Other XY OU Victim of the Week [WEEK 6 (Read post #181)]

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The Victim of the Week
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Art by Bummer. Approved by Ginganinja.

Welcome to the Victim of the Week project. Originally created in the Fifth Generation, the Victim of the Week project encourages users to creatively brainstorm and consider how to deal with premier threats in the OverUsed metagame. The premise is simple: each week I will pick a specific Pokemon's set that is both popular and powerful in OU, and then you guys will post a specific Pokemon set that is able to counter the one that I have posted.

Your goal is to find even underrated Pokemon that can counter big threats, so be creative; however, be sure to always write up a description of your selected Pokemon, including why you picked it and what it does, so that we can understand why you have chosen this particular Pokemon. At the end of the week, I will create a summary of what has been discussed including the best counters existing to said Pokemon. The original post will also be updated with the threat of the week and the winning counter. A new Pokemon will then be selected and the round will restart. Keep in mind that intelligent contributions can help you work towards the prestigious Community Contributor badge!

Helpful to this project are some definitions for checks and counters courtesy of MattL! Be sure to keep these in mind when you make your posts.
Check said:
Pokémon A checks Pokémon B if, when Pokémon A is given a free switch into Pokémon B, Pokémon A can win every time, even under the worst case scenario, without factoring in hax.

Counter said:
Pokémon A counters Pokémon B if Pokémon A can manually switch into Pokémon B and still win every time, even under the worst case scenario, without factoring in hax.

General Rules

1. You are only allowed to post 1 answering set per Victim of the Week. If you wish to change your set (to something new), either delete your post and make a new one or contact me.

2. Format your sets so that are are easily readable. This means don't try to be extravagant with many fonts, colors, or images. A PS! importable of the set is perfect.

3. The sets you post must be viable in the OverUsed metagame. Ridiculously gimmicky sets won't be allowed. On top of this, don't post commenting on every single set unless you have something important to add.

4. As a rule of thumb, one-liner posts aren't generally encouraged as they don't add much to discussion. For this reason, you should aim for at least a few sentences in your response.

Victim of the Week #6
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Mega Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge

Generation 6 brought glory to an old relic: mixed Garchomp. With a boost in both offensive stats and a killer ability in Sand Force, Mixed Mega Garchomp makes for one of the deadliest wallbreakers in the tier, rivalling the likes of Kyurem-B for the position as the best. Under Sand, its Earthquake crushes anything that doesn't resist it and is backed up by a ridiculous base 170 Attack stat. On the special side, it has a powerful Draco Meteor to nuke resists and Fire Blast to roast Skarmory and Ferrothorn. Indeed, pure counters to this monster are hard to come by.
Victim of the Week #1
One of the three suspects for the first community suspect test, Mega Lucario, will be our first victim of the week.

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Mega Lucario @ Lucarionite
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Close Combat
- Crunch / Ice Punch
- Extreme Speed / Bullet Punch

Sporting remarkable 145 / 140 offensive stats, superb coverage, and an excellent Speed tier, Mega Lucario stands out as one of the most powerful offensive threats in OU. Its already excellent damage output is only compounded by Adaptability, one of the most useful abilities in the game, which causes even its resisted STABs to deal tremendous damage. Although Mega Lucario may sometimes have difficulty setting up due to its questionable bulk, its sheer power after a Swords Dance boost along with its access to a bunch of priority moves certainly make up for this shortcoming. Once its few counters have been eliminated, Mega Lucario can break through most teams in a heartbeat and should not be underestimated.

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Victim of the Week #2
Perhaps one of the most fearsome wallbreakers currently available in OU: Mega Charizard Y.

