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dithyrambique

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Posts posted by dithyrambique

  1. Gliscor walls SD Exca. Swampert doesn't get OHKOd. Defensive Chomp doesn't get OHKOd. Skarm should wall you if no flinch.


    Lucario doesn't have low usage and is used primarily with SD, so you may need to check statistics to see proof of that or ask anyone knowledgeable about the current meta. 

     

    The rest are super true.

     

    You are 100% missing the point here, although that's not altogether unsurprising.

     

  2. 1 minute ago, Ajbramberg said:

    What mon in ou doesnt 1hko everything with a life orb and swords dance though?  Also by the way im not replying to your post man lol 

    Lucario, Mienshao, Breloom, Excadrill, Kabutops, Toxicroak. Essentially all of them.

  3.  

    8 hours ago, kiwi said:

    porygon is not played bold but lets say it does u would have only 1 counter for dnite and in the teams u dont run porygon u will have to sack 1 mon each turn that it comes in

    u dont really know what moveset infernape runs u can only be certain of it running cc fire coverage hp ice which leaves room for either grass knot/stone edge to hit either chande or jelli so u cant say either is a counter to infernape because they cant reliable do so they are called checks

    NP hydre beats all the checks u listed for it bar mienshao which u can run acrobatics(not saying this is good) to ohko or even superpower to 2hko making hydreigon a pokemon with no counters either

    mixed mence can pretty much 2hko everything besides chansey

    life orb loom 2hkos amoongus with zen headbutt and after rocks cc+zh is a roll to ohko altho its very unlikely

    toxicroak/amongus both get 2hkod by crunch

    reuniclus can carry thunder to deal with spiritomb but it cant beat sableye because of prankster

     

    if u want a decent check to deal with gallade u can try bulky mence which is faster than adamant and lives +1 lo psycho cut but u have to be careful of ice punch just like every other mon that has a movetool to deal with all its checks rendering it uncounterable

     

     

    Bold has nearly 30% usage and is the second most popular nature. In any case, Mixed Dnite can be gradually worn down by rocks, effective pivoting and spdef Gliscor; same for Mence, but even more so cuz it has a worse physical movepool. Dnite is scary, but doable.

     

    Infernape's checks have already been dealt with (Slowbro, Jellicent, Chandelure, spdef Garchomp, Mandibuzz, etc.). Also scary, but doable.

     

    Hydrei we have seen has defensive switches, the easiest as you said being AV Shao which can just turn and bring in something to force it out.

     

    Crawdaunt 2kos Amoonguss with Crunch, yes. Have you heard of pivoting? Plus, 66% of Amoonguss are running helmet so each time you do bring it in on Crunch it's taking chip.

     

    If Reuniclus runs coverage like Thunder then it's gonna leave itself vulnerable to Band Ttar, Scizor, Weavile, etc. Anything with taunt like Mandibuzz just shuts it down most times anyway.

     

    Breloom if using Orb Zen + CC as per your example has to drop SD or Spore or Rock Tomb or Mach Punch (lol?) so can be dealt with by any number of flying types, Volcarona, Gliscor, Espeon, Impish Chomp, etc.

     

    Bulky Mence is not faster than Adamant Gallade, you'd need 100 speed if running Bold. Gallade is mostly running Jolly (56%) anyway, so Bold would have to be 204 speed; Timid 100 with 156 presumably going into defence. It could work but you are still gonna be taking minimum 62% of your hp (-1 252 Atk Life Orb Sharpness Gallade Psycho Cut vs. 252 HP / 156 Def Salamence: 75-91 (37.1 - 45%) -- 99.6% chance to 2HKO after Stealth Rock) to come in on -1 Psycho Cut if rocks are up (and presumably you'd be using Sala to defog so you'd possibly be using 2 turns to roost/defog), which can be problematic in cases where your opponent doesn't give you the time to defog in that scenario cuz you will slowly lose to Gallade with rocks and psycho cut outdamaging your 50% recovery

     

     

     

     

     

     

  4. 5 hours ago, TohnR said:

    If you're discussing 3 moves + swords dance, it would be matchup dependant because you certainly can't run enough coverage for every answer.

    Can you not? Dual stab and Night Slash essentially OHKOs every defensive mon in and out of the tier outside of the aforementioned Sableye.


