Monotype Victim of the Week (Round 8: Kingdra)

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Ticken

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My creativity is no where to be found tonight. I'm going with the ol' fashined Perish Trap to defeat that annoyance. This can work for Ice or Water Monotype teams.


Lapras @ Leftovers
Ability: Shell Armor
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Substitute
- Protect
- Whirlpool
- Perish Song

Substitute is so the "Yellow Magic" does not stop the amount of turns Clefable is trapped and can eventually escape. The 8 Speed is so that Lapras and Clefable to not have a speed tie and everything ele really is standard on a Perish Trapper.
 
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Dark Check

Drapion @ Black Sludge
Ability: Battle Armor
Evs: 208 hp / 252 Atk / 48 Spd
Adament Nature
- Swords Dance
- Poison jab
- Knock Off
- Taunt

Don't ask about the Hp and the Special Defense EVs Its just so clef Doesn't have a chance to do half on switch in and so drapion can freely SD in its face

Calcs:
252+ Atk Drapion Poison Jab vs. 252 HP / 160+ Def Clefable: 218-258 (55.3 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 208 HP / 48 SpD Drapion: 118-139 (35.4 - 41.7%) -- guaranteed 3HKO
+2 252+ Atk Drapion Poison Jab vs. 252 HP / 160+ Def Clefable: 432-510 (109.6 - 129.4%) -- guaranteed OHKO
 
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Ticken

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Dark Counter

Drapion @ Black Sludge
Ability: Battle Armor
Evs: 208 hp / 252 Atk / 48 Spe
Adament Nature
- Swords Dance
- Poison jab
- Knock Off
- Taunt

Don't ask about the Hp and the Special Defense EVs Its just so clef Doesn't have a chance to do half on switch in and so drapion can freely SD in its face
Hello Cjl, just wnted to make sure you meant what you put. You specified not to ask about the HP and SpDef EV's while there are no SpDef EV's but there are Speed EV's. Was this intentional or a mistake? Meanwhile, did you take into account the possibility that Clefable can T-wave on the switch rather than the Moonblast? Just a few things for you to consider.
 
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(Just a heads up I'm sorry if this is really bad I've never done a Victim of the Week before please don't yell at me lol xd here we go.)

Dragon Check



Dragalge @ Life Orb
Ability: Adaptability
EVs: 120 HP / 252 SpA / 136 Spe
Modest Nature
- Sludge Wave
- Haze
- Hidden Power [Fire] / Focus Blast
- Draco Meteor

(Credit to Cjl1)
Dragalge @ Life Orb
Ability: Adaptability
EVs: 176 HP / 252 SpA / 80 Spe
Timid Nature
- Sludge Wave
- Haze
- Hidden Power [Fire] / Focus Blast
- Draco Meteor

This spread sacrifices a little power in order to give Dragalge more bulk by decreasing the amount of speed EVs needed to creep Clefable. Sludge Wave will still OHKO unboosted Clefable, and neither would OHKO either way at +1.

252+ SpA Life Orb Adaptability Dragalge Sludge Wave vs. +1 252 HP / 96 SpD Clefable: 322-380 (81.7 - 96.4%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Adaptability Dragalge Sludge Wave vs. +1 252 HP / 96 SpD Clefable: 291-343 (73.8 - 87%) -- guaranteed 2HKO after Leftovers recovery

EVs Explained: 136 Speed allows you to speed creep the given Clefable set when running Hidden Power Fire, and allows you to come in to either haze or attack. Special Attack is maxed so that Dragalge is hitting as hard as possible. The rest of the EVs are thrown into HP to increase Dragalge's bulk.

Sludge Wave, of course, is our fairy killer:

252+ SpA Life Orb Adaptability Dragalge Sludge Wave vs. 252 HP / 96 SpD Clefable: 478-567 (121.3 - 143.9%) -- guaranteed OHKO
252+ SpA Life Orb Adaptability Dragalge Sludge Wave vs. +1 252 HP / 96 SpD Clefable: 322-380 (81.7 - 96.4%) -- guaranteed 2HKO after Leftovers recovery

Haze allows you to reset Clefable if you need to come into it already boosted, if it had killed something and is above +1, as Dragalge's natural bulk allows it to take a hit fairly decently.