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Mega Charizard-Y @ Charzardite Y
Ability: Drought
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty / Mild Nature
- Fire Blast
- Solar Beam
- Dragon Pulse / Focus Blast
- Earthquake / Roost

Thanks to Drought, Mega Charizard-Y is one of the heaviest hitters available. Its STAB, sun boosted Fire Blast decimates everything that its coverage moves don't, while boasting a mammoth base 159 Special Attack stat. It also has somewhat decent bulk lets it take some hits, ensuring it isn't just some standard glass cannon. Unlike other Fire-types, Mega Charizard-Y also has the ability to murder Heatran with Earthquake as well as Water-types with its ready-to-go Solar Beam. One of Mega Charizard-Y's other deadly traits is that when it initially switches in, opponents are unlikely to know which Mega forme that Charizard intends to Mega evolve into.
It seems the best counters to Mega Charizard-Y are typically defensive. Chansey, Goodra, Politoed, and Hippowdon were some of the best - especially the last two (which can also change the state of weather). However, offensive checks are also reasonable and I think the best outlined in this week include AV Slowking (which even takes Solarbeam!), Latios, and Dragonite (to a certain extent).

Victim of the Week #3
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Mega Mawile @ Mawilite
Ability: Huge Power (Intimidate)
EVs: 132 HP / 124 Spd / 252 Atk
Adamant Nature
- Play Rough
- Sucker Punch
- Fire Fang
- Swords Dance

Already armed with a decent base Attack stat of 105, Mega Mawile's power becomes near-unparalleled when Huge Power and potential Swords Dance boosts are taken into account. Its lackluster Speed stat is made up for by its access to Sucker Punch, which complements its powerful Play Rough STAB. Before Mega Mawile Mega Evolves, it also has Intimidate to ease the process of setting up. This ease in setting up is compounded by its excellent Steel / Fairy typing, which gives it a wide array of resistances and immunities. A truly formidable physical attacker, Mawile has the ability to threaten the entire metagame as soon as it comes in.
Thanks to everyone that participated in the discussion re: Mega Mawile and its counters! It occurs to me that beating Mega Mawile is best done by Pokemon that can severely cripple it (Will-O-Wisp is the prime move for this) or play around its attacking abilities. In particular, Heatran, Moltres, and Talonflame (all Fire-types!) sets posted looked like great ways to get around it. Defensive Weezing is also shown off here in its unique ability to beat Mega Mawile.

Victim of the Week #4
The Victim of the Week for week #4 is a popular new Pokemon used with one of its most deadly sets: Belly Drum Azumarill.

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Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spd
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall / Superpower

Although Azumarill is perhaps most popular for the wallbreaking prowess of its Choice Band set, Belly Drum aims to turn Azumarill into a fearsome sweeper. Its ability, Huge Power, in tandem with the +6 boost provided by Belly Drum makes its Attack stat reach unparalleled heights as well. Revenge killing Azumarill also becomes insanely difficult when it is backed up by its priority Aqua Jet, remedying its weakness of subpar Speed. Overall, Belly Drum Azumarill makes for an excellent sweeper and pure counters are definitely hard to come by.
Thanks to everyone that participated in the discussion re: BD Azumarill and its counters! A common theme in counters is a good Grass-typing and many resist its STAB Play Rough as well. In particular, Mega Venusaur seems to be concluded as the best available counter, with other unique Pokemon such as Weezing also being able to check it fairly well. Particularly interesting was the Encore Whimsicott set, which can lock Azumarill into its set up moves or take any of its uninvested hits with complete ease.

Victim of the Week #5
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Aegislash (M) @ Life Orb
Ability: Stance Change
EVs: 240 Atk / 252 SAtk / 4 SDef / 12 Spd
Quiet Nature
- Shadow Ball
- Iron Head
- Sacred Sword
- Shadow Sneak

Wielding ridiculous 150 / 150 offensive stats and a vast, powerful movepool, mixed Aegislash is a fearsome wallbreaker. Most of Aegislash's otherwise counters are usually nailed by one of its specific moves. For example, Bisharp and Blissey are dismantled by Sacred Sword, while bulky Fairy-types such as Clefable and Togekiss are obliterated by Iron Head. On top of the fact that Aegislash can nuke most of its checks with the correct move, it also possesses of a very powerful priority move in Shadow Sneak, which, although weak, comes off a high base Attack stat and can finish off most of the Pokemon that Aegislash weakens with Shadow Ball. You should always have a back-up plan for Aegislash lest you wish things for you turn very sour as it picks off your team piece by piece.
 
