than some LC mons. 156 Def allows you to live a CC + Quick Attack if this ever happens. 76 SpA hits the almost guaranteed Hydro OHKO after LO, and the 20 speed creeps max base 110's by one point. Volt Switch is pretty much mandatory on Rotom, while Hydro gets guaranteed OHKO with this spread. Trick can let you get rid of the Scarf and cripple a wall, and then the last slot is kind of a toss up, HP Ice nails those 4x weak mons and also forms a BoltBeam with Volt Switch, Tbolt hits harder than Volt Switch and you don't need to switch, while WoW is kinda sucky with a scarf but after tricking away the scarf it can be very useful.
Relevant Calcs:
252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 156 Def Rotom-W: 208-246 (68.4 - 80.9%) -- guaranteed 2HKO
252 Atk Life Orb Terrakion Quick Attack vs. 252 HP / 156 Def Rotom-W: 47-56 (15.4 - 18.4%) -- possible 6HKO
^99.3% on max rolls combined
76 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD Terrakion: 290-344 (89.7 - 106.5%) -- 43.8% chance to OHKO
^Terrakion is almost always KO'd after 1 LO round.
this set seems to be too prepared specifically for terrakion, it will be hardly viable in a normal OU team. also 99,3% is not exactly surviving cc+quick attack, it just needs stealth rocks to be almost guaranteed to faint. However rotom can be considered as a kion check, a weak one, but still can win 1v1 at full health and if it switches in on the right moves.
 
Reserving scarf Keldeo

Keldeo - Check

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Keldeo @ Choice Scarf
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power Electric/Icy Wind

Scarf keldeo isn't the best set imo but it's very usefull against boosted threats such as Mega Gyarados or Mega Tyranitar. The 232 evs in speed and timid nature allow keldeo to outspeed stuff like scarf garchomp or pokemon with base speed 105. The moveset is classic.

Calc:
252 Atk Life Orb Terrakion Close Combat vs. 24 HP / 0 Def Keldeo: 277-328 (84.1 - 99.6%) -- guaranteed 2HKO
252 Atk Life Orb Terrakion Close Combat vs. 24 HP / 0 Def Keldeo: 277-328 (84.1 - 99.6%) -- 37.5% chance to OHKO after Stealth Rock

252 SpA Keldeo Hydro Pump vs. 0 HP / 0 SpD Terrakion: 390-462 (120.7 - 143%) -- guaranteed OHKO
252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def Terrakion: 306-360 (94.7 - 111.4%) -- 68.8% chance to OHKO
 
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You must have missed Diggersby week. People were pitching Mismagius and Drifblim as hard counters. That Rotom-W set isn't nearly that bad in comparison. It's close to the regular one but tweaked a little bit.
lol, in fact i didn't say it is bad, i was just pointing out that you don't pick rotom just to specifically counter terrakion cause it can't do it perfectly, but you expect it to check different pokemon of the meta, while as you said mismagius and drifblim are not even remotely viable in OU, but they actually counter diggersby. So maybe i said it terribly and i wasn't clear, but what i wanted to say is that imo is pointless to overprepare a pokemon that won't check what it wants to check more comfortably, it will be more useful a set that has some utility even against other threats like a speedier scarf rotom that outpaces greninja and with some more Satk investment to kill lando-t for example.
 
lol, in fact i didn't say it is bad, i was just pointing out that you don't pick rotom just to specifically counter terrakion cause it can't do it perfectly, but you expect it to check different pokemon of the meta, while as you said mismagius and drifblim are not even remotely viable in OU, but they actually counter diggersby. So maybe i said it terribly and i wasn't clear, but what i wanted to say is that imo is pointless to overprepare a pokemon that won't check what it wants to check more comfortably, it will be more useful a set that has some utility even against other threats like a speedier scarf rotom that outpaces greninja and with some more Satk investment to kill lando-t for example.

I'm sorry if pretty much everything else has been picked already...plus I have to tweak the spread or else I just get outright nuked by CC on the switch. Honestly every single mon that is supposed to /expected to counter Terrakion has been picked already. Maybe my Rotom-W isn't as reliable of an answer to Terrakion, but at least it also can reliably put in work against other OU mons, which is definitely something taken into consideration when picking winners. I don't really care if my Rotom is kinda dumb, it barely has a chance of getting chosen anyway so don't hate on it plz
 
I'm sorry if pretty much everything else has been picked already...plus I have to tweak the spread or else I just get outright nuked by CC on the switch. Honestly every single mon that is supposed to /expected to counter Terrakion has been picked already. Maybe my Rotom-W isn't as reliable of an answer to Terrakion, but at least it also can reliably put in work against other OU mons, which is definitely something taken into consideration when picking winners. I don't really care if my Rotom is kinda dumb, it barely has a chance of getting chosen anyway so don't hate on it plz
nono i don't say it is dumb and i totally understand that everything is already picked, i didn't want to quarrel or anything i was just saying that isn't the most reliable
check, that's it.
 
