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

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I would never use AV Azumarill as my main check to Mega Charizard Y, or as a check to it at all in general. It is 2HKOed around 50% of the time by Fire Blast + SolarBeam after SR, which is pretty awful considering that Aqua Jet can't even OHKO back after SR. So, you have to be in max health, without SR on the field, avoid SolarBeam on the switch, and Charizard can always switch out after dealing ~30% damage with Fire Blast, being able to 2HKO you the next time with no prediction at all. Yeah, pretty shitty.
 
Latias is easily the best offensive check to Zard y
It can roost off any damage, although it needs to have an attack other than Draco meteor to hit it with or it can be stalled, out, I use thunderbolt
The real problem with both Zards, and the reason they are (cough) broken, are the fact that u have no idea which Zard it's going to be. There is basically nothing which can switch in for free against both Zards, heatran, chansey, and av azumarill or your best bets, but all can be 2hkoed easily.
 
Latias is easily the best offensive check to Zard y
It can roost off any damage, although it needs to have an attack other than Draco meteor to hit it with or it can be stalled, out, I use thunderbolt
The real problem with both Zards, and the reason they are (cough) broken, are the fact that u have no idea which Zard it's going to be. There is basically nothing which can switch in for free against both Zards, heatran, chansey, and av azumarill or your best bets, but all can be 2hkoed easily.
The only thing that kind of can is Balloon Heatran, and that is if the Y lacks Focus Blast or the X DDs, but what can you do to it? Ancientpower? That probably will not OHKO Y if you are defensive and does nothing to X. Y at least can be checked by Talonflame (it is OHKOed after rocks by a Brave Bird) and X isn't the hardest thing to handle if you have a physical wall (notably mandibuzz can OHKO it with foul play after rocks). And that's another thing, I constantly mention rocks, but if you do not have rocks up, you are boned against either Zard, to be perfectly blunt.
 
A great round. 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 possibly Dragonite.

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Victim of the Week #3
The Victim of the Week for week #3 is yet another Mega Pokemon and one of the most powerful physical attackers available in the game: Mega Mawile.

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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 enters the fray.
 
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That setup is somewhat different than mine. I run Max HP and have iron head over fire fang (can't be arsed to breed/train a third one) cause I'm paranoid about missing (play rough has like 50% accuracy for me). I've found that with that spread, she can stomach quite a few earthquakes that I expected to have been KO'd from. I've also found I've been able to take a CC from Mega Luke pretty well. I think with this lower HP, all these things might land KOs, especially if rocks are up.

The biggest obstacle I've run into with megawile is not a pokemon, but a move: Will o Wisp. It effectively cuts off her huge power. Sure, you can SD again to get it back, but you risk taking a SE hit or even becoming setup fodder. From what I've seen, Rotom-W and Talonflame have the best chances of beating her, as well as Heatran for this particular set (unless she has a SD, then he's all but screwed). Talonflame can play mind games by spamming BB instead of going for the flare blitz since he outspeeds her and would beat out sucker punches this way. Rotom should just straight up Will o Wisp since he outspeeds her and would be able to get it in no matter what she does.

I think the most peculiar thing about this particular set is that there isn't a single reliable attacking move. There's a fair chance that she'll simply whiff everything she does and just straight up get KO'd without leaving any sort of mark.
 
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Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
- Giga Drain
- Earthquake
- Sludge Bomb
- Synthesis

Mega Mawile is one of my favorite Mega's to use, and so far, Mega Venusaur has been one of the most annoying Pokemon for it to face. Heatran is a close second, only because I enjoy using Focus Punch on my Mawile over Fire Fang to simply surprise the fuck out of Skarmory and Heatran. Anyways, Mega Venusaur resist's Mega Mawile's primary STAB move, Play Rough, and thanks to Thick Fat it isn't hit super effectively by Fire Fang, meaning that Sucker Punch is the only way to really break through this thing, which isn't an easy task. At +2 Mega Venusaur is only taking 56.3 - 66.4% from Sucker Punch, which is still a decent amount, but it can easily play around it with EQ + Synthesis. EQ is an easy 3HKO on Mega Mawile and even a 2HKO with a bit of residual damage, which allows Mega Venu to easily check pretty much any Mawile set. And unlike Heatran, it doesn't have to worry about the stray Focus Punch or Brick Break. Mega Venusaur can also use Roar to phaze out Mega Mawile, but EQ is the all around better option to soften it up.

