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XY UU Beta Discussion (Read post #32)

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I present to you the big list of comparisons between Sylveon and M-Gardevoir!

Sylveon:
Has more HP for wish-passing, and is bulkier overall.
Doesn't take up a mega-slot.
Gets access to an actually useful item.
Resists Bug, and is normally affected by ghost.

M-Gardevoir
Faster, meaning it can outpace things Sylveon can't.
More powerful, so if you were to run a CM set it would do better.
Psychic STAB, so Psyshock can do more damage to special walls.
Can burn stuff with Will-o-Wisp if you do want to run a defensive set.

I think this sums it up. I probably missed stuff, but this should cover all of the relevant concerns.
 
well IMO, the only useful megas are gardevoir, both charizards, and venusaur, the rest are just a little bit better than their original forms. on paper Megardevoir might not sound that good, but fairy is a very useful type and pixilated hyper voice is extremely powerful. I prefer Megardevoir over any other mega in UU and OU. Not to mention its a free kill against anyone that locks themselves in outrage
 
As long as we're on the topic of megas: what have you been using?
Mega Medicham is a great wallbreaker that i use. Problem is he does have a nasty case of 4MSS. He gets totally walled by slowbro(depending on coverage moves, mine does) and that's never good for a physical attacker, sweeping or wallbreaking.
 
(fat Eievui-Nymphia said:)
(Volt Switch and U-turn aren't the best way to flee from Wobbuffet. They are way more risky against this pokemon than you might think.

Because unless it changed in Gen VI, if Wobbuffet is hit with Volt-turn and uses Encore, Encore simply fails. But if they decide to use Counter (for U-turn) and Mirror Coat (for Volt Switch) this happens:
Example
-The pokemon uses U-turn Deals X damage
-The pokemon switches out
-The second pokemon enters it.
-Wobbufet uses Counter. The pokemon receives 2X damage.0)

Pretty much, unless you switch to chansey. Chansey basically says "meh

As if nothing else can take a Counter or a Mirror Coat. There's a few I can think of off the top of my head, Umbreon, Snorlax, Milotic, Hippodon, and Cofagrigus to name a few. Also, I use Mega Amphy, 'Cause he's so boss. With a Sky High 165 Base SpA and enough Bulk to take 3 Flare Blitz's from Darmanitan and with the possiblity to take 4 V-Creates from Scarf Victini, it is a awsome wall breaker in conjuntion with Choice Band Vic. Also Rustyy, its importaint to note that Victini, Darmanitan, and Magnezone can either wall or outspeed and kill Mega-Gardevoir.
 
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The problem for Gardevoir in OU is that Sylveon is just so much more useful. It's a great special wall/cleric and if you're really feeling ballsy, you could even run Specs on Sylveon since there's just enough of a movepool to work with. Gardevoir takes up a Mega slot, is very frail physically (terrible considering how common Aegislash is in OU) and has no way to overcome its Speed. Base 100 Speed is nice, but in OU, you have to be either really fast, or really bulky to tank the powerful hits you need to take if you're outsped.

Coming back to UU, I finally got around to playing with Bisharp... it's kinda ridiculous. The AV set pretty much makes special attackers like Latias, non-Overheat Manectric, and Zapdos easy pickings. LO sets just hurt like hell (not that AV doesn't, but it just doesn't pierce your heart) If LO Bisharp gets a Defiant and/or SD boost, you are pretty much screwed. Anything faster is usually killed by Sucker Punch, and anything slower has to deal with the chance of suffering the same fate that FastFlygon 's Chesnaught suffered; a flinch from Iron Head and having to take a second hit. Super easy to use and something I hope makes the climb to OU tomorrow.

Mega Manectric is really the only mega I use on a consistent basis. Although I've used Mega Blastoise, Mega Gardevoir, and Mega Absol a bit, Manectric is definitely the one I use the most. (Aggron and Ampharos are probably the two most intriguing ones that I have yet to use)

A couple of other things I've been working with are Band Staraptor and Scarf Keldeo. CB Staraptor just divebombs (get it?) everything between Double-Edge and Brave Bird. Most stuff that resists each move can be downed by Close Combat or be U-turned out of. About the only defensive Pokemon that has a good chance on a good day for Raptor is Mega Aggron. (which is easy to wear down with Spikes) Keldeo suffers from being stopped by most top defensive Pokemon in the tier (Celebi, Latias, Jelicent, Slowbro) so it's hard for the little pony to break walls. However, its base 129 Attack and base 108 Speed make it a fantastic revenge killer and late-game cleaner. Here's the Keldeo set I'm talking about:

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Secret Sword
- Hydro Pump
- Hidden Power [Ice]
- Surf / Scald

Hydro Pump and Secret Sword are obvious STAB moves. Secret Sword has the added bonus of taking on special walls Keldeo would otherwise struggle with such as Porygon2, Chansey, and Snorlax. HP Ice beats Zygarde, Haxorus (Hydreigon is already beat by Secret Sword) and Flygon. The final slot is reserved for a reliable cleaning move from Keldeo's Water STAB. Surf has a bit more power, but Scald can help in wearing down Latias and Slowbro, two hard counters to this set, thanks to the 30% burn rate and Keldeo will rarely use either move until late-game situations anyways.
 
ok if you run this with psyshock, i will personally track you down and smack you. you may as well run zen headbutt and put the EV in hp or something more useful than special attack. If you want this set, run psychic.
Replacing it as I post this. Thank you for the criticism!
 
Mega Medicham is a great wallbreaker that i use. Problem is he does have a nasty case of 4MSS. He gets totally walled by slowbro(depending on coverage moves, mine does) and that's never good for a physical attacker, sweeping or wallbreaking.

Agreeing with you on the 4MSS of Medicham. It usually has Hi-Jump-Kick and Psycho Cut, as staples, and then it's last two moves can vary, but usually are of the following: Bullet Punch, Ice Punch, Thunder Punch, Fake Out or Poison Jab.

The 'staples' are dual STAB, hitting hard and having complimentary neutral coverage together.

As for the other potential moves, Bullet Punch is reliable priority that can be used to revenge kill + mega evolve all in one turn, or just as a general helpful prio. attack.

Ice Punch OHKOs Zyagarde and now let's you destroy Gligar, who is otherwise a threat (also hits miscellaneous flying types). It is in general a good move for fighters, so I wouldn't label it as situational to a significant extent.

Thunder Punch is the first situational move listed and it is mainly for Slowbro, but can also hit other bulky waters. Slowbro otherwise walls Medicham, so it is a viable option.

Fake Out is good for the safe turn of transition into mega-form, but isn't that ideal otherwise and unless you have minimal need for other options, I don't advise it.

Finally, Poison Jab, being the second situational move discussed, hits fairy types super effectively and is twice as powerful as bullet punch, which can also hit fairies.

Overall, I don't run Poison Jab or Thunder Punch unless my team directly benefits from them due to weaknesses, to Fairy or Bulky Waters. They're certainly viable, though. Ice Punch and Bullet Punch are my two coverage moves of choice as it gives decent coverage, complimenting fighting, and gives priority. Finally, Fake Out is not too great, but can break the Ice for medi coming in.
 
well IMO, the only useful megas are gardevoir, both charizards, and venusaur, the rest are just a little bit better than their original forms. on paper Megardevoir might not sound that good, but fairy is a very useful type and pixilated hyper voice is extremely powerful. I prefer Megardevoir over any other mega in UU and OU. Not to mention its a free kill against anyone that locks themselves in outrage

I ran HailRoom early in the tier with great success peaking at #1. Not sure how the metagame has evolved since but with those Mixed Attacking stats, it's pretty useful.
 
So I've been trying out this cool new offensive core that wrecks, uh, pretty much everything tbh, and I'm kind of hoping Bisharp doesn't move up to UU whenever Antar gets around to posting stats today because I don't want to stop using it. The core is really simple and easy to understand too!

308-mega.png

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Baton Pass
- Bullet Punch

625.png

Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Pursuit
- Sucker Punch

So basically what I'm running is Baton Pass Mega Medicham, which can lure in its own checks and Baton Pass out of them, with Bisharp to kill off Slowbro and other Psychic-types, Cofagrigus, and Doublade in order to open up holes in the opposing team for Mega Medicham to clean up later on. It works really well, and very few people honestly expect Pursuit on Bisharp anymore because it already wants to run Knock Off, Iron Head, Sucker Punch, Low Kick, Substitute, and Swords Dance as it is. All I had to forfeit on Mega Medicham was Ice Punch or shitty Fake Out in order to slate Baton Pass, so it was honestly really easy to do. I've also got Baton Pass hazard Scolipede, which can pass some boosts around the team and works especially well with Mega Medicham's Baton Pass and can even pass Speed to Bisharp on incoming Defog. There's really not a single Pokemon that can take on both Mega Medicham and Bisharp barring maybe Sableye, but it's OU right now anyways. :)

Anyways, I'm mostly posting this to share this cool core and to tell people to stop using Fake Out + Bullet Punch Mega Medicham. It really needs all the moveslots it can get as it is because it wants to run a Fighting STAB, Psychic STAB, Fake Out, Bullet Punch, Ice Punch, Thunder Punch to hit Slowbro, and Fire Punch to hit Doublade, but when you run Fake Out + Bullet Punch, you miss out on all that important coverage and make yourself really easy to wall.
 
