Project SV OU - Victim of the Week (Week 50: Choice Band Dragapult) [VOTING]

kd458

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Moderator
Counter:
A never before seen technology.. PhysDef Salamence?

mence.png

Salamence @ Heavy-Duty Boots
Jolly Nature
Ability: Intimidate
Tera Type: Fairy
EVs: 168 HP / 244 Def / 96 Spe
- Dual Wingbeat
- Tera Blast
- Dragon Dance
- Roost

This guaranteed does not get 2HKOd by any non-tera move aside from Fury, and is faster than Hoopa so can roost once after taking Fury into guaranteed OHKOing it with Dual Wingbeat after two defence drops if Tera Fairy is unavailable. Against any other move (including double Knock Off), Salamence will live two hits and 2HKO back with Dual Wingbeat before going down:
-1 252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 168 HP / 244 Def Salamence: 175-207 (46.9 - 55.4%) -- 73.4% chance to 2HKO
-1 252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 168 HP / 244 Def Salamence: 141-166 (37.8 - 44.5%) -- guaranteed 3HKO
-1 252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 168 HP / 244 Def Salamence: 44-52 (11.7 - 13.9%) -- possible 8HKO
-1 252 Atk Choice Band Hoopa-Unbound Knock Off (97.5 BP) vs. 168 HP / 244 Def Salamence: 169-201 (45.3 - 53.8%) -- 41.8% chance to 2HKO
-1 252 Atk Choice Band Hoopa-Unbound Gunk Shot vs. 168 HP / 244 Def Salamence: 140-165 (37.5 - 44.2%) -- guaranteed 3HKO

0 Atk Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 168-200 (55.8 - 66.4%) -- approx. 2HKO
0 Atk Salamence Dual Wingbeat (2 hits) vs. -2 0 HP / 0 Def Tera Dark Hoopa-Unbound: 338-398 (112.2 - 132.2%) -- guaranteed OHKO

Tera Dark Hoopa does a lot of damage with Hyperspace Fury, but even if Salamence has earlier switched into a Knock Off and has to come in on SR it is not OHKOd and OHKOs back with Tera Blast Fairy, or can opt to Tera, roost off the damage and use this as an opportunity to set up Dragon Dances to pose a threat itself:
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 168 HP / 244 Def Salamence: 234-276 (62.7 - 73.9%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 168 HP / 244 Def Tera Fairy Salamence: 117-138 (31.3 - 36.9%) -- 78.5% chance to 3HKO
This damage roll also means that if Mence does not take SR, so long as it is at full it can still roost once on Tera Dark Hyperspace Fury and OHKO on the following turn with Dual Wingbeat even without having access to its own Tera.

Even if Salamence has been Tera'd earlier to deal with a separate mon or attempt a sweep, Gunk Shot will not OHKO without max roll + poison hax:
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Gunk Shot vs. 168 HP / 244 Def Tera Fairy Salamence: 280-330 (75 - 88.4%) -- guaranteed 2HKO

The situation of Hoopa not being intimidated should never arise, as Salamence is faster and can OHKO it with Tera Blast so Hoopa coming in will not get the opportunity to attack:
0 Atk Tera Fairy Salamence Tera Blast vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 338-398 (112.2 - 132.2%) -- guaranteed OHKO

Of course, this set can be poisoned by Gunk Shot, which, while not causing Salamence to no longer immediately be a counter, will permanently weaken its effectiveness at switching in multiple times as Mence will now need to be at full to switch in to Tera Dark Fury (1 turn of poison damage on the roost turn + 1 turn of poison damage upon switching in + Tera Dark Hyperspace Fury = maximum 98.9%). However, PhysDef Mence can still act as a full counter with access to reliable recovery and the ability to always win 1v1 barring hax. Earthquake over Dual Wingbeat gives near perfect coverage for a more general defensive DD Mence set, but for the situation where tera is unavailable unboosted EQ is not a guaranteed 2HKO and so Wingbeat is required for this to be a counter set. Tera Bug with Tera Blast is another potential counter set as this does not change any defensive interactions with Hoopa's moveset so has no issue with coming in on Gunk Shot even after Tera, but that lacks the ability to roost/set up on Hyperspace Fury and also at that point you are running a Tera Bug Salamence (pls don't do this)
 

Zora489

I COULD BE BANNED!
Counter:
A never before seen technology.. PhysDef Salamence?

