Duo Destruction II - Round Five

iss

let's play bw lc!
is a Tiering Contributoris a Top Contributoris a Forum Moderator Alumnus
RestTalk Vullaby is pretty shitty, but your calcs and reasoning are solid. 2 points.

blaraedit: that's retarded

This is a solid set and works fine against this core. 2 points.

Another set that is very good outside of beating this core. 2 points.

Rest/Shed Skin is something I can see working, and it is a solid set. You can lose to Giga Drain crits + unlucky Shed Skin, but the chance is small enough that I'll allow it. 2 points.

Psycho Shift Hoothoot? The set itself is okay, but I'm concerned that you lack a way to deal with the fact that Toxic can simply be used twice to get around Psycho Shift (or switching to Foongus). With enough Slack Off/Regenerator spam, there is a chance that this set could lose. Combined with the fact that it's fucking Psycho Shift Hoothoot, this only gets 1 point.

Again, this set suffers from the fact that Psycho Shift is pretty ridiculous and also not reliable. Pretty much the same as Hoothoot. 1 point.

Yep, this works. 2 points.

Actually the counter that I thought of while making this duo. 2 points.

Works, very legitimate too. 2 points.

Unfortunately the edit history shows that this was posted after cxinlee, so 0 points.

Coil is pretty awesome. Disable is also pretty awesome. This works out pretty well due to the lack of Psychic on Slowpoke, so 2 points.

I have to question Heatproof and Rest without Sleep Talk on Bronzor. I can see that this works, but in general this is really convoluted. 1 point.

I can see RestTalk Deino working out. I was a little wary of Hustle, but looking at your calcs this looks good. 2 points.


In the spirit of Ray Jay, I'm also giving out bonus points!

Dracoyoshi8 Award for Using Ekans - Punchshroom (+1)
Actually Talked About Others' Counters - Corkscrew (+1), Wobbyble (+1)

Corkscrew - 3
Wobbyble - 3
Punchshroom - 3
The Quasar - 2
Haund - 2
Pen Ink - 2
Shouting - 2
Mylo Xyloto - 2
Chieliee - 1
cxinlee - 1
GlassGlaceon - 1
Chromatic Art - 1


Here's your Round 2 duo!


Magnemite @ Eviolite
Modest | Magnet Pull
evs: 156 HP / 36 Def / 240 SpA / 76 SpD
move 1: Magnet Rise
move 2: Volt Switch
move 3: Flash Cannon
move 4: Thunderbolt

Scraggy @ Eviolite
Jolly | Shed Skin
evs: 236 Atk / 36 SpD / 212 Spe
move 1: Dragon Dance
move 2: Drain Punch
move 3: Crunch
move 4: Zen Headbutt
 
Last edited by a moderator:

apt-get

it's not over 'til it's over
is a Community Contributor Alumnusis a Tiering Contributor Alumnus

Riolu @ Eviolite
Trait: Steadfast
Level: 5
EVs: 196 HP / 36 Atk / 196 Spd
Jolly Nature
- Hi Jump Kick
- Drain Punch
- Crunch
- Swords Dance

Yea so you can survive a hit and hit back
If scrags switch and DD, use drainpunch or HJK
if he flinches with ZenButt, steadfast will +spe you, meaning you outspeed
If he attacks just HJK/drainpunch it

EVs are so +1 zenheadbutt can't ko while always koing mag and scrags
 
Last edited:
Edited after Punchshroom replaced his Mankey:

Mankey @ Eviolite
Trait: Vital Spirit
Level: 5
EVs: 196 Spd / 36 Atk / 160 Def / 116 HP
Adamant Nature
- Close Combat
- Ice Punch
- Earthquake
- U-turn

can survive almost any hit, even +1 zen headbutt after sr and usually (6.25% not to) survives thunderbolt after a spdef drop. close combat ohko's scraggy, 75% to ohko magnemite. eq ohko's magnemite.

36+ Atk Mankey Close Combat vs. 0 HP / 0 Def Eviolite Scraggy: 24-30 (114.28 - 142.85%) -- guaranteed OHKO
36+ Atk Mankey Close Combat vs. 156 HP / 36 Def Eviolite Magnemite: 20-26 (95.23 - 123.8%) -- 75% chance to OHKO
+1 236 Atk Scraggy Zen Headbutt vs. 116 HP / 160 Def Eviolite Mankey: 16-20 (72.72 - 90.9%) -- guaranteed 2HKO after Stealth Rock
240+ SpA Magnemite Thunderbolt vs. -1 116 HP / 0 SpD Eviolite Mankey: 18-22 (81.81 - 100%) -- 6.25% chance to OHKO
 
Last edited:
props to apt-get for not using the copycat riolu which just auto wins.


