OU: Strategy Counter That Pokemon! (Round 6)

RE: Counter That Pokemon! (Round 3)

...At least I don't have to break from my physical tanks.

645-therian.gif

Landorus @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Earthquake
- Knock Off
- Stealth Rock
- Stone Edge

4 Atk Landorus-T Earthquake vs. 144 HP / 0 Def Mega Charizard X: 272-324 (81.6 - 97.2%) -- guaranteed 2HKO

-1 252+ Atk Tough Claws Mega Charizard X Fire Punch vs. 252 HP / 252+ Def Landorus-T: 93-109 (24.3 - 28.5%) -- 42.3% chance to 4HKO after Stealth Rock and Leftovers recovery
-1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Landorus-T: 99-117 (25.9 - 30.6%) -- 99.4% chance to 4HKO after Stealth Rock and Leftovers recovery

DD on the switch:
252+ Atk Tough Claws Mega Charizard X Fire Punch vs. 252 HP / 252+ Def Landorus-T: 139-165 (36.3 - 43.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Landorus-T: 147-174 (38.4 - 45.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Edit: I too forgot SR. Added, but the calcs are about the same.
 
RE: Counter That Pokemon! (Round 3)

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic

Good luck, 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Quagsire: 153-180 (38.8 - 45.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery, and Quagsire can just Recover health back, not to mention Quagsire can just use Toxic and Earthquake if Mega Charizard X wants to try to stay in with Roost.
 
RE: Counter That Pokemon! (Round 3)

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Mamoswine @ Life Orb
Ability: Thick Fat
EV's: 4HP/252Def/ 252Atk
Nature: Relaxed
- Earthquake
- Ice Shard
- Stealth Rock
- Icicle Crash

Calcs

252 Atk Life Orb Mamoswine Earthquake vs. 144 HP / 0 Def Mega Charizard X: 390-460 (117.1 - 138.1%) -- guaranteed OHKO

Without DD

252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 252+ Def Mamoswine: 159-187 (43.9 - 51.6%) -- 10.2% chance to 2HKO

+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 252+ Def Mamoswine: 237-280 (65.4 - 77.3%) -- guaranteed 2HKO


With DD

+1 252+ Atk Tough Claws Mega Charizard X Fire Punch vs. 4 HP / 252+ Def Thick Fat Mamoswine: 224-266 (61.8 - 73.4%) -- guaranteed 2HKO

+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 4 HP / 252+ Def Mamoswine: 237-280 (65.4 - 77.3%) -- guaranteed 2HKO

If I switch in and he DD's I can live a hit and take him out with earthquake, without DD I am most likely to live, but if they get high roll, they win the matchup (If they go for Dragon Claw, if they go for Fire Punch I am going to win)
 
RE: Counter That Pokemon! (Round 3)

All right, let's tally the points! You were all supposed to counter DD Mega Charizard:

Chaos Jackal with SpDef Heatran: ah, good ol' SpDef Heatran. Never seems to go out of style. 2 points, Charizard has NOTHING to touch you with.

Keeper of night with Landorus-Therian: Nyandorus does a great job of countering here. Is 3HKO'd at best, and can OHKO with both Earthquake and Stone Edge, while also setting up Rocks to harass Charizard throughout the game. 2 points

Equinox with Unaware Quagsire: Yeah, Unaware Quagsire tends to stomp on DD Dragons, and this one is no exception. 2 points.

Hawk45678 with Def. Mamoswine: ehh...0 points, sorry. The calcs provided don't factor in Stealth Rock, so Mamoswine is actually always 2HKO'd by both Dragon Claw and Fire Punch without any set up. IN addition, I don't think physically defensive Mamoswine is viable in OU to begin with due to Mamoswine's lack of physical resistances and underwhelming bulk.

The extra 2 points this round goes to Keeper of Night with Landorus-T. No matter what kind of field conditions are up (Entry hazards, hampering weather, status, etc.) it will ALWAYS be able to survive at least 2 hits from charizard while threatening an immediate OHKO in return. Heatran can't do much damage in return, and Quagsire will lose out if anything more than Stealth Rock is on the field. Now, for the next round, something entirely different!

[animate]azumarill[/animate]
Azumarill @Assault Vest
Trait: Huge Power
Adamant nature
240 HP/252 Atk/16 SpDef
~Aqua Jet
~Play Rough
~Superpower
~Waterfall

Round ends October 2nd!
 
