Resource Monotype Victim of the Week (INDEX THREAD)

Namranan

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In Monotype, more so than other tiers, there are huge threats that can be very hard to get past for types that have a large amount of shared weaknesses. As such, teambuilding in Monotype can be tough, and there are so many teambuilding pressures that it can be difficult to decide what to add on to counter-act them. This thread is meant to serve as a resource by showing checks and counters to common threats in the Monotype metagame.

Rules:

1. Every cycle, I will nominate a Pokemon for discussion. Within 7 days' time, you guys will have the ability to discuss and nominate various Pokémon that you think can either check or counter the featured victim, for one or more types.

2. If something is a sufficient check/counter, I will add it to the archive after the 7 day cycle.

3. This project's next cycle will come out when it's its turn on the project schedule.

4. Follow the definitions for checks and counters, by MattL in The Smog Issue 32! (With a loose interpretation, as since this is Monotype, it is hard to fit these criteria.)

"Pokémon A checks Pokémon B if, when Pokémon A is given a free switch into Pokémon B, Pokémon A can win every time, even under the worst case scenario, without factoring in hax.
Pokémon A counters Pokémon B if Pokémon A can manually switch into Pokémon B and still win every time, even under the worst case scenario, without factoring in hax."


5. Make sure your Pokemon is viable. If your Pokemon isn't ranked in the viability rankings here, then don't post it.

6. Make sure your posts are substantial. Post calcs even if obvious.

7. You may reserve only one check or counter, but you must post before the cycle is over or else it won't be counted.

8. The restricted types only apply to Pokemon on that type, for example if Poison is restricted you can still do Dragalge for Dragon.

Archives:

New Checks and Counters Archive:

Checks:
Golem (Rock)
Magnezone (Steel)
Klefki (Fairy)
Mega Venusaur (Grass)
Heatran (Steel)
Garchomp (Ground and Dragon)
Doublade (Ghost)

Counters:
Celesteela (Flying and Steel)
Toxapex (Water and Poison)
Mandibuzz (Dark)


Checks:
Volcarona (Bug)
Mega Charizard Y (Flying)
Keldeo (Water and Fighting)
Mega Lopunny (Normal)
Mega Gyarados (Water)
Excadrill (Steel)
Victini (Psychic)
Mimikyu (Ghost)

Counters:
Mega Diancie (Rock)
Mega Altaria (Dragon)
Mega Steelix (Ground)


Checks:
Alolan Golem (Rock)
Blacephelon (Ghost)
Volcarona (Bug)
Tapu Koko (Fairy)
Suicune (Water)
Zapdos (Flying)
Magnezone (Steel)
Mew (Psychic)

Counters:
Mega Venusaur (Grass and Poison)
Mega Sableye (Dark and Ghost)
Heatran (Steel)
Mega Slowbro (Water and Psychic)


Checks:
Kyurem-Black (Dragon and Ice)
Mega Diancie (Rock and Fairy)
Lapras (Ice)
Mamoswine (Ice)
Nihilego (Rock and Poison)
Hydreigon (Dragon and Dark)
Mega Gallade (Fighting)
Kommo-o (Fighting and Dragon)
Zapdos (Flying)
Tapu Koko (Fairy)
Tapu Bulu (Fairy)
Jellicent (Ghost)
Celebi (Grass)
Thundurus-T (Flying)
Volcarona (Bug)
Mega Charizard X (Fire)
Jirachi (Steel)

Counters:
Araquanid (Bug)
Gliscor (Ground and Flying)


Checks:
Ditto (Normal)
Skarmory (Steel)
Alakazam (Psychic)
Tapu Koko (Fairy)
Mega-Diancie (Fairy)

Counters:
No counters yet!


Checks:
Piloswine (Ice)
Heatran (Steel)
Toxapex (Water and Poison)
Nihilego (Poison)
Crawdaunt (Water and Dark)
Greninja (Water and Dark)

Counters:
Tyranitar (Dark)
Mantine* (Water )
Chansey (Normal)

*Normally it counters but one rare move can change this.


Checks:
Terrakion (Rock)
Alolan Golem (Rock)
Rhyperior (Rock)
Tyranitar (Rock)
Kyurem-B (Ice and Dragon)
Magnezone (Steel)
Victini (Psychic)
Keldeo (Water)
Alolan Marowak (Ghost)
Blacephelon (Ghost)
Nidoking (Poison and Ground)

Counters:
Mega Venusaur (Poison and Grass)
Mega Sableye (Dark and Ghost)
Magnezone (Electric)
Heatran (Steel)


Checks:
Landorus (Flying and Ground)
Mega Heracross (Bug)
Terrakion (Fighting)
Chansey (Normal)
Mega Diancie (Fairy)
Counters:
Gliscor (Flying and Ground)
Seismitoad (Water)
Nidoking (Poison and Ground)
Excadrill (Ground)
Mega Altaria (Dragon)
Mega Latias (Dragon and Psychic)
Mega Steelix (Ground)
Clefable (Fairy)
Nidoqueen (Poison and Ground)
Alolan Muk (Poison and Dark)


Checks:
Tapu Koko (Fairy)
Azumarill (Fairy)

Counters:
Azumarill (Water)
Jellicent (Water and Ghost)


Checks:
Mega-Pidgeot (Normal)
Mimikyu (Fairy and Ghost)
Latios (Dragon)

Counters:
Jellicent (Ghost)
Gastrodon (Ground)
Mega Venusaur (Poison)


Checks:
Victini (Psychic)
Gengar (Ghost)
Mega Pidgeot (Normal)
Greninja (Water and Dark)
Scizor (Bug)
Mega Scizor (Bug)
Zapdos (Electric)
Mega Steelix (Ground)
Counters:
Mega Venusaur (Grass)
Skarmory (Flying)
Toxapex* (Water)

