Project SV CAP - Victim of the Week - Week 14: Caribolt

Da Pizza Man

Pizza Time
is a Pre-Contributor
Approved by Wulfanator and spoo
OP shamelessly stolen from SV OU Victim of the Week


Every generation is different and the metagame is constantly evolving. However, there has always been and always will be threats - Whether they are defensive threats or offensive threats, every competent player should have a way to handle any threat - whether they are top-tier or are a niche pick.

How does it work?

Every week, I will submit a victim for you so that you can submit checks or counters to the pokemon. Then, after submissions are placed in, voters will vote which ones are the most effective in their eyes.

Rules:

1. When nominating your check/counter take a gander at The Smog:
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.

There are some parts of those definitions that may be confusing to the unfamiliar, so now I'm going to make sure we're all on the same page. "Hax" does not mean cheats or codes used to win. "Hax" means, loosely, things that have a chance of happening but usually don't, for example, critical hits (under most circumstances), Ice Beam freezing, and Fire Blast missing. This means that we don't take into account these types of things when we analyze if one Pokémon checks or counters another. Despite this, it's unwise to declare that one Pokémon checks another when the victorious Pokémon relies on hitting Focus Blast three times in a row, or something like that. Basically, you're often okay ignoring hax unless something that doesn't have a high chance of happening must happen in order for a Pokémon to check or counter another.

There are some things, like flinching, which you would normally consider to be hax but aren't always so. For example, Jirachi has a 60% chance to flinch a slower opponent with Iron Head, so in this case, flinching is not hax because it happens over half the time. For things such as missing or secondary effects, such as a Scald burn or Special Defense drop from Seed Flare, that have a decently high chance of happening, you need to think about them when you analyse checks or counters. Even though they might fit the standard definition of hax, they happen often enough for you to expect to see them in real situations somewhat commonly. There's no official or best guideline, but in my opinion, if some form of "hax" has a 30% chance or higher of happening, you should keep it in the back of your mind because it's not a negligible occurrence.
2. Only post Pokemon sets that are viable in CAP.
3. Reservations are allowed, however if you don't complete your post within 24 hours someone else is free to take your Pokemon.
4. You can correct people, but obviously be nice.
5. Calcs are incredibly helpful, but not necessary.
6. Give explanations. Not a thesis or anything, but more than one sentence should be fine.
7. If someone posts a pokemon with a certain set, you can only submit the same pokemon if it has a directly different set.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Archive

Victim: :Jumbao:
Winner (Check): :Iron-Moth: by faithviolet
Winner (Counter): :Skeledirge: by spoo

Victim: :Dondozo:
Winner (Check): N/A
Winner (Counter): :jumbao: by snake_rattler

Victim: :Roaring-Moon:
Winner (Check): :Chien-Pao: by Brown4Sides
Winner (Counter): :Dondozo: by spoo

Victim: :Krilowatt:
Winner (Check): :Roaring-Moon: by Brown4Sides
Winner (Counter): :Plasmanta: by spoo

Victim: :Gholdengo:
Winner (Check): :Iron Moth: by Darek
Winner (Counter): :Equilibra: by spoo

Victim: :Stratagem:
Winner (Check): :Jumbao: by MurderousMantyke
Winner (Counter): :Revenankh: by ryangregory78

Victim :Walking Wake:
Winner (Check): :Iron Valiant: by Brown4Sides
Winner (Counter): :Clodsire: by spoo

Victim :Colossoil:
Winner (Check): :Meowscarada: by Zmaslan256
Winner (Counter): :Tomohawk: by Concept Everything

Victim: :Dragapult:
Winners (Check): :Iron Valiant: by Brown4Sides and :Equilibra: by Zmaslan256
Winner (Counter): :Garganacl: by MurderousMantyke

Victim: :Equilibra:
Winner (Check): :Venomicon: by Zmaslan256
Winner (Counter): :Snaelstrom: by Brown4Sides

Victim: :Snaelstrom:
Winner (Check): :Plasmanta: by Brown4Sides
Winner (Counter): :Mollux: by Waldinji

Victim: :Baxcalibur:
Winner (Check): :Iron Valiant: by Zmaslan256
Winner (Counter): :Dondozo: by Concept Everything

Victim: :Toxapex:
Winners (Check): :Caribolt: by Brown4Sides and :Naviathan: by memesketch
Winner (Counter): :Plasmanta: by Darek
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Week 1: Jumbao



Jumbao @ Life Orb / Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Moonblast
- Solar Beam / Leaf Storm
- Tera Blast
- Synthesis​

Jumbao serves as both a strong offensive threat as a well as a valuable support mon for Sun teams, largely thanks to its solid typing and access to Drought. On top of this, Terastallization has given Jumbao both a way to address its weakness to fire as well as a solid coverage option that deals with otherwise would-be switch-ins such as Amoongus and Corviknight. Jumbao has quickly made a name for itself as one of the best CAPs in the metagame, and it will be up to you guys to find the best answer to this Pokemon.