I'm sorry if pretty much everything else has been picked already...plus I have to tweak the spread or else I just get outright nuked by CC on the switch. Honestly every single mon that is supposed to /expected to counter Terrakion has been picked already. Maybe my Rotom-W isn't as reliable of an answer to Terrakion, but at least it also can reliably put in work against other OU mons, which is definitely something taken into consideration when picking winners. I don't really care if my Rotom is kinda dumb, it barely has a chance of getting chosen anyway so don't hate on it plz
He isn't hating, he's saying that you're using an inferior set that detracts from Washtom's overall performance just to get a decent matchup vs Terrak
 
Oh ok whatevs I can't read >.<
BTW I'm just saying its kinda easy to say "X is a check because X outspeeds and OHKOs with [insert move] even tho I can only switch in on SD and Quick attack" so yea I tried to do something kinda legit but yeah fail
 
Check
Oh no, it's Wobbuffet!
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Wobbuffet @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Destiny Bond
- Counter
- Mirror Coat
- Encore

Wobbutffet has a very wide movepool and variety of options, but I chose these ones.
Counter and mirror coat cuz. encore to screw set up. Destiny bond give me the most use.
252 Atk Life Orb Terrakion Stone Edge vs. 252 HP / 252+ Def Wobbuffet: 212-251 (36.3 - 42.9%)
Counter destroys in return.

Basically it comes down to prediction vs terrakion. Predict Sword dance use encore then switch out or wait till last turn of encore and use destiny bond to kill them next turn. If they sword dance just encore and repeat.

+6 quick attack doesn't even 2hko so you can just use counter next turn.
+6 252 Atk Life Orb Terrakion Quick Attack vs. 252 HP / 252+ Def Wobbuffet: 226-266 (38.6 - 45.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Wobufett is good at getting rid of most fighting types so ttar and bisharp pretty good partners. Especially since it can force things like Latias into defog. Also it can force things into using pointless moves so set up sweepers also good partners.
 
Week 30:
Thanks for all the Terrakion checks/counters. I haven't finished going through all them yet, but I'll post this week's mon anyway. Congrats to ZZtrollZZ for making it into the Hall of Fame!

Other threads are moving on to oRaS mons, so I thought why not this one? Onto Mega Lopunny!

Also, I noticed some Pokemon's sets here are really outdated. For example, just looking at Greninja, a) Umbreon isn't viable, b) Extrasensory isn't common, and c) Ninja has no reason not to use Gunk Shot. I'm not gonna remove anyone from the Hall of Fame or anything, but I think we should revamp some of these old mons, starting with ninja. Thoughts?

lopunny.gif

Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- Frustration
- High Jump Kick

Also if someone has a pkparaiso-esqe gif of Mega Loppuny, that'd be spectacular!​
 
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Check
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Scizor @ Scizorite
Ability: Light Metal ---> Technician
EVs: 4 HP / 252 Atk / 252 Spe or 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- Bug Bite / Knock Off
- Superpower
- Swords Dance

Standard offensive Mega Scizor does a decent enough job checking Mega Lopunny, bulkier offensive Mega Scizor do a more solid job, but they don't typically carry Superpower. Standard max Attack, max Speed barely gets check status, it can actually use the Fake Out turn as a set-up opportunity. 252 Attack Adamant Mega Scizor OHKOs Mega Lopunny with Superpower regardless of bulk, so let's just get that out of the way:

252+ Atk Mega Scizor Superpower vs. 0 HP / 4 Def Lopunny: 336-396 (123.9 - 146.1%) -- guaranteed OHKO

As far as bulk goes, no bulk Mega Scizor gets the check if it switches in on the Fake Out, Ice Punch or Return. That leaves it with just enough bulk to survive the subsequent HJK. The only condition is that Rocks or Spikes not be present on the field.
252 Atk Lopunny Return vs. 0 HP / 0 Def Mega Scizor: 64-76 (22.7 - 27%) -- 43% chance to 4HKO
252 Atk Lopunny Ice Punch vs. 0 HP / 0 Def Mega Scizor: 31-37 (11 - 13.1%) -- possible 8HKO
252 Atk Lopunny Fake Out vs. 0 HP / 0 Def Mega Scizor: 25-30 (8.8 - 10.6%) -- possibly the worst move ever