That looks like a really nice core. I often feel like drypassing is an overlooked strategy since frequently with something like Medicham people don't even bother to look past the non-attacking moves, barring maybe the obvious Substitute. How does Pursuit do to the average Slowbro? Is it strong enough to OHKO / does Medicham have a strong enough HJK to kill it even if it manages to get Regenerator recovery?

I've been using a 'core' of Scarf Staraptor, Scarf Braviary and Suicide Hazards Scolipede. The goal is essentially to spam Brave Birds and weaken flying resists the whole game and then clean up. Scolipede is also pretty good at luring Steel types and other generally bulky Pokemon and putting big dents in them with EQ/Megahorn - if I have two layers, they have an Empoleon and Scolipede is alive, I will always EQ rather than going for the third layer since so many people love to switch Empoleon straight in on the predicted third layer. I've also gotten a fair few Florges and Gardevoir-M kills with Poison Jab, which it seems people don't expect. Often killing Gardevoir-M with Scolipede results in a forefeit. Staraptor is pretty self-explanatory, everybody knows how ridiculously strong it is and it usually gets 2+ kills every game. Braviary is an interesting partner because it has access to Defiant, which means if I predict a Defog, I can bring it in and start firing off +2 Brave Birds. Empoleon easily falls to two of them and it can't even 2HKO back without Ice Beam. People often expect me to go with the Superpower and bring something like Latias in but unless they have Aggron, Doublade or some other incredibly bulky Steel there's really no need. Zapdos is a little riskier to switch into since Thunderbolt from 252 SAtk Zapdos is a OHKO but even 252HP variants are OHKOed by +2 Return so sometimes it's a risk worth taking.
Obviously the core has a massive Rock weakness so use a couple of resists in your other slots, but it's been very effective at breaking down balanced and bulky offensive teams in particular in my experience. (It may help that all six of my Pokemon have either a Ground-type move or a Fighting-type move, which makes it hard for enemy steel-types to get anywhere.)
 
As if nothing else can take a Counter or a Mirror Coat. There's a few I can think of off the top of my head, Umbreon, Snorlax, Milotic, Hippodon, and Cofagrigus to name a few. Also, I use Mega Amphy, 'Cause he's so boss. With a Sky High 165 Base SpA and enough Bulk to take 3 Flare Blitz's from Darmanitan and with the possiblity to take 4 V-Creates from Scarf Victini, it is a awsome wall breaker in conjuntion with Choice Band Vic. Also Rustyy, its importaint to note that Victini, Darmanitan, and Magnezone can either wall or outspeed and kill Mega-Gardevoir.

I dunno man, getting 3-4HKO'd by resisted attacks isn't convincing me that Mega Ampharos is bulky. All it does is say that it can tank a resisted hit, which it should be doing in the first place rofl.

still kind of interested in seeing who's getting the boot later. bisharp seems like one of the biggest candidates...
 
So I've been trying out this cool new offensive core that wrecks, uh, pretty much everything tbh, and I'm kind of hoping Bisharp doesn't move up to UU whenever Antar gets around to posting stats today because I don't want to stop using it. The core is really simple and easy to understand too!

308-mega.png

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Baton Pass
- Bullet Punch

625.png

Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Pursuit
- Sucker Punch

So basically what I'm running is Baton Pass Mega Medicham, which can lure in its own checks and Baton Pass out of them, with Bisharp to kill off Slowbro and other Psychic-types, Cofagrigus, and Doublade in order to open up holes in the opposing team for Mega Medicham to clean up later on. It works really well, and very few people honestly expect Pursuit on Bisharp anymore because it already wants to run Knock Off, Iron Head, Sucker Punch, Low Kick, Substitute, and Swords Dance as it is. All I had to forfeit on Mega Medicham was Ice Punch or shitty Fake Out in order to slate Baton Pass, so it was honestly really easy to do. I've also got Baton Pass hazard Scolipede, which can pass some boosts around the team and works especially well with Mega Medicham's Baton Pass and can even pass Speed to Bisharp on incoming Defog. There's really not a single Pokemon that can take on both Mega Medicham and Bisharp barring maybe Sableye, but it's OU right now anyways. :)

Anyways, I'm mostly posting this to share this cool core and to tell people to stop using Fake Out + Bullet Punch Mega Medicham. It really needs all the moveslots it can get as it is because it wants to run a Fighting STAB, Psychic STAB, Fake Out, Bullet Punch, Ice Punch, Thunder Punch to hit Slowbro, and Fire Punch to hit Doublade, but when you run Fake Out + Bullet Punch, you miss out on all that important coverage and make yourself really easy to wall.