Dwebble @ Bug Gem
Trait: Sturdy
Level: 5
EVs: 240 Spd / 236 Atk / 32 SDef
Adamant Nature
- Shell Smash
- Earthquake
- X-Scissor
- Rock Blast

so yeah. vs magnemite you just eq before they can magnet rise and ko. vs scraggy you shell smash and boosted x-scissor ko's. can live any hit because of sturdy. you could run pretty much the same set with tirtouga (water gem waterfall) but you'd have to run jolly tirtouga which i thought was a bit convoluted. plus dwebble is cooler.

236+ Atk Dwebble Earthquake vs. 156 HP / 36 Def Eviolite Magnemite: 24-32 (114.28 - 152.38%) -- guaranteed OHKO
+2 236+ Atk Bug Gem Dwebble X-Scissor vs. 0 HP / 0 Def Eviolite Scraggy: 24-28 (114.28 - 133.33%) -- guaranteed OHKO

tl;dr
magnemite: eq t1
scraggy: shell smash t1, x-scissor t2


A counter is supposed to be able to switch into any move the mon uses u switch into dwebble scraggy crunches or drain punches thats 50% and it cant ko with x-scissor unboosted so tht wont work. if mag uses magnet rise before dwebble comes in what are u going to do? rock blast? ex-scissor? no. not the best Mon to use imo.

236 Atk Scraggy Drain Punch vs. 0 HP / 0 Def Dwebble: 9-12 (42.85 - 57.14%) -- 12.11% chance to 2HKO
236 Atk Scraggy Crunch vs. 0 HP / 0 Def Dwebble: 10-13 (47.61 - 61.9%) -- 93.75% chance to 2HKO

and also it cant take any attacks from mag either
240+ SpA Magnemite Thunderbolt vs. 0 HP / 32 SpD Dwebble: 21-25 (100 - 119.04%) -- guaranteed OHKO
240+ SpA Magnemite Flash Cannon vs. 0 HP / 32 SpD Dwebble: 32-42 (152.38 - 200%) -- guaranteed OHKO
 
Last edited:
Mienfoo @ Choice Scarf
Trait: Regenerator
Level: 5
EVs: 236 Spd / 156 HP / 36 SDef / 76 Atk
Adamant Nature
- Hi Jump Kick
- Drain Punch
- U-turn
- Stone Edge

Yes, choice scarf. An eviolite set can work as well but since you need 16 speed in the case you switch in on a zen headbutt and don't want to get 2hko'd by it, this is where the +1 scraggy will out-speed and then even if you can live a zen headbutt the 20% flinch makes it more dangerous.

The 236 Spd gives him the 16 speed to be faster than +1 scraggy, the 156 HP allows him to live any non-critical hit even trough SR (at low health but live anyways) and then proceed to kill them both with HJK.
The 76 Atk evs are needed to have guaranteed ohko on the bulky Magnemite.

Btw for the round 1 no one had Bronzor when I posted it so idk where you got that edit thing.
 
Last edited:
Hippoooooo is mine

Hippopotas @ Eviolite
132 HP / 20 Atk / 132 Def / 180 Sdef / 20 Spd
Impish Nature
Sand Stream
~ Earthquake
~ Slack Off
~ Whirlwind / Stealth Rock
~ Revenge

With this spread Hippo dodges the 2HKO from Flash Cannon, and does really heavy damage with Revenge or OHKOs with Earthquake. Against Scraggy, Revenge 2HKOs while +1 Crunch doesn't, so Hippo has a good possibility of coming out on top. Not perfect, but Timburr is 2HKO'd by Thunderbolt after Stealth Rock more than 50% of the time :( so other than using mienfoo I'd say Hippo is decent.

Revenge is actually pretty cool on Hippo, not only do you smack Scraggy and Magnet Rise Magnemite, but you do a lot of damage to incoming Snovers also.
 