0 SpA Clefable Moonblast vs. 120 HP / 0 SpD Dragalge: 82-97 (27.2 - 32.2%) -- guaranteed 4HKO
+1 0 SpA Clefable Moonblast vs. 120 HP / 0 SpD Dragalge: 123-145 (40.8 - 48.1%) -- guaranteed 3HKO
+2 0 SpA Clefable Moonblast vs. 120 HP / 0 SpD Dragalge: 163-193 (54.1 - 64.1%) -- guaranteed 2HKO

Hidden Power Fire / Focus Blast allows you to hit mixed defenses Klefki, should you scare Clefable out, for a decent amount of damage. Focus Blast allows you to hit Ice types harder, at the cost of accuracy.

252+ SpA Life Orb Dragalge Focus Blast vs. 252 HP / 100+ SpD Klefki: 139-165 (43.7 - 51.8%) -- 11.7% chance to 2HKO

Lastly, Draco Meteor is just our Dragon STAB, it doesn't help us at all in this match up, unless the opponent decides to run a Ring Target on their Clefable for some reason... #LowLadderStrats

Choice Specs
are another option over Life Orb if the player is confident enough to be able to predict their switches on a case by case basis, as Choice Specs has a chance to OHKO a +1 Clefable, whereas Life Orb does not.

252+ SpA Choice Specs Adaptability Dragalge Sludge Wave vs. +1 252 HP / 96 SpD Clefable: 368-436 (93.4 - 110.6%) -- 62.5% chance to OHKO

I'm calling this a check and not a counter due to the fact that, while Dragalge can switch in, it cannot do so constantly. This is because Dragalge takes a fair amount of damage each time it switches in from Clefable's Moonblast, in addition to losing health from Life Orb recoil.
 
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Hello Cjl, just wnted to make sure you meant what you put. You specified not to ask about the HP and SpDef EV's while there are no SpDef EV's but there are Speed EV's. Was this intentional or a mistake? Meanwhile, did you take into account the possibility that Clefable can T-wave on the switch rather than the Moonblast? Just a few things for you to consider.
Is SpD meant as speed? And I Also wanted to add lum a Second item option but idk if I can but thank you for pointing that out
 

Twix

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is a Contributor Alumnus
Is SpD meant as speed? And I Also wanted to add lum a Second item option but idk if I can but thank you for pointing that out
SpD is Special Defense, Spe is Speed. Also the set is more of a check as its really crippled against thunder wave and moonblast combo.
 
Fairy type counter/check (If I can use Clefable a different way).


Clefable @ leftovers
Ability: Unaware
EVs: 248 HP/252 Def/8 Sp.Def
Bold Nature
- Calm Mind
- Moonblast
- Flamethrower
- Moonlight

Clefable unaware just laughs against other Clefable.
Unaware is on of the best check for Fairy. The difference between Clefable and others Psychic sweeper who use Calm Mind to counter it (like Reuniclus by example) is one crit may happen.
Here, the crit does 48% max. (0 SpA Clefable Moonblast vs. 248 HP / 8 SpD Clefable: 106-126 (26.9 - 32%) -- guaranteed 4HKO).


If I can give another Pokemon, I will chose Volcarona for Bug type (Scizor is too obvious for me here).

Volcarona @ leftovers
Ability: Flame Body
EVs: 248 HP/240 Def/20 Speed
Timid Nature
- Substitue
- Quiver Dance
- Fiery Dance
- HP Ground

If you send Volca against Clefable when it doesn't T-Wave, you can easily sub Volca and set up peacefully.
As Moonblast can't break the sub, it's easily to quick set up and destroy Fairy type (If Azu is dead of course).
 
Psychic Counter

Metagross @ Choice Band
Ability: Clear Body
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Meteor Mash / Iron Head
- Bullet Punch
- Earthquake
- Zen Headbutt

Metagross both eats hits from Clefable and KOs it back. You could do the same with Metagross but Metagross has more physical power and OHKOs instead of 2HKOing Clefable. Also, I did Meteor Mash / Iron Head because both moves OHKO.

