Project Counter That Threat!

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Hey guys brawl here! Alright this got approved so its time to kick it off. The goal of this thread is as follows. Each week a specific threat or core will be chosen, and each person's goal will be to come up with a Pokemon that can effectively nullify the threat selected that week. When nominating a pokemon, make sure that you give a valid description as to why it is an effective counter to the selected threat, and make sure that it is a true counter, and not just a check. At the end of each week, a voting period will ensue in which everybody will vote for a single nomination as the most effective counter to the selected threat of the week. Feel free to discuss and post in the thread, but make sure you only nominate 1x per week to give everybody equal opportunity! Below is an example nomination.
Threat: Specs Typhlosion

Counter:

Dragalge @ Assault Vest
Ability: Poison Point
EVs: 252 SAtk / 248 HP / 8 Spd
- Hydro Pump
- Sludge Bomb
- Thunderbolt
- Draco Meteor

Dragalge's already titanic 123 base Special Defense further boosted by Assault Vest allows it to consistantly switch into any moves that Typhlosion has. Resisting all of Typhlosion's STAB and coverage moves in Eruption, Fire Blast, HP Grass, and Focus Blast, Dragalge's Dragon / Poison typing gives it a massive boon in defeating Typhlosion.
252+ SpA Choice Specs Typhlosion Eruption (150 BP) vs. 252 HP / 4 SpD Assault Vest Dragalge: 99-117 (29.6 - 35%) -- 17.8% chance to 3HKO
As shown by the calc above, Modest Typhlosion's single strongest move which is known for being essentially a guarantee'd OHKO on any switch in results in a 17% chance for a 3HKO against Dragalge, immediatly forcing it out. Because of these reasons, Dragalge makes for an effective counter towards Typhlosion!


Archeops @ Life Orb
Ability: Defeatist
EVs: 252 Spd / 252 Atk / 4 SAtk
Hasty Nature
- Stone Edge
- Heat Wave / Earth Power
- Roost
- Knock Off / U-turn


Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Spd / 252 Atk / 4 SAtk
Lonely Nature
- Leaf Storm
- Knock Off
- Sucker Punch
- Defog


The threat of the first week is a Shiftry Archeops core. Offensively this core takes advantage of two of NU's best mixed attackers, and use their powerful offensive synergy to decimate the NU tier. Shiftry's powerful Knock Off and Sucker Punch bait in physical walls to be wrecked by a STAB Leaf Storm, and Archeops can come in to clean up teams with a wide range of coverage options. On top of this, Shiftry's defog supports Archeops well, as it can prevent it from reaching Defeatist, and allow it to fire of nukes more consistently without having to roost as often.

Counter:

Miltank @ Leftovers
Ability: Sap Sipper
EVs: 160 HP / 252 Def / 96 Spd
Impish Nature
- Stealth Rock
- Thunder Wave
- Milk Drink
- Ice Punch

Second Week:

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Scald
- Earthquake
- Knock Off / Toxic
- Stealth Rock


Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 248 HP / 216 Def / 44 SpD
Bold Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder / Aromatherapy / Hidden Power [Fire]
- Synthesis


Back to basics. I'm sure we are very farmiliar with this core, but simply put it still finds itself to be one of the best. VileToad easily walls the majority of the tier, and with amazing defensive synergy finds itself one of the most solid pivot cores to accompany any team, and are easily applicable to most teams as well, offensive and defensive. Taking advantage of their stellar bulk and typing, they offer tons of support, with Seismitoad switching into most Special Attackers with only a single weakness, knocking items, burning, spreading toxic, and setting up stealth rocks. On the other end, Vileplume is capable of checking most physical attackers with its powerful bulk, while sleeping or clericing its own team.

Have fun countering, week goes until next saturday!

Winners Box:
Week 1 - srk1214
 
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Prepare for a god awful Throh set:


Throh (M) @ Assault Vest
Ability: Guts
EVs: 252 Def / 252 HP / 4 SDef
Impish Nature
- Storm Throw
- Stone Edge
- Filler
- Filler

Thank god the Archeops doesn't use any Flying moves lol. So basically Throh has the bulk to take any hit from Archeops or Shiftry and hit back with either Storm Throw or Stone Edge. Basically the only thing Throh fears is Shiftry's Leaf Storm after it's Assault Vest is knocked off but even then it is onlt a 2 hit ko at best ignoring special attack drops from Leaf Storm.
 

scorpdestroyer

it's a skorupi egg
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crisis core y/n
jw do our mons have to be viable?