RE: Counter That Pokemon! (Round 3)

Venusaur @ Venusaurite
Ability: Chlorophyll (Thick Fat)
IVs: 252 HP / 252 SpAtk / 4 Def
Nature: Modest
- Synthesis
- Giga Drain
- Sludge Bomb
- Sleep Powder

Good luck, all of Azumarill's moves hit for NVE damage, while Venusaur can hit with Sludge Bomb or Giga Drain, both are SE and have negative consequences for Azumarill. And even if Azumarill's Waterfall or Play Rough do decent damage, Venusaur can still Synthesis/Giga Drain recover HP
 
RE: Counter That Pokemon! (Round 3)

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Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-o-Wisp
- Pain Split

252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 212+ Def Rotom-W: 28-33 (9.2 - 10.8%) -- possibly the worst move ever
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 212+ Def Rotom-W: 127-150 (41.7 - 49.3%) -- 23.8% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Azumarill Superpower vs. 252 HP / 212+ Def Rotom-W: 113-133 (37.1 - 43.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 212+ Def Rotom-W: 56-66 (18.4 - 21.7%) -- possible 6HKO after Stealth Rock and Leftovers recovery

252+ Atk Huge Power burned Azumarill Aqua Jet vs. 252 HP / 212+ Def Rotom-W: 14-16 (4.6 - 5.2%) -- possibly the worst move ever
252+ Atk Huge Power burned Azumarill Play Rough vs. 252 HP / 212+ Def Rotom-W: 63-75 (20.7 - 24.6%) -- possible 5HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power burned Azumarill Superpower vs. 252 HP / 212+ Def Rotom-W: 56-66 (18.4 - 21.7%) -- possible 6HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power burned Azumarill Waterfall vs. 252 HP / 212+ Def Rotom-W: 28-33 (9.2 - 10.8%) -- possibly the worst move ever

Quite simply, Rotom-W survives the switch against any move, then outspeeds and burns Azumarill, rendering it useless the rest of the match. As a Pain Split set, it loves it when the opponent eventually switches, giving it a free HP supply. On the flip side, Volt Switch can be used to keep up momentum, or it can be left in to continue to cripple the opponent.
 
RE: Counter That Pokemon! (Round 3)

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spore
- Giga Drain
- HP Fire
- Clear Smog

252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 252+ Def Amoonguss: 72-84 (16.6 - 19.4%) -- possible 7HKO after Stealth Rock and Black Sludge recovery

252+ Atk Huge Power Azumarill Superpower vs. 252 HP / 252+ Def Amoonguss: 71-84 (16.4 - 19.4%) -- possible 7HKO after Stealth Rock and Black Sludge recovery

252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Amoonguss: 80-95 (18.5 - 21.9%) -- possible 6HKO after Stealth Rock and Black Sludge recovery

252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 252+ Def Amoonguss: 36-42 (8.3 - 9.7%) -- possibly the worst move ever

0 SpA Amoonguss Giga Drain vs. 16 HP / 240 SpD Assault Vest Azumarill: 86-104 (24.9 - 30.1%) -- 100% chance to 4HKO

Amoonguss can switch in on anything. Spore renders Azumarill useless, and then Amoonguss can use Giga Drain to recover any damage from Azumarill's moves. Amoonguss also has Regenerator to give it HP recovery if its forced to switch out.
 
RE: Counter That Pokemon! (Round 3)

Equinox, Keeper of Night, and His Goominess all get 2 points for successfully posting counters this round! Sorry for the really late update, guys.

The bonus 2 points goes to Equinox. Next round!

