OU: Strategy Pokemon of the Week - Rotom-Wash

X / Y Pokemon of the Week #4: Excadrill

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Excadrill

written by Keeper of Night and Uralya

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Base Stats

110/135/60/50/65/88​

Excadrill has been a major offensive presence in the OU (and Ubers) metagame since its introduction. With several options to boost its below-average speed, a resistance to Stealth Rock, and access to Rapid Spin, Excadrill functions as a great hazard remover, sweeper, and/or general attacker for offensive teams, particularly in the sand. It can further support its team with Stealth Rock support of its own, and a great 135 base Attack can continue to cause major damage even after its role as support (if chosen as such) is completed - if not, sweeping is always an option with the right set.

Sand Rush Attacker

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin / Swords Dance​

With a much-appreciated Speed boost from Sand Rush, this Excadrill fits right in on almost any Sandstorm team, and that doesn't factor in the utility of Rapid Spin support. Without Mold Breaker, Rotom-W can wall and knock out Excadrill, but not usually before it removes any hazards on your side. Life Orb enables Excadrill to possess great power even without stat boosts, but if opting for an even more offensive build, Swords Dance lets Excadrill boost its already large Attack to get past sturdier Pokemon such as Mandibuzz. Either way, Sand Rush Excadrill provides great offensive support for any Sand team.

Offensive Rapid Spin

Excadrill @ Air Balloon / Leftovers
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide / Stealth Rock​

Back to its roots, Excadrill is best known for Rapid Spinning on offensive teams. Earthquake and Iron Head provide dual STAB, and Rock Slide gives Excadrill the option to hit Flying-types that are immune to Earthquake, such as Mandibuzz and Thundurus. Rapid Spin finishes it by letting Excadrill give hazard-clearing support to its team that can’t be provided by other members. In place of Rock Slide, Stealth Rock can also be used viably if necessary.

Choice Scarf

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature / Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin​

Ditching the very idea of set up or support, Choice Scarf Excadrill is able to lure and take out threats that it otherwise has trouble against, like Rotom-W, Gengar, and Charizard. Earthquake is staple, and Iron Head is again used for dual STAB, quickly taking out Gardevoir and Clefable without much difficulty. Rock Slide is useful against Mandibuzz and the aforementioned Charizard(-Y) as well as otherwise faster threats such as Talonflame and Pinsir. Rapid Spin again rounds the set out by still letting Excadrill remove hazards for its team, even outspeeding threats that prevent other Excadrill sets from successfully fulfilling its support role. However, this does leave you locked into a rather weak move and therefore open to being set up on.

Now that you know what Excadrill can do, how do you use it? What teams and playstyles do you utilize Excadrill in? How do you handle opposing Excadrill? Discuss!
 
RE: X / Y Pokemon of the Week #4: Excadrill

I like the Choice Scarf set.
I use it a lot and it is very effective against Rotom-W. Its also puts end to Mega Manectric Pivoting as Its faster and blocks both of their Volt Switches.
The bad thing about it is that it is very easy to find out that Excadrill has Choice Scarf and it is even worse after you use Rapid Spin and its pretty much obvious that you are going to switch the hell out.

The best way to deal with any Excadrill really is W-o-W. completely crippling it.

One of the Best Partners : Latios which resist all of Excadrill weaknesses (+ immune to ground moves)
and Excadrill resist Bug Fairy and Dragon. Choice Scarf Excadrill clears the field from Gengar Latias and opposing Latios thanks to its speed and Mold Breaker Earthquake, leaving the work of handling Mega Venusaur and Breloom for Latios.
 
X / Y Pokemon of the Week #5: Ferrothorn

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Ferrothorn

written by Keeper of Night and Uralya

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Base Stats

74/94/131/54/116/20​

Ferrothorn returns as an embodiment of defense in the XY OU metagame following a successful BW campaign. With access to diverse support moves such as Stealth Rock, Spikes, Leech Seed and Thunder Wave, great mixed defenses, and two powerful STAB attacks, Ferrothorn has all the tools it needs to support a team well.