Calcs:

252+ Atk Choice Band Metagross Iron Head vs. 252 HP / 160+ Def Clefable: 428-506 (108.6 - 128.4%) -- guaranteed OHKO

(not calcing Meteor Mash cause it does more damage than Iron Head)

0 SpA Clefable Moonblast vs. 248 HP / 8 SpD Metagross: 53-63 (14.6 - 17.3%) -- possible 6HKO

+1 0 SpA Clefable Moonblast vs. 248 HP / 8 SpD Metagross: 80-94 (22 - 25.8%) -- 3.7% chance to 4HKO

+2 0 SpA Clefable Moonblast vs. 248 HP / 8 SpD Metagross: 105-125 (28.9 - 34.4%) -- 4.4% chance to 3HKO

+6 0 SpA Clefable Moonblast vs. 248 HP / 8 SpD Metagross: 211-249 (58.1 - 68.5%) -- guaranteed 2HKO

will probably post heaps of obvious ones after the first 3 days, unless you changed it (if so could u tell me?)
 
Ground/Flying Defensive check:


Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Swords Dance
- Earthquake
- Knock Off
- Roost

Gliscor can effectively check Clefable under the right conditions, meaning if it hasn't set up +2 already. With this in mind, +2 Clefable only has a 33% chance to 2HKO Gliscor from full:

+2 0 SpA Clefable Moonblast vs. 244 HP / 200+ SpD Gliscor: 178-211 (50.5 - 59.9%) -- 33.2% chance to 2HKO after Poison Heal
If you manage to switch in when Clefable reaches +1, then you can easily SD up and 2HKO it with ease, as it has a 46% chance to 3HKO at +1(if the opponent decides to attack you instead of setting up another Calm Mind) Calc of +2 Gliscor's Earthquake:

+2 0 Atk Gliscor Earthquake vs. 252 HP / 160+ Def Clefable: 199-235 (50.5 - 59.6%) -- 84.8% chance to 2HKO after Leftovers recovery
You may also use Facade over Knock Off if you want to severely damage Togekiss on Fairy(That's if it doesn't flinch you to death :P)
 
Ground/Flying Offensive Check:


Landorus-Therian @ Earth Plate/Normal Gem
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge/Explosion
- Stealth Rock


This is more-so intended for Flying teams than Ground, but it works to destroy Clefable nonetheless. This Mon is used just to nuke things in front of it and eat up one hit, just one. Here are the calcs depending on what variant you use:

252+ Atk Earth Plate Landorus-T Earthquake vs. 252 HP / 160+ Def Clefable: 226-267 (57.3 - 67.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Normal Gem Landorus-T Explosion vs. 252 HP / 160+ Def Clefable: 407-479 (103.2 - 121.5%) -- guaranteed OHKO
^lolez. Anyway, since Clefable 2HKOs you at +1, it is advised to either get a free switch from a sack into this mon, or to switch in and explode the little shit.
 
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Ridley

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Ground/Flying Offensive Check:


Landorus-Therian @ Earth Plate/Normal Gem
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge/Explosion
- Stealth Rock

This is more-so intended for Flying teams than Ground, but it works to destroy Clefable nonetheless. This Mon is used just to nuke things in front of it and eat up one it, just one. Here are the calcs depending on what variant you use:





^lolez. Anyway, since Clefable 2HKOs you at +1, it is advised to either get a free switch from a sack into this mon, or to switch in and explode the little shit.
HEAT
 
Ground/Poison Counters :


Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Sludge Wave
- Earth Power
- Ice Beam
- Flamethrower/Stealth Rock

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
- Earth Power
- Ice Beam
- Stealth Rock
- Sludge Wave
Classics sets, Nidoking and Nidoqueen can switch into T-Wave or Moonblast, and can easily OKHO/2HKO with Sludge Wave.

252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. 252 HP / 84+ SpD Clefable: 359-424 (91.1 - 107.6%) -- 43.8% chance to OHKO
0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Nidoking: 69-81 (22.7 - 26.7%) -- 34.1% chance to 4HKO
252 SpA Life Orb Sheer Force Nidoking Sludge Wave vs. +1 252 HP / 84+ SpD Clefable: 242-283 (61.4 - 71.8%) -- guaranteed 2HKO after Leftovers recovery
+1 0 SpA Clefable Moonblast vs. 0 HP / 0- SpD Nidoking: 103-122 (33.9 - 40.2%) -- guaranteed 3HKO
252+ SpA Life Orb Sheer Force Nidoqueen Sludge Wave vs. 252 HP / 84+ SpD Clefable: 367-432 (93.1 - 109.6%) -- 56.3% chance to OHKO
Ground/Fire Counter :


Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 176 SpA / 84 Spe
Modest Nature
- Fire Blast
- Earth Power
- Stealth Rock
- Toxic

With his good type and his decent bulk, Camerupt-Mega can counter all sets of Clefable.