All in all, physically defensive Mega Venusaur is a pretty fantastic switch to most Mega Mawile sets thanks to its reliable recovery, huge bulk, and Earthquake.
 
I'll go for a check this time around: Mega Houndoom
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Flamethrower/Fire Blast
- Dark Pulse
- Nasty Plot
- Sludge Bomb
MegaDoom can outspeed and OHKO Mega Mawile with either Flamethrower or Fire Blast, and easily takes Sucker Punch, even at +2. However, it's not a counter, as Play Rough smacks Mega Houndoom's meager defenses hard enough to OHKO.
 
M Mawile is for sure one of the fearest threat around. No one really wants to face its stellar Attack, stab Play Rough, good bulk in combination of Intimidate and its good typing which gives it lots of useful resistance. It has also a strong priority in Sucker Punch which makes revenge killing harder and good coverage moves to bypass its most common counters. As Gary already said M Venusaur is one of the best check around while Heatran is p good too (Focus Punch and Brick Break arent 2 common after all) since it resists Play Rough and can answer back with STAB Fire. Another good checks are Landorus-T that has Intimidate + EQ but cant tank many Play Rough, even unboosted one, Rotom-W that can Wisp it and Skarmory that beats versions without Fire Fang or Focus Punch (in my experience the Sub SD ones are the most common though, especially on ladder). Despite these checks, you can also create mind-games with fastest priority users (see TalonFlame) or sub users (Heatran and Gengar for example) to avoid to get destroyed by it. Forgot to say that mons that can tank Sucker Punch and can do tons of damages back are good check as well. Think bout M Gyarados, Garchomp and M Pinsir (well for the last two you have to avoid that M Mawile setups). Just my little idea bout that though. I'll probably add some things later, glad that this kind of threat went up for XY too.
 
Sure. I'll take a crack at this.

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Moltres @ Leftovers
Ability: Pressure
EVs: 252 HP/ 252 Def / 4 SpA
Bold Nature
- Flamethrower/Fire Blast
- Will-O-Wisp
- Substitute
- Roost

I won't beat around the bush, Stealth Rocks hurt Moltres like a bitch particularly when it trying to play defensively which may downgrade it from a counter to a check, but barring that there is little Mega Mawile can do to Moltres.

With M-Mawile's abysmal speed, Moltres is guaranteed to go ahead of it in any situation except unless getting Sucker Punched when attempting to Flamethrower/Fire Blast (which can't OHKO Moltres at full health). A faster Will-O-Wisp (which doesn't trigger Sucker Punch) allows it to cripple M-Mawile even further. A combination of SubRoost + Pressure allows it to stall out Sucker Punch and Play Rough. All the while it fears being hit with STAB Fire Blast or Flamethrower. Attempting to SD if crippled by the Will-O-Wisp puts it in a dangerous position giving Moltres an easy free turn to do anything which will completely screw it.

All in all, it counters Mega Mawile with no SR up, but can check it if they are up.
 
Arcanine Leftovers
Intimidate
EVs: 252 HP/ 252 Atk / 4 SpA
Adament Nature
- Flare Blitz
- Will-O-Wisp
- Morning Sun
- Whatever you want

Arcanine is able to outspeed mawille and OHKO with Flare Blitz when using this setup. At +1 after an intimidate, the most mawille can do is
Sucker Punch: 51.5 - 60.9%
That can be played around with a will-o-wisp if necessary.

Arcanine can also run a bulkier set
Arcanine Leftovers
Intimidate
EVs: 252 HP/ 252 Def/ 4 SpA
Bold/quiet Nature
- Flare Blitz/flamethrower
- Will-O-Wisp
- Morning Sun
- Whatever you want

That takes at most
Sucker Punch: 35.6 - 42.1% at +1
This set can't OHKO, but it hits plenty hard and is a definite 2hko.
 
Here's a very rarely-seen counter that works well against Mega Mawile:

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Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Pain Split
- Flamethrower
- Sludge Bomb / Haze

Weezing combines a resistance to Play Rough with excellent physical bulk, which allows it to switch in with ease. Once in, Weezing cripples Mawile with Will-O-Wisp and can then heal off the damage with Pain Split, and finish Mawile off with Flamethrower. Weezing works well even if hazards are up, since it's immune to spikes and neutral to SR.