Last edited:
Hippoooooo is mine

Hippopotas @ Eviolite
132 HP / 20 Atk / 132 Def / 180 Sdef / 20 Spd
Impish Nature
Sand Stream
~ Earthquake
~ Slack Off
~ Whirlwind / Stealth Rock
~ Revenge

With this spread Hippo dodges the 2HKO from Flash Cannon, and does really heavy damage with Revenge or OHKOs with Earthquake. Against Scraggy, Revenge 2HKOs while +1 Crunch doesn't, so Hippo has a good possibility of coming out on top. Not perfect, but Timburr is 2HKO'd by Thunderbolt after Stealth Rock more than 50% of the time :( so other than using mienfoo I'd say Hippo is decent.

Revenge is actually pretty cool on Hippo, not only do you smack Scraggy and Magnet Rise Magnemite, but you do a lot of damage to incoming Snovers also.
Yeah Hippo is decent too I think, there is only once instance where it would be outplayed, say you switch in on flash cannon, now the magnemite has 2 choices, magnet rise to avoid the quake, or flash cannon again predicting your revenge, if you earthquake and he magnet rise, he wins, if you revenge and he flash cannon, he wins. (if he doesn't know your set and always go for magnet rise, its another story since low dmg revenge + high dmg reven is a kill)
altho now that i think about it scraggy can finish the job after you get hit by 2 flash cannons
 

Timburr @ Eviolite
Trait: Iron Fist
Level: 5
EVs: 244 HP / 156 Atk / 76 Def
Adamant Nature
- Mach Punch
- Bulk Up
- Drain Punch
- Ice Punch

Chinchou @ Eviolite
Trait: Volt Absorb
Level: 5
EVs: 236 HP / 212 Def / 60 Spd
Bold Nature
- Surf
- Thunderbolt
- Rest
- Sleep Talk


I wanted to use Riolu or Hippopotas but both or them are already taken so I'll use a core of two this time.
The main goal of this core is to bring in Timburr safely and then spam Mach Punch.
Iron Fist Mach Punch is a solid 2HKO on both on them and with the given Evs both Timburr and Chinchou are 2HKO'd only with max damage. This core can lose to the given one only if Magnemite (or Scraggy), gets max damage for 3 turns, and that's quite unlucky.
Thanks to Mach Punch's priority, Timburr can win against both of them, but can not come in freely, as it is 2HKO'd. That's why I have chosen Chinchou as its partner. Chinchou completely walls Magnemite, so that will not be a major problem.
Here comes the important part. With the given speed Evs, Chinchou outspeeds both Magnemite (11 Speed points) and Scraggy (13 Speed Points). Well, Chiunchou has 14.
This means that Chinchous hits at least two Surfs on Scrggy, and then I can let it die and revenge kill it with Mach Punch.

Now let's see some possible scenarios.

1.
Magnemite is on the field at full health. If I can choose, I send out Chinchou and start spamming Surfs. If Magnemite switches, Scraggy takes around 30% from Chinchou's Scald, and I switch to Timburr to take one HJK. My health is at >50%, while Scraggy's is at 70%. Imo the best play is to go for Mach Punch and deal a nice 60% to Scraggy, who now has around 10-15%. I can now bring in Chinchou again, outspeed the scraggy and KO it with Surf. If Scraggy is at +1, I take a HJK and to the same.
2.
If Timburr is against Magnemite, I switch to Chinchou and do the same thing.
3.
Scraggy is on the field at full health. If I can choose, I send out Timburr and 2HKO it, as I am faster (well I have priority, but it is kinda the same thing in this context). Then, I deal some damage to Magnemite and let Timburr die. Chinchou will finish Magnemite.
4.
Scraggy is on the field against Chinchou. The best play is to switch and bring in Timburr. If it uses HJK, I take one, use Mach Punch the turn after, let Timburr die and outspeed it with Chinchou (pretty much like scenario n.1). If it goes for Dragon Dance on the switch, I won't even need Chinchou, as Timburr can take a boosted HJK from Scraggy.
Calcs

40+ SpA Magnemite Thunderbolt vs. 244 HP / 0 SpD Eviolite Timburr: 15-18 (55.55 - 66.66%) -- guaranteed 2HKO
236 Atk Scraggy Hi Jump Kick vs. 244 HP / 76 Def Eviolite Timburr: 13-16 (48.14 - 59.25%) -- 85.94% chance to 2HKO
+1 236 Atk Scraggy Hi Jump Kick vs. 244 HP / 76 Def Eviolite Timburr: 18-22 (66.66 - 81.48%) -- guaranteed 2HKO