176+ SpA Sheer Force Mega Camerupt Fire Blast vs. 252 HP / 84+ SpD Clefable: 241-285 (61.1 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
176+ SpA Sheer Force Mega Camerupt Fire Blast vs. +1 252 HP / 84+ SpD Clefable: 160-190 (40.6 - 48.2%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 248 HP / 0 SpD Mega Camerupt: 47-56 (13.7 - 16.3%) -- possible 7HKO
Ground/Normal Check :


Diggersby @ Life Orb/Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Earthquake
- Quick Attack
- Swords Dance/Thunder Punch/Knock Off

Classic set, you can also play Banded Diggersby if you want make more damage. You can also setup if you play Swords Dance (if Azu is K.O)

252+ Atk Life Orb Huge Power Diggersby Return vs. 252 HP / 172 Def Clefable: 294-347 (74.6 - 88%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Diggersby: 121-144 (38.9 - 46.3%) -- guaranteed 3HKO
+1 0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Diggersby: 183-216 (58.8 - 69.4%) -- guaranteed 2HKO
Banded Mamoswine and Landorus-I are also good checks for Clefable. I'll post more soon.
 
Ground/Flying Check

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Psychic
- U-turn/Gravity

With an immunity to T-Wave, this relatively standard landorus-i set is an effective check, and can force Clef to switch out, because it doesn't want to eat a sludge wave.
Unfortunately, it doesn't ohko at +0. Landorus usually forces Clefable to switch into klefki if it is still alive, in which case you can predict and click earth power.

252 SpA Life Orb Sheer Force Landorus Sludge Wave vs. +1 252 HP / 96 SpD Clefable: 213-252 (54 - 63.9%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 0 HP / 4 SpD Landorus: 118-139 (36.9 - 43.5%) -- guaranteed 3HKO

Note: Timid is run over modest because there's only a 25% chance to ohko with sludge wave against clefable, and it outspeeds mgardevoir.
 
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Rock/Steel Counter :



Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Fire Punch/Ice Punch

Heavy Slam ez one shot.

252+ Atk Choice Band Aggron Heavy Slam (120 BP) vs. 252 HP / 172 Def Clefable: 602-710 (152.7 - 180.2%) -- guaranteed OHKO
0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Aggron: 74-87 (26.3 - 30.9%) -- guaranteed 4HKO
ez.

Rock/Ice Check :



Aurorus @ Choice Specs
Ability: Refrigerate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hyper Voice
- Freeze-Dry
- Earth Power
- Frost Breath

Specs set. -> Spam Hyper Voice.

252+ SpA Choice Specs Refrigerate Aurorus Hyper Voice vs. 252 HP / 84+ SpD Clefable: 237-279 (60.1 - 70.8%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Clefable Moonblast vs. 0 HP / 4 SpD Aurorus: 105-124 (27.1 - 32%) -- guaranteed 4HKO
252+ SpA Choice Specs Aurorus Frost Breath vs. 252 HP / 84+ SpD Clefable on a critical hit: 183-216 (46.4 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery
 
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Grass Counter:


Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 20 Spe
Modest Nature
- Sleep Powder / Earthquake / Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

This set basically does wonders against the mentioned Clefable. Sludge Bomb already 2HKOes assuming an offensive set, even at +1, as shown by the calc:

252+ SpA Mega Venusaur Sludge Bomb vs. 252 HP / 96 SpD Clefable: 306-360 (77.6 - 91.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Venusaur Sludge Bomb vs. +1 252 HP / 96 SpD Clefable: 204-242 (51.7 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery


Furthermore, Sleep Powder makes it even harder for Clefable to handle, especially considering it has got some surprise factor, thanks to its low usage on Mega-Venusaur. Even if you get paralyzed by thunder wave, you should handle this fine by sleeping inducing it and hitting with Sludge Bomb for good damage output.

Grass Checks:



Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Spore
- Bullet Seed
- Rock Tomb
- Mach Punch

Breloom is proven to be a great check against Clefable. Bullet Seed + Technician already hits very hard everything that doesn't resist it, and for Clefable, that's no exception. Your damage output against it will still depend pretty much on how much hits you get with Bullet Seed, but Spore just makes it thousand times easier, since you'll (hopefully) get 2 extra turns to use and score a KO (or at least bring it into the kill range so other mons could kill, depending on how poor your STAB hits.) This set uses an Adamant Nature so it hits Clefable harder, and speed doesn't help much against it anyway, but a Jolly nature is also suitable if it fits your team best.



Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball


Since the Clefable isn't carrying Flamethrower, then Ferrothorn can be a possible answer against it. Leftovers + Protect gives Clefable a hard time breaking through it, even at +6.

+6 0 SpA Clefable Moonblast vs. 252 HP / 252+ SpD Ferrothorn: 127-150 (36 - 42.6%) -- 94.9% chance to 3HKO after Leftovers recovery

Also, although Gyro Ball can often be outstalled, thanks to its low PP, it still hits considerably hard and allows several teammates (mostly Breloom) to come in and check safely, since Clefable will be forced to use Softboiled to survive. And last, but not least, Ferrothorn doesn't mind getting hit by Thunder Wave, and it will actually increase Gyro Ball's damage because of its speed drop.

Again: The only reason why this isn't a counter is because of Gyro Ball's lack of PP, which can often be outstalled and Ferrothorn can't take Moonblasts forever, but it surely helps, should you have lost your Mega-Venusaur.







 
(I'm not sure if I'm actually allowed to post two, but oh well :P)
Ground Counter



Steelix @ Steelixite
Ability: Sand Force
EVs:252 Atk / 252 SpD / 4 HP
Sassy Nature
- Heavy Slam
- Roar
- Earthquake
- Stealth Rock

Mega Steelix, while not the most popular and obvious answer, can do quite well against this particular Clefable. Immunity to Thunder Wave and resistance to Moonblast, (SpD investment and Sassy nature is not needed, but it turns unboosted Moonblast from a 3HKO into a 7HKO, making Mega Steelix safe to switch in to an oncoming Moonblast).

0 SpA Clefable Moonblast vs. 4 HP / 252 SpD Mega Steelix: 40-48 (13.6 - 16.4%) -- possible 7HKO

A Heavy Slam with max investment has a guaranteed to OHKO Clefable, which is necessary before it falls victim to that blob.

252 Atk Mega Steelix Heavy Slam (120 BP) vs. 252 HP / 160 Def Clefable: 408-480 (103.5 - 121.8%) -- guaranteed OHKO

However, if Clefable sets up too many Calm Minds, this is where Roar comes in.

+3 0 SpA Clefable Moonblast vs. 0 HP / 252 SpD Mega Steelix: 100-118 (34.3 - 40.5%) -- guaranteed 3HKO

Should Clefable reach +3 or higher (+4 is also a 3HKO, but +5 and +6 is a 2HKO), it is a better idea to Roar then allow it to set up more or hurt Mega Steelix bad. If the Clefable switches back in, without the boosts it had it is more vulnerable, and you are free to Heavy Slam away.

Earthquake and Stealth Rock are filler moves. Earthquake has a low chance to 2HKO and Heavy Slam should be used over it.

UPDATE: Keep in mind that Mega Steelix DOES NOT outspeed Clefable, but you can speed creep it with max Speed investment.

And an extra one :P:

Electric/Flying Check



Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 252 SpD / 4 HP
Calm Nature
- Taunt
- Sludge Wave/Flash Cannon
- Thunder Wave/U-Turn
- Thunderbolt

And I thought Clefable was unbeatable...

Thundurus, while not being to reliably counter Clefable like Mega Steelix, shuts down it setting up and reduces the threat that it faces. Like Mega Steelix, it has an immunity to Thunder Wave, but unlike Mega Steelix, it outspeeds even without Prankster. SpD investment and Calm Nature means that an unboosted Moonblast is a 4HKO.

0 SpA Clefable Moonblast vs. 4 HP / 252+ SpD Thundurus: 82-97 (27.3 - 32.3%) -- 63.7% chance to 4HKO after Leftovers recovery

The most important move for Thundurus will be Taunt. Giving priority to Taunt with Prankster means that Clefable will be unable to use Calm Mind (or Thunder Wave, so Thundurus can switch out into something that can kill it but doesn't want to get paralyzed, and also Soft-Boiled, which can be a problem for Thundurus). So, the only thing Clefable can do is Moonblast. In this situation (and without hax), Thundurus would win every time.

Should Thundurus and Clefable be in a one-on-one situation, Thundurus will either have Sludge Wave or Flash Cannon. Sludge Wave covers for Clefable better (although is hax does happen, Clefable won't be affected by poison), while Flash Cannon covers for Thundurus' own weaknesses better. It doesn't matter which one it has though, as both will 2HKO (but it's not guaranteed with Flash Cannon) an unboosted Clefable (however, if Clefable does set up a Calm Mind, it will be a 3HKO).