*Only for Choice Scarf




VotW-Mega-Scizor copy.png

(Banner By Ticken)


Offensive (Scizor-Mega) @ Scizorite

Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off / U-turn

- Superpower

or

Defensive (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 252 HP / 124 SpD / 132 Spe
Careful Nature
- Swords Dance
- Roost
- Knock Off / U-turn

- Bullet Punch



Mega-Scizor is a premier threat to many offensive teams due to its bulk allowing it to setup relatively easily. This isn't helped by the fact that Mega Scizor also has a 150 Atk stat, making it a dangerous threat to most opposing walls and sweepers. After a Swords Dance, it can easily sweep teams after Stealth Rock. Checking it can also be hard as well, as some Mega-Scizors may run moves like Knock Off or Bug Bite to catch their opponents off guard and even deny some checks.

When you list your checks refer to which scizor you check (Offensive or Defensive) and if you are weak to one move alteration.

Example post:
Psychic Stakataka Check

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk / 0 Def
- Counter
- Psychic
- Focus Blast
- Shadow Ball

Alakazam checks Stakataka in a pretty simple way: once Alakazam gets in front of Stakataka via U-turn or after a teammate's been KOed, Stakataka cannot OHKO it (even with Hazards up due to Magic Guard) while, in return, Alakazam can OHKO it back with either Focus Blast (which will hurt the opposing switch-in if the opponent does switch Stakataka out) or Counter (preferable to use if you don't trust FB's shaky accuracy or if you know your opponent won't switch Stakataka out).


Types not allowed:

Deadline: 10/8​
 
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mushamu

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Flamethrower Celesetela as a Mega Scizor Counter


Flamethrower Celesteela takes any one of Mega Scizor's (boosted) attacks and retaliates with a powerful Flamethrower.
Offensive
+2 252+ Atk Scizor-Mega Superpower vs. 252 HP / 160+ Def Celesteela: 173-204 (43.4 - 51.2%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ Atk Scizor-Mega Knock Off (97.5 BP) vs. 252 HP / 160+ Def Celesteela: 141-166 (35.4 - 41.7%) -- guaranteed 3HKO
Defensive
+6 0 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 160+ Def Celesteela: 99-117 (24.8 - 29.3%) -- guaranteed 5HKO after Leftovers recovery
+6 0 Atk Scizor-Mega U-turn vs. 252 HP / 160+ Def Celesteela: 58-68 (14.5 - 17%) -- possible 9HKO after Leftovers recovery


Offensive
0 SpA Celesteela Flamethrower vs. 0 HP / 0 SpD Scizor-Mega: 276-328 (98.2 - 116.7%) -- 87.5% chance to OHKO
Defensive
0 SpA Celesteela Flamethrower vs. 252 HP / 124 SpD Scizor-Mega: 244-288 (70.9 - 83.7%) -- guaranteed 2HKO


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 160 Def / 96 SpD
Relaxed Nature
- Protect
- Flamethrower
- Heavy Slam
- Leech Seed
 
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Heatran as a CHECK on Steel

Heatran is a check to all variants of Mega Scizor because it is slightly faster than Mega Scizor at 278 Speed, and it can kill Scizor with its strong Fire STAB moves such as Magma Storm.
252 SpA Heatran Magma Storm vs. 248 HP / 132+ SpD Scizor-Mega: 528-624 (153.9 - 181.9%) -- guaranteed OHKO

Heatran is NOT a counter to all Mega Scizor spreads because it can not switch into a Superpower from a max attack Superpower after Stealth Rocks
252+ Atk Scizor-Mega Superpower vs. 0 HP / 0 Def Heatran: 306-360 (94.7 - 111.4%) -- guaranteed OHKO after Stealth Rock

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock/Stone Edge/Toxic


Mandibuzz as a COUNTER on DARK

Mandibuzz comes in comfortably on these Mega Scizor sets. Mandibuzz prevents Scizor from setting up freely as it will get punished by Foul Play. Mega Scizor also gets chipped by Mandibuzz everytime it attacks it from Rocky Helmet. Mandibuzz has longevity in roost that allows it to continuously counter Mega Scizor throughout the match up. Mandibuzz occasionally runs taunt which will automatically force Mega Scizor to switch out, or do little damage that will be roosted off.


0 Atk Mandibuzz Foul Play vs. 248 HP / 124 Def Scizor-Mega: 217-256 (63.2 - 74.6%) -- guaranteed 2HKO after Stealth Rock
+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 244+ Def Mandibuzz: 129-153 (30.4 - 36.1%) -- guaranteed 3HKO after Stealth Rock

0 Atk Mandibuzz Foul Play vs. 248 HP / 124 Def Scizor-Mega: 258-304 (75.2 - 88.6%) -- 6.3% chance to OHKO after Stealth Rock
+2 252+ Atk Technician Scizor-Mega Bug Bite vs. 248 HP / 244+ Def Mandibuzz: 252-297 (59.5 - 70.2%) -- guaranteed 2HKO after Stealth Rock

+2 252+ Atk Scizor-Mega U-turn vs. 248 HP / 244+ Def Mandibuzz: 195-231 (46 - 54.6%) -- guaranteed 2HKO after Stealth Rock


Mandibuzz @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Roost
- Defog
- Foul Play
- U-turn/Taunt/
 
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Mega Venusaur as a Check on Grass-teams



Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Leech Seed
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Can shrug off most of Mega Scizor's moves and threaten it with HP Fire, making it the most common switch-in on Grass teams. Bug Bite and U-Turn can be annoying for it, so it is not a counter.

