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XY OU Analysis Reservation Index - READ CAREFULLY (MAKING A NEW THREAD)

I'd like to reserve Marowak. He's not on the 'don't mention me' list, and I didn't see anyone else reserve it.

I'm not QC and all, but why Marowak? What does Marowak even do? It's forced to hold a Thick Club, it's so slow, and really easy to wall. It's 100% outclassed by Excadrill outside full TR which isn't even good right now.

Just to clarify something for new users to the C&C forum, there are two ways that Pokemon can be put up for reservation. The first way is if something appears on the "Unreserved" category in the original post. If there is nothing in the "Unreserved" category, assume there is nothing up for immediate reservation. However, there is a second method of putting up a Pokemon for reservation, and this is the part that you have active control over. If you find a Pokemon that you think is deserving of an OU analysis, make an intelligent, thorough, and convincing post as to why you believe this Pokemon can be viable in OU. In order to do that, it requires that you:
  1. Have legitimate experience with the Pokemon in question, and a good idea of its strengths and weaknesses.
  2. Have a good enough grasp on the metagame to make such a declaration.
  3. Be open to further discussion.
In other words, DO NOT make one-line posts asking if a Pokemon can be reserved if it is not already up on the reservation index. You don't have to write a whole essay, but your post should be thorough enough that it accurately conveys the information the QC team needs to know in order to approve a reservation.

I strongly believe that Kyurem-B should get an OU analysis. It has two strong STABs that complement a unique typing with handy resistances, one of the most powerful Ice Beams in the tier, and it possesses two excellent coverage options in Earth Power and Fusion Bolt to get perfect coverage. Teravolt allows Kyurem-B to hit Rotom-W with a super effective Earth Power and Mega Venusaur with a super effective Ice Beam, also making short work of any other Pokemon that rely on their abilities to protect them from attacks. Its unusually high base stats make it a decently fast mixed attacker with excellent uninvested bulk, taking neutral hits with ease and creating 101 HP Substitutes, allowing it to excel against Stall and Offense alike. Although foes like Assault Vest Conkeldurr and Chansey may stop Kyurem-B from outright rampaging, there's no denying that Kyurem-B is an extremely potent and powerful Pokemon that will threaten nearly every team it comes across.
I noticed Donphan isn't on the reservation list. Can I reserve it? It has Rapid Spin and Ice Shard.

Also, when posting replays, make sure they (a) truly show off the Pokemon in question doing work, and (b) are against a fairly competent opponent (this is subjective but use judgment skills). Even if you're playing well, it's hard to judge the efficiency of Pokemon in a match unrepresentative of higher-level play.
 
Marowak isn't happening. Even in TR teams there are things like Mega Mawile and Crawdaunt that have better defensive synergy/can actually OHKO everything they need to. Outside of TR Marowak is slow and has no real switch-in opportunities, it's pretty bad.
 
I'd like to do forretress I didn't see anyone else do it, if anyone did plz tell me. It's fairly good and has a few upsides compared to ferrothorn like sturdy and access to rapid spin and tspikes and volt switch
 
Ok so I'd like to revamp Omastar. Omastar's entire niche is in spamming Hydro Pumps under rain that are inanely powerful, certainly more powerful than other Swift Swimmers as it boasts 125 SpAtk vs the next closest Kingdra's 95. It 2HKOes standard Ferrothorn with Choice Specs Hydro Pump in the rain ffs. The current analysis includes only a Shell Smash set that is not really conducive to this role, as it is isn't strong enough before the boost to be worth it and wastes rain turns to get the boost in the first place, and it doesn't exactly set up easily in the first place. My plan is to replace the current set with a Specs set and rewrite the analysis accommodating for this.
 
Completely agree, if you can also get AV Torn-T done as well. But yeah, something I've wanted to address for a while too.
 