OU Utility

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD or 252 HP / 4 Atk / 252 Def
Relaxed Nature / Impish Nature
IVs: 0 Spe
- Stealth Rock / Spikes
- Leech Seed
- Protect / Power Whip / Knock Off
- Gyro Ball / Thunder Wave​

Ferrothorn shines when used as a bulky hazard-setter. With the given EVs, Ferrothorn maximizes its mixed defenses or becomes a solid physical tank, this only giving it a real fear of Fire types. In a metagame infested with Flying-types, Stealth Rock can be very important for many offensive teams. However, if your team already has good SR support elsewhere, you may opt for Spikes, which is a viable alternative to fill the hazard slot. Leech Seed is a mandatory part of every Ferrothorn set, giving it great recovery between it and Leftovers. Protect gives Ferrothorn a turn to scout for potential coverage moves such as Fire Blast on Tyranitar and give it an extra turn of healing from Leftovers and Leech Seed. Power Whip is a second useful option here, with a high BP that requires no Attack investment to deal out serious damage to common Water and Ground types. Last in consideration for this slot is Knock Off; while not as powerful as Ferrothorn's other attacking options, it does let it help the team further by removing opponents' held items. For the final slot, Gyro Ball on 0 Speed IV Ferrothorn can be very powerful against the speedy threats of the OU metagame. On the other hand, Thunder Wave is a lesser used utility for crippling set-up sweepers and spreading paralysis in general.

Now that you know what Ferrothorn can do, how do you use it? What teams and playstyles do you utilize Ferrothorn in? How do you handle opposing Ferrothorn? Discuss!
 
RE: X / Y Pokemon of the Week #5: Ferrothorn

I love this thing so much. I often use it in VGC and 3v3 singles and the times I've screwed Kangaskhan with Iron Barbs + Rocky Helmet are too numerous to count. Ah the good old days of Seniors who would fall for that every game...
 
X / Y Pokemon of the Week #6: Gyarados

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Gyarados

written by Chaos Jackal

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Base Stats

95/125/79/60/100/81

95/155/109/70/130/81 (Mega)​

The terrifying sea serpent returns once again in the OU metagame. Gyarados was a versatile and terrifying Pokemon in the past, and the trend continues in Gen VI. Gyarados has received a Mega Evolution, further augmenting its exceptional power as a sweeper while also boosting its bulk to heights few Pokemon with similar offensive presence can reach. As always, Gyarados is a threat one should not take lightly.

Mega Dragon Dance

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang / Substitute / Taunt​

This is the fully offensive set. Mega Gyarados comes with an amazing 155 base Attack to wreck every Pokémon before it. Intimidate allows for a handy Attack drop along with easier switches and setups before Mega Evolving. Once Gyarados is at +1 or +2, it becomes a fearsome enemy capable of sweeping entire teams. Thanks to Mold Breaker, its rampage won't relent against even Pokemon like Rotom-W, which easily walls regular Gyarados. There are few things that can find an opening between the coverage options offered by STAB Waterfall, Ice Fang and Earthquake. Alternatively, Taunt or Substitute can be used to deal with status and stat drops, as well as Bounce to deal with Mega Venusaur and Keldeo. However, keep in mind that this set isn’t defensive and doesn’t carry Leftovers, therefore such moves are a bit situational.

Bulky Dragon Dance

Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Substitute / Taunt
- Dragon Dance
- Waterfall
- Bounce​

Gyarados is naturally bulky, possessing solid 95/79/100 defenses and Intimidate to compensate for its lack of Speed compared to other sweepers. This set aims to take full advantage of this. Instead of going fully offensive, Gyarados shifts a bit to the defensive, utilizing either Substitute or Taunt to block status, cripple enemy walls, allow for additional survivability and provide chances to set up Dragon Dance. Waterfall is the usual STAB, while Bounce allows for KOs against Pokemon that pose a threat to Gyarados, mainly Mega Venusaur.

Offensive Dragon Dance

Gyarados @ Life Orb/Lum Berry
Ability: Intimidate/Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Aqua Tail / Waterfall
- Bounce
- Stone Edge​

An alternative to Mega Dragon Dance in case the Mega slot is occupied, this set performs much like the aforementioned. Intimidate allows for easier Dragon Dancing, while Moxie provides faster sweeps with its snowballing effect. Since, however, regular Gyarados isn’t as strong or bulky as its Mega forme, certain things have to be kept in mind. Life Orb allows for extra power, while Lum Berry provides safety from status - since this Gyarados can’t afford to carry Substitute and Taunt, this, while viable, may prove problematic when coverage is taken into account. Also, Flying-typing and lack of Mold Breaker lead to Stone Edge and Bounce for dealing with Zapdos, Dragonite and Mandibuzz as well as Grass types and Keldeo. Aqua Tail is the preferred STAB due having higher power compared to Waterfall; however, those who do not favor the accuracy drop may opt for the latter.