View attachment 538609
Salamence @ Heavy-Duty Boots
Jolly Nature
Ability: Intimidate
Tera Type: Fairy
EVs: 168 HP / 244 Def / 96 Spe
- Dual Wingbeat
- Tera Blast
- Dragon Dance
- Roost

This guaranteed does not get 2HKOd by any non-tera move aside from Fury, and is faster than Hoopa so can roost once after taking Fury into guaranteed OHKOing it with Dual Wingbeat after two defence drops if Tera Fairy is unavailable. Against any other move (including double Knock Off), Salamence will live two hits and 2HKO back with Dual Wingbeat before going down:
-1 252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 168 HP / 244 Def Salamence: 175-207 (46.9 - 55.4%) -- 73.4% chance to 2HKO
-1 252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 168 HP / 244 Def Salamence: 141-166 (37.8 - 44.5%) -- guaranteed 3HKO
-1 252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 168 HP / 244 Def Salamence: 44-52 (11.7 - 13.9%) -- possible 8HKO
-1 252 Atk Choice Band Hoopa-Unbound Knock Off (97.5 BP) vs. 168 HP / 244 Def Salamence: 169-201 (45.3 - 53.8%) -- 41.8% chance to 2HKO
-1 252 Atk Choice Band Hoopa-Unbound Gunk Shot vs. 168 HP / 244 Def Salamence: 140-165 (37.5 - 44.2%) -- guaranteed 3HKO

0 Atk Salamence Dual Wingbeat (2 hits) vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 168-200 (55.8 - 66.4%) -- approx. 2HKO
0 Atk Salamence Dual Wingbeat (2 hits) vs. -2 0 HP / 0 Def Tera Dark Hoopa-Unbound: 338-398 (112.2 - 132.2%) -- guaranteed OHKO

Tera Dark Hoopa does a lot of damage with Hyperspace Fury, but even if Salamence has earlier switched into a Knock Off and has to come in on SR it is not OHKOd and OHKOs back with Tera Blast Fairy, or can opt to Tera, roost off the damage and use this as an opportunity to set up Dragon Dances to pose a threat itself:
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 168 HP / 244 Def Salamence: 234-276 (62.7 - 73.9%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 168 HP / 244 Def Tera Fairy Salamence: 117-138 (31.3 - 36.9%) -- 78.5% chance to 3HKO
This damage roll also means that if Mence does not take SR, so long as it is at full it can still roost once on Tera Dark Hyperspace Fury and OHKO on the following turn with Dual Wingbeat even without having access to its own Tera.

Even if Salamence has been Tera'd earlier to deal with a separate mon or attempt a sweep, Gunk Shot will not OHKO without max roll + poison hax:
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Gunk Shot vs. 168 HP / 244 Def Tera Fairy Salamence: 280-330 (75 - 88.4%) -- guaranteed 2HKO

The situation of Hoopa not being intimidated should never arise, as Salamence is faster and can OHKO it with Tera Blast so Hoopa coming in will not get the opportunity to attack:
0 Atk Tera Fairy Salamence Tera Blast vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 338-398 (112.2 - 132.2%) -- guaranteed OHKO

Of course, this set can be poisoned by Gunk Shot, which, while not causing Salamence to no longer immediately be a counter, will permanently weaken its effectiveness at switching in multiple times as Mence will now need to be at full to switch in to Tera Dark Fury (1 turn of poison damage on the roost turn + 1 turn of poison damage upon switching in + Tera Dark Hyperspace Fury = maximum 98.9%). However, PhysDef Mence can still act as a full counter with access to reliable recovery and the ability to always win 1v1 barring hax. Earthquake over Dual Wingbeat gives near perfect coverage for a more general defensive DD Mence set, but for the situation where tera is unavailable unboosted EQ is not a guaranteed 2HKO and so Wingbeat is required for this to be a counter set. Tera Bug with Tera Blast is another potential counter set as this does not change any defensive interactions with Hoopa's moveset so has no issue with coming in on Gunk Shot even after Tera, but that lacks the ability to roost/set up on Hyperspace Fury and also at that point you are running a Tera Bug Salamence (pls don't do this)
what in the god damn tar heel texas tea spongebob goofy goober hell
 

BT89

go on, take everything
is a Pre-Contributor
Submission phase is up!