Submissions end January 12th 11:59 PM GMT-4.
 
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spoo

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CAP Co-Leader
Gonna start this off with a mon I think is pretty solid right now:

:sv/skeledirge:
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fairy
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Torch Song
- Hex
- Slack Off
- Will-O-Wisp

Skeledirge is a counter to any Jumbao set, bar Tera shenanigans. This is one of the only viable mons that can handle LO Tera Fire Jumbao all by itself – Skeledirge resists every attack Jumbao can throw at it, and gets its Torch Song powered up by Jumbao's sun as a bonus. You can even run max Defense and still answer Jumbao very well (arguably the better EV spread in general). While Tera Fairy is actively harming the Bao matchup, I've found it to be the most useful overall.

252+ SpA Life Orb Jumbao Leaf Storm vs. 248 HP / 252+ SpD Skeledirge: 126-149 (30.6 - 36.2%) -- 59.6% chance to 3HKO
252+ SpA Life Orb Jumbao Moonblast vs. 248 HP / 252+ SpD Skeledirge: 94-109 (22.8 - 26.5%) -- 24.6% chance to 4HKO
 
:sv/iron moth:
Iron Moth @ Booster Energy
Timid Nature
Tera Type: Grass / Fire
Ability: Quark Drive
EVs: 252 SpA / 44 SpD / 208 Spe
- Sludge Wave
- Fiery Dance
- Energy Ball
- Agility

This set of Iron Moth is a strong check, almost a counter. Absent Stealth Rock, its typing allows it to switch in on any of Jumbao's moves, forcing it out with the threat of Sludge Wave. Between Iron Moth's Agility beating sets that would check it through speed and Fiery Dance threatening to turn 2HKOs on bulkier pokemon into OHKOs, it's a particularly dangerous switch to make. If Booster Energy is up or if another Pokemon has already been Terastallized or if Jumbao has taken chip damage, the situation improves further, allowing Iron Moth to get a free Fiery Dance in the sun. Timid nature prevents Chi-Yu or Adamant Roaring Moon (both of whom benefit from Jumbao's sun) from being a safe switch-in.

Jumbao can't 2HKO Iron Moth.
252 SpA Life Orb Tera Fire Jumbao Tera Blast vs. 0 HP / 44 SpD Iron Moth in Sun: 109-129 (36.2 - 42.8%) -- guaranteed 3HKO
252 SpA Life Orb Tera Fire Jumbao Solar Beam vs. 0 HP / 44 SpD Iron Moth: 55-64 (18.2 - 21.2%) -- possible 5HKO

Iron Moth even without Booster Energy threatens Jumbao out.
252 SpA Iron Moth Sludge Wave vs. 0 HP / 4 SpD Tera Fire Jumbao: 159-187 (48.9 - 57.5%) -- 95.7% chance to 2HKO

Booster Energy lets you Fiery Dance once, and if you win the coin flip, lets you Fiery Dance again.
252 SpA Quark Drive Iron Moth Fiery Dance vs. 0 HP / 4 SpD Tera Fire Jumbao in Sun: 130-153 (40 - 47%) -- guaranteed 3HKO
+1 252 SpA Quark Drive Iron Moth Fiery Dance vs. 0 HP / 4 SpD Tera Fire Jumbao in Sun: 195-229 (60 - 70.4%) -- guaranteed 2HKO
252 SpA Quark Drive Iron Moth Sludge Wave vs. 0 HP / 4 SpD Tera Fire Jumbao: 205-243 (63 - 74.7%) -- guaranteed 2HKO

Roaring Moon loses to Dance+Wave if you win the coin flip...
252 SpA Iron Moth Fiery Dance vs. 0 HP / 4 SpD Roaring Moon in Sun: 102-121 (29 - 34.4%)
+1 252 SpA Iron Moth Sludge Wave vs. 0 HP / 4 SpD Roaring Moon: 243-286 (69.2 - 81.4%)

... or if you have Booster Energy
252 SpA Quark Drive Iron Moth Fiery Dance vs. 0 HP / 4 SpD Roaring Moon in Sun: 133-157 (37.8 - 44.7%)
252 SpA Quark Drive Iron Moth Sludge Wave vs. 0 HP / 4 SpD Roaring Moon: 211-249 (60.1 - 70.9%)