Thats a risky and old maneuver , problem is that slowbro might not want to switch off against bisharp , it might want fire blast or scald you instead expecting a sword dance or even a substitute while knowing that even knock off wont get slowbro 1hkoed .
 
Of course there are risks, but the prediction goes both ways. I can also click Knock Off and do like 80-90% (idr the exact calc, but I've done it before). This is a risk with every Pursuit trapper. Doesn't make the strategy "risky and old," just keeps it from being foolproof. Keldeo/Landorus/Tyranitar did the same shit late BW and worked just fine lol.
 
I dunno man, getting 3-4HKO'd by resisted attacks isn't convincing me that Mega Ampharos is bulky. All it does is say that it can tank a resisted hit, which it should be doing in the first place rofl.

still kind of interested in seeing who's getting the boot later. bisharp seems like one of the biggest candidates...

Yea but
252+ SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 0 HP / 4 SpD Darmanitan: 292-345 (83.1 - 98.2%) -- guaranteed 2HKO


252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 0 HP / 4 SpD Victini: 193-228 (56.5 - 66.8%) -- guaranteed 2HKO

In Darmanitan's case it will be a OHKO cause Recoil
 
Yea but
252+ SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 0 HP / 4 SpD Darmanitan: 292-345 (83.1 - 98.2%) -- guaranteed 2HKO


252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 0 HP / 4 SpD Victini: 193-228 (56.5 - 66.8%) -- guaranteed 2HKO

In Darmanitan's case it will be a OHKO cause Recoil

so all it shows is that darmanitan and victini are being forced out, which is... again another given, considering that they are choiced attackers locked into a resisted move against mega ampharos???!?!?!?

like, why would i stay in with a scarf darmanitan locked into flare blitz anyway on mega ampharos @_@

also, it should pretty much be anticipated that ampharos has a chance of being mega, especially when non-mega ampharos is pretty shit otherwise... unless they pack multiple pokemon that can mega evolve.
 
Agreeing with you on the 4MSS of Medicham. It usually has Hi-Jump-Kick and Psycho Cut, as staples, and then it's last two moves can vary, but usually are of the following: Bullet Punch, Ice Punch, Thunder Punch, Fake Out or Poison Jab.

The 'staples' are dual STAB, hitting hard and having complimentary neutral coverage together.

As for the other potential moves, Bullet Punch is reliable priority that can be used to revenge kill + mega evolve all in one turn, or just as a general helpful prio. attack.

Ice Punch OHKOs Zyagarde and now let's you destroy Gligar, who is otherwise a threat (also hits miscellaneous flying types). It is in general a good move for fighters, so I wouldn't label it as situational to a significant extent.

Thunder Punch is the first situational move listed and it is mainly for Slowbro, but can also hit other bulky waters. Slowbro otherwise walls Medicham, so it is a viable option.

Fake Out is good for the safe turn of transition into mega-form, but isn't that ideal otherwise and unless you have minimal need for other options, I don't advise it.

Finally, Poison Jab, being the second situational move discussed, hits fairy types super effectively and is twice as powerful as bullet punch, which can also hit fairies.

Overall, I don't run Poison Jab or Thunder Punch unless my team directly benefits from them due to weaknesses, to Fairy or Bulky Waters. They're certainly viable, though. Ice Punch and Bullet Punch are my two coverage moves of choice as it gives decent coverage, complimenting fighting, and gives priority. Finally, Fake Out is not too great, but can break the Ice for medi coming in.

I tend to run the same coverage moves as you. Some times swap bullet punch and fake out with each other. And how come while most of the time it's "power over accuracy" why is psycho cut standard over zen headbutt? Especially with only 10% less accuracy for 15 BP(with STAB,10 without) and a 20% flinch rate. I'm guessing there's no notable OHKO's/2HKO's that ZHeadbutt has that psycho cut has 2HKO's/3HKO's? Seems like the only logical reason.
 