:ss/hoopa-unbound:
Checks
:alomomola: Physically Defensive Play Rough by Athyestic
:enamorus: Choice Specs by Lectrys
:tinkaton: Swords Dance by Mugenman88
:chesnaught: Tera Steel ID + BP (?) by Zora489
:landorus-therian: Physically Defensive by InvisibleWater
:corviknight: Physically Defensive by NoobHereWaddup

Counters
:klefki: Lead Play Rough by Concept Everything
:overqwil: Swords Dance by Admiral_Stalfos19
:salamence: Physically Defensive DD by kd458

Veto
:forretress: - This is more of a lure than an answer + Forretress is otherwise pretty much nonexistent in OU.

Voting is due on Tuesday the 1st! Vote for up to two checks and one counter.
Also please try to avoid unnecessary comments in the thread :)
 
Thank you to everyone who participated in this cycle. The winners this time are

Check Choice Specs :Enamorus: by Lectrys
Counter SD :Overqwil: by Admiral_Stalfos19

the sets have been added to the Hall of Fame. For the next Victim we have... Battle Bond Greninja!

:sv/greninja:
Greninja @ Life Orb
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Water
Timid Nature
- Hydro Pump
- Dark Pulse
- Grass Knot
- Water Shuriken / Ice Beam

The implementation of Battle Bond on PS! gave new life to Greninja, enough for it to rise to OU. With Life Orb and strong coverage in Ice Beam and Grass Knot, Greninja is able to threaten most of the tier. Its Speed allow it to get the jump on Booster Energy Iron Valiant, and hence most of the tier, after Battle Bond activates, making it particularly strong against offense. What are some checks to this frog?

Submissions end on Sunday August 6th at 23:59 EST
Please specify if your submission is a check or a counter
 
:sv/goodra-hisui:
Goodra-Hisui @ Assault Vest
Ability: Sap Sipper
EVs: 196 HP / 252 SpA / 60 Spe
Tera Type: Flying
Modest Nature
- Draco Meteor
- Flash Cannon
- Fire Blast
- Earthquake

Hisuian Goodra is a check. It lacks reliable recovery, but its titanic special bulk and typing cause all of Greninja's attacks to deal little damage, with its strongest option, Dark Pulse, having a minimal chance to even 3HKO. Once in, Goodra can OHKO with Draco Meteor after one round of Life Orb chip.

:goodra-hisui:
252+ SpA Goodra-Hisui Draco Meteor vs. 0 HP / 4 SpD Greninja: 273-322 (95.7 - 112.9%) -- 75% chance to OHKO
252+ SpA Goodra-Hisui Flash Cannon vs. 0 HP / 4 SpD Greninja: 84-99 (29.4 - 34.7%) -- 11.1% chance to 3HKO
252+ SpA Goodra-Hisui Fire Blast vs. 0 HP / 4 SpD Greninja: 77-91 (27 - 31.9%) -- guaranteed 4HKO
0- Atk Goodra-Hisui Earthquake vs. 0 HP / 0 Def Greninja: 90-106 (31.5 - 37.1%) -- 83.4% chance to 3HKO

