Project OU Next Best Thing - Cycle Last: Mega Latias (Voting)


Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Soft-Boiled

Standard CM Clefable, but you can actually handle stall. Calm Mind+Stored Power is insanely difficult for the majority of stall builds to handle, and Clefable's Magic Guard makes it even more difficult to circumvent, due to being immune to hazards, toxic, leech seed, etc. Moonblast is here so you can still threaten things like Mega Sableye and Hawlucha. A boosted Stored Power is tremendously painful for anything that doesn't resist it. Chansey cannot even handle it, as at +6/+6, it is 2HKO'd. You can easily achieve +6/+6 by setting up on things like Quagsire, Chansey, Pyukumuku, etc. You can even 2HKO Unaware Clefable at +6/+6. Overall, CM+Stored Power Clefable is very difficult for stall to handle, so yea. Next best thing from standard CM I guess.
 
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Healing Wish

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave / Stealth Rock
- Healing Wish
- Soft-Boiled
- Moonblast

Once all of the Pokemon that Clefable checks are out of the picture, you can Healing Wish a teammate back up to full strength. Thunder Wave is nice since you can paralyze something to guarantee the usage of HW, but just about any other support/coverage move can work in that slot.
 
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 156 Def / 88 SpD / 12 Spe
Calm Nature
- Seismic Toss
- Soft-Boiled
- Moonblast
- Thunder Wave

Seismic Toss is a cool option on Clefable to deal consistent damage to Pokemon like Magearna, Heatran, and Toxapex, which can otherwise use Clefable as bait pretty comfortably. I prefer to run Seismic Toss with Thunder Wave to annoy faster Pokemon like Magearna and Heatran even more than you already do, but Wish is a plausible option too.
 
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Cosmic Power+Charge Beam+Stored Power Clefable

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 204 Def / 52 SpD
Bold Nature
IVs: 0 Atk
- Stored Power
- Charge Beam
- Soft-Boiled
- Cosmic Power

This Clefable is a late-game win condition that has trouble breaking on its own (Charge Beam is very weak even with a few boosts, and non-STAB Stored Power only hits hard after several boosts), but still serves to check a lot of popular stuff and even with one Cosmic Power Boost it becomes difficult to break since it boosts both defenses at the same time. Remember there is no Fairy STAB on this set, so stuff you normally check with PhysDef Clef like Mega Medicham and Garchomp can just blow past +0 Clefable.

Scout for Taunt (that screws over this set harder than normal Clefable), and really powerful breakers like Specs Ash Greninja (this set needs 2 Cosmic Power boosts to never get 2HKO'd by Specs Hydro, but you do live one Hydro at full and +0, while at +1 you can try and fish for misses), Banded Bulu, Steelium-Z Heatran, Banded Kartana, etc. If you've got a Cosmic Power Boost or two though, you can Soft-Boiled on the attack and then keep boosting.

Relevant calcs below:
252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 252 HP / 52 SpD Clefable: 313-369 (79.4 - 93.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Greninja-Ash Hydro Pump vs. +2 252 HP / 52 SpD Clefable: 157-186 (39.8 - 47.2%) -- guaranteed 3HKO after Leftovers recovery

252+ SpA Heatran Magma Storm vs. 252 HP / 52 SpD Clefable: 186-219 (47.2 - 55.5%) -- 17.6% chance to 2HKO after Leftovers recovery
252+ SpA Heatran Inferno Overdrive (180 BP) vs. 252 HP / 52 SpD Clefable: 333-393 (84.5 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Heatran Inferno Overdrive (180 BP) vs. +1 252 HP / 52 SpD Clefable: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Magearna Fleur Cannon vs. 252 HP / 52 SpD Clefable: 220-259 (55.8 - 65.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Magearna Twinkle Tackle (195 BP) vs. 252 HP / 52 SpD Clefable: 328-387 (83.2 - 98.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Magearna Twinkle Tackle (195 BP) vs. +1 252 HP / 52 SpD Clefable: 220-259 (55.8 - 65.7%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Alakazam-Mega Psychic vs. 252 HP / 52 SpD Clefable: 190-225 (48.2 - 57.1%) -- 44.1% chance to 2HKO after Leftovers recovery
252 SpA Alakazam-Mega Psychic vs. +1 252 HP / 52 SpD Clefable: 127-150 (32.2 - 38%) -- 1.3% chance to 3HKO after Leftovers recovery