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Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Defense / 4 speed (can be switched around to speed creep)
Impish Nature
-Thunder Wave
-Waterfall
-Dragon Tail
-Taunt/Earthquake
This is my answer, as it is nearly a full stop to Physical Lucario, and can check special versions as well do to its nice defensive typing, access to intimidate, and ability to ParaShuffle. If you really want to beat Luke, Earthquake is the best option to destroy the dog, but Taunt has it's uses against Ferrothorn and others.
 
Hm... I'd love to post Zygarde, but there's a Pokemon that handles physical Mega Luke even better.

Gourgeist-Super (M) @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Seed
- Will-O-Wisp
- Phantom Force
- Seed Bomb

Unboosted Crunch has a 0.6% chance to 3HKO, while you Leech Seed or Will-O-Wisp. Phantom Force is a clean 3HKO, but you probably don't want to be too gung-ho with that.
 
Volcarona @ Leftovers
Ability: Flame Body
EVs: 240 HP / 252 Def / 16 Spd
Timid Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- HP Rock

My usual M-Lucario check, as well as a check to a plethora of Steel-types in the standard metagame. It can take it's offenses on both sides of the spectrum, getting off a Quiver Dance or two before inflicting a burning pain upon it. Unable to run calcs at the moment, but I believe it can even survive a +2 Jolly Close Combat. Hidden Power Rock rounds out this set by laying waste to any Talonflame switch-ins it may attract, as well as giving it additional coverage against Dragonite and Gyarados.
 
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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SDef (just because)
Impish Nature
- Will-o-wisp
- Taunt
- Recover
- Knock Off / Foul Play

Simple and straight forward. Come in on any move it throws at you and proceed to priority burn with Will-o-wisp. If the Mega Luca tries to Bullet Punch you before you can, well...

252+ Atk Adaptability Mega Lucario Bullet Punch vs. 252 HP / 252+ Def Sableye: 90-108 (29.6 - 35.5%) -- 100% chance to 4HKO after Leftovers recovery

The best thing it can do to you is Crunch, and even that is not that effective:

252+ Atk Mega Lucario Crunch vs. 252 HP / 252+ Def Sableye: 90-107 (29.6 - 35.1%) -- 100% chance to 4HKO after Leftovers recovery

After burning the poor guy, you can sit back and recover or predict its switching out and get something with knock off on the switch. Taunt also prevents it from trying to boost through the burn, should that be a problem.
 
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Moltres @ leftovers
AbilitY: Pressure
Nature: Bold
EVs: 252 hp / 252 Def / 4 SpD
- Flamethrower
- Toxic
- Roost
- Substitute

Despite a crippling stealth rock weakness physically defensively moltres completely counters Mega Lucario absorbing +2 close combat, ice punch, crunch, and extremespeed with little trouble while KOing back with flamethrower.

0 SpA Moltres Flamethrower vs. 0 HP / 4 SpD Mega Lucario: 314-372 (111.7 - 132.3%) -- guaranteed OHKO

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 224 HP / 252+ Def Moltres: 219-258 (58 - 68.4%) -- guaranteed 2HKO after Leftovers recovery

Beyond countering lucario Sub roost toxic is annoying to fight, especially when steel types that block toxic are roasted my flamethrower. Hydro pump, and Stone edge dont bother you for long thanks to pressure. As an added bonus special lucario standard little chance if youre in good shape. The biggest drawback to this set is obviously that if SR is in play you lose.

KACAW
 
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are we only trying to counter physical mega lucario?

Anyway mega heracross with close combat or earthquake counters him.