252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Weezing: 88-104 (26.3 - 31.1%) -- 13.9% chance to 4HKO after Black Sludge recovery
252+ Atk Huge Power Mega Mawile Fire Fang vs. 252 HP / 252+ Def Weezing: 85-101 (25.4 - 30.2%) -- 0.5% chance to 4HKO after Black Sludge recovery
0 SpA Weezing Flamethrower vs. 252 HP / 4 SpD Mega Mawile: 118-140 (38.8 - 46%) -- guaranteed 3HKO
 
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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 184 SpD / 76 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Roost
- Will-O-Wisp

Switch in as Mega Mawile uses Swords Dance, and burn it as it goes for Sucker Punch. Then, start accumulating BU boosts to fuck everything up. Even if Mega Mawile predicts the switch and goes for Play Rough, you can still take it just fine:

- 252+ Atk Huge Power Mega Mawile Play Rough vs. 248 HP / 0 Def Talonflame: 183-216 (50.9 - 60.1%) -- guaranteed 2HKO
 
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Heatran @ leftovers
Nature: Bold
Evs: 252 Hp / 252 Def / 4 satk
-Will-o-Wisp
-Lava Plume
-Earth Power
-Protect

Physically defensive heatran tanks anything this mawile can throw at it quite easily, then proceeds to burn it and eventually killing it with lava plume. It's probably the least shaky counter, as only a sub punch variant can threaten it, and speed creeping mawile's brick break variants isnt hard. Neutral to SR, too.
 
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Pretty much every half-bulky Fire type is a solid check / counter with Will-o-wisp. Sub Chandelure, Rotom-H, and so on all fit into this category. Then pretty much everything bulky and faster than Mawile carrying Will-o-wisp can check it. Apart from that...you basically have a choice of Weezing, Nidoqueen, or (kinda) Lando-T.
 
I'm noticing a pattern where Moltres can counter the first 3 pokemon of the week (mega Lucario, Charizard Y and Mawile)...even all of them with the same set. People are so fast to cry out how it's 4x SR weak but you see how anti-meta it is when it avoids them. Though it still is a check to all of them even with SR on the field.

Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 96 Def / 164 SDef
Calm Nature
- Flamethrower
- Will-O-Wisp / Toxic
- Roost
- Substitute

Flamethrower roasts Mawile and Lucario, OHKOing the latter and doing at least 80% to Mawile. The EVs avoid a 2HKO from any unboosted move, and OHKO from any +2 move.

Against Mega Lucario, you can either switch in on a setup move, in which case just kill it, or you can switch in on an attack, and then spam Roost until Lucario does something besides an attack or you get back to reasonably high health. Either it uses a non-attacking move, so you can cook it, or it switches out, and you're at full health and can do it again. Will-O-Wisp speeds up the stalling process but is not necessary, and if you get a free turn to Will-O-Wisp, you might as well just Flamethrower instead unless you predict a switch.

Against Charizard Y, you have to know it is Y first, as X can screw you up with a few Dragon Claws (37.1% chance to 2HKO with Adamant Dragon Claw). You can easily stall out its sun and PP using Roost and Pressure, and after its measly 4 fire blast uses run out, it really can't hurt you. This is when Toxic gets handy, or else it becomes a long stall war. Moltres' Flamethrower does about 28% in sun and 19% out, so hope Charizard didn't pack Roost also.

Against Mawile, you can switch in on any attack bar rare Thunder Punch and take no more than 42%. Then, you outspeed (probably, unless Mawile runs absolute max speed Jolly and then you need 12 EVs) and Will-O-Wisp the next attack. If it is an attack, Roost off the damage and start flaming it. If Mawile uses Swords Dance anywhere, you can do basically the same stuff but speed it up, don't waste as much time roosting. Again, Will-O-Wisp is not necessary but helps. Really neither is Substitute, it just helps to play around Sucker Punch. Since Moltres outspeeds Mawile, you can 2HKO it with Flamethrower before it 3HKOs you with unboosted attacks or 2HKO after a Swords Dance.

Moltres is still a check to everything even after Stealth Rock, since Roosting the SR damage off turn 1 is the same as switching in fully healthy, as they both essentially give the opponent one free turn.
 