252 SpA Tornadus-Therian Hurricane vs. 252 HP / 52 SpD Clefable: 165-195 (41.8 - 49.4%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Tornadus-Therian Supersonic Skystrike (185 BP) vs. +1 252 HP / 52 SpD Clefable: 186-219 (47.2 - 55.5%) -- 17.6% chance to 2HKO after Leftovers recovery

244 SpA Magnezone Flash Cannon vs. +1 252 HP / 52 SpD Clefable: 180-212 (45.6 - 53.8%) -- 2.3% chance to 2HKO after Leftovers recovery

252 SpA Tapu Lele Psychic vs. 252 HP / 52 SpD Clefable in Psychic Terrain: 229-270 (58.1 - 68.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Tapu Lele Psyshock vs. +1 252 HP / 204+ Def Clefable in Psychic Terrain: 183-216 (46.4 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery
252 SpA Tapu Lele Psychic vs. +1 252 HP / 52 SpD Clefable in Psychic Terrain: 153-181 (38.8 - 45.9%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Diancie-Mega Moonblast vs. 252 HP / 52 SpD Clefable: 187-222 (47.4 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery
0 Atk Diancie-Mega Diamond Storm vs. 252 HP / 204+ Def Clefable: 150-177 (38 - 44.9%) -- guaranteed 3HKO after Leftovers recovery
244 Atk Landorus-Therian Earthquake vs. 252 HP / 204+ Def Clefable: 162-192 (41.1 - 48.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. 252 HP / 204+ Def Clefable: 286-337 (72.5 - 85.5%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Landorus-Therian Supersonic Skystrike (175 BP) vs. +1 252 HP / 204+ Def Clefable: 190-225 (48.2 - 57.1%) -- 44.1% chance to 2HKO after Leftovers recovery
244 Atk Landorus-Therian Explosion vs. +1 252 HP / 204+ Def Clefable: 181-213 (45.9 - 54%) -- 3.9% chance to 2HKO after Leftovers recovery

4 Atk Protean Greninja Gunk Shot vs. 252 HP / 204+ Def Clefable: 230-272 (58.3 - 69%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Protean Greninja Gunk Shot vs. +1 252 HP / 204+ Def Clefable: 194-230 (49.2 - 58.3%) -- 64.1% chance to 2HKO after Leftovers recovery

252 Atk Kartana Smart Strike vs. +1 252 HP / 204+ Def Clefable: 182-216 (46.1 - 54.8%) -- 7.4% chance to 2HKO after Leftovers recovery

252+ Atk Huge Power Mawile-Mega Play Rough vs. +1 252 HP / 204+ Def Clefable: 171-202 (43.4 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Pure Power Medicham-Mega Zen Headbutt vs. 252 HP / 204+ Def Clefable: 201-237 (51 - 60.1%) -- 88.3% chance to 2HKO after Leftovers recovery
252 Atk Pure Power Medicham-Mega High Jump Kick vs. 252 HP / 204+ Def Clefable: 163-192 (41.3 - 48.7%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Pure Power Medicham-Mega Zen Headbutt vs. +1 252 HP / 204+ Def Clefable: 135-159 (34.2 - 40.3%) -- 40.6% chance to 3HKO after Leftovers recovery

252+ Atk Choice Band Tyranitar Stone Edge vs. +1 252 HP / 204+ Def Clefable: 169-201 (42.8 - 51%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Teravolt Kyurem-Black Subzero Slammer (200 BP) vs. +1 252 HP / 204+ Def Clefable: 246-291 (62.4 - 73.8%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Swampert-Mega Waterfall vs. +1 252 HP / 204+ Def Clefable in Rain: 135-159 (34.2 - 40.3%) -- 40.6% chance to 3HKO after Leftovers recovery