252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Mega Heracross: 126-149 (34.6 - 40.9%) -- guaranteed 3HKO without a boost this is the most mega lucario can do

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0 Def Mega Heracross: 251-296 (68.9 - 81.3%) -- guaranteed 2HKO with a boost. either way mega hera ohko's lucario

252+ Atk Mega Heracross Close Combat vs. 0 HP / 0 Def Mega Lucario: 626-738 (222.7 - 262.6%) -- guaranteed OHKO

252+ Atk Mega Heracross Earthquake vs. 0 HP / 0 Def Mega Lucario: 350-412 (124.5 - 146.6%) -- guaranteed OHKO

next mega pinsir

only if lucario is running ice punch can he ohko mega pinsir with a boost and 2hko without a boost. without ice punch pinsir counters lucario
 
I don't think Moltres is good at all. It's just too weak to SR, and since you can't guarantee it won't be up 100% of the time, you can't guarantee Moltres will handle it. If +2 CC did like 40-45%, it'd be relevant, but it really isn't since that's not so.

Not really getting how that Volcarona works that well either...

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 240 HP / 252 Def Volcarona: 292-344 (78.7 - 92.7%) -- guaranteed 2HKO after Leftovers recovery

It can't switch into Lucario, it can't switch into any other Pokemon throughout the battle, and there can't be ANY hazards up of ANY kind. No SR, no 1 layer of Spikes, no nothing.

---

TheDoctor1 a counter is something that can switch in...those things are checks.

Mega Pinsir:

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 4 HP / 0 Def Mega Pinsir: 121-143 (44.4 - 52.5%) -- 21.5% chance to 2HKO
+2 252 Atk Adaptability Mega Lucario Bullet Punch vs. 4 HP / 0 Def Mega Pinsir: 162-192 (59.5 - 70.5%) -- guaranteed 2HKO

AND you have to have already Mega Evolved, AND there can't be Stealth Rock up. There are so many factors limiting Mega Pinsir's ability to handle Mega Lucario that I really don't think it does the job well at all, quite plainly.

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Some of these things can barely even revenge kill. They're not good ways to handle Mega Lucario by any means, and even if they do pull of the RK, you basically have to sack them to do so.

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Mega Venusaur: 176-208 (48.3 - 57.1%) -- 91.8% chance to 2HKO
So, you need to run physically defensive EVs on Mega Venusaur to even have a chance, and a 91.8% chance to 2HKO means Mega Venusaur will be 2HKOed most of the time. And:

0 Atk Mega Venusaur Earthquake vs. 0 HP / 0 Def Mega Lucario: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO

EQ barely even does crap to help you. Mega Venusaur loses 1v1 to a boosted Mega Lucario, and it has to run 252/252+ to even have a shot. And, Mega Venusaur is super easy to wear down with burn and SR. Mega Venusaur is so shaky that you can't ever rely on it to handle SD Mega Lucario.

The list of things that can handle Mega Lucario is pretty small. There's like, Landorus-T, which is a good way to handle it, and then there's things like Choice Scarf Garchomp and Talonflame that can RK it, but besides those and a couple other things (like Sableye)...it's not really something you can handle with your typical counter. Barely anything can switch in and stand a chance. The worst part? You can't even switch them in reliably because you have literally no idea if it's NP or SD.

The only way to handle Mega Lucario is to pack a number of checks that can take one hit from +2 variants and burn or kill it. Like, on my current team I'm running Weezing:

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Weezing: 180-212 (53.8 - 63.4%) -- guaranteed 2HKO after Black Sludge recovery

You can switch in as it boosts, take the +2 CC pretty easily and burn it, then proceed to Pain Split and recover the damage off, and Flamethrower it to death. People will argue with me that Weezing is even OU viable, but that's literally beside the point. It can come into Mega Lucario as it boosts and handle it.

The aforementioned Mega Pinsir is good at this, too.

SD Mega Lucario is just really, really difficult to handle. There aren't even counters -- almost everything you can pack is a check.
 
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Chandelure @ Choice Scarf
Ability: Infiltrator
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Fire Blast / Flamethrower
- Shadow Ball
- Energy Ball
- Trick

Chandelure is a powerful Choice Scarf user, and it's a near-perfect counter to both physical and special variants of Mega Lucario. It functions best as a revenge killer, but it does have the ability to switch into a majority of Mega Lucario's moves. It can even switch into an unboosted Crunch if SR isn't up (although the combo of Crunch+Bullet Punch is an issue).