252 Atk Lopunny High Jump Kick vs. 0 HP / 0 Def Mega Scizor: 165-195 (58.7 - 69.3%) -- guaranteed 2HKO
Now for the first spread. It's not something I pulled out of nowhere just for this, it's basically offensive SD that trades some speed for power. It actually creeps down to the exact speed needed to outspeed Rotom-W. In this case, however, it allows Mega Scizor to check it the same way as it did before but with the ability to switch-in on Rocks one time. It gets by checking Lopunny with SR on the field by the skin on it's teeth (Mega Scizor has teeth right?)
252 Atk Lopunny Return vs. 120 HP / 0 Def Mega Scizor: 64-76 (20.5 - 24.4%) -- guaranteed 5HKO
252 Atk Lopunny Ice Punch vs. 120 HP / 0 Def Mega Scizor: 31-37 (9.9 - 11.8%) -- possible 9HKO
252 Atk Lopunny Fake Out vs. 120 HP / 0 Def Mega Scizor: 25-30 (8 - 9.6%) -- possibly the worst move ever

252 Atk Lopunny High Jump Kick vs. 120 HP / 0 Def Mega Scizor: 165-195 (53 - 62.7%) -- guaranteed 2HKO
So technically that's two sets, but really it's two options of the same set. It's also advertising an EV spread I find helpful and may or may not have come up with originally(really not sure). It's also one of the better offensive answers to Mega Lopunny out there.
 
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reserving landorus-t

edit: fuck didn't see ice punch, i'm reserving skarmory then

Counter:
skarmory.gif


Skarmory @ Leftovers/rocky helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Counter/brave bird
- Roost
- Defog

skarmory can come in on every move avoiding the 2HKO even after stealth rocks and then comfortably roost off the damage. it can hit it with brave bird/counter or simply use a free turn to setup rocks or defog to clean the field.
252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Skarmory: 126-148 (37.7 - 44.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
0 Atk Skarmory Brave Bird vs. 0 HP / 0 Def Lopunny: 228-270 (84.1 - 99.6%) -- guaranteed 2HKO
 
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Check vs. counter


Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Will-O-Wisp
- Pain Split / Rest
- Shadow Ball
- Haze / Sleep Talk

Cofagrigus's ability Mummy allows it to come in on Mega Lopunny's attacks, which are all contact moves, and force it out, burning something in the process. Ice Punch does a pittance even without a burn:
252 Atk Lopunny Ice Punch vs. 248 HP / 252+ Def Cofagrigus: 47-56 (14.7 - 17.5%) -- possible 9HKO after Leftovers recovery

This would be a counter if not for the fact that a healthy Hi Jump Kick will 3HKO you, making repeated switch-ins to that move unwise. Obviously you can't hurt it with attacks but a burn will cripple it for the rest of the match. If you can keep this thing healthy, you will be able to repeatedly force it out.

Calcs:
252 Atk Lopunny Return vs. 248 HP / 252+ Def Cofagrigus: 96-114 (30 - 35.7%) -- guaranteed 4HKO after Leftovers recovery
252 Atk Lopunny High Jump Kick vs. 248 HP / 252+ Def Cofagrigus: 121-144 (37.9 - 45.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk burned Lopunny Return vs. 248 HP / 252+ Def Cofagrigus: 48-57 (15 - 17.8%) -- possible 8HKO after Leftovers recovery
252 Atk burned Lopunny Ice Punch vs. 248 HP / 252+ Def Cofagrigus: 23-28 (7.2 - 8.7%) -- possibly the worst move ever
Cofagrigus Shadow Ball vs. Lopunny: 0-0 (0 - 0%) -- aim for the horn next time(lol learn your type chart)
 
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Hippowdon as a Counter

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Stone Edge / Whirlwind
- Slack Off
- Earthquake

Hippowdon is always an incredibly reliable mixed wall capable of tanking powerful physical and special attacks. With a great HP and Defense stat, Hippowdon can easily switch into any of Mega Lopunny's attacks avoiding the 2HKO and rack up sand damage, heal with slack off, deal over 50% with earthquake, or whatever really. I usually prefer a mixed defensive spread for obvious reasons.

Calcs:
252 Atk Lopunny High Jump Kick vs. 252 HP / 144+ Def Hippowdon: 153-181 (36.4 - 43%) -- 98.2% chance to 3HKO after Leftovers recovery

252 Atk Lopunny Ice Punch vs. 252 HP / 144+ Def Hippowdon: 120-142 (28.5 - 33.8%) -- 97.3% chance to 4HKO after Leftovers recovery

0 Atk Hippowdon Earthquake vs. 0 HP / 0 Def Lopunny: 138-163 (50.9 - 60.1%) -- guaranteed 2HKO after sandstorm damage
 
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Counter:
clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Calm Mind
- Flamethrower
- Soft-Boiled