+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 244+ Def Venusaur-Mega: 115-136 (31.6 - 37.4%) -- 88.1% chance to 3HKO
+2 0 Atk Scizor-Mega Knock Off vs. 248 HP / 244+ Def Venusaur-Mega: 84-99 (23.1 - 27.2%) -- 64.3% chance to 4HKO
+2 0 Atk Scizor-Mega U-turn vs. 248 HP / 244+ Def Venusaur-Mega: 135-159 (37.1 - 43.8%) -- guaranteed 3HKO

0 SpA Venusaur-Mega Hidden Power Fire vs. 248 HP / 124+ SpD Scizor-Mega: 168-200 (48.9 - 58.3%) -- 98% chance to 2HKO

+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 248 HP / 244+ Def Venusaur-Mega: 151-178 (41.5 - 49%) -- guaranteed 3HKO
+2 252+ Atk Scizor-Mega Superpower vs. 248 HP / 244+ Def Venusaur-Mega: 100-118 (27.5 - 32.5%) -- guaranteed 4HKO
+2 252+ Atk Scizor-Mega Knock Off vs. 248 HP / 244+ Def Venusaur-Mega: 108-128 (29.7 - 35.2%) -- 20.8% chance to 3HKO
+2 252+ Atk Technician Scizor-Mega Bug Bite vs. 248 HP / 244+ Def Venusaur-Mega: 225-265 (61.9 - 73%) -- guaranteed 2HKO

0 SpA Venusaur-Mega Hidden Power Fire vs. 0 HP / 0 SpD Scizor-Mega: 204-244 (72.5 - 86.8%) -- guaranteed 2HKO



Toxapex as a Counter on Poison teams


Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic Spikes
- Haze

Toxapex does not care about anything Mega Scizor uses, and can cripple it with Scald and remove it's boosts with Haze, making it an easy switch-in for it on Poison teams.

+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Toxapex: 49-58 (16.1 - 19%) -- possible 8HKO after Black Sludge recovery
+2 0 Atk Scizor-Mega U-turn vs. 252 HP / 252+ Def Toxapex: 57-68 (18.7 - 22.3%) -- possible 6HKO after Black Sludge recovery
+2 0 Atk Scizor-Mega Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 106-125 (34.8 - 41.1%) -- guaranteed 3HKO

+2 252+ Atk Technician Scizor Bullet Punch vs. 252 HP / 252+ Def Toxapex: 57-68 (18.7 - 22.3%) -- possible 6HKO after Black Sludge recovery
+2 252+ Atk Technician Scizor Bug Bite vs. 252 HP / 252+ Def Toxapex: 86-102 (28.2 - 33.5%) -- 92.6% chance to 4HKO after Black Sludge recovery
+2 252+ Atk Scizor Superpower vs. 252 HP / 252+ Def Toxapex: 76-90 (25 - 29.6%) -- guaranteed 5HKO after Black Sludge recovery
+2 252+ Atk Scizor Knock Off (97.5 BP) vs. 252 HP / 252+ Def Toxapex: 124-146 (40.7 - 48%) -- guaranteed 3HKO
 
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Garchomp as an offensive check on ground.

Fire coverage and chip from rough skin, as well as its good defense stats allow Garchomp to heavily damage Scizor or force it out.

252 Atk Garchomp Fire Fang vs. 0 HP / 4 Def Scizor-Mega: 212-252 (75.4 - 89.6%) -- guaranteed 2HKO
+12.5% from Rough Skin = 87.9 - 102.1%, a KO after rocks.

252 Atk Garchomp Fire Fang vs. 252 HP / 0 Def Scizor-Mega: 216-256 (62.7 - 74.4%) -- guaranteed 2HKO

+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Garchomp: 250-295 (70 - 82.6%) -- guaranteed 2HKO

+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Garchomp: 192-226 (53.7 - 63.3%) -- guaranteed 2HKO

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
-Swords Dance
-Outgrage
-Earthquake
-Fire Fang
 

Garchomp as an offensive check on ground.

Fire coverage and chip from rough skin, as well as its good defense stats allow Garchomp to heavily damage Scizor or force it out.

252 Atk Garchomp Fire Fang vs. 0 HP / 4 Def Scizor-Mega: 212-252 (75.4 - 89.6%) -- guaranteed 2HKO
+12.5% from Rough Skin = 87.9 - 102.1%, a KO after rocks.

252 Atk Garchomp Fire Fang vs. 252 HP / 0 Def Scizor-Mega: 216-256 (62.7 - 74.4%) -- guaranteed 2HKO

+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Garchomp: 250-295 (70 - 82.6%) -- guaranteed 2HKO

+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Garchomp: 192-226 (53.7 - 63.3%) -- guaranteed 2HKO

Garchomp @ Dragonium Z
Ability: Rough Skin
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
-Swords Dance
-Outgrage
-Earthquake
-Fire Fang
I'm glad you brought up Garchomp because its a Pokemon that has been pretty forgotten this generation as a whole. It has not seen a lot of usage in OU and it is seen as a lead on Dragon or a set up sweeper on Ground.
Ground is a difficult type to use in the meta right how because it doesn't have a match up vs some of the meta types that really stands out as an favorable matchup outside of Steel, Poison and Electric. If we look at the usage of the types usage in MPL IV in the USUM tier, Electric was brought 18 times, Poison was brought 19 and Steel was brought 21 times, when there were 240 USUM teams in the tournament. 58/240 is about 24.17%. Bringing a type that would have had a 24.17% chance of having a favorable matchup against one of the meta types Water vs Ground is just bad for Ground as a whole, Psychic, Fairy, Flying, and Normal all have ways around Ground while not necessarily being impossible for Ground. These 5 types alone were brought to about 50% of games in MPL IV. So bringing a type that doesn't have a clear favorable matchup against does not make sense to me in most cases. The only reason why I would bring Ground to a tournament game is if I thought it would match up well against what my opponent likes to use, or as a wild card to throw them off.
Now if we look at Dragon, there are more favorable matchups that stand out, including some top tier types such as flying and water. Dragon also beats Electric, Poison, and Steel pretty handily. So bringing a type that has a 24.17% chance against the 3 types ground beats, plus a 20.41% from Water (49/240) plus another 12.08% from Flying (29/240) totaling to a 56.67% (136/240) of having a winning match up against these types brought in the games MPL IV. Therefore, I'm going to recommend a set for Dragon.
Back in ORAS OU, Tank Chomp was a very common rocker, and one of its roles it served on teams was being a bird check. However, Garchomp also was meant to check other pokemon such as Heatran, Tyranitar, Excadrill,
Bisharp, and most importantly, Mega Scizor. I still see some users using Tank Chomp, but I think it’s a very forgotten set in Gen 7 Monotype. Here is the spread I would recommend.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