RestTalk

Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Waterfall
- Rest
- Sleep Talk
- Dragon Tail/Roar/Thunder Wave​

This is a Gyarados fully utilizing its defensive capabilities. Between Intimidate and 100 Special Defense along with 95 HP, Gyarados can prove to be quite reliable as a defender. Waterfall is the standard STAB and its main damage source. With Rest and Sleep Talk, it keeps itself healthy while phazing the opposing team. Dragon Tail allows for some minor damage, while Roar can phaze Fairies and Substitute users. Alternatively, Thunder Wave and even Toxic may be used to cripple fast threats like Greninja or allow for a nasty surprise to many typical switch-ins to Gyarados.

Now that you know what Gyarados can do, how do you use it? What teams and playstyles do you utilize Gyarados in? How do you handle opposing Gyarados? Discuss!
 
RE: X / Y Pokemon of the Week #6: Gyarados

I like to use my new team member Mega Heracross against him since he can deal with both the mega and the non-mega form with Pin Missile (Mega Gyarados) and Rock Blast (regular Gyarados)
Plus Mega Heracross doesn't care for substitutes:)
Still it is depends if Gyarados carries Bounce or T-Wave. If its Bounce I have time to switch out for my Rotom-W which also can deal with Gyarados pretty nice with Volt Switch or Will-O-Wisp, if its Thunder wave I have to predict if its going for T-Wave or Sub - that can be tricky..
 
X / Y Pokemon of the Week #7: Scizor

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Scizor

written by Chaos Jackal

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Base Stats

70/130/100/55/80/65

70/150/140/65/100/75 (Mega)​

Scizor is one of the most well-known Pokemon in the OU tier. Among the most used Pokemon in Gen IV and arguably the king of the tier in Gen V, more often than not appearing in the top spot of usage statistics, Scizor is a Pokemon of many capabilities. Its ability to effectively play as attacker, pivot and revenge killer is the main reason for this, and it can do all that thanks to its amazing Attack, great Defense and one of the best abilities in the game in the form of Technician. In Gen VI, Scizor received a Mega Evolution, boosting its power even further. Its vanilla forme is also as effective as always. Scizor is one of the most versatile physical attackers of the metagame and a solid addition to many teams.

Bulky Swords Dance

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off​

Mega Scizor boasts a sky-high 150 Attack and superb 70/140/100 bulk. Utilizing them allows Scizor to shift its focus to bulk while still being a fearsome attacker. With investment on HP and Special Defense, Scizor can't be 2HKO'ed by a wide variety of attacks, meaning it can easily shrug them off with Roost and proceed to setup. 84 Atk EVs might seem underwhelming, but that's no longer the case after one or two Swords Dance. With all that extra power on its pincers, Scizor can then proceed to sweep entire teams, thanks to its amazing priority Bullet Punch which is further boosted by Technician. Knock Off is generally the best attack one can use to complete the set, thanks to its coverage and item-removing effect. Bug Bite and Superpower are possible alternatives, but Bug Bite's coverage with Bullet Punch is lacking and Superpower's Defense drop is unfavorable, so it's usually better to avoid them.

Choice Band

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Knock Off/Pursuit
- Superpower​

That's more or less the typical Choice Band Scizor that hails as far back as the DPP era. Choice Band boosts Scizor's Attack to great heights, allowing it to deliver devastating hits with Bullet Punch and U-Turn. Bullet Punch also allows Scizor to bypass its low Speed, while U-Turn provides momentum. Superpower is the best move to deal with the likes of Heatran and Rotom, while Knock Off and Pursuit can be used to either cripple walls like Heatran and Skarmory or trap opposing Lati@s and Gengar. Investment on HP and Attack allows for the best combination of bulk and offense.