Anyways, I'm mostly posting this to share this cool core and to tell people to stop using Fake Out + Bullet Punch Mega Medicham.

Oh my god this.

Also, Baton Passing into a Pursuit trapper, damn that's clever. I've gotta try it.

I tend to run the same coverage moves as you. Some times swap bullet punch and fake out with each other. And how come while most of the time it's "power over accuracy" why is psycho cut standard over zen headbutt? Especially with only 10% less accuracy for 15 BP(with STAB,10 without) and a 20% flinch rate. I'm guessing there's no notable OHKO's/2HKO's that ZHeadbutt has that psycho cut has 2HKO's/3HKO's? Seems like the only logical reason.

Psycho Cut is a non-contact move, so it's good for Cofagrigus and stuff with Flame Body. Zen Headbutt and Psycho Cut have their pros and cons, but in UU I run Psycho Cut only because of Cofagrigus.
 
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As long as we're on the topic of megas: what have you been using?

I was using Meg Mawile for a while, but his ground and fire weaknesses held me back too much.
Now, I'm not using a mega on my team, mostly because I can't seem to fit a good one besides M-Venusaur, which I just think is ugly.

Still waiting for Mega-Gallade...

On a side note more relevant to this thread, has Gastrodon been mentioned yet? With perma-rain gone, I'd think he'd be demoted to UU as rain teams become less common.
 
I was using Meg Mawile for a while, but his ground and fire weaknesses held me back too much.
Now, I'm not using a mega on my team, mostly because I can't seem to fit a good one besides M-Venusaur, which I just think is ugly

I meant in UU lol.

On a side note more relevant to this thread, has Gastrodon been mentioned yet? With perma-rain gone, I'd think he'd be demoted to UU as rain teams become less common.

It's already UU I think.
 
I meant in UU lol.



It's already UU I think.

Oh, well in UU, I considered Mega-Gardevoir for a while, but my team is already special-heavy. Again, Mega-Medicham is just too ugly for me, but I admit it's a beast.

As for gastrodon, I feel better about using him, then, because he was OU last gen. I tend to use UU and lower pokes because I prefer the diversity over the higher tiers. I also feel that the UU tier is a bit more balanced compared to the hyper-offensive OU tier.

I wish I could find a place to put my infiltrator crobat back on my team. He's been a bro for a while now, nuking with CB BB.
 
Oh my god this.



Psycho Cut is a non-contact move, so it's good for Cofagrigus and stuff with Flame Body. Zen Headbutt and Psycho Cut have their pros and cons, but in UU I run Psycho Cut only because of Cofagrigus.
Hadn't thought of that. Even with that though, take a look at these calcs:

252 Atk Pure Power Megacham Psycho Cut vs 252/0 Cofagrigus: 43.1-50.9% (Guaranteed 3HKO after Leftovers)
252 Atk Pure Power Megacham Psycho Cut vs 252/252+ Cofagrigus: 33.1-39.3% (11.5% chance to 3HKO after Leftovers)
4 Spa Cofagrigus Shadow Ball vs 0/4 Megacham: 72-85.8% (Guaranteed 2HKO)

Unless Cofagrigus switches into Psycho Cut, it wins 100% of the time. Idk how common Physically defensive cofagrigus is, but it wins 88.5% even when it switches into PC. It switches into HJK, it OHKO's from 50%, so again, you lose. So while there might be reasons for psycho cut over ZH, i wouldn't use cof as your main reason for it.
 
Hadn't thought of that. Even with that though, take a look at these calcs:

252 Atk Pure Power Megacham Psycho Cut vs 252/0 Cofagrigus: 43.1-50.9% (Guaranteed 3HKO after Leftovers)
252 Atk Pure Power Megacham Psycho Cut vs 252/252+ Cofagrigus: 33.1-39.3% (11.5% chance to 3HKO after Leftovers)
4 Spa Cofagrigus Shadow Ball vs 0/4 Megacham: 72-85.8% (Guaranteed 2HKO)

Unless Cofagrigus switches into Psycho Cut, it wins 100% of the time. Idk how common Physically defensive cofagrigus is, but it wins 88.5% even when it switches into PC. It switches into HJK, it OHKO's from 50%, so again, you lose. So while there might be reasons for psycho cut over ZH, i wouldn't use cof as your main reason for it.