This set HARD CHECKS Mega Scizor very well. A few positive attributes it has going for itself is the Rough Skin + Rocky Helmet combination that rocks up to about 30% chip when physical contact is made with the pokemon. Garchomp can force switches on Mega Scizor while gaining momentum by setting up Stealth Rock. Garchomp has access to Fire Blast which hits Mega Scizor for a nice chunk of damage, also Garchomp has access to Dragon Tail which can be used to phaze out other Pokemon into Mega Scizor if need be.

0- SpA Garchomp Fire Blast vs. 248 HP / 132+ SpD Scizor-Mega: 192-228 (55.9 - 66.4%) -- guaranteed 2HKO
+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 240 HP / 172+ Def Garchomp: 147-174 (35.2 - 41.7%) -- guaranteed 3HKO

0- SpA Garchomp Fire Blast vs. 0 HP / 0 SpD Scizor-Mega: 236-280 (83.9 - 99.6%) -- guaranteed 2HKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 240 HP / 172+ Def Garchomp: 192-226 (46 - 54.1%) -- 50% chance to 2HKO

+2 64+ Atk Technician Scizor-Mega Bullet Punch vs. 240 HP / 172+ Def Garchomp: 169-201 (40.5 - 48.2%) -- guaranteed 3HKO
 

maroon

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RMT & Mono Leader
Klefki check for Fairy teams

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Foul Play
- Spikes

This set is quite simple actually and is the Fairy types best check to the monster in Mega Scizor. Max HP and Defense investment allow it to easily switch into unboosted Scizor multiple times throughout the match. This allows Klefki to setup a screen or punish its Swords Dance with Foul Play. This set also aids other checks to Scizor on the Fairy type such as Belly Drum Azumarill and Tapu Koko. This is a very basic set so here are just a few calcs to back up why it is a good check to Scizor on a type it can otherwise easily sweep.
Scizor's Calcs
Klefki's Calcs

VS. Defensive Scizor-
0 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Klefki: 70-84 (22 - 26.4%) -- 9.7% chance to 4HKO
+2 0 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Klefki: 141-166 (44.3 - 52.2%) -- 16% chance to 2HKO

0- Atk Klefki Foul Play vs. +2 Atk 252 HP / 0 Def Scizor-Mega: 145-171 (42.1 - 49.7%) -- guaranteed 3HKO

VS. Offensive Scizor-
252+ Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Klefki: 93-109 (29.2 - 34.2%) -- 3.3% chance to 3HKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 252+ Def Klefki: 183-216 (57.5 - 67.9%) -- guaranteed 2HKO
252+ Atk Scizor-Mega Superpower vs. 252 HP / 252+ Def Klefki: 122-144 (38.3 - 45.2%) -- guaranteed 3HKO
+2 252+ Atk Scizor-Mega Superpower vs. 252 HP / 252+ Def Klefki: 243-287 (76.4 - 90.2%) -- guaranteed 2HKO

0- Atk Klefki Foul Play vs. +2 Atk 252 Atk Def Scizor-Mega: 188-222 (66.9 - 79%) -- guaranteed 2HKO
 
Before describing my M-Scizor checks, I just wanted to say that it can be quite hard for teams in general to check M-Scizor or other non-Choiced VoltTurn users because they can simply use said moves to bring in a more suitable teammate. However, trapping M-Scizor takes off that strategy and doesn't it give a choice to switch out via U-turn. This is why I chose A-Golem and Scarf Magnezone as my M-Scizor checks.

A-Golem as check on Rock teams


Golem-Alola (M) @ Choice Band
Ability: Magnet Pull
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Earthquake
- Fire Punch
- Stone Edge / Brick Break

M-Scizor is a huge threat to Rock teams due to its bulk, typing, and especially it's powerful priority Bullet Punch. Fortunately, Rock has access to A-Golem which can switch into an unboosted Bullet Punch (or even tank a +2 Bullet Punch from offensive variants), trap it with Magnet Pull, and, with the help of Shuckle's Sticky Webs, OHKO M-Scizor before it U-turns out or uses Superpower.
252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 4 Def Golem-Alola: 96-114 (31.8 - 37.8%) -- 92% chance to 3HKO
+2 252+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 4 Def Golem-Alola: 190-225 (63.1 - 74.7%) -- guaranteed 2HKO

252 Atk Choice Band Golem-Alola Fire Punch vs. 0 HP / 0 Def Scizor-Mega: 348-412 (123.8 - 146.6%) -- guaranteed OHKO
252 Atk Choice Band Golem-Alola Fire Punch vs. 252 HP / 0 Def Scizor-Mega: 348-412 (101.1 - 119.7%) -- guaranteed OHKO