Not really convinced in regards to omastar. It's already insanely strong in the rain with Life Orb, being able to switch moves can be handy, and Shell Smash is really more filler than a focus of the set, which can come in handy if you happen to get that chance. What's going in the fourth slot? Surf / Scald I guess. Ancientpower and Earth Power don't do anything unless Dialga and Mantine show up in OU in the future.

Specs does get the ferrothorn 2HKO, Life Orb has a negligible chance of that (roughly 25% assuming no protect and stealth rock in play), but im not sure if much else.
 
Okay I think I'm going to go ahead and take over Starmie just to get it through GP stage. SS has basically quit caring about anything but the RMT forums at this point so I doubt he'll ever get to finishing it.
 
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Ok so I'd like to revamp Omastar. Omastar's entire niche is in spamming Hydro Pumps under rain that are inanely powerful, certainly more powerful than other Swift Swimmers as it boasts 125 SpAtk vs the next closest Kingdra's 95. It 2HKOes standard Ferrothorn with Choice Specs Hydro Pump in the rain ffs. The current analysis includes only a Shell Smash set that is not really conducive to this role, as it is isn't strong enough before the boost to be worth it and wastes rain turns to get the boost in the first place, and it doesn't exactly set up easily in the first place. My plan is to replace the current set with a Specs set and rewrite the analysis accommodating for this.
The dex will be uploaded, so there's no harm in setting up a thread on it now.
Okay I think I'm going to go ahead and take over Starmie just to get it through GP stage. SS has basically quit caring about anything but the RMT forums at this point so I doubt he'll ever get to finishing it.
thank you based casual
 
How long ago was mew reserved? I checked up to page 41 by control + f 'mew' and I found nothing except 2 uses of the word "somewhat" on page 41. If it did get somehow posted without me noticing then I'd gladly back off but I would like to take over the analysis unless s_aman actually has it posted.
 
How long ago was mew reserved? I checked up to page 41 by control + f 'mew' and I found nothing except 2 uses of the word "somewhat" on page 41. If it did get somehow posted without me noticing then I'd gladly back off but I would like to take over the analysis unless s_aman actually has it posted.
Mew is complete and has been moved to preliminary pokedex iirc.
 
A pokemon I noticed not listed anywhere in the restricted list or completed/in progress lists was Drapion. Both of it's STAB's got buffs this gen with fairy being weak to poison and dark no longer being resisted by steel. It's STAB's are surprisingly resisted by only a select few pokemon and all of them, except Krookodile, are weak to Earthquake. Its speed and attack may be slightly lackluster, but both can be alleviated thanks to Agility and Swords Dance, respectively. I sadly have not tested it out yet in OU but I am hoping someone has to either back up my very same claims or even detest them. Right now I am trying to build a team with Drapion to test it out myself and hopefully I will have some replays soon if that is ok with the mods who control this thread.
 
A pokemon I noticed not listed anywhere in the restricted list or completed/in progress lists was Drapion. Both of it's STAB's got buffs this gen with fairy being weak to poison and dark no longer being resisted by steel. It's STAB's are surprisingly resisted by only a select few pokemon and all of them, except Krookodile, are weak to Earthquake. Its speed and attack may be slightly lackluster, but both can be alleviated thanks to Agility and Swords Dance, respectively. I sadly have not tested it out yet in OU but I am hoping someone has to either back up my very same claims or even detest them. Right now I am trying to build a team with Drapion to test it out myself and hopefully I will have some replays soon if that is ok with the mods who control this thread.