It's if it has taken previous damage. Cofagrigus switches into Medicham, gets hit with Psycho Cut. Medicham switches out. Now, Cofagrigus can no longer switch into Medicham, becuase it will be 2HKOed by Psycho Cut, as opposed to:

252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 0 Def Cofagrigus: 159-187 (49.6 - 58.4%) -- 68.4% chance to 2HKO after Leftovers recovery
^While Zen Headbutt 2HKOs, I'm assuming it will use Pain Split on something after I switch, and get additional turns of Leftovers Recovery.
252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Cofagrigus: 121-144 (37.8 - 45%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Mega Medicham Zen Headbutt vs. 252 HP / 0 Def Cofagrigus: 79-94 (24.6 - 29.3%) -- possible 5HKO after Leftovers recovery
252 Atk Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Cofagrigus: 61-73 (19 - 22.8%) -- possible 6HKO after Leftovers recovery

I mean, factoring in Pain Split or other teammates doing damage, it's mostly theorymonning. But there's also this:
252 Atk Pure Power Mega Medicham Psycho Cut vs. 252 HP / 0 Def Cofagrigus: 138-163 (43.1 - 50.9%) -- 52.7% chance to 2HKO after Stealth Rock and Leftovers recovery

So Psycho Cut can 2HKO specially defensive ones after hazards, but Zen Headbutt can't (because of Mummy.) Again, Zen Headbutt and Psycho Cut have pros and cons. Zen Headbutt is not as accurate and makes contact, but has a flinch chance and more power. Psycho Cut doesn't make contact and has 100% accuracy, and has a higher crit ratio, but has a bit less power. It's really up to personal preference, I guess. The hax chance from crits is nice though.
 
Speaking of the talk with Mega Ampharos. I love this thing's Defensive Typing. Dragon + Electric is surprisingly GOOD in this meta. After building a few times around SSJ3 Ampharos, Ive came to the conclusion that Vaporeon is hands down the best partner for him. Both Cleric and Wish Passer


SSJ3 Ampharos!!!

181-m.png


Ampharos @Ampharosite
Ability: Mold Breaker
EVs: 252 HP/252 Def/ 4 SpDef
Bold Nature
- Thunderbolt
- Volt Switch
- Dragon Pulse
- Heal Bell

134.png

Vaporeon Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Def/ 4 SpDef
Bold Nature
- Scald
- Wish
- Protect
- Toxic/Ice Beam

These two duo cover each other's weakness tremendously. Providing such a fun core too.

EDIT: Pair that with Treecko 's Core post and you have yourself a good team right there!
 
It's if it has taken previous damage. Cofagrigus switches into Medicham, gets hit with Psycho Cut. Medicham switches out. Now, Cofagrigus can no longer switch into Medicham, becuase it will be 2HKOed by Psycho Cut, as opposed to:

252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 0 Def Cofagrigus: 159-187 (49.6 - 58.4%) -- 68.4% chance to 2HKO after Leftovers recovery
^While Zen Headbutt 2HKOs, I'm assuming it will use Pain Split on something after I switch, and get additional turns of Leftovers Recovery.
252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Cofagrigus: 121-144 (37.8 - 45%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Mega Medicham Zen Headbutt vs. 252 HP / 0 Def Cofagrigus: 79-94 (24.6 - 29.3%) -- possible 5HKO after Leftovers recovery
252 Atk Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Cofagrigus: 61-73 (19 - 22.8%) -- possible 6HKO after Leftovers recovery

I mean, factoring in Pain Split or other teammates doing damage, it's mostly theorymonning. But there's also this:
252 Atk Pure Power Mega Medicham Psycho Cut vs. 252 HP / 0 Def Cofagrigus: 138-163 (43.1 - 50.9%) -- 52.7% chance to 2HKO after Stealth Rock and Leftovers recovery

So Psycho Cut can 2HKO specially defensive ones after hazards, but Zen Headbutt can't (because of Mummy.) Again, Zen Headbutt and Psycho Cut have pros and cons. Zen Headbutt is not as accurate and makes contact, but has a flinch chance and more power. Psycho Cut doesn't make contact and has 100% accuracy, and has a higher crit ratio, but has a bit less power. It's really up to personal preference, I guess. The hax chance from crits is nice though.
Oh yeah wasn't factoring previous damage. But once you get beyond the point of the attack+hazards, pretty much does turn in into theorymonning. I don't play ALOT of uu so correct me if what i'm saying is wrong. I'd assume megastoise is the best spinner considering typing+bulk+easily beating spinblockers. Are there any great defogers in UU? I know mew and latias have it but other than that i can't think of much that'd be notable for defogging
 
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