Scarf Magnezone as a check on Steel teams


Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Volt Switch

Even though M-Scizor isn't the biggest threat for Steel teams, offensive variants can seriously dent them with boosted Superpowers. That's where Scarf Magnezone comes in. After a teammate has been KOed (or on a predicted SD), Magnezone can come into the field, trap M-Scizor thanks to Magnet Pull, and OHKO it with HP Fire before it can use Superpower. Defensive variants, however, cannot be OHKOed by Magnezone, but fortunately, they can't even touch Magnezone. Therefore, the best course of action would be to chip M-Scizor's health with Volt Switch and wait until it's in range of Magnezone's HP Fire (this can take more than one try to achieve this due to M-Scizor's Roost).
252 SpA Magnezone Hidden Power Fire vs. 0 HP / 0 SpD Scizor-Mega: 264-312 (93.9 - 111%) -- 56.3% chance to OHKO (guaranteed OHKO after SR damage)

252 SpA Magnezone Volt Switch vs. 252 HP / 124+ SpD Scizor-Mega: 93-111 (27 - 32.2%) -- guaranteed 4HKO
252 SpA Magnezone Hidden Power Fire vs. 252 HP / 124+ SpD Scizor-Mega: 212-252 (61.6 - 73.2%) -- guaranteed 2HKO
 
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Shokkking

No man can walk out on his own story
Doublade as a Check in mono Ghost

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Doublade can wall all Scizor's moves very well with his incredible base def (150) and eviolite. Due of his type, Superpower does no damage and both Scizors stabs isnt very effective, allowing Doublade to set up Swords Dance. The only threat for Doublade is Knock Off.

Taking Damage
0 Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 4 Def Eviolite Doublade: 21-26 (6.5 - 8%) -- possibly the worst move ever
0 Atk Scizor-Mega U-turn vs. 252 HP / 4 Def Eviolite Doublade: 12-15 (3.7 - 4.6%) -- possibly the worst move ever

With Knock Off:
0 Atk Scizor-Mega Knock Off (97.5 BP) vs. 252 HP / 4 Def Eviolite Doublade: 94-112 (29.1 - 34.7%) -- 8% chance to 3HKO

Doing Damage
After one Swords Dance:
+2 252+ Atk Doublade Shadow Claw vs. 252 HP / 0 Def Scizor-Mega: 168-198 (48.8 - 57.5%) -- 94.1% chance to 2HKO

After two Swords Dance:
+3 252+ Atk Doublade Shadow Claw vs. 252 HP / 0 Def Scizor-Mega: 208-246 (60.4 - 71.5%) -- guaranteed 2HKO

After one shadow claw, all Doublade have to do is use shadow sneak to finish Scizor-Mega

Taking Damage
252+ Atk Technician Scizor-Mega Bullet Punch vs. 252 HP / 4 Def Doublade: 42-50 (13 - 15.5%) -- possible 7HKO
252+ Atk Scizor-Mega U-turn vs. 252 HP / 4 Def Doublade: 24-29 (7.4 - 9%) -- possibly the worst move ever

With Knock Off:
252+ Atk Scizor-Mega Knock Off vs. 252 HP / 4 Def Doublade: 122-144 (37.8 - 44.7%) -- guaranteed 3HKO

Doing Damage
After one Swords Dance
+2 252+ Atk Doublade Shadow Claw vs. 0 HP / 4 Def Scizor-Mega: 166-196 (59 - 69.7%) -- guaranteed 2HKO
+2 252+ Atk Doublade Shadow Sneak vs. 0 HP / 4 Def Scizor-Mega: 96-114 (34.1 - 40.5%) -- guaranteed 3HKO

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Claw
- Shadow Sneak
- Gyro Ball
 

Namranan

:)))))))))))
index and rules
VotW-Mega-Sableye2.png

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Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Protect / Foul Play
- Will-O-Wisp
- Recover

Mega-Sableye at first glance looks like a pretty strong wall that can't even be beaten by stallbreaking it because of Magic Bounce. Not only does it have good defensive stats and a great defensive typing sporting only one weakness, but is also has a great movepool that allows it to stop as many things from beating it as it can. Knock off is also a great utility move that allows it to get rid of key items for the opposing team, making this mon extremely frustrating to deal with. While it may seem nearly unbeatable its lack of taunt allows it to get set up on, but if it has Foul Play this can lead to a setup physical attacker biting the dust. While it is hard to beat its not impossible, which is where this resource comes in.

Refer to the index thread posted at the top of this post for more information on how this works.

Example post:
Psychic Stakataka Check

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk / 0 Def
- Counter
- Psychic
- Focus Blast
- Shadow Ball

Alakazam checks Stakataka in a pretty simple way: once Alakazam gets in front of Stakataka via U-turn or after a teammate's been KOed, Stakataka cannot OHKO it (even with Hazards up due to Magic Guard) while, in return, Alakazam can OHKO it back with either Focus Blast (which will hurt the opposing switch-in if the opponent does switch Stakataka out) or Counter (preferable to use if you don't trust FB's shaky accuracy or if you know your opponent won't switch Stakataka out).
Calcs would go here


Types not allowed:

Deadline: 10/15​
 
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Rock Counter



Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Calm Mind / Hidden Power Ice / Hidden Power Fire / Psychic

Mega Diancie isn't threatened by any of Mega Sableye's attacks, since it bounces back Will-O-Wisp and resists Knock Off and Foul Play. It also has a slight chance of OHKOing Mega Sableye with Moonblast.