252 Atk Mega Lucario Crunch vs. 4 HP / 0 Def Chandelure: 208-246 (79.3 - 93.8%) -- guaranteed 2HKO

Then it easily OHKOs with Fire Blast or Flamethrower. Overall Chandelure has retained many of the same problems it had last gen. It's weak to SR and it requires careful prediction to use, but its raw power is undeniable. Its new ability Infiltrator is especially useful since it can revenge pokemon behind a substitute. It's not quite a perfect counter to Mega Luc, but it's a solid check for sure.
 
Lando-T is not even a check, it dies to +1 Ice punch, unless you're talking about a scarf variant. I'll admit Moltres is shaky, but basically everything is shaky, scarf chomper is nice, but how do you feel about dying to ice punch on the switch in or getting chunked by Close Combat? Pretty poorly as your counter.

Moltres is very persistent IF rocks are off the field because it can continue to come in and roost all day. You can conceivably throw defog on the set to defog rocks if they try and set them up on you, too. Talonflame is pretty shaky considering what Extremespeed does to it.

Bottom line is everything that beats lucario is actually shaky as all fuck.
 
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It seems most people are focusing on the physical variant. If you take the special set into account, that leaves even less options to deal with Mega Lucario.

A common theme that seems to be making itself clear is that almost every counter/check has a weakness to Stealth Rocks. Essentially, teams need a two-Poke tag team to take it down. One to clear hazards, and one to switch in, take 1 or 2 hits, and OHKO in return. That said, without something to clear hazards, there really are no counters to Mega Lucario, although there are a decent number of checks.
 
It seems most people are focusing on the physical variant. If you take the special set into account, that leaves even less options to deal with Mega Lucario.

A common theme that seems to be making itself clear is that almost every counter/check has a weakness to Stealth Rocks. Essentially, teams need a two-Poke tag team to take it down. One to clear hazards, and one to switch in, take 1 or 2 hits, and OHKO in return. That said, without something to clear hazards, there really are no counters to Mega Lucario, although there are a decent number of checks.

The purpose of this thread is to combat specific sets, not the entire pokemon.

The scenario is you are switching into a full health mega lucario as it swords dances, or attacks with any of the attacks listed. If a pokemon can come out on top in this situtaion then it is a counter.
 
My own dedicated lucario-m "counter".

Slowbro (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Fire Blast
- Psyshock
- Scald

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 252 Atk / 72 SDef / 184 Spd
Jolly Nature
- U-turn
- Superpower
- Air Slash
- Knock Off

I include both of these because this is the only way I've found to secure him dead whenever I'm dealing with him, either side. Slowbro is able to survive any +2 hit. If I see SD, I go scald. If NP, I generally prefer to attempt a fire blast. Slowbro is going to die countering, because nothing in this damned metagame full out stops both sets, but TornT speed creeps and hits with Super power to end that dirty piece of trash. Assault vest is mainly outside utility. I have yet to see anyone come as close to stopping both sets in practice. On paper, sure, ghost moves seem cool, until you realize that dark pulse gives you a 20% chance to not move, lose your counter and get swept. The only consistent option I've seen is watching people force something to die, hope it doesn't continuously set up, and then pray they can survive priority as a scarfer tries to revenge kill.
 
What Ajwf said. On my most recent (and successful) team, I got all-out physical Mega Venusaur (with EQ), AV Conk, AND Scarf Excadrill. You know, just to be sure...
 
I don't think Moltres is good at all. It's just too weak to SR, and since you can't guarantee it won't be up 100% of the time, you can't guarantee Moltres will handle it. If +2 CC did like 40-45%, it'd be relevant, but it really isn't since that's not so.

Not really getting how that Volcarona works that well either...