252 Atk Tough Claws Charizard-Mega-X Flare Blitz vs. +1 252 HP / 204+ Def Clefable: 157-186 (39.8 - 47.2%) -- guaranteed 3HKO after Leftovers recovery

Good teammates: Unlike standard PhysDef Clefable, which can be slapped onto many teams easily, this Clefable set belongs more on balanced/semi-stall/stall teams. This Clefable set needs partners that can take on strong Specs/Banded threats like Tapu Bulu and Lele, Tyranitar, Ash Greninja, Mega Mawile, and Kartana, since while at +1/2 Clefable can take them on, it can't at +0. AV Tangrowth is a solid partner on more balanced teams as it can check all of the aforementioned threats, as is Mega Aggron on semi-stall/stall. Offensively, this Clefable set really appreciates having Heatran/Magnezone/Kartana removed (Celesteela is set up fodder at +1 Defense, Heavy Slam is a 2HKO then), so (Sub) Electrium-Z Magnezone is a good partner as well as fat Waters like Toxapex which can set up Toxic Spikes to put a timer on opposing setup sweepers that can boost alongside this Clefable.
 
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Solaros & Lunaris

Hold that faith that is made of steel
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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Moonblast
- Soft-Boiled
- Stealth Rock
- Encore

Encore’s a pretty interesting tech on Clef that people may not expect. While it may require some prediction, it can Encore while MMaw SDs, Lando sets Rocks, Reuni CMs, etc. It is a relatively difficult mon to play and hard to fit on teams, but it can be effective if you know what you’re doing.
 
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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Moonblast
- Knock Off

While Clefable prefers to run a Status or setup move like Thunder Wave or Calm Mind in the fourth slot, Knock Off isn't dead weight on its own either; with it, Clefable can remove stuff like Heatran's or Bulu's Leftovers. It can effectively punish a lot of defensive answers by removing their items too; a Chansey thinking it has a free turn to switch in and get its own Rocks up as it forces Clefable out might end up having its Eviolite smacked off instead. Considering stuff like Mega Alakazam and Toxapex occasionally have room to run this incredible move and Clefable also gets Knock Off I can't see why you wouldn't consider running it if you don't have another user of the move.
 
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for lack of better option, reserving unaware cosmic power

Clefable (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Protect
- Wish
- Moonblast

So basically, a lot of things will barely 2hko unaware clef with rocks (even with protect + lefties), such as Zard-X's blitz, offensive volc's fire blast, and Mega Medicham's Zen Headbutt. This set fixes that problem, as hitting cosmic power after the first hit will bring you out of 2hko range and you'll be able to heal up and force them out. On the other hand, losing heal bell kinda really sucks, but cosmic power has a nice niche nonetheless. I had experimented with a variant for screens as well to stop opposing sweepers and sweep with stored power; however, it didn't really work out cause either you get boned by toxic or you run resto chesto, which isn't the best.
Clefable (M) @ Chesto Berry
Ability: Unaware
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Rest
- Stored Power
- Charge Beam
 
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Reserving Counter Clefable


Clefable @ Focus Sash
Ability: Magic Guard
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Stealth Rock
- Soft-Boiled
- Counter

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Stealth Rock
- Soft-Boiled
- Counter
This spread is the new standard from the analysis being written by mellow currently
Counter is a really nice option on Clefable which allows it to fill 2 new roles. The first most obvious one is being a stop to any physical sweeper, and as Magic Guard + Soft-Boiled allows it to keep its Sash intact very easily, it can still perform is usual roles without fret of breaking its Sash.

The second less obvious role is that it can work as a lure for defensive Steel types. Celesteela, AV Magearna and Gyro Ferro rarely fear anything Clefable has to offer, and with Fireblast and Knock being somewhat rare, they can usually switch in and wall Clefable. However if they use their physical Steel stab, they will be removed or severely dented, crippling them from performing their role.