Drapion is one of those borderline usable Pokemon that I don't see a use for. I tried it out a while back (in the /current/ meta, meaning after the last ban) and I just found it useless. It's outclassed by Bisharp mostly as a physical attacker, it's outclassed by nearly everything as a sweeper because it lacks priority, and Poison isn't that good of a STAB even with Fairy-types around. I'm once again not QC but I don't see a place for this thing
 
Drapion is a terrible Pokemon in OU. It is obscured by so many Pokemon in literally any set that you could try to concoct for it, and it just has so much competition that giving it a slot in your team will be a terrible option 99% of the time. Its stats aren't particularly impressive, with the only one hitting over 100 being Def. As a Swords Dance user/physical sweeper, it lacks the Speed, the power, and the coverage to make itself viable over the likes of Mega Charizard X, Bisharp and Mega Gyarados (just to name a few), and as an all-out attacker, Drapion is better replaced with something that can use Pursuit better (e.g. Tyranitar). Moreover, Drapion also has to rely on weaker Base Power STAB moves, meaning that even if it does manage to start attacking things, it won't be doing a great amount of damage. For reference...

252+ Atk Choice Band Drapion Pursuit vs. 4 HP / 0 Def Latios: 204-240 (67.5 - 79.4%) -- guaranteed 2HKO

Drapion just struggles so much. It doesn't warrant an analysis in the slightest. When you're suggesting a Pokemon for an analysis, consider this: would you actively consider the Pokemon for a slot in teams that you create and feel that it can distinguish itself from other Pokemon to an extent that means it should have an analysis? If you think the answer might be no, it's likely this Pokemon in question doesn't have an analysis yet for a reason.
 
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ok so we should definitely update a few things and i wanted some feedback.
http://www.smogon.com/forums/threads/amoonguss.3495290/

there are a few things off here. first of all amoon really needs a spdef spread; this allows it to fully counter keldeo, aegislash, and non-hp flying thundurus, which are three pokemon that it is meant to counter.

252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Amoonguss: 193-228 (44.6 - 52.7%) -- 83.2% chance to 2HKO after Stealth Rock and Black Sludge recovery
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Amoonguss: 133-157 (30.7 - 36.3%) -- guaranteed 4HKO after Black Sludge recovery
252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 0 SpD Amoonguss: 236-278 (54.6 - 64.3%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 252+ SpD Amoonguss: 162-192 (37.5 - 44.4%) -- guaranteed 3HKO after Black Sludge recovery
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 0 SpD Amoonguss: 200-237 (46.2 - 54.8%) -- 98.8% chance to 2HKO after Stealth Rock and Black Sludge recovery
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 252+ SpD Amoonguss: 138-164 (31.9 - 37.9%) -- 92.4% chance to 3HKO after Stealth Rock and Black Sludge recovery

this special bulk is useful in certain other scenarios, such as being able to tank an ice beam from greninja with about 30-35% to spare and put it to sleep, and tanking hits from choice specs kingdra (54.1 - 63.8% from draco).

although this might not seem like that many pokemon, these are pokemon that its job is to counter, that it can't without specially defensive investment.

furthermore, the moveset should be changed to the following:

move 1: Spore
move 2: Giga Drain
move 3: Foul Play
move 4: Sludge Bomb / Clear Smog

with hidden power fire and stun spore in moves. this moveset accommodates for the fact that foul play is essentially mandatory for amoonguss, turning it from fodder for aegislash to one of its best counters, and making physical switch-ins as well as the lati twins/deo-s much less safe. the last slot is basically a choice of poison move. clear smog could be slashed first but it can go either way, dice has said he prefers sludge bomb so i just slashed it this way.
http://www.smogon.com/forums/threads/azumarill.3495262/

first thing, a jolly nature needs to be slashed into belly drum if not made the first slash. it's commonly used on bd azu, allowing it to bypass its biggest counters, mega venusaur, if it's been weakened to about half. adamant has advantages such as allowing aqua jet to ko garchomp at +6 and making you stronger before a boost, but jolly should at the least be slashed in. superpower also probably shouldn't be slashed, it's ok if you need ferro bait but that's really about it, waterfall is very useful to pop skarm and for its obvious uses before a boost. also having the 100% accurate move is something that should not be underrated, you can easily lose to play rough misses and waterfall prevents this.

the assault vest set should be changed to an ev spread of 248 hp / 252 atk / 8 spdef. while i acknowledge wanting to take advantage of the assault vest and get lots of special bulk out of it, the fact of the matter is that azumarill is often used to tank certain physical threats, such as dragonite, mega charizard x, and mega gyarados, and it needs hp investment to do so effectively.