252 SpA Thundurus Sludge Wave vs. 0 HP / 96 SpD Clefable: 200-236 (60.4 - 71.2%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Thundurus Flash Cannon vs. 0 HP / 96 SpD Clefable: 168-198 (50.7 - 59.8%) -- 85.9% chance to 2HKO after Leftovers recovery

Like with Mega Steelix, the last two moves are fillers, although U-Turn can be useful after using Taunt to switch out.
 
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all falls down

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Hello! Sorry for the random period of inactivity, I was pretty busy and couldn't update this! Fully updated the Archive and Hall of fame.

Some submissions like Camerupt, Landorus, Aurorus, (non Sleep Powder) Mega Venusaur, Thundurus, [Specs] Lapras and Walrein were not included because they fail to 2HKO it if it has 1 CM boost. Breloom was also not included because it is very inconsistent and if Clefable wakes up or you dont get 4-5 hits with Bullet Seed it loses.

New week up soon!
 

all falls down

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is a Tiering Contributor Alumnus
This Week's Pokemon:

Week 6: Belly Drum Azumarill
Types: Any type except Grass!



Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough
- Knock Off
Reminder that your submission can have a Grass typing as long as it has another type (so something like Mega Venusaur would be fine)​
 
For Fire type:


Volcanion @ Leftovers
Ability: Water Absorb
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
- Sludge Wave
- Steam Eruption
- Fire Blast
- Earth Power

I think it's the best thing Fire could have against Azumarill Belly Drum. You aren't afraid anymore if you see Azumarill who succeeded to set up himself.
Indeed, with Water Absorb, Aqua-Jet isn't a thing anymore.
252+ SpA Volcanion Sludge Wave vs. 92 HP / 0 SpD Azumarill: 274-324 (75.2 - 89%) -- guaranteed 2HKO
→ Volcanion 100% kill Azumarill after Belly Drum (50% + 25% (Sitrus berry)
With this spread, you are enough fast to outspeed Azumarill and so kill this blue bunny. (The spread was built before seeing this "Monotype victim of the week", I initially built it to be faster than Mandibuzz (= 80 Base speed without a lot EVs in speed invest).
 
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For Ground Type:



Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Counter
- Recover
- Scald
- Earthquake

Belly Drum Azumaril can easily sweep ground types by simpley spamming aqua jet. Quagsire over Gastrodon because gastrodon is more of a special defense wall. Unaware over water absorb because quagsire can better hard switch into azu, where as before u would switch into aqua jet, but azumaril would then just hit play rough and most likely kill quagsire.


Calculation example: 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Quagsire: 144-169 (36.5 - 42.8%) -- 97.8% chance to 3HKO after Leftovers recovery
*knock off does even less damage as well​
 
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Ice Checks

Kyurem-Black @ Choice Scarf
Ability: Trevolt
EVs: 132 Atk / 124 Spa / 252 Spe
Nature: Naive
- Fusion Bolt
- Outrage
- Earth Power
- Ice Beam

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Kyurem-B: 159-187 (40.6 - 47.8%) -- guaranteed 3HKO
132 Atk Teravolt Kyurem-B Fusion Bolt vs. 92 HP / 0 Def Azumarill: 300-354 (82.4 - 97.2%) -- guaranteed 2HKO


After A Belly Drum Fusion Bolt can take out Azumaril as Aqua jet does less then half at +6


Lapras @ Choice Specs
Ability: Water Absorb
EVs: 168 HP / 252 Spa / 88 Spe
Nature: Modest
- Freeze-Dry
- Surf
- Hidden Power Fire
- Frost Breath

+6 252+ Atk Huge Power Azumarill Play Rough vs. 168 HP / 0 Def Lapras: 858-1011 (193.6 - 228.2%) -- guaranteed OHKO
252+ SpA Choice Specs Lapras Freeze-Dry vs. 92 HP / 0 SpD Azumarill: 338-402 (92.8 - 110.4%) -- 56.3% chance to OHKO
252+ SpA Choice Specs Lapras Freeze-Dry vs. 92 HP / 0 SpD Azumarill: 338-402 (92.8 - 110.4%) -- guaranteed OHKO after Stealth Rock


88 Speed on Lapras allows you to out speed and KO Azumarill after rocks or Belly Drum
 


Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 184 Def / 72 SpA
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

i mean, i dont think there is any more of a perfect counter.
No speed mega venu still outspeeds azumarill, forcing it to use aqua jet which does absolutely nothing. You can come in with mega venu on the turn it belly drums, to save other mons from dying, as it is a counter.