156+ Atk Iron Fist Timburr Mach Punch vs. 0 HP / 0 Def Eviolite Scraggy: 12-14 (57.14 - 66.66%) -- guaranteed 2HKO
156+ Atk Iron Fist Timburr Mach Punch vs. 156 HP / 36 Def Eviolite Magnemite: 12-14 (57.14 - 66.66%) -- guaranteed 2HKO


236 Atk Scraggy Hi Jump Kick vs. 236 HP / 212+ Def Eviolite Chinchou: 12-15 (44.44 - 55.55%) -- 12.11% chance to 2HKO
+1 236 Atk Scraggy Hi Jump Kick vs. 236 HP / 212+ Def Eviolite Chinchou: 16-21 (59.25 - 77.77%) -- guaranteed 2HKO
240+ SpA Magnemite Flash Cannon vs. 236 HP / 0 SpD Eviolite Chinchou: 2-3 (7.4 - 11.11%) -- 9HKO at best


0 SpA Chinchou Surf vs. 156 HP / 76 SpD Eviolite Magnemite: 7-9 (33.33 - 42.85%) -- guaranteed 3HKO
0 SpA Chinchou Surf vs. 0 HP / 36 SpD Eviolite Scraggy: 7-9 (33.33 - 42.85%) -- guaranteed 3HKO

Other
I changed both Timburr's and Chinchou's sets. Timburr's is more like a "Bulky Booster" one, and Chinchou is more offensive, even though it doesn't have any SpAtk investment.
Anyway, the other moves are not important against this team, the only ones that matter are Mach Punch and Surf.
 
Last edited:

Diglett (M) @ Focus Sash
Trait: Arena Trap
Level: 5
EVs: 236 Atk / 236 Spd
Jolly Nature
IVs: 0 HP / 0 Def / 0 SDef
- Earthquake
- Reversal
- Rock Slide
- Bulldoze

The generally idea behind Diglett is for it to switch in to any of the 2, tank a hit and retaliate with Reversal. If Scraggy, however, uses Dragon Dance on the switch and attacks Diglett, Diglett should use Bulldoze. Thus after turn 2 Scarggy should be at 100% HP with +1 Atk / +0 Spe and Diglett at 1% Hp. Diglett then outspeeds Scraggy and KOes with Reversal. If Magnemite uses Magnet Rise with Diglett switches in, Diglett should just wait until Magnemite attacks for it to KO magnemite with Reversal.

236 Atk Scraggy Drain Punch vs. 0 HP / 0 Def Diglett: 19-24 (118.75 - 150%) -- guaranteed OHKO
236 Atk Scraggy Crunch vs. 0 HP / 0 Def Diglett: 21-25 (131.25 - 156.25%) -- guaranteed OHKO
236 Atk Scraggy Zen Headbutt vs. 0 HP / 0 Def Diglett: 14-17 (87.5 - 106.25%) -- 37.5% chance to OHKO

240+ SpA Magnemite Flash Cannon vs. 0 HP / 0 SpD Diglett: 16-19 (100 - 118.75%) -- guaranteed OHKO

Detailed Result: 236 Atk Diglett Earthquake vs 156 HP/36 Def Eviolite Magnemite: 142.86% - 200%
100% chance to OHKO

Both @ 1% Hp
Detailed Result: 236 Atk Diglett Reversal vs 156 HP/36 Def Eviolite Magnemite: 104.76% - 123.81%
100% chance to OHKO
Detailed Result: 236 Atk Diglett Reversal vs 0 HP/0 Def Eviolite Scraggy: 104.76% - 133.33%
100% chance to OHKO
 
Last edited:

Sandshrew (M) @ Eviolite
Trait: Sand Rush
EVs: 116 HP / 236 Atk / 36 SDef / 116 Spd
Adamant Nature (+Atk, -SAtk)
- Rapid Spin
- Earthquake
- Rock Slide
- Brick Break