The lack of Leftovers does cut into Clefables bulk quite a bit, so I've given 2 options. The first is max Defence as to not split its bulk even further while the second is non Sash specifically to lure Steel types while keeping its current spread allowing it to perform as normal. Counter can be used as a hit all move to remove a certain physical attacker from a match in the likes of M.Medi, M.Lop, M.ZardX, M.Mawile as well, but be careful as Clef will be left at low HP afterwards.
0 Atk Celesteela Heavy Slam (120 BP) vs. 252 HP / 252+ Def Clefable: 230-272 (58.3 - 69%) -- guaranteed 2HKO
230*2=460, Celesteela's max HP is 397, so always a Ko

0 Atk Magearna Iron Head vs. 252 HP / 248+ Def Clefable: 146-174 (37 - 44.1%) -- guaranteed 3HKO
146*2=292, Magearna's max HP is 364, so left at min 20% HP

0 Atk Ferrothorn Gyro Ball (98 BP) vs. 252 HP / 248+ Def Clefable: 176-210 (44.6 - 53.2%) -- 28.1% chance to 2HKO
176*2=352, Ferrothorn's max HP is 352, so always a Ko
 
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Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
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The voting starts in several hours. Fill up your reservations if you haven't done it yet.
 

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion


Ok, the voting phase starts now. There are 8 nominations so far:
CM+Stored Power by Sickist

Healing Wish by Vengeance417

Seismic Toss by Jordy

Magic Guard Cosmic Power by TURBODERP

Encore by Solaros & Lunaris

Knock Off by Dreadfury

Unaware Cosmic Power by Prisoner952

Counter by Counting Sheep


Mannat your submission wasn't included because you didn't fill up your reservation. JetpackPotatoes your submission wasn't included because you didn't provide a description to your set. The deadline is Friday 24th of May. no one suggested cm boltbeam rip
 
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Seismic Toss Clef

close second is Knock, brings back memories of XY/ORAS when Heatran could get 1v1'd by KO/Thunder Wave Clefable
 

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion


The voting ends right now, and by its results, the winner of the Cycle 2 is Seismic Toss by Jordy. Congratulations! Your set will be added to the Hall of Fame soon. Ok, let's move straight to the next cycle!

Cycle Three - Jirachi

Nice stats, good defensive typing, and wide movepool make Jirachi really good in the current metagame. It is one of the best Scarfers for BO builds thanks to typing, making Jirachi a good answer to Psychic-types, U-turn, and Healing Wish, all of which are highly appreciated by offensive teams. On bulkier squads, Jirachi is an amazing specially defensive wall capable of completely stopping Tapu Lele and Mega Alakazam as well as providing Wish support to keep the team healthy. Also the combination of Serene Grace and Iron Head is fucking annoying to deal with. Ok, what else interesting sets on Jirachi can you guys show here?

Banned Sets
|

The deadline is Tuesday 28th of May. Good luck!​
 

Z-Happy Hour

Jirachi @ Normalium Z
Ability: Serene Grace
EVs: 180 Atk / 76 SpA / 252 Spe (252 Atk / 4 SpD / 252 Spe Jolly if no special moves)
Hasty Nature
- Happy Hour
- Iron Head
- Fire Punch
- Energy Ball / Zen Headbutt / Ice Punch / Drain Punch / (Thunderbolt, Psychic, etc.)

Gives +1 to all stats. Good for late-game cleaning... but not much else. Iron Head as STAB and to fish for flinches, Fire Punch to hit steels. Energy Ball + 76 SpA guarantees the OHKO on unaware quag (albeit rare) and 81.3% chance to OHKO ashninja so it can't rkill you with dark pulse, ZHB to hit pex, Ice Punch for glisc/chomp/offensive lando, Drain Punch for Heatran. Hasty over Naive so it can serve as a better check to psychics like lele. Unfortunately this thing is still kinda weak and depending on what moves you choose, requires weakening of walls and/or hazards support to achieve the OHKOs it wants, but if worse comes to worst the added bulk is often enough to survive one hit from revenge killers (and of course you can always hope for flinches :psysly:).