     

    Spoiler

    +2 252 Atk Life Orb Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Skarmory: 165-196 (95.9 - 113.9%) -- 81.3% chance to OHKO
    252 Atk Life Orb Sharpness Gallade Psycho Cut vs. 252 HP / 252+ Def Amoonguss: 205-244 (92.7 - 110.4%) -- 62.5% chance to OHKO +2 252 Atk Life Orb Gallade Psycho Cut vs. 252 HP / 252+ Def Weezing: 195-229 (113.3 - 133.1%) -- guaranteed OHKO
    +2 252 Atk Life Orb Gallade Sacred Sword vs. 252 HP / 252+ Def Rotom-Wash: 134-160 (85.3 - 101.9%) -- 87.5% chance to OHKO after Stealth Rock
    +2 252 Atk Life Orb Sharpness Gallade Psycho Cut vs. 204 HP / 0 Def Gliscor: 187-222 (106.8 - 126.8%) -- guaranteed OHKO

    +2 252 Atk Life Orb Sharpness Gallade Psycho Cut vs. 252 HP / 252+ Def Gliscor: 142-168 (78 - 92.3%) -- 31.3% chance to OHKO after Stealth Rock (uninvested aerial ace does 64.3 - 76.9% back) 

    +2 252 Atk Life Orb Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Mandibuzz: 204-242 (94 - 111.5%) -- 62.5% chance to OHKO

    +2 252 Atk Life Orb Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Hippowdon: 187-222 (86.9 - 103.2%) -- 56.3% chance to OHKO after Stealth Rock

    +1 252 Atk Life Orb Sharpness Gallade Psycho Cut vs. 252 HP / 252+ Def Salamence: 142-168 (70.2 - 83.1%) -- 62.5% chance to OHKO after Stealth Rock

    +2 252 Atk Life Orb Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Bronzong: 191-226 (109.7 - 129.8%) -- guaranteed OHKO

    +2 252 Atk Life Orb Sharpness Gallade Psycho Cut vs. 252 HP / 252+ Def Jellicent: 204-242 (98.5 - 116.9%) -- 93.8% chance to OHKO

    +2 252 Atk Life Orb Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Cofagrigus: 169-200 (102.4 - 121.2%) -- guaranteed OHKO

    +2 252 Atk Life Orb Sharpness Gallade Psycho Cut vs. 252 HP / 252+ Def Cofagrigus: 126-149 (76.3 - 90.3%) -- 18.8% chance to OHKO after Stealth Rock
    +2 252 Atk Life Orb Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Slowbro: 205-242 (101.4 - 119.8%) -- guaranteed OHKO
    +2 252 Atk Life Orb Sharpness Gallade Night Slash vs. 252 HP / 252+ Def Reuniclus: 263-309 (121.1 - 142.3%) -- guaranteed OHKO

    252 Atk Life Orb Sharpness Gallade Sacred Sword vs. 252 HP / 252+ Def Quagsire: 118-140 (58.4 - 69.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

    TL;DR the only 'safe' defensive switches are Sableye (not seen much in OU), running a random Colbur on Slowbro or Jellicent (but guess what? you should have gone Rindo sucker cuz this Gallade has Leaf Blade instead!), or Colbur on Cofagrigus, which even has a chance to drop to +2 Psycho Cut after rocks and in all of those scenarios wisp can miss.

  5. Hi Kaynine,

     

    I've had this useful list bookmarked for ages now and refer to it constantly when teambuilding, but would you be able to add Garchomp (122 / 154 / 169) and Amoonguss (50 / 82 / 90)? 

     

    I realise it's not very practical to have to update it every month with tier shifts (i.e. Mamoswine going to OU) but seems like these two will never fall!

     

     

  6. Hi everyone.

     

    Been wanting to build around Breloom for a while so this was the perfect opportunity! It was pretty tough to put together but here's what I came up with:

     

    https://pokepast.es/2f30818379288558

     

    Here's my thought process of building the squad and rationale behind some of the EVs:

     

    Spoiler

    Having tried Bulk Up Breloom in the past and found it a bit too slow, I decided to go with a more offensive Breloom for this team. 204 HP is for Poison Heal and being more difficult to OHKO from non super-effective hits. 140 speed with Jolly outruns defensive Gliscor, which is (unless I’m mistaken) the fastest wall in OU. This gives Breloom much more set-up opportunities than a slower Bulk Up variant, since we can spore any defensive mon in front of us and get a Swords Dance up. 68 attack was a jump point for immediate damage on some walls i.e. Bold Rotom Wash and Jellicent, 52 SPDef was a jump point for predicted volt switches to get Breloom in safer, and what was left was dumped into defense to take less from banded Bullet Punch, etc.