Attacking
252 SpA Diancie-Mega Moonblast vs. 248 HP / 144+ SpD Sableye-Mega: 258-306 (85.1 - 100.9%) -- 6.3% chance to OHKO

Absorbing
0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Diancie-Mega: 71-84 (29.4 - 34.8%) -- 8.2% chance to 3HKO
0 Atk Sableye-Mega Knock Off vs. 0 HP / 0 Def Diancie-Mega: 28-33 (11.6 - 13.6%) -- possible 8HKO
 

Shokkking

No man can walk out on his own story
Mega Altaria as a Counter in mono Dragon

1539031220831.png

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Heal Bell
- Return
- Dragon Dance
- Roost

As a Fairy type, M-Altaria resists Knock Off and Foul Play (The last one does a good damage, but it isn't a problem since M-Altaria runs Roost, being able to recover the lost life). If M-Sableye uses Will-o-Wisp, it can be healed by Heal Bell.

M-Altaria Calcs
252 Atk Pixilate Altaria-Mega Return vs. 248 HP / 116 Def Sableye-Mega: 266-314 (87.7 - 103.6%) -- 18.8% chance to OHKO

After one Dragon Dance:
+1 252 Atk Pixilate Altaria-Mega Return vs. 248 HP / 116 Def Sableye-Mega: 398-470 (131.3 - 155.1%) -- guaranteed OHKO

M-Sableye Calcs
0 Atk Sableye-Mega Foul Play vs. 0 HP / 4 Def Altaria-Mega: 63-75 (21.6 - 25.7%) -- 1.8% chance to 4HKO

After one Dragon Dance:
0 Atk Sableye-Mega Foul Play vs. 0 HP / 4 Def Altaria-Mega: 95-112 (32.6 - 38.4%) -- 98.9% chance to 3HKO

M-Altaria can easily use one dragon dance, heal herself with heal bell and kills M-Sableye. (Or just use Return, since there is a few chance to OHKO)
 
Volcarona as a Check on Bug teams


Volcarona @ Firium Z / Psychium Z
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain / Psychic
- Hidden Power [Ground] / Hidden Power [Electric]

Volcarona can switch into Sableye with relative ease if Stealth Rocks are not up due to taking reduced damage from Knock Off with it's Z-Move, as well as immunity to Will-O-Wisp, and can proceed to setup and sweep through Sableye and the rest of it's team.

+1 252 SpA Volcarona Fire Blast vs. 252 HP / 144+ SpD Sableye-Mega: 196-232 (64.4 - 76.3%) -- guaranteed 2HKO

0 Atk Sableye-Mega Knock Off vs. 0 HP / 0 Def Volcarona: 87-103 (27.9 - 33.1%) -- guaranteed 4HKO
0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Volcarona: 87-103 (27.9 - 33.1%) -- guaranteed 4HKO


Mega Charizard Y as a Check on Flying teams


Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast / Flamethrower
- Solar Beam
- Focus Blast
- Roost / Hidden Power [Electric]

Mega Charizard Y is in the same spot as Volcarona, switching into Sableye easily for the same reasons and then blasting through it with Sun-boosted Fire STABs.

252 SpA Charizard-Mega-Y Fire Blast vs. 252 HP / 144+ SpD Sableye-Mega in Sun: 225-265 (74 - 87.1%) -- guaranteed 2HKO

0 Atk Sableye-Mega Knock Off vs. 0 HP / 0 Def Charizard-Mega-Y: 76-90 (25.5 - 30.3%) -- guaranteed 4HKO
0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Charizard-Mega-Y: 118-139 (39.7 - 46.8%) -- guaranteed 3HKO


Keldeo as a Check on Water and Fighting teams


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Taunt
- Hydro Pump
- Secret Sword

Keldeo's resistance to Knock Off and Foul Play lets it switch into Sableye easily, and then proceed to break it with Hydro Pump. Specs sets can be annoying with losing their item, but Calm Mind sets do not care about Sableye whatsoever.

+1 252 SpA Keldeo Hydro Pump vs. 252 HP / 144+ SpD Sableye-Mega: 190-225 (62.5 - 74%) -- guaranteed 2HKO

0 Atk Sableye-Mega Knock Off vs. 0 HP / 0 Def Keldeo: 33-40 (10.2 - 12.3%) -- possible 9HKO
0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Keldeo: 38-45 (11.7 - 13.9%) -- possible 8HKO
 
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Hello! I got into the monotype meta so I’ll participate in this project.

(perfect gif for this)
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power-Up Punch
- Encore

Mega Lopunny as an offensive check to Mega Sableye. Be careful not to switch this in to a Wisp and you also have to play some 50/50s with Protect, but the results are satisfying as you OHKO the little bastard with a High Jump Kick. You can switch into a predicted Foul Play if needed but I’d rather not advise that just because of Wisp.
 
reserving toxic drill and mega gyarados
Mold Breaker ignores Magic Bounce.
Steel Check: Excadrill
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Toxic
Calcs aren't important. Lure it out on a predicted spinblock to toxic it or eat a burn, either way being poisoned heavily cripples Sableye since it's too passive to do much of anything when badly poisoned.

Water Check: Mega Gyarados
Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Crunch
- Waterfall/Other Move
- Dragon Dance
You resist Knock Off and don't take much damage because of the Mega Stone. Taunting it stops protect variants from doing anything at all. At +1 you 2HKO it. With Foul Play variants you don't boost and 3HKO it after taunting it.
252 Atk Mold Breaker Gyarados-Mega Crunch vs. 252 HP / 112 Def Sableye-Mega: 112-133 (36.8 - 43.7%) -- guaranteed 3HKO
+1 252 Atk Mold Breaker Gyarados-Mega Crunch vs. 252 HP / 112 Def Sableye-Mega: 169-199 (55.5 - 65.4%) -- guaranteed 2HKO

0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Gyarados-Mega: 82-97 (24.7 - 29.3%) -- 100% chance to 4HKO
 
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M-Steelix as a counter on Ground teams


Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Impish Nature
- Curse
- Heavy Slam
- Rest
- Sleep Talk