Defog

Scizor @ Scizorite
Ability: Light Metal
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Bullet Punch
- Knock Off/Superpower/U-Turn​

This set takes full advantage of Scizor's defenses. With HP and Defense investment, physical attacks are just scratches, and special attacks are considerably weakened. Along with Roost, this translates to a Defogger with amazing longevity, able to remove hazards throughout a match. Bullet Punch is a staple move used to damage and revenge kill, while the last slot is dependent on the team-s needs. Knock Off cripples item-reliant Pokemon like Heatran, while Superpower provides a secondary damage source. U-Turn is also a good option, allowing Scizor to maintain momentum and giving free switches to its teammates thanks to Scizor's great bulk and low, uninvested Speed.

Offensive Swords Dance

Scizor @ Scizorite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Superpower/Bug Bite/U-Turn​

If you got bored by the sets mentioned above, then here's your remedy. This Scizor disregards all defensive options like EV investment and Roost and throws all it has into team destruction. With fully invested Attack and a Swords Dance, Scizor can destroy many Pokemon with its priority Bullet Punch, while dealing severe damage to those who resist it with Knock Off, removing items in the process. The last slot depends on what kind of Pokemon you want Scizor to handle. Superpower is the best choice against Heatran and Skarmory, able to deal major damage to both. On the other hand, Bug Bite can OHKO Rotom-W after Stealth Rock, although that is really its only use, since the coverage it provides isn't superb. U-Turn, while a bit weird, allows Scizor to maintain momentum and hit targets like Rotom hard before going for the inevitable switch, thanks to the set's Speed investment.

Roost + 3 Attacks

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- Roost
- U-turn
- Bullet Punch
- Knock Off/Pursuit/Superpower​

This is similar to the bulky SD set, but its purpose isn't to sweep. With the bulk-invested EVs, Roost and coverage, Scizor's primary role is to deal with powerful opposing attackers like Bisharp, Latios and Dragons or Fairies that more frail Pokemon can't handle. Bullet Punch is again the main move of the set, dealing with most opponents and allowing Scizor to revenge kill weakened threats. U-Turn provides solid STAB while allowing Scizor to escape from unfavorable matchups and keep momentum. The last move is once again depending on the team's needs. Knock Off provides the most options, hitting many targets that aren't fazed by Bullet Punch and removing items. If you absolutely have to trap and remove that Choice Specs Latios, Pursuit is the move of choice. Finally, Superpower needs a mention here for cleanly OHKO'ing Bisharp, although it won't help as much against Skarmory and Heatran due to the set's lower Attack and lack of Swords Dance.

Now that you know what Scizor can do, how do you use it? What teams and playstyles do you utilize Scizor in? How do you handle opposing Scizor? Discuss!
 
X / Y Pokemon of the Week #8: Greninja

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Greninja

written by Uralya

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Base Stats

72/95/67/103/71/122​

Entering the new generation as an instant celebrity, Greninja has certainly earned its spot in the upper echelon of the OU metagame. While possessing average attack stats and noticeable frailty, the amphibian shinobi compromises this with outstanding speed, a vast array of coverage moves, and a great ability in Protean. Even though its flaws limit its use to primarily offensive sets, Greninja holds firm as a dangerous threat that can weaken or clean up teams in a pinch.

All-Out Attacker

Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Grass Knot / Hidden Power Fire / Spikes​

Greninja exemplifies coverage with its signature set here. Hydro Pump functions as its strongest reliable attack, benefitting heavily from said coverage and being in general its best option against bulky opponents. Ice Beam provides crucial coverage for Grass- and Dragon-types, also acting as an alternate STAB should Hydro Pump's accuracy be problematic for the situation. Extrasensory occupies the third slot, dealing nice damage to targets like Keldeo, Venusaur, Conkeldurr and Tentacruel. For the final slot, coverage is the determining factor. Grass Knot is optimal for Mega Gyarados, Quagsire, Azumarill, Suicune, and other Water-, Rock- and Ground-types. Alternatively, Hidden Power Fire is useful for OHKOs on Scizor and Ferrothorn. Spikes is also a niche option for Greninja, trading coverage for the ability to lay down hazards that take advantage of the many switches the frog produces. Otherwise, Hidden Power Grass can be used for more power against Rotom-W and Manaphy, Dark Pulse can 2HKO Mew, and Substitute can be used to take advantage of switches in another fashion, but none of them are as useful overall.