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 16 HP / 0 Def Azumarill: 258-305 (74.7 - 88.4%) -- guaranteed 2HKO
+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 248 HP / 0 Def Azumarill: 258-305 (64 - 75.6%) -- guaranteed 2HKO
+1 252+ Atk Dragonite Earthquake vs. 16 HP / 0 Def Azumarill: 221-260 (64 - 75.3%) -- guaranteed 2HKO
+1 252+ Atk Dragonite Earthquake vs. 248 HP / 0 Def Azumarill: 221-260 (54.8 - 64.5%) -- guaranteed 2HKO
+1 252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 16 HP / 0 Def Azumarill: 246-290 (71.3 - 84%) -- guaranteed 2HKO
+1 252+ Atk Mold Breaker Mega Gyarados Earthquake vs. 248 HP / 0 Def Azumarill: 246-290 (61 - 71.9%) -- guaranteed 2HKO

av could also debatably be moved up to the second set, but all three azumarill sets are really good atm so it's a little shaky.
http://www.smogon.com/forums/threads/clefable.3495107/

is anyone actually a fan of the tank set with modest and lo? you lose a lot of important physical bulk that makes clefable so good; it really doesn't seem worth it. i've already talked to spirit and he agrees.
http://www.smogon.com/forums/threads/cresselia.3495088/

the first defensive set really doesn't seem that good to me. sure it's bulky and it counters lando, but i really struggle to see the niche for it in a meta with defensive sponges that provide more utility and fare better against more relevant threats. the only legitimate niche i've seen for it is on tr which is /ok/ with tr / lunar dance / moonlight / filler. if anyone has actual experience with this type of cress then by all means comment, but otherwise i don't think it's worth having.
http://www.smogon.com/forums/threads/crobat.3495329/

can we get rid of this crap? it has 3 rejections and we collectively agreed to reject it, but it's still in the preliminary dex thing fsr ?_?
http://www.smogon.com/forums/threads/excadrill.3498432/

move sand rush up to the second set, it's definitely better than vanilla air balloon mold breaker atm considering how prominent and effective sand offense is.

put jolly as the first slash for scarf, if not alone, it's really too important to outrun +1 zard x more than anything else.

air balloon slash or at the least set details mention for sand rush to be used with rapid spin. lo is ok with spin, the power is very useful but losing 10% to spin is not and generally keeping your hazard control alive/healthy is definitely good. it also lets it function as a soft check to opposing grounds and avoid spikes to spin which is nice. one of the biggest benefits of this is checking opposing sand rush exca.
http://www.smogon.com/forums/threads/greninja.3495555/

get dark pulse off the set or at least to the third slash, and put hp fire as the first slash. the coverage from hp fire to hit ferro and mega scizor is extremely useful, vs dark pulse hitting deo-d, and getting twaved, and a stronger hit on aegislash which is already 2hkoed. hp grass should stay as the second slash.

minor thing is get the 4 atk evs off of the second set because they're not used for anything.
http://www.smogon.com/forums/threads/hippowdon.3504764/

specially defensive shouldn't be the main set. hippo should be ev'd to tank shadow balls from aegislash, and then the rest should be poured into physical bulk. to always tank two sballs after sr it needs 136 spdef evs, so an ev spread of 252 hp / 120 def / 136 spdef with an impish nature. it needs this defense for mega pinsir (otherwise it is ohkoed by +2 return), talonflame (otherwise it is 2hkoed by cb brave bird), mega charizard x (otherwise it has a 31.3% chance to be ohkoed by +1 flare blitz), life orb terrakion (only basically negligible 3.1% chance to be 2hkoed by cc after sr vs easily 2hkoed), switching into bisharp without losing half its hp, handling lo sand rush exca, switching into +2 mega scizor without losing half its hp to whirlwind it out, taking ~55% from +1 dnite outrage vs ~75%, actually avoiding a 2hko from scarf kyu-b's outrage with sr off the field...physical bulk is insanely useful for hippowdon, vs basically just being a better aegislash counter and handling thundurus both of which can be handled with teammates such as amoonguss (hippowdon handles hp flying thundurus just fine which is the biggest threat it poses to amoon, it just can't really tank lo hp ices).
http://www.smogon.com/forums/threads/infernape.3505752/