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Ice Punch

Hariyama works similarly to the Throh above, except it's better outside of countering the core due to Thick Fat allowing it to counter Fire-types as well. Hariyama can switch into any move from the core because Archeops isn't carrying a Flying STAB. It can then defeat it with any of its moves and bring it into Defeatist range / outright KO it. It does the same for Shiftry.
 

Gurdurr @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Yet another fighting type, but whatever. The one problem I noticed with the Archeops/Shiftry core is that while both are mixed attackers, they both primarily attack from the physical side. Thanks to Eviolite, Gurdurr can avoid the 2hko from Shiftry's Leaf Storm and laughs at anything Archeops does. Then it can proceed to potentially OHKO both of them with Drain Punch/Ice Punch. Mach Punch is almost guaranteed OHKO on Shiftry after 2 rounds of LO recoil, SR + one round of recoil guarantees it. Mach Punch is also usable in getting Archeops to defeatist range as it does around 40% (this is very useful against variants with a flying STAB).
 

Quite Quiet

why fall in love when you can fall asleep
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I hope these things doesn't have to be viable outside of this, otherwise it's hard to find things that are reliable.

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
- Rest
- Sleep Talk
- Sludge Bomb
- Thunderbolt

RestTalk Weezing can switch in on any of these moves and still avoid the 2hko, rest up and sleep talk them both to death. Archeops Stone edge does 50% max and have no chance to ko after black sludge while tbolt puts in defeatist range right away, forcing it to waste turns roosting or doing little damage. It resists leaf storm and sucker punch is stopped by sleep talk. Archeops hitting 2 stone edges after black sludge is gone has a 2.3% chance to 2hko after rest,but if it does shiftry can't even hope to ko. If switching in on shiftry, knock off does 42% at most and then it misses even the 3hko, giving weezing more than enough time to get its hp back up.

Much viable, run this now guys
 
To answer, we seek a balance between creativity and viability. Everything posted so far is fine, feel free to go out of your way to make unique and possibly silly creations to try to beat the week's threat. Just don't go around and be like:

Bidoof @ Liechi Berry
Ability: Simple
EVs: 252 Spd / 252 HP
Timid Nature
- Amnesia
- Curse
- Double Team
- Work Up

CUZ SETUP.

Just don't. Use your own judgement as to whether something can be justifiably posted. So far everything looks good. :]
 

Quite Quiet

why fall in love when you can fall asleep
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Gurdurr @ Eviolite
Ability: Iron Fist
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Yet another fighting type, but whatever. The one problem I noticed with the Archeops/Shiftry core is that while both are mixed attackers, they both primarily attack from the physical side. Thanks to Eviolite, Gurdurr can avoid the 2hko from Shiftry's Leaf Storm and laughs at anything Archeops does. Then it can proceed to potentially OHKO both of them with Drain Punch/Ice Punch. Mach Punch is almost guaranteed OHKO on Shiftry after 2 rounds of LO recoil, SR + one round of recoil guarantees it. Mach Punch is also usable in getting Archeops to defeatist range as it does around 40% (this is very useful against variants with a flying STAB).
If Gurdurr lose it's eviolite to archeops with knock off before dying to ice punch, this stops being a counter. Leaf storm without eviolite is a guaranteed ohko after knock off while mach punch cannot take it out. :<

Edit: never mind, drain punch + mach punch ohko as well but you're back at full hp then so you're safe.
 
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Scraggy @ Eviolite
Ability: Shed Skin / Intimidate
EVs: 252 HP / 244 SDef / 12 Atk
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off / Sleep Talk
- Rest

4 SpA Life Orb Shiftry Leaf Storm vs. 252 HP / 240+ SpD Eviolite Scraggy: 103-122 (33.8 - 40.1%) -- guaranteed 3HKO

252 Atk Life Orb Archeops Stone Edge vs. 252 HP / 0 Def Eviolite Scraggy: 100-118 (32.8 - 38.8%) -- 99.7% chance to 3HKO

0 SpA Life Orb Archeops Heat Wave vs. 252 HP / 240+ SpD Eviolite Scraggy: 60-71 (19.7 - 23.3%) -- possible 5HKO /

I think the calcs are pretty self explanatory. Even if Scraggy loses it's Eviolite by Knock Off (Which 4x resists => so does Sucker Punch) it can still take a Shiftry's Leaf Storm (4 SpA Life Orb Shiftry Leaf Storm vs. 252 HP / 240+ SpD Scraggy: 153-181 (50.3 - 59.5%) -- guaranteed 2HKO) and counter with Drain Punch. So does with Archeop's Stone Edges (with the Bulk Up boosts) (Thanks god it doesnt have Acrobatics lel).