Now that you know what Greninja can do, how do you use it? What teams and playstyles do you utilize Greninja in? How do you handle opposing Greninja? Discuss!
 
RE: X / Y Pokemon of the Week #8: Greninja

Greninja is really good, I like it. I'm doing pretty well with the set you mentioned, except I use Scald over Hydro Pump. I believe this decision is personal preference, I prefer the accuracy and burn chance in the (sometimes long) 6v6 OU metagame. In 3v3 I'll go for Hydro Pump any day. I believe that Hidden Power Fire is definitely the best option for the last slot, and I thought I was clever for coming up with it on my own :p (not that it's an original idea). If your team already handles fire-weak mons well though, then HP Fire isn't needed. Since HP Fire requires an even number of Speed IVs, you will underspeed most other Greninjas which is annoying. Maybe the EV spread can be reworked a little on the HP Fire set to take away a few Speed EVs because Greninja outspeeds pretty much anything anyway.
 
RE: X / Y Pokemon of the Week #8: Greninja

Scald on Greninja isn't a really good idea in my opinion. Let's not forget that Greninja has 103 base Special Attack and is very frail; using an 80 power move over an 110 power move (plus STAB) for the burn chance isn't worth it. Greninja needs to deal as much straightforward damage as possible, so Hydro Pump is probably the best option even with the accuracy drop. Greninja just can't afford not scoring the KO, as it will often be KO'd in return, or take heavy damage, which adds up to LO recoil and possible hazard damage.
 
RE: X / Y Pokemon of the Week #8: Greninja

I haven't run into any problems in ~25 (rough estimation) games of OU by running Scald over Hydro Pump. I don't really disagree with your reasoning, I just prefer Scald over Hydro Pump. They both have perks so I'm not saying Hydro Pump is inferior, I just haven't had any problems with Scald.

EDIT: Out of curiosity, is there anything that Greninja would realistically Scald where Scald would miss the KO and Hydro Pump would get the KO?
 
RE: X / Y Pokemon of the Week #8: Greninja

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 252+ SpD Hippowdon: 351-416 (83.5 - 99%) -- 31.3% chance to OHKO after Stealth Rock
52 SpA Life Orb Greninja Scald vs. 252 HP / 252+ SpD Hippowdon: 257-304 (61.1 - 72.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Hydro Pump never OHKOes, unforunately (99% lol) w/o hazards, but it can do it with them.

252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 100 SpD Mega Scizor: 179-212 (52.1 - 61.8%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Greninja Scald vs. 248 HP / 100 SpD Mega Scizor: 133-156 (38.7 - 45.4%) -- 9.8% chance to 2HKO after Stealth Rock

The previous one is not a really good example, of course. This one is better, assuming you don't carry HP Fire. Bulky Swords Dance Scizor actually has a good chance of managing to get off a Swords Dance in your face, if you carry Scald.

252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 174-205 (58.5 - 69%) -- guaranteed 2HKO
252 SpA Life Orb Greninja Scald vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 127-151 (42.7 - 50.8%) -- 2% chance to 2HKO

That one is really important, considering that MegaZard Y can easily OHKO you, and cannot be burned, so even that won't save you.

252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 148+ SpD Mega Charizard X: 175-208 (48.7 - 57.9%) -- 96.9% chance to 2HKO
252 SpA Life Orb Greninja Scald vs. 248 HP / 148+ SpD Mega Charizard X: 129-152 (35.9 - 42.3%) -- guaranteed 3HKO

That's against Bulky WoW. It can still 2HKO you with Dragon Claw, despite the lack of investment.

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 0 SpD Clefable: 218-257 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Greninja Scald vs. 252 HP / 0 SpD Clefable: 157-187 (39.8 - 47.4%) -- guaranteed 3HKO after Leftovers recovery

That's a standard CM Clefable with uninvested defenses.

252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 0 SpD Mega Gardevoir: 153-183 (55.2 - 66%) -- guaranteed 2HKO
252 SpA Life Orb Greninja Scald vs. 0 HP / 0 SpD Mega Gardevoir: 110-133 (39.7 - 48%) -- guaranteed 3HKO

I don't wanna see what happens if Gardy manages to attack.