we collectively agreed in the qc pm to get rid of it, just putting this here for thoroughness.
http://www.smogon.com/forums/threads/kabutops.3506106/

is spin actually worth slashing? i mean kabutops really wants to take advantage of the rain turns to obliterate the opposition with its strong attacks, spin really isn't worth it when you can just use something like latias to defog if you're dying for hazard control on your rain team.
http://www.smogon.com/forums/threads/keldeo.3498830/

first set: why is life orb slashed and why is hp flying slashed second? hp flying is used on most variants of keldeo, allowing it to bypass mega venu which is otherwise an enormous roadblock to it. furthermore latios, which is the main target of icy wind, can easily be taken out with common pursuit support, while mega venu is much more difficult to bypass. lo wears down keldeo really fast and loses power that is easily noticed vs threats like mega charizard x:

252 SpA Life Orb Keldeo Hydro Pump vs. 248 HP / 0 SpD Mega Charizard X: 266-316 (74 - 88%) -- guaranteed 2HKO
252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 0 SpD Mega Charizard X: 306-361 (85.2 - 100.5%) -- 6.3% chance to OHKO

it also loses a guaranteed ohko on most mega mawile and only does like 65-70% to ferrothorn with secret sword. these are just a few things, the loss in damage output is definitely to the point where life orb is not worth a slash.
http://www.smogon.com/forums/threads/kingdra.3498212/

specs is the best set, you get an enormous amount of damage output and moreover kingdra isn't worn down as fast. i can make a more detailed argument for this if anyone asks, i really don't think it's necessary though.
http://www.smogon.com/forums/threads/krookodile.3495859/

can we please get rid of the offensive set? unless somebody really objects; krook has an ok niche as a defensive mon, but an offensive set just seems ehh considering krook is really too slow to take advantage of moxie. scarf has two lock-ins (knock off and eq) that can easily be taken advantage of and there's better ground scarfers, so i'll rule that out. offensive krook just doesn't seem very good, i mean i guess it has knock off but i'd really rather just use garchomp which is for the most part a better mon due to an all-important 102 speed tier, dragon stab, and other factors like the potential fire blast to threaten skarm and threatening versatility. there's also sand rush exca, which doesn't have moxie but instead the speed under sand to actually sweep.
http://www.smogon.com/forums/threads/landorus.3495101/

just a quick thing, sludge wave on a 4 atks set? you have much more valuable options: knock off and cm if you can actually afford not to run sr. i really can't think of a scenario where i'd run earth power / focus blast / psychic / sludge wave, at that point i would be running knock off because i actually have room for it so i can break chansey and the latis, unlike sludge wave. sludge wave should be used as an alternative over psychic or w/e; you have better options for the last slot.

rp has definitely been used effectively, for example iirc valentine or someone won an ost match with it. perhaps it's worth considering for a main set, i'd like feedback on this.
http://www.smogon.com/forums/threads/landorus-t.3502810/

lefties should probably be the only item for defensive lando-t. the recovery is just way too important for it to stay healthy/alive; it is its only available source of recovery, the residual from rocky helmet is really not worth it.