[animate]gengar[/animate]
Gengar @Black Sludge
Trait: Levitate
Timid nature
28 HP/148 SpAtk/80 SpDef/252 Spe
~Substitute
~Shadow Bal
~Will-o-Wisp
~Disable
 
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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 96 SpD / 160 Def
Calm Nature
- Soft Boiled
- Calm Mind
- Moonblast
- Flamethrower

0 SpA Clefable Flamethrower vs. 28 HP / 80 SpD Gengar: 71-84 (26.4 - 31.3%) -- 21% chance to 4HKO after Black Sludge recovery
+1 0 SpA Clefable Flamethrower vs. 28 HP / 80 SpD Gengar: 107-126 (39.9 - 47%) -- guaranteed 3HKO after Black Sludge recovery

128 SpA Gengar Shadow Ball vs. 252 HP / 96+ SpD Clefable: 108-127 (27.4 - 32.2%) -- 57.5% chance to 4HKO after Leftovers recovery
128 SpA Gengar Shadow Ball vs. +1 252 HP / 96+ SpD Clefable: 72-85 (18.2 - 21.5%) -- possible 7HKO after Leftovers recovery
Clefable doesn't care if Gengar uses Will-o-Wisp, thanks to Magic Guard. Once it sets up a Calm Mind, it can take its time with Flamethrower and Soft Boiled to work around any Subs, and shrug off any Shadow Ball attacks. If Gengar doesn't disable Calm Mind, it will simply continue to set up until Gengar is either defeated or forced to switch.
edit: Obviously, Magic Guard, not Wonder Guard.
 
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Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Dark Pulse
- Extrasensory

252 SpA Life Orb Greninja Dark Pulse vs. 28 HP / 80 SpD Gengar: 330-393 (123.1 - 146.6%) -- guaranteed OHKO
252 SpA Life Orb Protean Greninja Extrasensory vs. 28 HP / 80 SpD Gengar: 330-393 (123.1 - 146.6%) -- guaranteed OHKO
148 SpA Gengar Shadow Ball vs. 4 HP / 0 SpD Greninja: 80-95 (27.9 - 33.2%) -- guaranteed 4HKO

Greninja can OHKO Gengar with both Dark Pulse and Extrasensory. Even if Gengar subs on the switch and disables one move, Greninja can still use the other. Will-o'-Wisp will cause a bit of trouble to Greninja alongside Life Orb recoil, but generally doesn't affect it much.
Assume Greninja uses Dark Pulse first to keep the resistance, otherwise Gengar may opt for Shadow Ball instead of Disable, dealing a lot of damage to the now-Psychic-type and leaving Greninja badly beaten.
 
mandibuzz.gif

Mandibuzz @ Lefties
Ability: Overcoat
EVs: 248 HP / 136 def / 108 sp.d / 16 speed
Bold Nature
- Taunt
- Knock Off
- Roost
- Defog

148 SpA Gengar Shadow Ball vs. 248 HP / 108 SpD Mandibuzz: 57-67 (13.4 - 15.8%) -- possible 8HKO after Stealth Rock and Leftovers recovery

0- Atk Mandibuzz Knock Off (97.5 BP) vs. 28 HP / 0 Def Gengar: 200-236 (74.6 - 88%) -- guaranteed 2HKO after Black Sludge recovery

If Gengar Subs on the switch, then it will outspeed Mandi on the next turn and get Taunted. Burn/Shadow Ball damage can be recovered with Roost. Knock Off is a guaranteed 2HKO and leaves Gengar with no recovery at all. If Gengar decides to be annoying and Disable Mandi's Knock Off, then Mandi can respond by Taunting it and waiting out the Disable with Roost stalling.
If Mandi gets burned, then Knock Off becomes a 3HKO instead of a 2HKO.
 
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

252+ Atk Conkeldurr Ice Punch vs. 28 HP / 0 Def Gengar: 144-170 (53.7 - 63.4%) -- guaranteed 2HKO after Black Sludge recovery. Knock Off already OHKOs, even if Knock Off gets Disabled, WOW makes Ice Punch OHKO as well. 128 SpA Gengar Shadow Ball vs. 0 HP / 236 SpD Assault Vest Conkeldurr: 84-100 (23.9 - 28.4%) -- 96.4% chance to 4HKO
 
Entei @ Assault Vest
Ability: Pressure
EVs: 252 Atk / 188 Spd / 68 SDef
Adamant Nature
- Sacred Fire
- Extremespeed
- Stone Edge
- Iron Head

Entei while not seen in OU alot of the time. But this is about countering said mon. Entei makes for a great mon. As it is immuned to Will-o-Wisp has no effect on it cause of its typing. Taunt also does not work due to Entei having all attacking moves. It also will not be taking alot from Shadow Ball cause of the Assault Vest. Entei can easily hit Gengar very hard with 3 moves. Sacred Fire would be the most notable of them all.
 
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