Iron Head:
180 Atk Jirachi Iron Head vs. 0 HP / 68 Def Landorus-Therian: 105-124 (32.9 - 38.8%) -- 99.7% chance to 3HKO :blobsad: (eq does 77-91)

+1 180 Atk Jirachi Iron Head vs. 248 HP / 252+ Def Eviolite Chansey: 204-240 (29 - 34.1%) -- 2% chance to 3HKO

+1 180 Atk Jirachi Iron Head vs. 248 HP / 16 Def Tapu Fini: 135-159 (39.3 - 46.3%) -- guaranteed 3HKO after Leftovers recovery

+1 180 Atk Jirachi Iron Head vs. 252 HP / 4 Def Tornadus-Therian: 184-217 (50.8 - 59.9%) -- guaranteed 2HKO

+1 180 Atk Jirachi Iron Head vs. 248 HP / 28 Def Magearna: 133-157 (36.6 - 43.2%) -- guaranteed 3HKO

+1 180 Atk Jirachi Iron Head vs. 252 HP / 4 Def Latias-Mega: 132-156 (36.2 - 42.8%) -- guaranteed 3HKO

+1 180 Atk Jirachi Iron Head vs. 248 HP / 8 Def Sableye-Mega: 127-150 (41.9 - 49.5%) -- guaranteed 3HKO (252 attack would have 17.2% chance to 2HKO)

+1 180 Atk Jirachi Iron Head vs. 0 HP / 0 Def Garchomp: 160-190 (44.8 - 53.2%) -- 32% chance to 2HKO (252 atk: 88.3%)

+1 180 Atk Jirachi Iron Head vs. 0 HP / 4 Def Medicham-Mega: 175-207 (67 - 79.3%) -- guaranteed 2HKO (hjk does 77-91 back)

+1 180 Atk Jirachi Iron Head vs. 168 HP / 0 Def Tyranitar-Mega: 218-258 (56.9 - 67.3%) -- guaranteed 2HKO

-----------------------------

Fire Punch:

+1 180 Atk Jirachi Fire Punch vs. 252 HP / 24 Def Ferrothorn: 300-356 (85.2 - 101.1%) -- 43.8% chance to OHKO after Stealth Rock (12.5% without)

+1 180 Atk Jirachi Fire Punch vs. 4 HP / 0 Def Excadrill: 292-344 (80.6 - 95%) -- guaranteed 2HKO (eq does 74-87)

+1 180 Atk Jirachi Fire Punch vs. 248 HP / 16+ Def Scizor-Mega: 260-308 (75.8 - 89.7%) -- guaranteed 2HKO (it can't do much to you in return tho; Knock + BP does 47 max)

+1 180 Atk Jirachi Fire Punch vs. 248 HP / 28 Def Celesteela: 182-216 (45.8 - 54.4%) -- 96.9% chance to 2HKO after Stealth Rock and Leftovers recovery (needs to be weakened otherwise it can leech seed you)

+1 180 Atk Jirachi Fire Punch vs. 248 HP / 28 Def Magearna: 168-198 (46.2 - 54.5%) -- 8.2% chance to 2HKO after Leftovers recovery (Iron Head + Fire Punch does 84-98)

+1 180 Atk Jirachi Fire Punch vs. 92 HP / 0 Def Mawile-Mega: 158-188 (59.8 - 71.2%) -- guaranteed 2HKO (watch out for Knock and Sucker)

+1 180 Atk Jirachi Fire Punch vs. 4 HP / 0 Def Magnezone: 170-202 (60.2 - 71.6%) -- guaranteed 2HKO (specs tbolt does 57 max)

+1 180 Atk Jirachi Fire Punch vs. 248 HP / 0 Def Jirachi: 192-228 (47.6 - 56.5%) -- 32.4% chance to 2HKO after Leftovers recovery (can barely touch you in return tho, and risks burn chip if it tries to wish stall)