Inn addition, all the damage that these threats did gets insta healed with the power of Rest / Shed Skin.


So all around, Scraggy can deal with both of this huge mixed threats really nicely.
 

Bughouse

Like ships in the night, you're passing me by
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Miltank @ Leftovers
Ability: Sap Sipper
EVs: 160 HP / 252 Def / 96 Spd
Impish Nature
- Stealth Rock
- Thunder Wave
- Milk Drink
- Ice Punch

Shiftry Leaf Storm vs. Sap Sipper Miltank: 0-0 (0 - 0%) -- aim for the horn next time
252+ Atk Life Orb Shiftry Knock Off (97.5 BP) vs. 160 HP / 252+ Def Miltank: 133-156 (35.8 - 42%)
252+ Atk Life Orb Shiftry Sucker Punch vs. 160 HP / 252+ Def Miltank: 109-130 (29.3 - 35%)

252 Atk Life Orb Archeops Stone Edge vs. 160 HP / 252+ Def Miltank: 156-185 (42 - 49.8%) -- 30.5% chance to 2HKO after Stealth Rock and Leftovers recovery
4 SpA Life Orb Archeops Heat Wave vs. 160 HP / 0 SpD Miltank: 133-156 (35.8 - 42%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
4 SpA Life Orb Archeops Earth Power vs. 160 HP / 0 SpD Miltank: 125-148 (33.6 - 39.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 Atk Life Orb Archeops U-turn vs. 160 HP / 252+ Def Miltank: 73-87 (19.6 - 23.4%)
252 Atk Life Orb Archeops Knock Off (97.5 BP) vs. 160 HP / 252+ Def Miltank: 103-121 (27.7 - 32.6%)

0 Atk Miltank Ice Punch vs. 0 HP / 0- Def Shiftry: 152-180 (47.3 - 56%) -- 79.3% chance to 2HKO
0 Atk Miltank Ice Punch vs. 0 HP / 0- Def Archeops: 142-168 (48.7 - 57.7%) -- 94.5% chance to 2HKO

Only thing that's not "viable" about this really is the Ice Punch part which could easily be moved to Seismic Toss or Return or whatever. There is a small risk of dying to 2 stone edges from archeops as you switch in if rocks are up, but it has to hit both, so it's actually closer to 20%, not 30%. Speed is used to outrun Shiftry because that seems fun.
 

Metal Sonic

Resurgence
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For Creativity's sake I'm going to use a non-Fighting type.

Torterra @ Assault Vest
Ability: Overgrow
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Superpower

This set is quite viable: Tanks any move from Shiftry and OHKO with Superpower. As for Archeops, it's a little more difficult. Assault Vest is there to answer to Heat Wave. Since Archeops does not have Acrobatics, it can function as an awesome check and a good counter :)

I doubt I have to do defensive calcs because just look at the Giant Tortoise! Tanks physical hits (read: Knock Off) like a man!

Assault Vest Heat Wave tanking:
4 SpA Life Orb Archeops Heat Wave vs. 252 HP / 0 SpD Assault Vest Torterra: 151-179 (38.3 - 45.4%) -- guaranteed 3HKO

He does not have two turns to Knock Off, but lets say he Knocks me Off on the switch (because lucky):
252 Atk Life Orb Archeops Knock Off (97.5 BP) vs. 252 HP / 0 Def Torterra: 139-165 (35.2 - 41.8%) -- guaranteed 3HKO

4 SpA Life Orb Archeops Heat Wave vs. 252 HP / 0 SpD Torterra: 226-268 (57.3 - 68%) -- guaranteed 2HKO

->I'm still alive!