scarf ev spread was meant for double dance, should shift the spread down there and make the set max atk max speed with jolly / adamant as slashed (jolly is best because outrunning +1 char x is really really important as it is with scarf exca. maybe rock slide is worth throwing in because missing stone edge is ass although there is a certain power loss that is especially noticed vs dnite.
http://www.smogon.com/forums/threads/latias.3499615/

this is kind of minor but it's pretty important that sashloom is mentioned as a teammate, as latias is one of its best teammates getting rid of the hazards it hates and restoring its focus sash with healing wish.
http://www.smogon.com/forums/threads/latios.3495435/

first set could be updated a tad...latios should basically always be using defog. roost should be moved up to the third slot probably slashed inbetween tbolt and eq, hp fighting dropped into moves.

is scarf latios really worth keeping? i've literally never seen it used effectively this gen, it loses all of its utility in defogging and any hit-taking utility it could gain with roost or ability to switch moves for coverage, for a revenge killer that is pursuit bait and not worth using over things like scarfchomp, exca, and terrakion. any thoughts?
http://www.smogon.com/forums/threads/mamoswine.3495112/

i would rate icicle spear as the best option. sniping sashloom and hitting dnite through multiscale is just really useful, and it still does what it needs to aside from that. endeavor for sash is sorta gimmicky and losing an actual ice stab blows, i'd run icicle spear because you can counterlead sashloom alongside a jolly nature.
http://www.smogon.com/forums/threads/manaphy.3495526/

minor quick thing: cm set is missing 4 evs which should go in defense.
http://www.smogon.com/forums/threads/mandibuzz.3495150/

non-defog mandi is just bad, it's not worth it and i don't think i've ever seen a non-defog mandibuzz used at any level of play. defog / roost / foul play should be mandatory slashes, then some combination of taunt / knock off / toxic in the last slot.
http://www.smogon.com/forums/threads/mawile.3495151/

fire fang is worth including on the main set, subpunch could probably just be moved out into another set altogether as it does play different to an extent. fire fang hits: mega scizor, skarmory (though knock off does pop it), ferrothorn, and opposing mawiles. it's probably worth being the second slash. after knock off and before iron head.

idk what on earth that defensive set is but it should definitely go...not really much to explain here.
http://www.smogon.com/forums/threads/omastar.3495169/

see this post:
Jukain said:
Ok so I'd like to revamp Omastar. Omastar's entire niche is in spamming Hydro Pumps under rain that are inanely powerful, certainly more powerful than other Swift Swimmers as it boasts 125 SpAtk vs the next closest Kingdra's 95. It 2HKOes standard Ferrothorn with Choice Specs Hydro Pump in the rain ffs. The current analysis includes only a Shell Smash set that is not really conducive to this role, as it is isn't strong enough before the boost to be worth it and wastes rain turns to get the boost in the first place, and it doesn't exactly set up easily in the first place. My plan is to replace the current set with a Specs set and rewrite the analysis accommodating for this.
http://www.smogon.com/forums/threads/roserade.3501340/

not a good mon ?_? seriously though, roserade has some issues. spikes really aren't that great in the first place because of all the defog and rapid spin outside of a few niche cases, and roserade really isn't one of them. i mean you're looking at a spikes stacker for offensive teams, just use deo-d because you get sr too which is really important and something that's actually reliably getting multiple layers, unlike roserade which suffers from a meta that is really hostile to it.
http://www.smogon.com/forums/threads/rotom-w.3495103/

choice scarf rotom-w is complete and utter ass and needs to go. it's also pretty important to mention sand rush exca somewhere because rotom-w is kinda one of the thing's best counters.
http://www.smogon.com/forums/threads/scolipede.3495158/

the first set is all kinds of weird, the only sets i'd have is the offensive set found here merged in as the first set and then the bp set.
http://www.smogon.com/forums/threads/skarmory.3495190/

this set is definitely off. it should be more like:

move 1: Roost
move 2: Defog
move 3: Whirlwind / Taunt
move 4: some combination of sr / counter / toxic / maybe brave bird