+1 180 Atk Jirachi Fire Punch vs. 248 HP / 212+ Def Tangrowth: 124-146 (30.7 - 36.2%) -- guaranteed 4HKO after Leftovers recovery (def needs to be removed as it can sleep powder)
---------------
Energy Ball:

+1 76 SpA Jirachi Energy Ball vs. 252 HP / 4 SpD Unaware Quagsire: 396-468 (100.5 - 118.7%) -- guaranteed OHKO

+1 76 SpA Jirachi Energy Ball vs. 0 HP / 0 SpD Greninja-Ash: 278-328 (97.5 - 115%) -- 81.3% chance to OHKO

+1 76 SpA Jirachi Energy Ball vs. 252 HP / 0 SpD Rotom-Wash: 198-234 (65.1 - 76.9%) -- guaranteed 2HKO after Leftovers recovery

+1 76 SpA Jirachi Energy Ball vs. 248 HP / 40+ SpD Tapu Fini: 146-174 (42.5 - 50.7%) -- guaranteed 3HKO after Leftovers recovery

+1 76 SpA Jirachi Energy Ball vs. 0 HP / 4 SpD Swampert: 456-540 (133.7 - 158.3%) -- guaranteed OHKO

+1 76 SpA Jirachi Energy Ball vs. 248 HP / 252+ SpD Gastrodon: 340-404 (80 - 95%) -- guaranteed 2HKO after Leftovers recovery

---------------
ZHB:

+1 252 Atk Jirachi Zen Headbutt vs. 252 HP / 4 Def Toxapex: 228-270 (75 - 88.8%) -- guaranteed 2HKO after Black Sludge recovery

this is literally the only thing you need psychic coverage for lol (ZHB > Psychic bc most pex are spdef now)

-------------
Ice Punch:

252 Atk Jirachi Ice Punch vs. 0 HP / 68 Def Landorus-Therian: 276-328 (86.5 - 102.8%) -- 93.8% chance to OHKO after Stealth Rock (18.8 without)

252 Atk Jirachi Ice Punch vs. 252 HP / 112+ Def Landorus-Therian: 244-288 (63.8 - 75.3%) -- guaranteed 2HKO after Leftovers recovery

+1 252 Atk Jirachi Ice Punch vs. 244 HP / 52 Def Gliscor: 324-384 (92 - 109%) -- guaranteed OHKO after Stealth Rock (56.3 without)

+1 252 Atk Jirachi Ice Punch vs. 252 HP / 4 Def Garchomp: 428-504 (101.9 - 120%) -- guaranteed OHKO

+1 252 Atk Jirachi Ice Punch vs. 0 HP / 4 Def Garchomp-Mega: 360-428 (100.8 - 119.8%) -- guaranteed OHKO

-------------------------
Drain Punch:

+1 252 Atk Jirachi Drain Punch vs. 0 HP / 4 Def Heatran: 194-230 (60 - 71.2%) -- guaranteed 2HKO (z-magma can ohko even through the +1 spdef, non-z does 70-83 + trapping damage)

doesn't really help against anything else lol
 
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Reserving Secret Power


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 196 SpD / 64 Spe
Careful Nature
- Iron Head
- Secret Power
- Wish
- Protect

Tapu Bulu makes an excellent partner for Jirachi, with nice typing synergy and grassy terrain both providing a nice resistance to common ground moves and improving its recovery. These two aren't the only benefits that grassy terrain provides. Secret Power in grassy terrain + Serene Grace has a 60% chance to put opposing Mons to sleep, allowing Jirachi to Sleep its common switch ins, giving a safe turn to switch accordingly as well as status paralysis immune Pokemon such as Zapdos and Rotom-W. Without terrain, or under electric, Secret Power now paralysis enemies, allowing Jirachi to switch up its status when convenient. Secret Power isn't a total loss under misty terrain unlike body slam, as it reduces special attack, making Fini easier to switch in to.
 
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