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 240 HP / 252 Def Volcarona: 292-344 (78.7 - 92.7%) -- guaranteed 2HKO after Leftovers recovery

It can't switch into Lucario, it can't switch into any other Pokemon throughout the battle, and there can't be ANY hazards up of ANY kind. No SR, no 1 layer of Spikes, no nothing.

---

TheDoctor1 a counter is something that can switch in...those things are checks.

Mega Pinsir:

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 4 HP / 0 Def Mega Pinsir: 121-143 (44.4 - 52.5%) -- 21.5% chance to 2HKO
+2 252 Atk Adaptability Mega Lucario Bullet Punch vs. 4 HP / 0 Def Mega Pinsir: 162-192 (59.5 - 70.5%) -- guaranteed 2HKO

AND you have to have already Mega Evolved, AND there can't be Stealth Rock up. There are so many factors limiting Mega Pinsir's ability to handle Mega Lucario that I really don't think it does the job well at all, quite plainly.

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Some of these things can barely even revenge kill. They're not good ways to handle Mega Lucario by any means, and even if they do pull of the RK, you basically have to sack them to do so.


So, you need to run physically defensive EVs on Mega Venusaur to even have a chance, and a 91.8% chance to 2HKO means Mega Venusaur will be 2HKOed most of the time. And:

0 Atk Mega Venusaur Earthquake vs. 0 HP / 0 Def Mega Lucario: 160-190 (56.9 - 67.6%) -- guaranteed 2HKO

EQ barely even does crap to help you. Mega Venusaur loses 1v1 to a boosted Mega Lucario, and it has to run 252/252+ to even have a shot. And, Mega Venusaur is super easy to wear down with burn and SR. Mega Venusaur is so shaky that you can't ever rely on it to handle SD Mega Lucario.

The list of things that can handle Mega Lucario is pretty small. There's like, Landorus-T, which is a good way to handle it, and then there's things like Choice Scarf Garchomp and Talonflame that can RK it, but besides those and a couple other things (like Sableye)...it's not really something you can handle with your typical counter. Barely anything can switch in and stand a chance. The worst part? You can't even switch them in reliably because you have literally no idea if it's NP or SD.

The only way to handle Mega Lucario is to pack a number of checks that can take one hit from +2 variants and burn or kill it. Like, on my current team I'm running Weezing:

+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Weezing: 180-212 (53.8 - 63.4%) -- guaranteed 2HKO after Black Sludge recovery

You can switch in as it boosts, take the +2 CC pretty easily and burn it, then proceed to Pain Split and recover the damage off, and Flamethrower it to death. People will argue with me that Weezing is even OU viable, but that's literally beside the point. It can come into Mega Lucario as it boosts and handle it.

The aforementioned Mega Pinsir is good at this, too.

SD Mega Lucario is just really, really difficult to handle. There aren't even counters -- almost everything you can pack is a check.

you can switch in a mega hera the turn lucario comes in, after all before a boost its at best 3hko which means after switching it in it can still take 2 more hits. therefor its a counter
 
o u were only talking about mega pinsir, my bad

also more about hera, even if its not in the mega form it can come in on a lucario take 58% at most then mega and it still wont be 2hko so even if its not a mega it can switch in mega up and kill lucario before lucario can kill it.
 
To whoever used that volcarona, roost>hp fire.
Pd volc is a full counter so people can stop bitching that there are no counters
Anyways, my main counters on current teams (I have checks as well like scarf sect who obViously can't switch in)

Azumarill @ assault vest
Evs: secret sry
-waterfall
-play rough
-Aqua jet
-knock off

And a better counter

Zapdos @ leftovers
Evs: secret sry
-thunderbolt
-roost
-defog/hp ice
-heat wave /hp ice



Other great checks include scarf lando t(best rker of Luke and can switch into most moves, aegislash, and scarf heatran
 
Stealth Rock weakness aside, I've been using SansNickel's Entei from his "Under Pressure" team (http://www.smogon.com/forums/threads/under-pressure-stall-in-ou-peak-8.3496835/). Given the definition of check, it seems to work.