Curse + RestTalk M-Steelix offers a way for Ground to greatly ease various matchups where it would usually struggle against, namely Normal, Fairy, and Dragon. In this case, M-Steelix can easily switch into any of M-Sableye's moves without any negative repercussion: M-Steelix is immune to Knock Off's nasty side effect, Foul Play deals the same pitiful damage whether M-Steelix is at +6 or hasn't boosted yet (since Curse boosts both Atk and Def one stage), and Rest heals M-Steelix's burn from M-Sableye's Will-O-Wisp.
0 Atk Sableye-Mega Foul Play vs. +6 252 HP / 0+ Def Steelix-Mega: 55-66 (15.5 - 18.6%) -- possible 6HKO (M-Steelix is at +6 in both Atk and Def)
0 Atk Sableye-Mega Knock Off vs. 252 HP / 0+ Def Steelix-Mega: 27-33 (7.6 - 9.3%) -- possibly the worst move ever

+1 4 Atk Steelix-Mega Heavy Slam (100 BP) vs. 248 HP / 116 Def Sableye-Mega: 147-174 (48.5 - 57.4%) -- 93.4% chance to 2HKO
+4 4 Atk Steelix-Mega Heavy Slam (100 BP) vs. 248 HP / 116 Def Sableye-Mega: 294-346 (97 - 114.1%) -- 81.3% chance to OHKO
+5 4 Atk Steelix-Mega Heavy Slam (100 BP) vs. 248 HP / 116 Def Sableye-Mega: 342-403 (112.8 - 133%) -- guaranteed OHKO


Mimikyu as a check on Ghost teams


Mimikyu @ Mimikium Z
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Play Rough
- Shadow Sneak
- Shadow Claw

Mimikyu obviously can't switch into M-Sableye's moves when its Disguise is busted or Will-O-Wisp in any circumstance, but thanks to Mimikyu's offensive nature, M-Sableye is very likely to NOT click Protect if it has the move (that would give Mimikyu the chance to set up Swords Dance and sweep Ghost teams or badly dent Dark teams), which means Mimikyu is practically free to OHKO M-Sableye with Let's Snuggle Forever.
0 Atk Sableye-Mega Knock Off vs. 0 HP / 0 Def Mimikyu: 75-88 (29.8 - 35%) -- 15.1% chance to 3HKO
0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Mimikyu: 145-172 (57.7 - 68.5%) -- guaranteed 2HKO
0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Mimikyu: 291-343 (115.9 - 136.6%) -- guaranteed OHKO (ouch)

252 Atk Mimikyu Play Rough vs. 248 HP / 116 Def Sableye-Mega: 170-204 (56.1 - 67.3%) -- guaranteed 2HKO
+2 252 Atk Mimikyu Play Rough vs. 248 HP / 116 Def Sableye-Mega: 342-404 (112.8 - 133.3%) -- guaranteed OHKO
252 Atk Mimikyu Let's Snuggle Forever vs. 248 HP / 116 Def Sableye-Mega: 362-428 (119.4 - 141.2%) -- guaranteed OHKO
 
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S. Court

[Takes hits in Spanish]
is a Contributor to Smogonis a Smogon Media Contributor
Victini as a check for Psychic-type



Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Victini will be crippled by Knock Off or heavily damaged by Foul Play, but once it's in the field, it has a good chance of beating Mega Sableye with V-Create

252 Atk Choice Band Victini V-create vs. 248 HP / 116 Def Sableye-Mega: 276-325 (91 - 107.2%) -- 43.8% chance to OHKO

If you somehow get to put Stealth Rock in this match, it's a guaranteed KO

252 Atk Choice Band Victini V-create vs. 248 HP / 116 Def Sableye-Mega: 276-325 (91 - 107.2%) -- guaranteed OHKO after Stealth Rock
 
Last edited:

Namranan

:)))))))))))
index and rules
VotW-Celesteela.png

(Banner By Ticken)


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 160 Def / 96 SpD
Relaxed Nature
- Leech Seed
- Protect
- Toxic / Flamethrower

- Heavy Slam

Celesteela upon release was one of the most feared mons of the monotype metagame due to its great mixed bulk and the ability to wear down opponents absurdly well with Leech Seed and Protect. This pokemon can be hard to wall as well, because of toxic enabling it to beat mons like Mantine and the eviolite duo. Unlike most of its fellow ultra beasts Celesteela doesn't really abuse beast boost as much as them as it will usually never get a kill and relies on wearing down the opponent rather than killing them. It's immunity to Toxic doesn't help the case either, and because of its large movepool sometimes its hard to know which move it will use as well. While this may not be reflected on the set, it speaks on how hard it is to truly beat Celesteela 1 on 1, however there are a few glaring weaknesses and that is where you guys come to help!

Refer to the index thread posted at the top of this post for more information on how this works.

Example post:
Psychic Stakataka Check

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk / 0 Def
- Counter
- Psychic
- Focus Blast
- Shadow Ball

Alakazam checks Stakataka in a pretty simple way: once Alakazam gets in front of Stakataka via U-turn or after a teammate's been KOed, Stakataka cannot OHKO it (even with Hazards up due to Magic Guard) while, in return, Alakazam can OHKO it back with either Focus Blast (which will hurt the opposing switch-in if the opponent does switch Stakataka out) or Counter (preferable to use if you don't trust FB's shaky accuracy or if you know your opponent won't switch Stakataka out).
Calcs would go here


Types not allowed:

 
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Rock Counter


Golem-Alola @ Choice Band
Ability: Magnet Pull
EVs: 20 HP / 252 Atk / 236 Spe
Jolly Nature
- Wild Charge
- Earthquake
- Fire Punch
- Brick Break

Alolan Golem takes extremely little damage from both Heavy Slam and Flamethrower, and if Celesteela isn't carrying Protect, it can't even stall Leech Seed/Toxic turns. Meanwhile, Alolan Golem can handily 2HKO Celesteela with a Choice Banded Wild Charge. Magnet Pull also makes sure Celesteela can't switch out.