There’s no doubt about duo Magnemite-Scraggy, that’s not easy to counter that, for its their decent synergy. Following the idea to using a counter also useful for the whole team, that's a Sandshrew Smogon set (playable as spinner, eg in a sand team with Drilbur SR), except for the 'introduction” of Brick Break. Brick Break allows you to attach both 'mons with good results, without care Magnemite‘s Magnet Rise. Sandshrew’s defense do the rest, even against boosted Atk. In fact:

Defense:
236 Atk Scraggy Crunch vs. 36 HP / 0 Def Eviolite Sandshrew: 7-9 (31.81 - 40.9%) -- 61.55% chance to 3HKO

236 Atk Scraggy Drain Punch vs. 116 HP / 0 Def Eviolite Sandshrew: 7-9 (30.43 - 39.13%) -- 61.55% chance to 3HKO

+1 236 Atk Scraggy Drain Punch vs. 116 HP / 0 Def Eviolite Sandshrew: 9-12 (39.13 - 52.17%) -- 0.39% chance to 2HKO

+1 236 Atk Scraggy Crunch vs. 116 HP / 0 Def Eviolite Sandshrew: 10-13 (43.47 - 56.52%) -- 59.38% chance to 2HKO

240 SpA Magnemite Flash Cannon vs. 36 HP / 36 SpD Eviolite Sandshrew: 12-15 (54.54 - 68.18%) -- guaranteed 2HKO
Attack:
236+ Atk Sandshrew Brick Break vs. 0 HP / 0 Def Eviolite Scraggy: 10-14 (47.61 - 66.66%) -- 99.61% chance to 2HKO

(not use Magnet Rise)
236+ Atk Sandshrew Earthquake vs. 156 HP / 36 Def Eviolite Magnemite: 36-48 (171.42 - 228.57%) -- guaranteed OHKO

(use Magnet Rise)
236+ Atk Sandshrew Brick Break vs. 156 HP / 36 Def Eviolite Magnemite: 10-14 (47.61 - 66.66%) -- 99.61% chance to 2HKO
 
Last edited:

Wooper @ Eviolite
Trait: Unaware
Level: 5
EVs: 236 HP / 76 SDef / 156 Def
Relaxed Nature
- Earthquake
- Scald
- Counter
- Recover

Magnemite can't touch it without a string of Sdef drops and crits, and Scraggy can't touch it without crits, even at +6 Atk thanks to Unaware. Magnemite dodges EQ's with Magnet Rise, but it hardly matters because Wooper gets dual stab, winning Wooper the duel thanks to Recover and burn chance. Scraggy's Drain Punch will almost always be a 4HKO. Crunch is almost a guaranteed 3HKO, but if Scraggy ever gets a defense drop with it, the next attack will almost always deal enough damage for Wooper to OHKO back with Counter. If you don't like Counter, Earthquake is a healthy 3HKO oon Scraggy. Derp face woopy wins.

"240+ SpA Magnemite Flash Cannon vs. 236 HP / 76 SpD Eviolite Wooper: 6-7 (24 - 28%) -- possible 4HKO"
"0 SpA Wooper Scald vs. 156 HP / 76 SpD Eviolite Magnemite: 6-7 (28.57 - 33.33%) -- 0.02% chance to 3HKO"

"236 Atk Scraggy Drain Punch vs. 236 HP / 156+ Def Eviolite Wooper: 7-9 (28 - 36%) -- 4.05% chance to 3HKO"
"236 Atk Scraggy Crunch vs. 236 HP / 156+ Def Eviolite Wooper: 7-10 (28 - 40%) -- 96.68% chance to 3HKO"
"0 Atk Wooper Earthquake vs. 0 HP / 0 Def Eviolite Scraggy: 7-9 (33.33 - 42.85%) -- guaranteed 3HKO"
 
Last edited:
Oh well I made a mistake, I thought Scraggy had Hi Jump Kick, not Drain Punch. The calcs don't change much, Zen Headbutt on Timburr does slightly less than HJK, and now Chinchou can take hits even better.
iss please let me know if I have to do them again, and sorry for the multiple posts.
-
I know there is an Edit button.
 