Chi-Yu loses to Sludge Wave * 2
252 SpA Iron Moth Sludge Wave vs. 0 HP / 4 SpD Chi-Yu: 141-166 (56.1 - 66.1%)

Chi-Yu loses to Dance+Wave if you win the coin flip or if you have Booster Energy (or a layer of spikes up)
252 SpA Iron Moth Fiery Dance vs. 0 HP / 4 SpD Chi-Yu in Sun: 88-104 (35 - 41.4%)
+1 252 SpA Iron Moth Sludge Wave vs. 0 HP / 4 SpD Chi-Yu: 210-247 (83.6 - 98.4%)
252 SpA Quark Drive Iron Moth Fiery Dance vs. 0 HP / 4 SpD Chi-Yu in Sun: 114-135 (45.4 - 53.7%)
252 SpA Quark Drive Iron Moth Sludge Wave vs. 0 HP / 4 SpD Chi-Yu: 183-216 (72.9 - 86%)

Scarf Chi-Yu is not a good counter
252+ SpA Beads of Ruin Chi-Yu Psychic vs. 0 HP / 44 SpD Iron Moth: 262-310 (87 - 102.9%) -- 18.8% chance to OHKO
 
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shnowshner

You've Gotta Try
is a Pre-Contributor
:sv/chi-yu:
Chi-Yu @ Red Card
Lonely Nature
Tera Type: Ice
Ability: Beads of Ruin
EVs: 252 SpA / 4 SpD / 252 Spe
- First Impression
- Superpower
- Overheat
- Last Respects

This is a multifaceted answer to Jumbao which all leads to the same goal: getting the funny fish banned. After a strong First Impression, Chi-Yu is free to reveal itself as an offensive Superpower, though its rampage gets cut short by an untimely Overheat. Players will then give their Last Respects as the final embers of Chi-Yu's dominance turn cold.

The Red Card forbids it entry back into the metagame until its sentence is completed, with the Tera Type of Ice being chosen to let it chill out. A Lonely nature helps ensure that Chi-Yu won't feel too uncomfortable during this period of relative isolation.

Having been stripped of such a phenomenal offensive partner, Jumbao's ability to set Sun is much less impressive, and the mon becomes marginally weaker as a result.


Anyway so this isn't just a shitpost here's something I came up with
:sv/mollux:
Mollux @ Heavy-Duty Boots
Ability: Dry Skin
Tera Type: Fire / Flying
EVs: 252 HP / 212 SpA / 44 SpD
Modest Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Moonlight / Recover
- Filler

edit: this is a counter (to jumbao) (mayhbe it does smthn else)

Illuminate Mollux is a pretty sad sight in a way but this set gets the job done. Moonlight is way more competitive with Recover now that both are 8 PP, and the extra healing in Sun is quite nice to have, though Recover is still more than viable if you'd rather keep it simple. 252 HP 44 SpD lets you dodge getting 2HKO'd by Modest LO after Rocks damage if you happen to A: lose Boots and B: manage to heal back to full HP. The rest is dumped into Special Attack to make Mollux hit rather hard with its two obnoxious STAB moves. There's definitely room to mess with the EVs more, you could calc for a specific Knock user to ensure Mollux can take Knock and still come in on Jumbao later. The last moveslot can be whatever honestly, hazard stuff doesn't seem too good to me due to the current setters/removal options in the tier but perhaps you can bait those in and Burn/Poison them??? Otherwise Mollux has some fun coverage or tech options like Thunder(bolt)/CM/Clear Smog, even Protect might be useful just to stall out Sun turns.

Tera Fire can let you take advantage of Sun if it's that dire, otherwise Flying is a good way to quickly remove the Ground weakness while maintaining your Grass/Fighting/Bug resists.

If you want to keep Dry Skin for the Water Immunity, 252 HP 112 SpDef prevents the 2HKO from Tera Blast after Dry Skin damage.

252+ SpA Life Orb Tera Fire Jumbao Tera Blast vs. 252 HP / 44 SpD Mollux in Sun: 125-147 (31.7 - 37.3%) -- guaranteed 3HKO after Stealth Rock
212+ SpA Mollux Sludge Bomb vs. 0 HP / 0 SpD Tera Fire Jumbao: 153-181 (47 - 55.6%) -- 77.3% chance to 2HKO