+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 184 Def Mega Venusaur: 114-135 (31.3 - 37%) -- 79.2% chance to 3HKO

72+ SpA Mega Venusaur Sludge Bomb vs. 92 HP / 0 SpD Azumarill: 324-384 (89 - 105.4%) -- 31.3% chance to OHKO
72+ SpA Mega Venusaur Giga Drain vs. 92 HP / 0 SpD Azumarill: 270-320 (74.1 - 87.9%) -- guaranteed 2HKO

^ both would kill an azu that has used Belly Drum, since it would be at 75% after sitrus, bar lowest rolls on giga drain. But if rocks damage, the obv best play would be to use giga to gain back the lost hp.

But fairy teams often come with togekiss and klefki, so lets say you are paralyzed and cannot outspeed azumarill.
+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 184 Def Mega Venusaur: 256-302 (70.3 - 82.9%) -- guaranteed 2HKO

You would still be able to tank its hardest hitting move, and if not with the unlucky para, would be able to finish it off.
 
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Belly Drum Azumarill, in my opinion, is the second scariest mon after power herb geomancy Xerneas, and thinking of something wasn't easy.

Water/Ground Counter


Quagsire @ Leftovers
Ability: Unaware
EVs: 252 Def, 132 SpA, 124 Spe
Bold Nature
- Recover
- Sludge Wave
- Scald
- Toxic

Quagsire's ability to deal with Belly Drum Azumarill lies in unaware. This makes the Azu do damage to it as if it had never belly drummed. Max Defense EVs allow it to take the hits well:

252 Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 0 HP / 252 Def Unaware Quagsire: 103-122 (31.1 - 36.8%) -- guaranteed 4HKO after Leftovers recovery

252 Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 252 Def Unaware Quagsire: 64-76 (19.3 - 22.9%) -- possible 6HKO after Leftovers recovery


252 Atk Huge Power Azumarill Play Rough vs. 0 HP / 252 Def Unaware Quagsire: 144-169 (43.5 - 51%) -- guaranteed 3HKO after Leftovers recovery

As you can see, all of Azumarill's moves don't do that much to this beautiful derp creature.

The first move, recover, is to heal off any damage that is dealt to Quagsire. It can be useful if it does get worn down. Scald and Toxic are filler moves (using Toxic WILL NOT affect how quickly the Azumarill dies and would be a waste of a turn). Sludge Wave is the most important move here.

132 SpA Quagsire Sludge Wave vs. 92 HP / 0 SpD Azumarill: 140-166 (38.4 - 45.6%) -- guaranteed 3HKO

This probably won't be included because of the 'low' damage done here, however Quagsire will outlast the Azumarill and be able to kill it first. 124 Speed EVs allow it to speed creep the Azumarill, to given it a better chance in this matchup.

Overall, I see Quagsire as a good counter to Azumarill, while not the best one out there, I think it works and would win in a 1v1 against it.
 
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Toxicroak on Fighting

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Poison Jab / Gunk Shot
- Drain Punch
- Sucker Punch

Fighting has a really tough time vs Azumaril, because it can 6-0 teams. However, with toxicroak, it gets completely destroyed.
With Dry Skin, toxicroak can take any aqua jet and heal up it's HP, so all Azumarill can do to attack it, is use play rough or knock off.

252+ Atk Life Orb Toxicroak Poison Jab vs. 92 HP / 0 Def Azumarill: 393-463 (107.9 - 127.1%) -- guaranteed OHKO
Adamant Poison Jab lands a clean 1HKO, Gunk Shot is optional but there is a chance to miss.

Also if times call for desperate measures, and you need to save a wincon from azumarill, or if you predicted the aqua jet or BD but got play roughed instead, or even if you were running gunk shot and missed. Worry not my friend, toxicroak lives! Even with rocks there is a high chance to live!
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Toxicroak: 255-300 (83 - 97.7%) -- guaranteed 2HKO
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Toxicroak: 255-300 (83 - 97.7%) -- 31.3% chance to OHKO after Stealth Rock
 
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