first of all defog is definitely mandatory on skarm, virtually every skarm ever runs defog and there really isn't much reason not to, it's one of the biggest parts of skarm's utility. then there's counter which has been used to definitive success on recent stall teams, for stuff like mawile and stopping pinsir right in its tracks if it tries to chunk you with +2 return on the ww or w/e, in general stopping anything that's trying to chunk at skarm and put it away for good, unlike what happens with ww where skarm has to find a chance to recover back up and the threat remains persistent whilst the foe can just put endless pressure on skarm while it does absolutely nothing. counter pairs with taunt to prevent further setup. other moves in the last slot are pretty self-explanatory, main things are including taunt + counter and putting defog as mandatory.
http://www.smogon.com/forums/threads/snorlax.3496230/

why does this have an analysis again? i mean i guess it has offensive presence but it's really easy to wear down, you might as well just use chansey which doesn't has offensive presence but has actual recovery and utility. they're different but this really doesn't seem worth using at all.
http://www.smogon.com/forums/threads/talonflame.3495293/

sharp beak should go die, it needs the power from cb way too badly to even consider running it. also can we get rid of the sd set please? it's aggressively mediocre, you're not really bypassing its typical counters and it's missing a lot of power pre-boost that it so sorely needs. i mean i guess it's powerful after a boost but it has no bulk to set up and can't perform its main role in revenge killing at as good of a capacity. needs to go.
http://www.smogon.com/forums/threads/terrakion.3495125/

this is slightly minor but sr is really the best set, it should definitely go first. sash / lo as item slashes in that order, and sd should go down to moves, it's just not something that can sweep because that would mean it has to set up sr, its sash is now broken, and then somehow get an sd and be easily revenge killed...just not a very good option. second set should prolly be lo all-out attacking followed by scarf followed by cb.

also meh x-scissor on the scarf set? it has exactly 10 more bp vs stone edge vs deo-s which is supposed to be its purpose translating to this:

252 Atk Terrakion Stone Edge vs. 0 HP / 0 Def Deoxys-S: 178-210 (73.8 - 87.1%) -- guaranteed 2HKO
252 Atk Terrakion X-Scissor vs. 0 HP / 0 Def Deoxys-S: 192-226 (79.6 - 93.7%) -- guaranteed 2HKO

is this actually worth giving up an accurate rock stab to revenge kill stuff with? i think not.
http://www.smogon.com/forums/threads/tyranitar.3495248/

crunch is really not worth slashing for mega dd, the accuracy is nice but stone edge is simply too necessary to break skarm, azu, gyara, clef, kyu-b, weakened venu, mandi can nab an opportunity to toxic if it has that taking ~half from +1 ice punch, and doing way more to rotom-w.

smooth rock should be the first item slash for defensive ttar, as it's really not used on non sand-based teams (its main role is as a resilient sand setter for exca). also sr should be alone in its own slot and fire blast should be slashed elsewhere.
http://www.smogon.com/forums/threads/venusaur.3505005/

first of all sleep powder needs to get the hell off the offensive set, the recovery is way too important to even consider that.

something else i'd like to bring up is potentially switching the sets in order. as char x stall has become more dominant, venu has become a better mon for balanced/bulky offense as opposed to stall, where in general the power that the offensive set has to offer is very appreciated as opposed to bulk. stuff like this:

252+ SpA Mega Venusaur Sludge Bomb vs. 4 HP / 0 SpD Latios: 144-169 (47.6 - 55.9%) -- 80.1% chance to 2HKO