Last edited:

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Edited:

Shroomish @ Eviolite
Trait: Effect Spore
Level: 5
EVs: 196 HP / 196 Def / 116 SpD
Careful Nature
- Spore
- Synthesis
- Charm
- Drain Punch

So I decided not to rely on Focus Sash and instead resort to something that can actually take hits from the duo. Something that can handle Magnemite's strong attacks and Scraggy's boosting antics. It came down to Shroomish and Turtwig, but I chose Shroomish due to its access to Charm and Drain Punch which can aid in taking hits (healing 3-4 HP each time), whereas Turtwig has Superpower but does the exact opposite against Scraggy. Turtwig does have Earth Power and Stockpile, but they are countered by Magnet Rise and more Dragon Dances respectively.

236 Atk Scraggy Crunch vs. 196 HP / 196 Def Eviolite Shroomish: 7-9 (28 - 36%) -- 4.05% chance to 3HKO (7, 9 damage)
+1 236 Atk Scraggy Crunch vs. 196 HP / 196 Def Eviolite Shroomish: 10-13 (40 - 52%) -- 8.98% chance to 2HKO (10, 12, 13 damage)
240+ SpA Magnemite Flash Cannon vs. 196 HP / 116+ SpD Eviolite Shroomish: 7-10 (28 - 40%) -- 96.68% chance to 3HKO (7, 9, 10 damage)

0 Atk Shroomish Drain Punch vs. 0 HP / 0 Def Eviolite Scraggy: 8-10 (38.09 - 47.61%) -- guaranteed 3HKO (8, 10 damage = 4, 5 recovery)
0 Atk Shroomish Drain Punch vs. 156 HP / 36 Def Eviolite Magnemite: 6-8 (28.57 - 38.09%) -- 4.05% chance to 3HKO (6, 8 damage = 3, 4 recovery)
So standard Shroomish with a small tweak in EVs due to the use of a physical move. Shroomish can tank hits from Magnemite easily then incapacitate it with Spore. It cannot dispatch Shed Skin Scraggy so easily with Spore (though Effect Spore may still mess with it), but can cripple it with Charm to offset Dragon Dances and also Crunch Def drops, meaning Scraggy cannot really deal with Shroomish by itself. Between Synthesis and Drain Punch, Shroomish should have little trouble keeping itself healthy. The only problem you'd encounter, crits aside, are Magnemite's Flash Cannon SDef drops, so it is advised you finish this as quickly as you can by putting Magnemite out of commission with Spore then Drain Punching whenever possible.

Against Magnemite: Spore immediately, the less you have to deal with Flash Cannon, the better. Drain Punch away~

Against Scraggy: Charm first to screw up its Dragon Dance, whether it has used it or not. Time your healing carefully, stop Scraggy from ever getting +1, and Drain Punch away~.
 
Last edited:

apt-get

it's not over 'til it's over
is a Community Contributor Alumnusis a Tiering Contributor Alumnus

Mankey @ Focus Sash
Trait: Defiant
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Adamant Nature
- Close Combat
- Reversal
- Endeavor
- Endure

Yeah this core is Fighting weak lol. Just switch in and spam Close Combat, nothing to it (I added the other moves to the set may actually look legit :p). While it does have to worry about Thunderbolt paralysis and Zen Headbutt flinch, Riolu also has to worry about paralysis and in exchange for being flinch immune, has to risk a High Jump Kick should its foe not attack or whatever. Also Defiant in case of Crunch / Flash Cannon drops lol.
Yea i was considering mankey at first lol, but flinch is scarier than hjmiss imo
 

Rowan

The professor?
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus

Mankey @ Focus Sash
Trait: Defiant
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Adamant Nature
- Close Combat
- Reversal
- Endeavor
- Endure

Yeah this core is Fighting weak lol. Just switch in and spam Close Combat, nothing to it (I added the other moves to the set may actually look legit :p). While it does have to worry about Thunderbolt paralysis and Zen Headbutt flinch, Riolu also has to worry about paralysis and in exchange for being flinch immune, has to risk a High Jump Kick should its foe not attack or whatever. Also Defiant in case of Crunch / Flash Cannon drops lol.
Turn 1: Scraggy uses Dragon Dance, Mankey switches into Stealth Rock.
Turn 2: Scraggy uses Zen Headbutt.
+1 236 Atk Scraggy Zen Headbutt vs. 116 HP / 0 Def Mankey: 30-36 (136.36 - 163.63%) -- guaranteed OHKO

Same scenario can be imagined with Riolu.
 