:greninja:
252 SpA Life Orb Greninja Hydro Pump vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 47-55 (13.4 - 15.7%) -- possible 7HKO
252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 62-74 (17.7 - 21.1%) -- possible 5HKO
+1 252 SpA Life Orb Greninja Hydro Pump vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 70-82 (20 - 23.4%) -- guaranteed 5HKO
+1 252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 94-110 (26.8 - 31.4%) -- guaranteed 4HKO
252 SpA Life Orb Greninja Dark Pulse vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 68-82 (19.4 - 23.4%) -- possible 5HKO
+1 252 SpA Life Orb Greninja Dark Pulse vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 101-121 (28.8 - 34.5%) -- 3.4% chance to 3HKO
252 SpA Life Orb Greninja Water Shuriken (15 BP) (5 hits) vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 30-40 (8.5 - 11.4%) -- approx. possible 9HKO
252 SpA Life Orb Tera Water Greninja Water Shuriken (15 BP) (5 hits) vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 45-60 (12.8 - 17.1%) -- approx. possible 6HKO
+1 252 SpA Life Orb Greninja Water Shuriken (15 BP) (5 hits) vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 50-60 (14.2 - 17.1%) -- approx. possible 6HKO
+1 252 SpA Life Orb Tera Water Greninja Water Shuriken (15 BP) (5 hits) vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 70-85 (20 - 24.2%) -- approx. 5HKO
252 SpA Life Orb Greninja Ice Beam vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 51-61 (14.5 - 17.4%) -- possible 6HKO
+1 252 SpA Life Orb Greninja Ice Beam vs. 196 HP / 0 SpD Assault Vest Goodra-Hisui: 77-91 (22 - 26%) -- 3.6% chance to 4HKO
 
Last edited:

NoobHereWaddup

Tri Attack will freeze
is a Tiering Contributor
:meowscarada:
Meowscarada @ Choice Scarf
Ability: Protean
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Grass
Jolly Nature
- Flower Trick
- Knock Off
- U-turn
- Play Rough/Spikes/Trick/Whatever really

What checks a dark type starter? Another dark type starter of course (it also got back to ou so it deserves the spotlight)

Everytime greninja ko's and activates battle bond, you can just bring in meowscarada and force it out because it will always be faster than greninja at +1 speed(568 vs 565).

Greninja can't do much about this other than switch or use water shuriken, which won't ohko
+1 252 SpA Life Orb Greninja Water Shuriken (15 BP) (5 hits) vs. 0 HP / 4 SpD Meowscarada: 135-160 (46 - 54.6%) -- approx. 82.4% chance to 2HKO

On the other hand protean meowscarada can ohko greninja with either u-turn for momentum, or flower trick to play around tera water
252 Atk Protean Meowscarada U-turn vs. 0 HP / 0 Def Greninja: 284-336 (99.6 - 117.8%) -- 93.8% chance to OHKO
252 Atk Meowscarada Flower Trick vs. 0 HP / 0 Def Greninja on a critical hit: 426-504 (149.4 - 176.8%) -- guaranteed OHKO
 
Check

:SV/Walking Wake:
Walking Wake @ Choice Specs
Ability: Protosynthesis
Tera Type: Water
EVs: 12 HP / 244 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Steam
- Flamethrower
- Draco Meteor
- Dragon Pulse / Hydro Pump

So Walking Wake doesn't outspeed Battle Bonded Greninja, but it can tank any of Greninja's boosted attacks and OHKO back.

+1 252 SpA Life Orb Greninja Dark Pulse vs. 12 HP / 0 SpD Walking Wake: 253-300 (73.9 - 87.7%) -- guaranteed 2HKO
+1 252 SpA Life Orb Greninja Grass Knot (120 BP) vs. 12 HP / 0 SpD Walking Wake: 253-299 (73.9 - 87.4%) -- guaranteed 2HKO
+1 252 SpA Life Orb Greninja Ice Beam vs. 12 HP / 0 SpD Walking Wake: 191-225 (55.8 - 65.7%) -- guaranteed 2HKO
+1 252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 12 HP / 0 SpD Walking Wake: 116-136 (33.9 - 39.7%) -- guaranteed 3HKO
244 SpA Choice Specs Walking Wake Draco Meteor vs. 0 HP / 4 SpD Greninja: 406-478 (142.4 - 167.7%) -- guaranteed OHKO
 