Entei@Choice Band
Ability: Pressure
EVs: 4 HP/ 252 ATK / 252 DEF
Adamant Nature
-Bulldoze
-Extreme Speed
-Sacred Fire
-Stone Edge

+2 252 Atk Lucario Close Combat vs. 4 HP / 252 Def Entei: 306-361 (82.2 - 97%) -- guaranteed 2HKO
(306, 310, 313, 318, 321, 324, 328, 331, 336, 339, 342, 346, 349, 354, 357, 361)

+2 252 Atk Lucario Crunch vs. 4 HP / 252 Def Entei: 136-161 (36.5 - 43.2%) -- guaranteed 3HKO
(136, 138, 140, 141, 143, 144, 146, 148, 149, 151, 152, 154, 156, 157, 159, 161)

+2 252 Atk Lucario Extreme Speed vs. 4 HP / 252 Def Entei: 136-161 (36.5 - 43.2%) -- guaranteed 3HKO
(136, 138, 140, 141, 143, 144, 146, 148, 149, 151, 152, 154, 156, 157, 159, 161)

252+ Atk Choice Band Entei Sacred Fire vs. 0 HP / 0 Def Lucario: 662-780 (235.5 - 277.5%) -- guaranteed OHKO
(662, 668, 678, 684, 692, 702, 708, 716, 722, 732, 740, 746, 756, 762, 770, 780)

Another set from the Entei thread would work as well:

404 Subbed:
Entei @ Leftovers
Ability: Pressure
EVs: 252 Def / 132 HP / 124 Atk
Impish Nature
- Sacred Fire
- Substitute
- Rest
- Sleep Talk

+2 252 Atk Lucario Close Combat vs. 132 HP / 252+ Def Entei: 280-330 (69.3 - 81.6%) -- guaranteed 2HKO
(280, 283, 286, 289, 292, 297, 300, 303, 306, 309, 313, 316, 319, 322, 325, 330)

+2 252 Atk Lucario Crunch vs. 132 HP / 252+ Def Entei: 124-147 (30.6 - 36.3%) -- 59.3% chance to 3HKO
(124, 126, 127, 129, 130, 132, 133, 135, 136, 138, 139, 141, 142, 144, 145, 147)

+2 252 Atk Lucario Extreme Speed vs. 132 HP / 252+ Def Entei: 124-147 (30.6 - 36.3%) -- 59.3% chance to 3HKO
(124, 126, 127, 129, 130, 132, 133, 135, 136, 138, 139, 141, 142, 144, 145, 147)

0 Atk Entei Sacred Fire vs. 0 HP / 0 Def Lucario: 324-384 (115.3 - 136.6%) -- guaranteed OHKO
(324, 330, 332, 336, 338, 344, 348, 350, 356, 360, 362, 366, 372, 374, 378, 384)
 
I've been running Gyarados as a check to it. At +1, Mega Lucario does this:
+1 252 Atk Adaptability Mega Lucario Close Combat vs. 0 HP / 4 Def Gyarados: 257-303 (77.6 - 91.5%) -- guaranteed 2HKO
All other moves don't matter.
Or, if you run Physically Defensive (which I highly reccomend):
+1 252 Atk Adaptability Mega Lucario Close Combat vs. 248 HP / 252+ Def Gyarados: 178-210 (45.2 - 53.4%) -- 35.5% chance to 2HKO
If it boosts as you switch in, then you can kill it off with Earthquake, however, with Stealth Rocks on the field you can't beat it. But, you can always get rid of those.
 