Calcs
0 Atk Celesteela Heavy Slam (80 BP) vs. 20 HP / 0 Def Golem-Alola: 70-84 (22.8 - 27.4%) -- 56.6% chance to 4HKO
0 SpA Celesteela Flamethrower vs. 20 HP / 0 SpD Golem-Alola: 48-57 (15.6 - 18.6%) -- possible 6HKO

252 Atk Choice Band Golem-Alola Wild Charge vs. 252 HP / 160+ Def Celesteela: 318-374 (79.8 - 93.9%) -- guaranteed 2HKO after Leftovers recovery

May include more later
 
Mega Venusaur as a Counter on Grass and Poison teams

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain / Sludge Bomb
- Leech Seed
- Hidden Power [Fire]
- Synthesis

Mega Venusaur is immune to Leech Seed and Toxic and has the bulk to take Heavy Slam and Flamethrower, while being able to chip Celesteela down with it's own Leech Seed or Hidden Power Fire. It is a counter because it not only can easily switch into it but also denies it being able to heal itself with Leech Seed, letting it get worn down over time much easier.

0 Atk Celesteela Heavy Slam (120 BP) vs. 248 HP / 244+ Def Venusaur-Mega: 82-97 (22.5 - 26.7%) -- 27.9% chance to 4HKO
0 SpA Celesteela Flamethrower vs. 248 HP / 0 SpD Thick Fat Venusaur-Mega: 60-72 (16.5 - 19.8%) -- possible 6HKO

0 SpA Venusaur-Mega Hidden Power Fire vs. 248 HP / 96 SpD Celesteela: 92-110 (23.1 - 27.7%) -- guaranteed 4HKO after Leftovers recovery and Leech Seed damage


Mega Sableye as a Counter on Ghost and Dark teams

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Protect
- Recover

Mega Venusaur counters Celesteela for similar reasons as Venusaur, easily switching into any of it's moves, denying Leech Seed recovery, and crippling it with Knock Off and Will-O-Wisp.

0 Atk Celesteela Heavy Slam (120 BP) vs. 248 HP / 116 Def Sableye-Mega: 99-117 (32.6 - 38.6%) -- 98.3% chance to 3HKO
0 SpA Celesteela Flamethrower vs. 248 HP / 144+ SpD Sableye-Mega: 49-58 (16.1 - 19.1%) -- possible 6HKO

0 Atk Sableye-Mega Knock Off (97.5 BP) vs. 248 HP / 104+ Def Celesteela: 75-88 (18.8 - 22.1%) -- 46.3% chance to 4HKO after burn damage
 
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Shokkking

No man can walk out on his own story
Heatran as a counter in steel

1539650301990.png

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Earth Power
- Magma Storm

Heatran resists Heavy Slam and is immune to toxic and flamethrower, making him the perfect switch and a big threat to Celesteela, that can't do too much, since heatran can easily use taunt, blocking protect and leech seed, forcing a switch. With his high special attack, Heatran has a few chance to OHKO Celesteela with Magma Storm after rock damages.

Doing damage
252 SpA Heatran Magma Storm vs. 252 HP / 96 SpD Celesteela: 296-350 (74.3 - 87.9%) -- 6.3% chance to OHKO after Stealth Rock, Leftovers recovery, and trapping damage
Taking damage
0 Atk Celesteela Heavy Slam (60 BP) vs. 0 HP / 0 Def Heatran: 15-18 (4.6 - 5.5%) -- possibly the worst move ever

As you see, Celesteela can't touch Heatran, at least with its damage moves.
 

S. Court

[Takes hits in Spanish]
is a Contributor to Smogonis a Smogon Media Contributor
Volcarona as a hard check for Bug teams

Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Hidden Power Ground
- Giga Drain

Volcarona can enter easily against Heavy Slam and Flamethrower (and if Celesteela is unlucky, Flame Body will punish hard Heavy Slam), and can punish any attempt of Protect stalling by boosting itself with Quiver Dance, it needs to be careful against Toxic though.

0 Atk Celesteela Heavy Slam (120 BP) vs. 0 HP / 4 Def Volcarona: 92-108 (29.5 - 34.7%) -- 11.1% chance to 3HKO

252 SpA Volcarona Fire Blast vs. 248 HP / 96 SpD Celesteela: 336-396 (84.6 - 99.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Volcarona Inferno Overdrive (185 BP) vs. 248 HP / 96 SpD Celesteela: 560-660 (141 - 166.2%) -- guaranteed OHKO after Leftovers recovery
+1 252 SpA Volcarona Fire Blast vs. 248 HP / 96 SpD Celesteela: 500-590 (125.9 - 148.6%) -- guaranteed OHKO

Blacephalon as a check for Ghost teams

Blacephalon @ Choice Specs
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast / Flamethrower
- Shadow Ball
- Hidden Power Ice
- Trick

Blacephalon can't switch into Celesteela's Heavy Slam, but once it's in the field, can obliterate it with either Fire Blast or Flamethrower. It can cripple a possible Blacephalon's switch-in as well with Trick

0 Atk Celesteela Heavy Slam (120 BP) vs. 0 HP / 0 Def Blacephalon: 108-127 (43.7 - 51.4%) -- 8.2% chance to 2HKO

252 SpA Choice Specs Blacephalon Fire Blast vs. 248 HP / 96 SpD Celesteela: 542-638 (136.5 - 160.7%) -- guaranteed OHKO
252 SpA Choice Specs Blacephalon Flamethrower vs. 248 HP / 96 SpD Celesteela: 444-524 (111.8 - 131.9%) -- guaranteed OHKO
 
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