252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 0 SpD Mega Medicham: 227-269 (86.9 - 103%) -- 56.3% chance to OHKO after Stealth Rock
252 SpA Life Orb Greninja Scald vs. 0 HP / 0 SpD Mega Medicham: 165-196 (63.2 - 75%) -- guaranteed 2HKO after Stealth Rock

Same here.

252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 252+ SpD Talonflame: 361-429 (100.5 - 119.4%) -- guaranteed OHKO
252 SpA Life Orb Greninja Scald vs. 248 HP / 252+ SpD Talonflame: 265-312 (73.8 - 86.9%) -- guaranteed 2HKO after Leftovers recovery

Against Taunt or Bulk Up Talonflame.

I didn't include most (if any) occasions where the chance of Scald failing to KO compared to Hydro Pump is smaller than Scald's burn chance (30%).
Overall, Scald can often score OHKOs, but there are a few situations where it can't, as well as situations where it fails to score the 2HKO compared to Hydro Pump. Given Greninja's frailty, though, the less damage you're gonna take, the better, and the aforementioned situations can often lead to your Greninja being either OHKO'ed or left in such a bad shape that it KOes itself with LO to take down the enemy (or KOes itself with its next attack, allowing for setup, heal etc.)
 
X / Y Pokemon of the Week #9: Charizard

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Charizard

written by Uralya and Chaos Jackal

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charizard-megax.gif
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Base Stats

78/84/78/109/85/100

78/130/111/130/85/100 (Mega-X)

78/84/78/159/115/100 (Mega-Y)​

At last, the fan favorite of the first generation has received its long-awaited competitive glory. Blessed with two mega evolutions, Charizard has ascended the top of the OU metagame using almost exclusively brute force. While Charizard-Y holds a gargantuan amount of power in Drought-powered Fire Blasts off 159 Special Attack, the formidable Charizard-X is the epitome of physically offensive Dragon-types, a welcome gift from the sixth generation to augment its access to Dragon Dance and solid STABs. Boasting 130 Attack, 100 Speed, and solid bulk despite a Stealth Rock weakness, the black dragon can assume fully offensive sets or that of a highly effective tank to terrorize unprepared teams with.

Dragon Dance

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature / Adamant Nature
- Dragon Dance
- Flare Blitz / Fire Punch
- Dragon Claw / Outrage
- Roost / Earthquake​

Something previously but a dream for Charizard, this one-slot wallbreaker-and/or-sweeper is Charizard's calling card, now possessing the ability to run through teams with a single Dragon Dance. Flare Blitz holds unprecedented power that can break even the sturdiest of physically defensive Pokémon - a very nice asset indeed - but one needs to be careful with the recoil that comes alongside it. As an alternative, Fire Punch can be used as a more effective lategame sweeping option, although the power loss is indeed noticeable. Dragon Claw is the preferred secondary STAB move; while Outrage is more powerful, locking oneself into such a move against a Steel- or Fairy-type is considered too risky in most cases. In the last slot, Roost is preferred for longevity and its use with Flare Blitz in compromising the recoil damage. Earthquake is another option that can destroy Heatran, the one full stop to the rest of the set. A Jolly nature with maximized offensive stats is recommended for optimal offensive power and the ability to compete with the crowded 100 speed tier.

Bulky Dragon Dance

Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake / Fire Punch
- Roost​

Trading speed for bulk and slightly more power, this version of the Dragon Dance set aims to set up more than one boost at the right time for a sweep. Dragon Claw is now the main STAB, one with a healthy range of neutral targets and reliable power once boosted. Earthquake joins it in order to defeat Heatran as with before, but Fire Punch is also an option should the aforementioned lava spider be handled by teammates. Finally, Roost joins the fray to preserve Charizard's increased bulk and assist with setting up. The given EVs avoid a 2HKO from Rotom-W's Hydro Pump and outspeed all up to Naïve Landorus-T with 88 Speed EVs - this, with two boosts, can increase to cover all relevant Choice Scarf users.

