Project ORAS RU Victim of the Week (NEW THREAD: http://spo.ink/votw)

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Torterra as a Hard Check


Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Wood Hammer
- Synthesis
- Stealth Rock
- Earthquake

Torterra naturally has good defenses and can take a lot of physical hits. When I do see Torterra, I usually see offensive/tank-ish sets but I decided to go with the full on defensive spread in order to take an Outrage better since Tyrantrum is such a great wall breaker. Depending on the situation, Torterra can either synthesis and bank on an outrage confuse or something or just Earthquake (which 2HKO's).

252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Torterra: 133-157 (33.7 - 39.8%) -- 30.2% chance to 3HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Outrage vs. 252 HP / 252+ Def Torterra: 214-253 (54.3 - 64.2%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Torterra Earthquake vs. 4 HP / 0 Def Tyrantrum: 200-236 (65.3 - 77.1%) -- guaranteed 2HKO
 
Gallade as a Check


Gallade @ Choice Band
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Zen Headbutt
- Knock Off
- Poison Jab

Although Gallade can't switch into any of Tyrantrum's moves bar Superpower, CB Gallade outspeeds and can revenge kill Tyrantrum with Close Combat (which OHKO's). For the other moves, Zen Headbutt is a secondary STAB that 2HKO's Poison types such as Amoonguss, Qwilfish and Weezing, Knock Off hits Ghost-types and has good utility, and Poison Jab is Gallade's strongest move against Aromatisse and Granbull, netting a 2HKO on both after Stealth Rock.

252+ Atk Choice Band Gallade Close Combat vs. 4 HP / 0 Def Tyrantrum: 542-638 (177.1 - 208.4%) -- guaranteed OHKO
 

Yonko7

Guns make you stupid. Duct tape makes you smart.
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Durant @ Lum Berry
Ability: Hustle
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hone Claws
- Iron Head
- X-Scissor
- Superpower

Durant is a check. Although you can switch it in on any attack other than Head Smash doing so will leave Durant very weak, so it is a solid check. Durant can switch in and can easily take out Tyrantrum with either Iron Head or Superpower but iron head is better. The other attacks are the usual since Tyrantrum will likely switch out, hone claws could be used, but if it's late-game then attacking straight away may be the best thing to do ... man that thing hits everything hard

252 Atk Hustle Durant Iron Head vs. 4 HP / 0 Def Tyrantrum: 300-354 (98 - 115.6%) -- 87.5% chance to OHKO

252+ Atk Choice Band Tyrantrum Head Smash vs. 0 HP / 4 Def Durant: 348-409 (135.4 - 159.1%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Earthquake vs. 0 HP / 4 Def Durant: 154-182 (59.9 - 70.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Tyrantrum Outrage vs. 0 HP / 4 Def Durant: 139-164 (54 - 63.8%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Tyrantrum Superpower vs. 0 HP / 4 Def Durant: 186-219 (72.3 - 85.2%) -- guaranteed 2HKO after Stealth Rock
 
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EonX

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Tangrowth @ Choice Specs
Ability: Regenerator
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
- Leaf Storm
- Focus Blast
- AncientPower / Hidden Power Fire
- Giga Drain

Choice Specs Tangrowth is a pretty solid hard check to Jellicent. As Tangrowth is a special attacker, it doesn't mind burns that much and it resists Scald. Taunt is pointless as Tangrowth is a Specs user in this case and Recover just means Tangrowth gets in for free. The only shot Jellicent has of fending off Tangrowth is getting a burn and following up with Hex later on, which is why Tangrowth is only a hard check rather than an outright counter.. Tangrowth has Regenerator to maintain HP through repeated switch-ins if necessary. I don't think I need to explain that Leaf Storm OHKOes and Giga Drain does a fuckton, having an 87.5% chance of OHKOing the given Jellicent set after Rocks (6.3% chance to OHKO without Rocks)
 

tehy

Banned deucer.
if by zero to hero you mean ' it always had like 0 counters and now it's not competing with other defensive mons' i guess

here's the Counter

Scrafty @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 184 SpD / 72 Spe
Careful Nature
- Knock Off
- Drain Punch
- Rest
- Bulk Up

exhibit A of why you'd use Bulk Up Scrafty, since malamar just has to rest on the burn, can't boost on it, may get broken eventually since Hex does a piece and you can taunt to prevent shit

anyhow that's why it's viable, here's how it beats jelli:

0 SpA Jellicent Scald vs. 252 HP / 184+ SpD Scrafty: 52-63 (15.5 - 18.8%) -- possible 8HKO after Leftovers recovery

0 SpA Jellicent Hex (130 BP) vs. 252 HP / 184+ SpD Scrafty: 42-50 (12.5 - 14.9%)

4 Atk Scrafty Knock Off (97.5 BP) vs. 248 HP / 216+ Def Jellicent: 180-212 (44.6 - 52.6%)

4 Atk Scrafty Knock Off vs. 248 HP / 216+ Def Jellicent: 120-144 (29.7 - 35.7%)

you're faster so feel free to bulk up or rest whenever as it can't even break through you, and it may not be able to do any significant damage as shed skin clears away any WoWs applied

feel free to use DD scrafty anyone else, lord knows this dude could use more checks so
 
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Twix

jicama
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Rotom-Mow as a Hard Check / Soft Counter


Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick

Rotom can deal a huge amount of damage against Jellicent, and have an almost guarenteed kill on it with Thunderbolt. It can either Trick and cripple it, or use Leaf Storm and kill it as well. In addition, Rotom-Mow takes small damage from Jellicent's attacks as well as being able to Volt Switch and gain momentum against it.

252+ SpA Choice Specs Rotom-C Volt Switch vs. 248 HP / 0 SpD Jellicent: 312-368 (77.4 - 91.3%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Rotom-C Thunderbolt vs. 248 HP / 0 SpD Jellicent: 402-474 (99.7 - 117.6%) -- 93.8% chance to OHKO
252+ SpA Choice Specs Rotom-C Leaf Storm vs. 248 HP / 0 SpD Jellicent: 576-680 (142.9 - 168.7%) -- guaranteed OHKO

0 SpA Jellicent Scald vs. 48 HP / 0 SpD Rotom-C: 36-42 (14.2 - 16.6%) -- possible 7HKO
0 SpA Jellicent Hex (65 BP) vs. 48 HP / 0 SpD Rotom-C: 58-69 (22.9 - 27.2%) -- 45.2% chance to 4HKO
0 SpA Jellicent Hex (130 BP) vs. 48 HP / 0 SpD Rotom-C: 115-136 (45.4 - 53.7%) -- guaranteed 2HKO after burn damage
 
Exploud as a hard check

Exploud @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Boomburst
- Fire Blast
- Focus Blast
- Surf
As is true for just about every wall in this tier, Exploud can deal massive damage to Jellicent. Now that Hex and physically defensive jellicent are becoming common, Exploud will have an even easier time breaking though Jellicent. The best Jellicent does in return is stall with Will-O-Wisp, but it will lose 1v1.
252+ SpA Choice Specs Exploud Boomburst vs. 252 HP / 0 SpD Jellicent: 283-334 (70 - 82.6%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Jellicent Scald vs. 0 HP / 0 SpD Exploud: 99-117 (28.3 - 33.5%) -- 0.1% chance to 3HKO
 
Reserving Tyrantrum. Also I'm kinda surprised about phys defense jelli.

Banded Tyrantrum as a (Soft?) Check

Tyrantrum @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Head Smash
- Earthquake
- Outrage
- Superpower / Crunch / (insert coverage of choice here)

Tyrantrum is quite a fierce wallbreaker in this meta due to having a spammable base 150 recoil-less STAB attack. Add that with a base 121 attack and a choice band it it can deal hefty chunks of damage to (or outright ohko) most walls in the tier. Jellicent is no exception as the Physically Defensive variant recieves quite a large chunk of damage from Head Smash, while the specially defensive one (iirc 252 HP / 212 SpD+ / 44 Spe) is OHKO'd by Head Smash and Outrage. (Side notes: Crunch may be super effective, but STAB Head Smash deals around 1.4 more damage; If agaisnt the defensive variant, it is advised prior damage be dealt so Head Smash has a higher chance to OHKO; It is a very risky move to send out tyrantrum when jellicent is on the field, since it could use Will-O-Wisp or Scald and cripple Tyrantrum severely by burning it).

Calcs:
252+ Atk Choice Band Tyrantrum Head Smash vs. 248 HP / 216+ Def Jellicent: 357-421 (88.5 - 104.4%) -- 31.3% chance to OHKO
||||||||
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Jellicent: 514-606 (127.2 - 150%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Outrage vs. 252 HP / 0 Def Jellicent: 411-484 (101.7 - 119.8%) -- guaranteed OHKO
||||||||
0 SpA Jellicent Scald vs. 4 HP / 0 SpD Tyrantrum: 115-136 (37.5 - 44.4%) -- guaranteed 3HKO
 
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Virizion as a Counter



Virizion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpAtk / 252 Spe
Timid Nature
- Calm Mind
- Giga Drain
- Focus Blast
- Hidden Power Fire​

Virizion counters Jellicent because it can switch into any of Jellicent's moves with impunity (it doesn't care about Scald burns because it's a Special attacker and can recover lost HP with Giga Drain) and set up with Calm Mind. No matter what move Jellicent uses, Virizion will always beat it unless Jelli gets a crit Hex on a burnt Virizion.