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Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 184 SpD / 76 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Roost
- Will-O-Wisp

Switch in as Mega Mawile uses Swords Dance, and burn it as it goes for Sucker Punch. Then, start accumulating BU boosts to fuck everything up. Even if Mega Mawile predicts the switch and goes for Play Rough, you can still take it just fine:

- 252+ Atk Huge Power Mega Mawile Play Rough vs. 248 HP / 0 Def Talonflame: 183-216 (50.9 - 60.1%) -- guaranteed 2HKO

Why dont you run 12 more EVs on Speed on Talon? It would let you outspeed Pinsir which would otherwise hit you with Quick Attack that actually do a damage around 50% if it has already done a Sword Dance. I know the current victim of the week isnt M Pinsir but yeah I think that 12 EVs dont make the different on SDef while they can do in Speed (Talon could be already weakned by past damage, recoil of Brave Bird etc and have another revengekiller more reliable of M Pinsir is p helpful imo). Great set anyway, p innovating and useful at the same time.
 
Why dont you run 12 more EVs on Speed on Talon? It would let you outspeed Pinsir which would otherwise hit you with Quick Attack that actually do a damage around 50% if it has already done a Sword Dance. I know the current victim of the week isnt M Pinsir but yeah I think that 12 EVs dont make the different on SDef while they can do in Speed (Talon could be already weakned by past damage, recoil of Brave Bird etc and have another revengekiller more reliable of M Pinsir is p helpful imo). Great set anyway, p innovating and useful at the same time.
You need a lot more to outspeed Mega Pinsir's Quick Attack.
 
Choice Band Terrakion can come in on anything but Play Rough safely and threatens with Earthquake and even +2 Sucker Punch doesn't come close, activates Justified and then even Close Combat can safely OHKO there.

Bold Rotom-H with Leftovers can even switch in on +2 Play Rough and kill with Overheat if it goes for SD, or use WoW as it tries to Sucker Punch and then survive the +2 burned Sucker Punch with Leftovers factored in.
 
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Banette @ Banettite
Abitlity: Cursed Body
EVs: 248 HP / 252 Def / 8 Spd

- Will-O-Wisp
- Destiny Bond
- Shadow Claw
- Trick (Magic) Room / Protect

Mega-Banette is best on very gimmicky teams, including Assist V-Create, Trick/Magic Room, and trollish Prankster teams, but that isn't all it can do. It offers any opponent two choices: kill both of our pokemon, or play mindgames that are heavily skewed in my favor. I can't imagine Moltres better justifying a teamslot in the upper echelons of OU, even over non-megas, so I think this is appropriate as a reference for people that wanna try something else that is a bit different. Most Banette fans would use Protect instead of Magic/Trick Room on gimmick-free teams, allowing a free Mega-Evolve, some burn-stalling, and less chance of suicide if mindgames go right--making Protect almost as good as Trick Room against Mawile and better against most other things, but leaving Banette as a one-trick-pony in most matches.

I chose this set because this is the Banette, except for Frisk due to the nature of Magic Room, I use as one of 2 defensive Magic Room setters when I try to make it work as a Choiced-setup gimmick. 8 Spd makes it outspeed things aiming for the same speed bracket as the example Mawile set the turn it mega-evolves, because I don't have room for Protect, and leaves it with a nice odd HP number too. It is the pokemon I use that best counters Mega-Mawile, as I rely on prediction and checks in my normal OU teams--for example, Hydreigon will die to any fairy attack, but can take up to a +4 Sucker Punch to Fire Blast back if it switches in "safely" (kinda predictably, despite the threat of King's Shield) with an Aegislash double switch. I use Banette as a lead and answer to Knock Off (As almost all Magic Room users are weak to Knock Off, Klefki wishing to keep its Light Clay, and the gimmick is ruined by it.) My Magic Room teams have only climbed ratings in UU so far, as OU pokemon are generally better setting up by themselves and don't ever beg for +2 and a Scarf to enable a sweep, but they are fun with the potential for whole-team-sweeping Banded priority (i.e. +6 CB Azumarill, +2 CB Talonflame, +4 CB Aegislash) in OU!