:sv/volcanion:
Volcanion @ Choice Specs
Level: 100
Modest Nature
Tera Type: Fairy
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
- Steam Eruption
- Fire Blast
- Earth Power
- Tera Blast
Yall mfs aint ready for the best volcanion set
This is a check
+1 252 SpA Life Orb Greninja Grass Knot (100 BP) vs. 0 HP / 4 SpD Tera Fairy Volcanion: 196-231 (65.1 - 76.7%) -- guaranteed 2HKO
252+ SpA Choice Specs Tera Fairy Volcanion Tera Blast vs. 0 HP / 4 SpD Greninja: 566-668 (198.5 - 234.3%) -- guaranteed OHKO
ok bye
 
While not ranked I still think this mon is very much slept on and is good enough to be used in an OU setting.
CHECK

:sv/wo_chien:

Wo-Chien @ Leftovers
Ability: Tablets of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Knock Off
- Giga Drain
- Leech Seed
- Protect

So yeah, +1 Ice Beam is actually pretty scary to Wo-Chien but with Tera Poison you can still easily win if you Tera on the predicted Ice Beam and you won't get KO'd by the follow-up Hydro Pump. I still wouldn't quite put this in counter status though because if the Greninja player gigabrains you (just by using Hydro Pump predicting your tera) you can still lose.
This is just assuming Greninja still has Tera Water AND Ice Beam. If you're afraid of Ice Beam and opp has already Tera'd something else you can just Tera Poison in its face and you're greatly favored to win. If the Greninja has no Ice Beam Wo-Chien gives no shits about anything Greninja does and can sit on it forever while always threatening a 2HKO back with Giga Drain. Without a boost you can come in on anything and you always win.

0 SpA Wo-Chien Giga Drain vs. 0 HP / 4 SpD Tera Water Greninja: 204-242 (71.5 - 84.9%) -- guaranteed 2HKO (27.2 - 32.3% recovered)

+1 252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 252 HP / 252+ SpD Wo-Chien: 117-138 (31.2 - 36.8%) -- guaranteed 4HKO after Leftovers recovery
+1 252 SpA Life Orb Tera Water Greninja Ice Beam vs. 252 HP / 252+ SpD Tera Poison Wo-Chien: 95-113 (25.4 - 30.2%) -- 0.5% chance to 4HKO after Leftovers recovery
+1 252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 252 HP / 252+ SpD Tera Poison Wo-Chien: 234-276 (62.5 - 73.7%) -- guaranteed 2HKO after Leftovers recovery (don't forget about the Giga Drain recovery)
+1 252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 252+ SpD Tera Poison Wo-Chien: 175-207 (46.7 - 55.3%) -- 10.9% chance to 2HKO after Leftovers recovery
 
Last edited:

kd458

is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
Counter: Blissey
1691071533853.png

Blissey @ Heavy-Duty Boots
Level: 100
Calm Nature
Tera Type: Water
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
- Seismic Toss
- Calm Mind
- Soft-Boiled
- Stealth Rock

This is the set used on Weirdhamster's RMT team that peaked #1 on ladder, and is basically the only pokemon that can take 2 of any hit and has reliable recovery. Hydro pump is not a 2HKO, although Tera Water is necessary if Blissey gets flinched by Dark Pulse before it sets up a Calm Mind; even with Grass Knot however, Blissey's low weight means that after Terastallizing Greninja is hard walled.

+1 252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 4 HP / 252+ SpD Blissey: 234-276 (35.8 - 42.3%) -- guaranteed 3HKO
+1 252 SpA Life Orb Tera Water Greninja Dark Pulse vs. 4 HP / 252+ SpD Blissey: 126-149 (19.3 - 22.8%) -- possible 5HKO
+1 252 SpA Life Orb Tera Water Greninja Ice Beam vs. 4 HP / 252+ SpD Blissey: 95-113 (14.5 - 17.3%) -- possible 6HKO
+1 252 SpA Life Orb Tera Water Greninja Grass Knot (60 BP) vs. 4 HP / 252+ SpD Blissey: 64-75 (9.8 - 11.5%) -- possible 9HKO
+1 252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 4 HP / 252+ SpD Tera Water Blissey: 117-138 (17.9 - 21.1%) -- possible 5HKO
+1 252 SpA Life Orb Tera Water Greninja Grass Knot (60 BP) vs. 4 HP / 252+ SpD Tera Water Blissey: 127-151 (19.4 - 23.1%) -- possible 5HKO
+1 252 SpA Life Orb Tera Water Greninja Hydro Pump vs. +1 4 HP / 252+ SpD Blissey: 156-185 (23.9 - 28.3%) -- 94.4% chance to 4HKO
+1 252 SpA Life Orb Tera Water Greninja Grass Knot (60 BP) vs. +1 4 HP / 252+ SpD Tera Water Blissey: 86-101 (13.1 - 15.4%) -- possible 7HKO