Bulky Will-O-Wisp

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Earthquake / Fire Punch
- Dragon Claw
- Will-O-Wisp
- Roost​

This is both a drastic and not so drastic change from the previous sets. Here, Charizard aims to function as a tank and a pivot switch, spreading burns and firing off still-powerful attacks. Dragon Claw is the main STAB once more, and the familiar choice of Earthquake and Fire Punch again presents itself. Roost also makes another appearance, and its value has increased to even higher levels than with the bulky Dragon Dance set. The change comes with Will-O-Wisp, which enables Charizard to act as a lure for physical tanks and spread burns to cripple their durability in addition to cutting the power of physical attackers. The given EVs allow five switches into Stealth Rock, the ability to soften attacks from Pokémon like Rotom-W, and the ability to outpace Gyarados for a burn before Earthquake is used. Defensive EVs can be shifted to fit the team however, and 16 Speed EVs will get past Adamant Bisharp.

Drought Wallbreaker

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Dragon Pulse / Roost​

One of the most powerful wallbreakers in the game, Charizard-Y utilizes Drought in order to destroy the competition with the most powerful Fire Blast in OU. Solar Beam and Focus Blast are necessary coverage in order to take care of Water-types, Tyranitar and Heatran, which all otherwise wall the set. Dragon Pulse in the last slot can be used to deal with Dragons, but Roost is a viable alternative to mitigate possible Stealth Rock damage and grant Charizard longevity, backed up by its high base Special Defense. The EV spread ensures optimal power and enough Speed to at least tie with other positive base 100s; a Modest Nature is rarely required, as Charizard's power under the sun is phenomenal.

Now that you know what Charizard can do, how do you use it? What teams and playstyles do you utilize Charizard in? How do you handle opposing Charizard? Discuss!
 
RE: X / Y Pokemon of the Week #9: Charizard

I've seen a number of bulkier Charizard Y, playing off their Special Defense. I think that is a waste of potential, but I may have seen bad users. Has anyone else seen a Charizard Y like that?
 
RE: X / Y Pokemon of the Week #9: Charizard

I think the point is that it works as a pretty reliable counter to Landorus-I(edit: and Bisharp). WoW is a pretty useful utility move, too.
 
RE: X / Y Pokemon of the Week #9: Charizard

Chaos Jackal said:
I've seen a number of bulkier Charizard Y, playing off their Special Defense. I think that is a waste of potential, but I may have seen bad users. Has anyone else seen a Charizard Y like that?

I've seen these a few times, and Smogon seemed to be hyping these by the dozen in viability threads and whatnot, but it's a relatively lesser-used set. One of its pros was handling Mawile and Bisharp, of which one is gone and the other is situational iirc. It's a nice check for most special attackers like Water-types and Landorus-I though, so it does have merit.
 
X / Y Pokemon of the Week #10 Special: Arceus-Normal

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Arceus-Normal

written by Chaos Jackal

arceus.gif


Base Stats

120/120/120/120/120/120​

God Himself is unsurprisingly one of the best Pokemon in the Ubers metagame. His ability Multitype allows Him to take on any form He pleases and perform a variety of roles. He can even choose to pick up a regular item and make the most of it, for Normal Arceus is among the top sweepers and revenge killers in the game. With good offense, great bulk and a huge movepool, Arceus finds a spot on nearly any team and always performs perfectly. Once His checks and counters are removed, there is no other Pokemon that can finish a game as reliably as Arceus.

Extreme Killer

Arceus @ Life Orb / Silk Scarf / Lum Berry
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Extreme Speed
- Earthquake / Overheat
- Overheat / Shadow Claw​

Extreme Killer Arceus is among the most terrifying sweepers in the metagame. After a Swords Dance, Extreme Speed becomes an absolute nuke, OHKO'ing everything not defensively inclined. With its gigantic uninvested bulk, that task is way easier than one would expect, making Arceus a real beast to face. Apart from the staple Swords Dance and Extreme Speed, the rest of Arceus' moves depend on what it wants to take on. Earthquake is the best option against Dialga, Arceus-Rock and Arceus-Steel. Overheat deals with Ferrothorn and Scizor as well as Skarmory, while Shadow Claw works against Giratina, Arceus-Ghost and Lugia. The item of choice is also debatable and depends on playstyle. Life Orb is the strongest option but comes with recoil, risking Arceus' longevity and making it more prone to be revenge killed by targets who resist Extreme Speed. Silk Scarf focuses solely on Extreme Speed's power, and Lum Berry is a great option for an easier setup - many Pokemon try to deal with Arceus through burn or toxic poison. Finally, an Adamant Nature allows for maximum power, but a Jolly Nature allows Arceus to outspeed and KO Gengar before it Mega Evolves as well as win matches against other Arceus. Adamant Nature is a must if Arceus runs Lum Berry, while Jolly works better with Life Orb.