There are extremely few good counters to this thing, and I'm a bit confused because of the set in the OP. Some Pokemon might counter physical MegaLuke, but fall to a Nasty Plot MegaLuke, such as Gourgeist-H (KO'd by +2 Dark Pulse/Flash Cannon) or Mega Heracross (81% chance to be OHKO'd by +2 Flash Cannon). At any rate, as I said in the suspect discussion most of MegaLuke's counters are simply too easily worn down by SR or repeated attacks. One of the few that can "counter" either set is:

Aegislash @ Leftovers
Brave nature
252 HP / 252 Atk / 4 SpD
- Sacred Sword
- Shadow Sneak
- Shadow Ball / SD
- King's Shield

+2 252 Atk Mega Lucario Crunch vs. 252 HP / 0 Def Aegislash-Shield: 266-314 (82 - 96.9%)
+2 252 SpA Mega Lucario Dark Pulse vs. 252 HP / 4 SpD Aegislash-Shield: 260-306 (80.2 - 94.4%)

252+ Atk Aegislash-Blade Sacred Sword vs. 0 HP / 0 Def Mega Lucario: 268-316 (95.3 - 112.4%) -- 68.8% chance to OHKO (87.5% w/ SR)

Obviously taking 90% is not ideal, but... there are very few Pokemon that fare better. It's one of the few counters that can survive even if SR is up (unlike Moltres/Volcarona), and even choices like Gyara/Zapdos really struggle if SR is up. SpD Zapdos is probably the best counter because it can at least Roost off damage from repeated switch-ins during the match.
 
Diggersby @ Choice Scarf
Ability: Huge Power
Adamant Nature
252 Att/252 Spe/4 HP
-Earthquake
-Return
-U-Turn
-Wild Charge

What I consider to be an extremely underrated 'mon, Diggersby is a great scarfer and can really do a number on Mega-Luke.

+2 252 Atk Adaptability Mega Lucario Bullet Punch vs. 4 HP / 0 Def Diggersby 75.6 - 89.1% -- Guaranteed 2HKO After Stealth Rock
+2 252 Atk Adaptability Mega Lucario Extreme Speed vs. 4 HP / 0 Def Diggersby 75.3 - 88.7% -- Guaranteed 2HKO After Stealth Rock
252+ Atk Huge Power Diggersby Earthquake vs. 4 HP / 0 Def Mega Lucario 166.6 - 196.4% -- Guaranteed OHKO

Even with his 112 Speed after Mega Evolving he can't outspeed Scarf Diggersby and is forced to use his priority move, and even with an SD under his belt he can't OHKO Diggersby without a crit even after Stealth rock, needing at least a layer of spikes to do the trick. Diggersby, meanwhile, has little trouble one-shotting this Goku Wanna-be.
 
To whoever used that volcarona, roost>hp fire.
Pd volc is a full counter so people can stop bitching that there are no counters
Did you mean HP Rock? I just use it simply because there are plenty of Mons that resist Volcarona's STABs, diminishing any chance of a sweep, and I'd much rather be able to dispatch of such threats instead of having them set up all over.
 
Did you mean HP Rock? I just use it simply because there are plenty of Mons that resist Volcarona's STABs, diminishing any chance of a sweep, and I'd much rather be able to dispatch of such threats instead of having them set up all over.
Hp rock is a good option on offensive volcarona. However, on defensive volcarona aka the kind that beat mega Luke, roost is better. Regardless, let's end the volc discussion, this is a lucario thread
 
Hmm...

Cofagrigus@Leftovers/Chesto Berry
Mummy
Bold 252 HP / 252 Df / 4 SpD
~ WoW
~ Power Split/Skill Swap
~ Shadow Ball/Hex
~ Rest/ Power Split

252 Atk Mega Lucario Crunch vs. 252 HP / 252+ Def Cofagrigus: 106-126 (33.1 - 39.3%) -- 12.5% chance to 3HKO after Leftovers recovery
+2 252 Atk Mega Lucario Crunch vs. 252 HP / 252+ Def Cofagrigus: 210-248 (65.6 - 77.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk burned Mega Lucario Crunch vs. 252 HP / 252+ Def Cofagrigus: 105-124 (32.8 - 38.7%) -- 4.9% chance to 3HKO after Leftovers recovery

Considering you're either switching in while he boosts or uses CC normally, you're sitting pretty safe defensive wise, considering if he tries to hit you with Crunch he will then lose Adaptability the same turn you hit him with Will-O-Wisp or use Power Split.
 
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