Blissey can switch in on any hit, recover off damage taken and after recovering to ~60%, which is always achieved after a single Soft-Boiled, only 1 Calm Mind is enough to neutralise a boosted Greninja before taking it out with Seismic Toss.
 

Zora489

I COULD BE BANNED!
Thank you to everyone who participated in this cycle. The winners this time are

Check Choice Specs :Enamorus: by Lectrys
Counter SD :Overqwil: by Admiral_Stalfos19

the sets have been added to the Hall of Fame. For the next Victim we have... Battle Bond Greninja!

:sv/greninja:
Greninja @ Life Orb
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Tera Type: Water
Timid Nature
- Hydro Pump
- Dark Pulse
- Grass Knot
- Water Shuriken / Ice Beam

The implementation of Battle Bond on PS! gave new life to Greninja, enough for it to rise to OU. With Life Orb and strong coverage in Ice Beam and Grass Knot, Greninja is able to threaten most of the tier. Its Speed allow it to get the jump on Booster Energy Iron Valiant, and hence most of the tier, after Battle Bond activates, making it particularly strong against offense. What are some checks to this frog?

Submissions end on Sunday August 6th at 23:59 EST
Please specify if your submission is a check or a counter
Gholdengo @ Leftovers
Ability: Good as Gold
Tera Type: Water
EVs: 252 HP / 196 SpD / 60 Spe
Calm Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Recover
- Thunder Wave

This set is a check, as it switches in on every move except dark pulse, and fully walls gren if you have previously tera water'd. The general idea is to switch in on hydro pump, tera water and recover. And then you wall gren forever. If it decides to stay in and hit you again, the max damage you'll take is 30%, and then you can t-wave or recover again.

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 196+ SpD Gholdengo: 161-191 (42.5 - 50.5%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Greninja Dark Pulse vs. 252 HP / 196+ SpD Gholdengo: 234-276 (61.9 - 73%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Tera Water Greninja Hydro Pump vs. 252 HP / 196+ SpD Tera Water Gholdengo: 108-127 (28.5 - 33.5%) -- 97.8% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Tera Water Greninja Dark Pulse vs. 252 HP / 196+ SpD Tera Water Gholdengo: 117-138 (30.9 - 36.5%) -- guaranteed 4HKO after Leftovers recovery
252 SpA Life Orb Tera Water Greninja Grass Knot (60 BP) vs. 252 HP / 196+ SpD Tera Water Gholdengo: 117-140 (30.9 - 37%) -- guaranteed 4HKO after Leftovers recovery

Dengo after switching into a dpulse : 252 SpA Life Orb Tera Water Greninja Grass Knot (60 BP) vs. 252 HP / 196+ SpD Tera Water Gholdengo: 117-140 (30.9 - 37%) -- 75% chance to OHKO
252 SpA Life Orb Tera Water Greninja Dark Pulse vs. 252 HP / 196+ SpD Tera Water Gholdengo: 117-138 (30.9 - 36.5%) -- 62.5% chance to OHKO

So, even if you do get predicted on switch (they shouldn't predict a dengo coming in on a faster gren). You have a 1/3 chance to survive the interaction anyways.