     

    Knowing I wanted to use Breloom as the wincon, the next thing was looking at what Breloom can’t take on at +2. Offensive Ghosts were obvious, as well as Fire types like Volcarona.

     

    Choosing a defensive Tyranitar covered both of these, as well as giving me a rocker. 44 EVs in attack gives you a 93.5% chance of OHKOing a switching Chandelure with Pursuit, and Rock Blast is for (sub) Volcarona. 136 and 252 in HP and SPDef mean you can tank a lot of special hits, including a +1 Bug Buzz. The defence investment guarantees you live a +2 Icicle Spear from Adamant Cloyster, provided you don’t take any entry hazard damage. 36 EVs in speed lets you outrun Pelipper, and if your opponent switches in while you get up stealth rocks, you can OHKO max HP from full with Thunderbolt as they go for the Defog. This (niche) move could be changed (maybe to Rest for longevity or Crunch/Stone Edge for more immediate power), but I figured the popularity of Rain and threats posed by its sweepers meant it was more or less worth the slot. I've also had players try to set up with Gyarados and Cloyster on defensive Tyranitar, and it didn't end well.

     

    Breloom also can’t do much against Skarmory, Ferrothorn or Scizor, and Mandibuzz, so Magnezone took a slot as the team’s scarfer. I’m running Teleport over Flash Cannon or Tri-Attack until your opponent’s electric immunities have been taken care of, as I thought the loss of momentum of being locked into either vs Hippowdon/Garchomp etc., wasn’t worth it. Nothing much to say about the EVs here. Max max.

     

    Since I’d added two mons weak to Fighting, the next thing needed was something to take on strong physical attackers like Conkeldurr/Mienshao/other Breloom (which ironically are super threatening), so I went with Mandibuzz as the teams’ defogger and physical wall. Brave Bird deals with the three attackers. 12 speed is to be able to taunt Milotic (which the team otherwise struggles to deal too much damage to, especially if Flame Orb has been activated and we can’t sleep it) and outspeed other Mandibuzz. 148 EVs in defence lets you survive a banded Stone Edge from Kabutops, which I thought was a good benchmark (though without Foul Play I can't actually do anything to it in return), while 100 EVs in SpDef lets you tank a Modest Specs Hydro Pump in rain from Kingdra.

     

    Tyranitar and Mandibuzz hate being burnt/hit with Toxic respectively, so I wanted to add a cleric that could double as a second wincon if Breloom goes down for whatever reason. Togekiss fit this role. Its speed investment outruns min speed Rotom forms, giving you the option of Roosting or flinching them down, provided you have a boost or two up. The HP and SpDef+ lives modest Specs Hydro Pump in rain (seems to be my benchmark for everything, lol), avoids the 2HKO from any Scarf Hydreigon (a big threat to the team), and the rest in defence helps with U-turns and other physical hits. While Heal Bell does clash with Toxic Orb, Breloom forces switches, so hopefully it wouldn’t be too much of an issue. Being able to heal itself of status also helps Togekiss beating down Blissey, etc., 1v1.

     

    For the final slot, I wanted something to get some momentum back from VoltTurn, which the team doesn’t deal with too well, particularly if hazards are up. Garchomp naturally came to mind here, but in an effort not to get 6-0d by Weavile, I’ve gone for an offensive Swampert instead. Although it loses out on the better speed control the team would gain from having Garchomp, Swampert synergises far better defensively since we have 4 grass resists. 236 attack Adamant Life Orb Ice Punch picks up OHKOs on bulky Garchomp, bulky Dragonite, does 74% minimum to max HP max Def Gliscor and can pick off a weakened Hydreigon with a 70% min roll. Toxic is there to wear down walls that the team otherwise struggles with (Cofagrigus, Porygon2, etc.), while Rest is there so that Swampert can keep coming in to tank strong hits (204 HP and 40 Def takes 87% max from Banded Kabutop’s Waterfall in rain and OHKOs back with Waterfall) - plus Togekiss can awaken it whenever it gets a chance to use Heal Bell.

    Good luck to everyone taking part and looking forward to seeing the variety of uses people propose ?

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