Turn 1: Scraggy uses Dragon Dance, Mankey switches into Stealth Rock.
Turn 2: Scraggy uses Zen Headbutt.
+1 236 Atk Scraggy Zen Headbutt vs. 116 HP / 0 Def Mankey: 30-36 (136.36 - 163.63%) -- guaranteed OHKO

Same scenario can be imagined with Riolu.
Same thing with Diglett. If the Rocks are up, the Sash is gone and EQ is only a 2HKO on Scraggy. On the other side, Drain Punch/Crunch is a guadanteed OHKO.
236 Atk Scraggy Crunch vs. 0 HP / 0 Def Diglett: 21-25 (131.25 - 156.25%) -- guaranteed OHKO
 

apt-get

it's not over 'til it's over
is a Community Contributor Alumnusis a Tiering Contributor Alumnus
Turn 1: Scraggy uses Dragon Dance, Mankey switches into Stealth Rock.
Turn 2: Scraggy uses Zen Headbutt.
+1 236 Atk Scraggy Zen Headbutt vs. 116 HP / 0 Def Mankey: 30-36 (136.36 - 163.63%) -- guaranteed OHKO

Same scenario can be imagined with Riolu.
Are sr taken in account
 
iss already quoted it, but since some people didn't notice, I'll quote it again from the rules
The rules:
  • You are to post 2 Pokemon or 1 Pokemon that counter(s) the above core single handedly. Needing SR, Rapid Spin, or Dual Screens support greatly hurts your argument and will likely prevent you from getting points.
 
iss already quoted it, but since some people didn't notice, I'll quote it again from the rules
It's probably the ''Rapid Spin'' support part, if getting hit by SR end up being a problem that is where you would need Rapid Spin support to make your counter work.
 

Sewaddle @ Eviolite
Trait: Swarm
Level: 5
EVs: 40 SAtk / 116 SDef / 196 Def / 196 HP
Bold Nature
- Synthesis
- Air Slash
- Hidden Power [Fire]
- Giga Drain

236 Atk Scraggy Crunch vs. 156 HP / 196+ Def Eviolite Sewaddle: 7-9 (30.43 - 39.13%) -- 61.55% chance to 3HKO
240+ SpA Magnemite Flash Cannon vs. 156 HP / 116 SpD Eviolite Sewaddle: 9-12 (39.13 - 52.17%) -- 0.39% chance to 2HKO

So Sewaddle can switch in on there moves and synthesis to restore lost HP and retaliate with hp fire or air slash respectively. Its pretty much impossible for that .39% chance to happen twice in a row.(Usein' rando mons is more fun)

40 SpA Sewaddle Air Slash vs. 0 HP / 36 SpD Eviolite Scraggy: 8-10 (38.09 - 47.61%) -- guaranteed 3HKO
40 SpA Sewaddle Hidden Power Fire vs. 156 HP / 76 SpD Eviolite Magnemite: 8-10 (38.09 - 47.61%) -- guaranteed 3HKO
 
Last edited:
i think he understood that...
it was for others who might have not


Sewaddle @ Eviolite
Trait: Swarm
Level: 5
EVs: 40 SAtk / 116 SDef / 196 Def / 196 HP
Bold Nature
- Synthesis
- Air Slash
- Hidden Power [Fire]
- Giga Drain

236 Atk Scraggy Crunch vs. 156 HP / 196+ Def Eviolite Sewaddle: 7-9 (30.43 - 39.13%) -- 61.55% chance to 3HKO
240+ SpA Magnemite Flash Cannon vs. 156 HP / 116 SpD Eviolite Sewaddle: 9-12 (39.13 - 52.17%) -- 0.39% chance to 2HKO

So Sewaddle can switch in on there moves and synthesis to restore lost HP and retaliate with hp fire or air slash respectively. Its pretty much impossible for that .39% chance to happen twice in a row.(Usein' rando mons is more fun)

40 SpA Sewaddle Air Slash vs. 0 HP / 36 SpD Eviolite Scraggy: 8-10 (38.09 - 47.61%) -- guaranteed 3HKO
40 SpA Sewaddle Hidden Power Fire vs. 156 HP / 76 SpD Eviolite Magnemite: 8-10 (38.09 - 47.61%) -- guaranteed 3HKO
Sweaddle gets screwed if he switch in on a dragon dance tho since it end up being a 3hko for him as well but hes faster. or he can choose to dd a second time and then its a 2hko so you can't heal back.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top