Offensive calcs:
252+ Atk Torterra Superpower vs. 0 HP / 0 Def Shiftry: 384-452 (119.6 - 140.8%) -- guaranteed OHKO

252+ Atk Torterra Wood Hammer vs. 0 HP / 0- Def Archeops: 301-355 (103.4 - 121.9%) -- guaranteed OHKO

252+ Atk Torterra Stone Edge vs. 0 HP / 0- Def Archeops: 336-396 (115.4 - 136%) -- guaranteed OHKO

___________________________

Note: If you found that counter "iffy" because of the Knock Off + Heat Wave shenanigans

here is a less viable but nonetheless a good counter:

Torterra @ Occa Berry
Ability: Overgrow
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Stone Edge
- Rest
- Sleep Talk
- Superpower
 
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scorpdestroyer

it's a skorupi egg
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252 Atk Life Orb Archeops Knock Off (97.5 BP) vs. 252 HP / 0 Def Torterra: 139-165 (35.2 - 41.8%) -- guaranteed 3HKO

4 SpA Life Orb Archeops Heat Wave vs. 252 HP / 0 SpD Torterra: 226-268 (57.3 - 68%) -- guaranteed 2HKO

68+41=109, in fact it has a good chance to get KOed :o Metal Sonic
 
Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 SDef / 252 Def
Bold Nature
- pain split
- Clear Smog
- Sludge Bomb
- Will-O-Wisp

252 Atk Choice Band Archeops Stone Edge vs. 252 HP / 252+ Def Weezing: 165-195 (49.4 - 58.3%) -- 66.4% chance to 2HKO after Black Sludge recovery
252 Atk Choice Band Archeops Acrobatics (55 BP) vs. 252 HP / 252+ Def Weezing: 91-108 (27.2 - 32.3%) -- 58.3% chance to 4HKO after Black Sludge recovery

it can take a stone edge and then will o wisp the archeops and then pain split next turn bringing it down to around defeatist and then just sludge bomb from there

0- SpA Life Orb Shiftry Leaf Storm vs. 252 HP / 4 SpD Weezing: 99-117 (29.6 - 35%) -- guaranteed 4HKO after Black Sludge recovery
252+ Atk Life Orb Shiftry Knock Off (97.5 BP) vs. 252 HP / 252+ Def Weezing: 121-142 (36.2 - 42.5%) -- 93.6% chance to 3HKO after Black Sludge recovery
0 SpA Weezing Sludge Bomb vs. 0 HP / 4 SpD Shiftry: 254-302 (79.1 - 94%) -- guaranteed 2HKO

weezing can take any hit shiftry wants to throw at it and retaliate with a powerful sludge bomb nearly OHKOing it, it also has clear for swords dance if it trys to set up on you

well that is my set for countering these two hope you like it hope i wasnt too late
 
I've been a (BAN ME PLEASE) and postponing but we will end week one for voting to begin! :] Vote for the counter that you've enjoyed the most. Voting will last 3 days don't vote for yourself douchebags :]
 

Quite Quiet

why fall in love when you can fall asleep
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my weezing is better ;)
Your weezing is also not a counter to the core :[

After the first two turns vs archeops you described weezing is at 39% hp and archeops at 38%. factoring in LO recoil, burn and black sludge.

(
252 Atk Life Orb Archeops Stone Edge vs. 252 HP / 252+ Def Weezing: 142-169 (42.5 - 50.5%)
followed by
0 SpA Life Orb Archeops Heat Wave vs. 252 HP / 4 SpD Weezing: 131-155 (39.2 - 46.4%)
)


0 SpA Life Orb Defeatist Archeops Heat Wave vs. 252 HP / 4 SpD Weezing: 66-78 (19.7 - 23.3%) -- possible 6HKO after Black Sludge recovery

That leave you with a ~12% weezing for shiftry. Unless it counts because it broke the core, but idk. Still stole my mon :>

edit: just noticed 2 high rolls on the first two turns is enough to be in range for the 3hko with heat wave also :[
 
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Your weezing is also not a counter to the core :[

After the first two turns vs archeops you described weezing is at 39% hp and archeops at 38%. factoring in LO recoil, burn and black sludge.

(
252 Atk Life Orb Archeops Stone Edge vs. 252 HP / 252+ Def Weezing: 142-169 (42.5 - 50.5%)
followed by
0 SpA Life Orb Archeops Heat Wave vs. 252 HP / 4 SpD Weezing: 131-155 (39.2 - 46.4%)
)


0 SpA Life Orb Defeatist Archeops Heat Wave vs. 252 HP / 4 SpD Weezing: 66-78 (19.7 - 23.3%) -- possible 6HKO after Black Sludge recovery

That leave you with a ~12% weezing for shiftry. Unless it counts because it broke the core, but idk. Still stole my mon :>

edit: just noticed 2 high rolls on the first two turns is enough to be in range for the 3hko with heat wave also :[
ehh whatever im not much for set/teambuilding
 
I guess I'll go with Gurdurr because it's one of my favorites in 5th gen NU and also ofc, because is an effective counter to the threats listed.
 
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