is what i'm talking about. two good posts by cbb relevant to this topic:
CrashinBoomBang said:
just posting to say that mvenu is definitely A+ for the offensive set that thing is probably the single most underrated mon on offense because it just covers so much shit offensive teams usually have trouble with (azu, conk, keldeo, non hp fly thund to name afew) while still being a stellar offensive presence. very few things want to deal with STAB poison/STAB grass/fire off of 376 special attack and it even 2HKOs mons such as latios. it's just ridiculously efficient and, unless you're facing a team made specifically to capitalize off of mvenu on stall or something, probably does a lot every game.
CrashinBoomBang said:
Well, I basically have ~the past month of experience with Offensive MegaSaur and I don't think you understand how it works. It's not meant for HO/Sacrificial Offense or anything like that; it's meant to be used on balanced teams going towards offense or Bulky Offensive teams. Grass/Poison isn't the best STAB combination out there but it's not bad at all; you'd be surprised how few mons tank both with no problem while not getting destroyed by Hidden Power Fire in one hit. Basically Heatran and a few less common Pokemon (and dedicated special walls but thats a given). You're not losing anything because the kind of teams you'd use this Venusaur on rely on its ability to sponge hits and deal out massive damage in return but also have the defensive backbone so "losing momentum" isn't a problem. You say common HO mons beat it, but good luck switching any of those into Venusaur considering that Sludge Bomb does about 70% to both Pinsir and Talonflame while Giga Drain 2HKOs Landorus (and you tank Psychic so it doesn't even beat you because it can't switch in). You're right that its special attack in itself is nothing special. The special thing about Mega Venusaur and why it outclasses most Mega Evolutions or at least ties the best of them (like Zard X) is that it has both immense offensive AND defensive utility.

Again, you say that "common HO mons" beat it, but now think about all the stuff Venusaur can come in on safely to start wreaking havoc. Azumarill, Thundurus, Keldeo as long as you don't switch into HP Fly, Mega Manectric, Mega Gyarados (you beat it even if you switch in as long as SR is up) and probably a few more I can't be bothered to list. And nothing, and I actually mean nothing, wants to eat a souped up move from Venusaur on these kind of teams in return. This isn't Venusaurs best matchup but even against HO teams it can go 1-for-1 at worst. On balance and bulkier teams in general theres many, many, MANY other Pokemon such as the aforementioned Conkeldurr as well as Clefable, Ferrothorn, Gliscor, Zapdos, Suicune (although you need a bit of speed to do well against Suicune) and, again, many more that it can switch into. While it can't completely wreck teams like those with its powerful attacks it can come in many times and these teams as well as the sand teams now getting popular get absolutely decimated by MVenu. Excadrill really doesn't want to deal with it, Azumarill doesn't want to deal with it, Clefable doesn't want to deal with it and neither of the two sand inducers want to deal with it at all. While it doesn't do that well against Stall, a team with Mega Venusaur should have the tools necessary to deal with it since Venusaur alone already deals with a huuuuuge portion of the metagame, mostly Pokemon which usually do well against offense such as Thundurus, Azumarill, Conkeldurr and others. This isn't just about Venusaur's damage output; this is about its ability to go toe-to-toe with almost anything that can't hit it super-effectively and its ability to shut down problematic Pokemon for these kind of offensive teams which it does admirably and in pretty much every game. Its damage output is actually terrific for a Pokemon this bulky and most Pokemon wish they had half its defensive as well as offensive capability. This thing can, without fail, beat every Mega Mawile without Swords Dance or Iron Head and even some that do carry those.
 
Agreeing with all of this, though there are two things I'd like to note:
  • For Belly Drum Azu, I'd keep Adamant as the main slash, mainly because A. Defensive Mega Venu is no where near as common as it once was and B. I find a good chunk of Mega Venu's will Speed creep to Jolly Azu, though maybe that's just me. Though definitely give Jolly second slash for sure. (Though I did just notice that offensive Mega doesn't run enough Speed for Jolly Azu (92 Spe), maybe that should be added to the main set...?) (Another heads-up, Set Details for the Offensive Mega has 96 Spe EVs needed to outspeed Jolly Azu when it's only 92, as Jolly Azu hits 218 while 92 Spe Mega Venu hits 219)
  • Would anyone really be against having Sand Rush as the first set for Excadrill? Maybe it's just me, but it seems better than Scarf atm, even if it does require Sand support.
 
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