And once you have sufficent hp/have t-waved, you can beat down gren with shadow balls
0 SpA Tera Water Gholdengo Shadow Ball vs. 0 HP / 4 SpD Greninja: 72-86 (25.2 - 30.1%) -- guaranteed 4HKO
0 SpA Tera Water Gholdengo Shadow Ball vs. 0 HP / 4 SpD Tera Water Greninja: 145-172 (50.8 - 60.3%) -- guaranteed 2HKO
 
Check


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 252 HP/252 Atk/4 Def
Adamant Nature
Tera-Type: Water
- Liquidation
- Aqua Jet
- Play Rough
- Ice Spinner

Light enough to not get hit too hard by Grass Knot and resists everything else the standard Gren can throw at it. Azu is as solid a check as anything, especially with AV to take hits even better and STAB Play Rough to destroy Gren in retaliation. However, it's only a check for a couple of reasons. A.) It lacks reliable recovery, and even if it had it, AV would stop it from running it. And B.) Play Rough can miss. This is especially detrimental if Gren has its Battle Bond up, as Grass Knot goes from a very minute chance to 3HKO to a guaranteed 3HKO and even a slightly less minute chance to 2HKO.

252 SpA Life Orb Greninja Grass Knot (60 BP) vs. 252 HP / 0 SpD Assault Vest Azumarill: 117-140 (28.9 - 34.6%) -- 5.7% chance to 3HKO
+1 252 SpA Life Orb Greninja Grass Knot (60 BP) vs. 252 HP / 0 SpD Assault Vest Azumarill: 177-208 (43.8 - 51.4%) -- 6.6% chance to 2HKO

The set itself is very straight forward. Liquidation for a Water STAB that actually hits hard, Play Rough for Fairy STAB, Aqua Jet for priority and Ice Spinner so it doesn't get completely walled by Amoonguss. Tera-Water is the only really necessary Tera-Type, because again, Play Rough destroys Gren as it is, and any boost you can give to Aqua Jet will be well worth considering. Tera-Water also allows for Azu to 2HKO with Liquidation if you don't trust Play Rough's accuracy, but keep in mind that you are rolling dice with Gren's active Battle Bond either way.

252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Greninja: 494-584 (173.3 - 204.9%) -- guaranteed OHKO
252+ Atk Huge Power Azumarill Liquidation vs. 0 HP / 0 Def Greninja: 117-138 (41 - 48.4%) -- guaranteed 3HKO
252+ Atk Huge Power Tera Water Azumarill Liquidation vs. 0 HP / 0 Def Greninja: 157-185 (55 - 64.9%) -- guaranteed 2HKO

Also, deciding to Tera-Water opens up Dark Pulse for Gren, which gives it the potential to flinch Azu down due to (massively) outspeeding it. You could counter that by getting Trick Room up prior, but maintaining the Fairy typing is better, as it maximizes the number of flinches Gren has to get

+1 252 SpA Life Orb Greninja Dark Pulse vs. 252 HP / 0 SpD Assault Vest Tera Water Azumarill: 175-207 (43.3 - 51.2%) -- 3.1% chance to 2HKO
+1 252 SpA Life Orb Greninja Dark Pulse vs. 252 HP / 0 SpD Assault Vest Azumarill: 87-103 (21.5 - 25.4%) -- 0.2% chance to 4HKO
 
Counter:

:Sv/Hoopa-Unbound:
Assualt vest Hoopa-U

With its sky high spdef stat, AV has been a set Hoopa-u has always had in the backlog. Against greninja it is an absolute monster

swap in on greninja before battle bond boost and it will be forced to swich out, as Hoppa has only a 7% chance to die in 3 hydro pumps.

252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 0 SpD Assault Vest Hoopa-Unbound: 107-126 (29.4 - 34.7%) -- 7.4% chance to 3HKO

no matter what situation, if hoopa gets off a single drain punch it is not only healing back all that dmg, but has a high chance to ohko greninja itself.

96+ Atk Hoopa-Unbound Drain Punch vs. 0 HP / 0 Def Greninja: 264-312 (92.6 - 109.4%) -- 56.3% chance to OHKO

and even if you let greninja get the +1 from battle bond, which should never happen. but if it does hoopa-U still has a good chance of living 2 hydros. and being able to either one shot or get greninja in range for a priority.
+1 252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 0 SpD Assault Vest Hoopa-Unbound: 160-188 (44 - 51.7%) -- 14.1% chance to 2HKO

so as long as you swap it into gren pre-boost it will win 10/10 times, and even if it goes against gren post boost, gren will be forced to swap cause the odds of it 2hko is so low
 

BT89

go on, take everything
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