This set makes a great, albeit mega, Trick Room setter that also takes down a slow threat, Trick Room allowing it to move after Mawile and other slow attackers, leading to Destiny Bond --> Shadow Claw guaranteeing a KO or switch against anything Banette is moving after without recovery or status. It is, therefore, best as a Trick Roomer against Mega-Mawile because altering speed secures a KO, and it can sacrifice itself productively to bring in Conkeldurr or other slow attackers unscathed in the middle of Trick Room.

This Banette outspeeds the majority of Mega-Mawile sets, including the example, before mega-evolving--so Protect isn't essential in this match-up. It can take any +0 hit on the switch, burning as it mega-evolves if Mawile uses Fire Punch, Sucker Punch, or disabled Play Rough that does low end RNG damage, Destiny Bonding if it's most Play Roughs or Swords Dance. Ideally, you burn it after a Sucker Punch or Fire Punch switch-in and set up room/protect stall burn then Shadow Claw/Destiny Bond --> (Protect -->) Destiny Bond/Shadow Claw to leave Mawile in Shadow Claw range or dead with Banette ready to play mindgames and burn/room more, or both pokemon dead. A Swords Dance or Play Rough is a pain, your Banette is 90% dead, but spamming Destiny Bond and randomly WoWing and Shadow Clawing once so Protect stall ends in a kill or Trick Rooming then Shadow Clawing alternatively leaves their chances to predict correctly and avoid dying as well at 1/5 or 1/9. Mega-Banette, similar to Aegislash, places the burden of the mindgame on your opponent, and will always do enough to bother Mega-Mawile and other physical attackers, usually bringing it down and setting up room with less-than-godly prediction from Mawile.

Banette is weak to damaging status+setup/burn immunity or switching into OHKOs as a suicide counter to physical attackers. Priority Destiny Bond makes it better against stuff it's slow against with a Protect set, but taking out enemy Mawile AND setting up the Trick Room that would enable it otherwise is a pretty big deal!
 
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Venusaur @ Venusaurite
Ability: Chlorophyll (Thick Fat)
252 HP / 252 Def / 4 Atk
Impish Nature
-Sleep Powder
-Earthquake
-Synthesis
-Doesn't even matter

You can come in on any move and use Sleep Powder. From there, 3HKO (66% chance to 2HKO after rocks) with Earthquake. If Sleep Powder misses, the most you will take is 56% from a Play Rough, leaving you with enough health to Sleep Powder again and heal up with Synthesis.

EDIT damnit I didn't notice that someone already posted this. Sleep powder might be a good option though.
 
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Arcanine@Leftovers
Ability: Intimidate
Nature: Adamant
EVs: 252 HP / 252 Att / 4 SpD (Or Spe or Def. Doesn't particularly matter.)
- Flare Blitz
- Extreme Speed
- Close Combat
- Morning Sun

Ah, "Legendary" beast from UU, Arcanine didn't really get much this gen aside from a resistance to, you guessed it, Fairy. Arcanine really has no trouble taking whatever Mega Mawile wants to do and then OHKOing with a Flare Blitz. And now it's time for them sexy calcs.

+1 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 0 Def Arcanine: 250-294 (65.1 - 76.5%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 0 Def Arcanine: 297-350 (77.3 - 91.1%) -- guaranteed 2HKO after Leftovers recovery
+1 252+ Atk Huge Power Mega Mawile Fire Fang vs. 252 HP / 0 Def Arcanine: 121-142 (31.5 - 36.9%) -- guaranteed 4HKO after Leftovers recovery
+1 252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 0 Def Arcanine: 222-262 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery

The +1 is, obviously, assuming the Mawile Swords Dances, which will be brought down to +1 after the Intimidate. I added a calculaltion just assuming that someone might run Iron Head somewhere for the additional STAB. As you can see, no dice.

252+ Atk Arcanine Flare Blitz vs. 132 HP / 0 Def Mega Mawile: 318-374 (116 - 136.4%) -- guaranteed OHKO

As you can see, Arcanine can take anything that Mega Mawile wants to do, and then smash it back with a Flare Blitz for the OHKO. Given Arcanine's natural speed, Mawile HAS to Sucker Punch to get any damage on Arcanine at all. Even so, Mawile needs hazards before it can OHKO Arcanine, and running Defog/Spin support is a quick fix for that.

Edit: Bah, looks like someone beat me to the punch. Oh well, I'll leave this here for the calcs.
 
Look likes round 3 will be coming to an end now. 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.

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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.

Good luck!
 
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