If Virizion switches into Taunt, it can't set up Calm Mind, however Giga Drain unboosted will still 3HKO Jellicent before Jellicent can 3HKO it back with the Will-O-Wisp/Hex combo.

0 SpA Jellicent Hex (130 BP) vs. 4 HP / 0 SpD Virizion: 99-117 (30.5 - 36.1%) -- guaranteed 3HKO after burn damage
252 SpA Life Orb Virizion Giga Drain vs. 252 HP / 212+ SpD Jellicent: 179-213 (44.3 - 52.7%) -- guaranteed 3HKO after Leftovers recovery (This will also recover a fair proportion of Virizion's health)

Thus, Virizion always wins if it switches into Taunt.

If Virizion switches in as Jellicent uses Will-O-Wisp, Hex is now a 3HKO, however Virizion can use Calm Mind once and then recover most of its health with Giga Drain.

0 SpA Jellicent Hex (130 BP) vs. 4 HP / 0 SpD Virizion: 99-117 (30.5 - 36.1%) -- guaranteed 3HKO after burn damage
+1 252 SpA Life Orb Virizion Giga Drain vs. 252 HP / 212+ SpD Jellicent: 268-320 (66.3 - 79.2%) -- guaranteed 2HKO after Leftovers recovery

Unless Hex crits as Virizion uses Calm Mind, Virizion will always beat Jellicent if it switches into Will-O-Wisp.

I feel as though I don't really need to explain this, Virizion switching in takes an infentesimal amount of damage from Scald, and Hex doesn't 3HKO unless Virizion has been statused earlier in the match.

0 SpA Jellicent Scald vs. 4 HP / 0 SpD Virizion: 30-36 (9.2 - 11.1%) -- possible 5HKO after burn damage
0 SpA Jellicent Hex (65 BP) vs. 4 HP / 0 SpD Virizion: 51-60 (15.7 - 18.5%) -- possible 6HKO

Regardless of what attacking move Jellicent carries, Virizion can easily switch in and set up, or straight out 3HKO it with Giga Drain.

252 SpA Life Orb Virizion Giga Drain vs. 252 HP / 212+ SpD Jellicent: 179-213 (44.3 - 52.7%) -- guaranteed 3HKO after Leftovers recovery

Therefore, Virizion wins if it switches into Scald or Hex. Even if Scald burns it, without Hex Jellicent has no way of capitilising on this, and so it still loses.

If Virizion switches in as Jellicent uses Recover, it can choose to either set up with Calm Mind or simply KO it with Giga Drain.

252 SpA Life Orb Virizion Giga Drain vs. 252 HP / 212+ SpD Jellicent: 179-213 (44.3 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
or, alternatively,
+1 252 SpA Life Orb Virizion Giga Drain vs. 252 HP / 212+ SpD Jellicent: 268-320 (66.3 - 79.2%) -- guaranteed 2HKO after Leftovers recovery

Virizion could in theory set up to +2, but in that case Jellicent would most likely just switch out. So, if Jellicent uses Recover as Virizion switches in, Jellicent loses.

In summary, if Virizion switches into Taunt, Will-O-Wisp, Hex, Scald or Recover, Jellicent loses. Since these are the only moves that Jellicent commonly uses, CM Virizion counters Jellicent.

QED.

Edit: Dammit, didn't realise the set posted wasn't SpDef.
 
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Jolteon (Hard check)
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Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Water
- Signal Beam

Choice Specs Jolteon is a solid check to Jellicent because it has a nice typing advantage vs Jellicent. Jolteon easily switch-ins vs any of Jellicent's moves, and has 56% chance of OHKO'ing Jellicent by Thunderbolt. Even if Jellicent decides to burn Jolteon on the switch-in and uses hex the next turn (if Jellicent survive the thunderbolt that is) it still isn't able to kill Jolteon, making Jolteon a great check to Jellicent.

Calculations:

0 SpA Jellicent Scald vs. 0 HP / 0 SpD Jolteon: 79-94 (29.1 - 34.6%) -- 7.4% chance to 3HKO

0 SpA Jellicent Hex (130 BP) vs. 0 HP / 0 SpD Jolteon: 127-151 (46.8 - 55.7%) -- guaranteed 2HKO after burn damage

252 SpA Choice Specs Jolteon Thunderbolt vs. 248 HP / 0 SpD Jellicent: 374-444 (92.8 - 110.1%) -- 56.3% chance to OHKO
 
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