Clefable is a check because Ice Punch can freeze.
Clefable is a cool counter as it can use the opportunity to setup some Calm Minds.
It basically comes in on any move and uses Calm Mind, predicts the switch with a Flamethrower or whatever you want.
252 Atk Lopunny Frustration vs. 252 HP / 252+ Def Clefable: 153-180 (38.8 - 45.6%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Clefable: 96-114 (24.3 - 28.9%) -- possible 5HKO after Leftovers recovery
252 Atk Lopunny Ice Punch vs. 252 HP / 252+ Def Clefable: 74-88 (18.7 - 22.3%) -- possible 6HKO after Leftovers recovery
252 Atk Lopunny Fake Out vs. 252 HP / 252+ Def Clefable: 60-72 (15.2 - 18.2%) -- possible 8HKO after Leftovers recovery
 
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reserving slowbro again
get rekt Salemance i stole this shit



Not like I wanted that Shell of a mon anyway :P

Reserving Mega Aero


EDIT:

Check

Aerodactyl
@Aerodactylite
Ability: Rock Head ---> Tough Claws
EVs: 244 Atk / 48 Def / 216 Spe
Jolly Nature
- Aerial Ace
- Ice Fang
- Roost
- Stone Edge

Standard set of Mega AEro seen around these days. Has great speed tier allowing it to run jolly and outspeed Lopunny without max investment affording it to run some needed bulk. While it does miss on some added power that Adamant gave it, it is still capable of dealing the OHKO on Lopunny with ease. The rest of the set is standard coverage with Ice Fang taking out the majority of the meta with ease and STone Edge rounding out its STABs. You can replace Edge with EQ if you so wish or hell even Crunch, but there are a myriad of options available that Mega Aero is capable of using. Roost is slotted to ensure that you are able to constantly keep your health up in the scenario you are asked to check the bunny more than once. Although Ice punch is not a OHKO after Rocks, HJK is, so one must be careful of switching in if there is that risk.

Either way a great offensive mon that checks a hell of a lot of threats and loves adding more to its resume :D
 
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Talonflame
Status: Check

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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Good ol' talonflame. Talonflame serves as a decent check to mega lopunny, it can switch in on fake out, ice punch and high jump kick, and can OHKO with brave bird. Talonflame is also a great fit on most offensive teams because it works as a great revenge killer, and is a good sweeper with the SD sharp beak set. Talonflame can even switch in on stealth rocks, and survive a hit, but then it will die from recoil from brave bird. When using talonflame however, make sure to keep stealth rocks away from your side, and roost often so talonflame can stay healthy enough to keep on checking lopunny. If given the opportunity, use SD, and talonflame will be able to run straight through most offfensive teams.
252 Atk Lopunny Fake Out vs. 0 HP / 4 Def Talonflame: 90-106 (30.3 - 35.6%) -- 34% chance to 3HKO
252 Atk Lopunny High Jump Kick vs. 0 HP / 4 Def Talonflame: 144-171 (48.4 - 57.5%) -- 94.9% chance to 2HKO
252 Atk Lopunny Ice Punch vs. 0 HP / 4 Def Talonflame: 112-132 (37.7 - 44.4%) -- guaranteed 3HKO
252+ Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 4 Def Lopunny: 396-468 (146.1 - 172.6%) -- guaranteed OHKO
 
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reserving Tangrowth
Counter

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Tangrowth @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
-Giga Drain
-Knock Off
-Hidden Power [Ice]
-Sleep Power / Earthquake

Defensive Tangrowth can basically take any hit with its massive bulk, heal up with Giga Drain and Lefties, and then switch and regain all the HP it lost thanks to Regenerator. Giga Drain gives Tangrowth even more staying power, while Knock off annoys other mons. HP Ice is used for Lando-T, Dragonite, and mega mence who think they can switch in. Sleep Powder can put stuff to sleep and cripple them, while Earthquake hits Zard X and Heatran. EVs are all standard, as is nature.

Relevant Calcs:

0 SpA Tangrowth Giga Drain vs. 248 HP / 8 SpD Lopunny: 91-108 (27.3 - 32.4%) -- guaranteed 4HKO
Yeah lol pretty weak but gets you back some HP, when combined with lefties is about 20% of your HP per turn

252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Tangrowth: 135-160 (33.4 - 39.6%) -- 19.8% chance to 3HKO after Leftovers recovery

If you are in trouble you can always Sleep Powder and get some free recovery.
 
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Counter

chesnaught.gif

Chesnaught @ Leftovers
Ability : Bulletproof
EVs : 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Spikes
- Spiky Shield
- Drain Punch

252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Chesnaught: 138-163 (36.3 - 42.8%) -- 97.2% chance to 3HKO after Leftovers recovery

As you can see it takes it pretty well. And even then, MLopunny won't use HJK since the risk of losing 50% of your health is far too big, especially since Chesnaught loses nothing from KSing up besides the risk of Sustitute and lol Toxic. (Ice Punch is outdamaged by both return and HJK for the record) Chesnaught can very easily 2HKO back with Drain Punch, or even take advantage of Lopunny with Spikes/Leech seed. Not much else to say here, a solid counter overall.
 
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