Now that you know what Arceus can do, how do you use it? What teams and playstyles do you utilize Arceus in? How do you handle opposing Arceus? Discuss!
 
X / Y Pokemon of the Week #11: Venusaur

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Venusaur

written by Uralya

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Base Stats

80/82/83/100/100/80

80/100/123/122/120/80 (Mega)​

Although Venusaur was able to gain a glimpse of the OU limelight with the gift of Chlorophyll in the fifth generation, a Mega Evolution was the final push it needed to achieve stardom. With massive bulk, above-average attack stats, two great abilities suited for both offensive and defensive play, and a typing that can be utilized in forming cores on both ends of the spectrum, Venusaur is now a defining element of OU in the sixth generation and one of the metagame's biggest threats.

Defensive Tank

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed / Sleep Powder / Hidden Power Fire​

This set establishes Venusaur as the premier tank of OU, with key resistances and immunities that let it fit into nearly any team and check amazing numbers of threats, ones both offensive and defensive. Giga Drain is its main STAB move and a nice form of recovery to boot. Sludge Bomb functions as an alternate STAB and method of dealing with the Flying-, Fairy- and Dragon-types that Venusaur attracts. Though situational, Synthesis must take up the third slot as Venusaur's most reliable recovery. Lastly, a couple of options compose its last slot. Leech Seed is preferred for additional recovery and phazing to combat defensive threats. Otherwise, Sleep Powder is useful for incapacitation, and Hidden Power Fire can handle Steel-types. In terms of other offensive options, Knock Off can cover Latios and Gengar while getting rid of pivotal items, and Earthquake can destroy Heatran. The given EVs maximize Venusaur's physical bulk - its special bulk is substantial enough to handle common threats but can also be viably invested in - while allowing it to speedcreep Adamant Azumarill.

Offensive Tank

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
- Synthesis​

Reminiscent of the fifth generation, this version of Venusaur is fully on the assault, utilizing a sufficient array of attacking options and very good stats to inflict loads of damage. Though lacking an offensive item as before, a maximized Special Attack stat allows it great power, coupled with enough speed to again outpace Azumarill and possibly more upon the activation of Chlorophyll; also, a nearly full HP stat with 4 EVs leftover for defenses - this to lessen residual damage - keep up its ability to take hits. Giga Drain operates in the same way as with the above set but with more power, and so does Sludge Bomb, which also is enabled to 2HKO Mega Pinsir and do the same to Latios and Kyurem-B following Stealth Rock damage. Hidden Power Fire is valuable coverage for Steel-types and Chesnaught, who is immune to Sludge Bomb. Synthesis is more viable here than on the tank variant, as Venusaur can now combat weather inducers with more ease. Earthquake, Leech Seed and Knock Off are other options for similar reasons as on the first set, joined by Leaf Storm, this being an option over Giga Drain due to its extreme power.

Now that you know what Venusaur can do, how do you use it? What teams and playstyles do you utilize Venusaur in? How do you handle opposing Venusaur? Discuss!
 
RE: X / Y Pokemon of the Week #10 Special: Arceus

I don't play Ubers but I have a basic knowledge of it. I would counter it with:

Aegislash @ Air Ballon
Evs: 252 Attack 252 Sp.D. 4HP
Adamant
Sacred Sword
Kings Shield
Shadow Sneak
Swords Dance

Basically if you can try and get up SD before Arceus comes in. If you can or if you can't Kings Shield then Sacred Sword rinse repeat until it is KOed. Air Ballon deals with EQ and max Sp.D. Investment allows you to take a hit and shadow claw is easier to take thanks to it's lower base power. Note that I have not done the calcs for this so these are just guesses.
 
RE: X / Y Pokemon of the Week #11: Venusaur

One could maybe forgo Giga Drain or Sludge Bomb on the tank set, depending on how well the rest of the team handles some threats, and run both Leech Seed and Sleep Powder. Makes for a really annoying set, although it lacks coverage compared to the original. It could prove powerful with the right team though.
 
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