Also bear witness to the incredible power of 212 Modest
212+ SpA Mollux Sludge Bomb vs. 252 HP / 4 SpD Dondozo: 223-264 (44.2 - 52.3%) -- 18.4% chance to 2HKO (should die if you Poison the first hit)
212+ SpA Mollux Lava Plume vs. 252 HP / 4 SpD Great Tusk in Sun: 348-411 (80.1 - 94.7%) -- guaranteed 2HKO after Leftovers recovery
212+ SpA Mollux Thunderbolt vs. 252 HP / 4 SpD Arghonaut: 212-250 (51.2 - 60.3%) -- 89.5% chance to 2HKO after Leftovers recovery
212+ SpA Mollux Sludge Bomb vs. 0 HP / 252 SpD Pyroak: 326-386 (85.5 - 101.3%) -- 6.3% chance to OHKO (eats EP from full btw)
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Week 2: Dondozo


Dondozo @ Leftovers
Ability: Unaware
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Liquidation
- Curse
- Rest / Body Press
- Sleep Talk / Protect​

While Dondozo isn't quite as relevant in SV CAP as it is in OU, largely due to facing competition from Arghonaut, it is still a very solid Pokemon. Dondozo's very high defensive stats and access to Unaware make it an extremely hard to break through wall that prevents most set-up sweepers from making any signficiant progress while it is still healthy. On top of that, Dondozo ironically is a fairly solid set-up sweeper in it's own right thanks to having access to Curse. These factors combined allow it to see a decent amount of success in CAP despite competition from the aformentioned Arghonaut. How will you guys turn this huge whale of a Pokemon into a pile of blubber? Let's find out!

Submissions end January 22nd 11:59 PM GMT-5
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Jumbao @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Solar Beam
- Tera Blast
- Synthesis

252 SpA Jumbao Solar Beam vs. 252 HP / 252+ SpD Dondozo: 356-422 (70.6 - 83.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Tera Fire Jumbao Tera Blast vs. 252 HP / 252+ SpD Tera Grass Dondozo in Sun: 356-422 (70.6 - 83.7%) -- guaranteed 2HKO after Leftovers recovery

0 Atk Dondozo Liquidation vs. 0 HP / 0 Def Jumbao in Sun: 23-27 (7 - 8.3%) -- possibly the worst move ever
4 Def Dondozo Body Press vs. 0 HP / 0 Def Jumbao: 34-40 (10.4 - 12.3%) -- possible 9HKO

This has to be just about the best counter out there. Even if Dondozo terastallizes, Jumbao doesn't really mind terastallizing in turn.
 
Dragapult @ Choice Specs
Level: 100
Timid Nature
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn

Works as Counter imo. Draco Meteor forces out Dondozo pretty easily, tera or not, especially, since the don often has to check other mons too and Pult doesn’t immediately care about its attacks either.

252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 252+ SpD Dondozo: 249-294 (49.4 - 58.3%) -- 64.5% chance to 2HKO after Leftovers recovery

0 Atk Dondozo Liquidation vs. 0 HP / 0 Def Dragapult: 58-69 (18.2 - 21.7%) -- possible 5HKO
 
I have yet to shut up about Plasmanta.

Plasmanta @ Air Balloon
Ability: Storm Drain
Tera Type: Fighting
EVs: 4 HP / 252 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Toxic
- Psychic
- Body Press

Plasmanta is a solid brick wall counter to Dondozo. If it's not running Body Press, it is completely incapable of doing any kind of damage to Plasmanta, while Plasmanta gets powered up by Wave Crash in the process. Even if it is running Body Press...

4 Def Dondozo Body Press vs. 4 HP / 252 Def Plasmanta: 23-27 (8.7 - 10.3%) -- possibly the worst move ever

Plasmanta doesn't OHKO it ( 252+ SpA Plasmanta Thunderbolt vs. 252 HP / 252+ SpD Dondozo: 306-362 (60.7 - 71.8%) -- guaranteed 2HKO after Leftovers recovery) but it sits on it so hard that it doesn't even matter.
 

Garrett

Banned deucer.
:arghonaut:

Arghonaut @ Rocky Helmet (I'm sure Boots/Lefties/Cloak is the preferred item for others)
Ability: Unaware
Tera Type: Fairy/Steel (not really important here)
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Circle Throw
- Knock Off
- Spikes
- Recover

I would describe Argh as a full counter to Dondozo, threatening the crippling Knock Off and using Dondozo's presence on the field to get up Spikes. It's worth nothing that Dondozo cannot 1v1 Argh (if they are the last two mons in a game) by PP stalling with null Rest turns provided you have some Spikes PP left to force a lot of Dondozo turns out.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Will close submissions a bit early since I don't see there being anymore after this.

Nobody submitted any checks so we are only going to be voting on counters.

Options:
:Jumbao: (snake_rattler)
:Dragapult: (Amamama)
:Plasmanta: (Brown4Sides)
:Arghonaut: (Garrett)

Only vote for one option. Voting ends Tuesday, January 24th 11:59 PM GMT-5
 

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