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RicePigeon

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  1. Just a quick addendum to the entry hazard post:
     

    • While it may be tempting to use in Doubles and Triples, it should be noted that entry hazards have little to no use in Doubles and Triples. The reason for this being simply that switching Pokemon has a much higher opportunity cost in Doubles and Triples than in Singles, due to the Pokemon opening itself up to being double targetted, unlike in Singles where switching is much more frequent and battles can easily last 20-30 turns or more, causing entry hazard damage to rack up and take its toll on the opponent for consistently switching. As such, Double battles are very short in comparison, and there is often not enough time to set up entry hazards, nor is there enough time or switches for entry hazards to have as much of an impact as they do in Singles.
    • Some users of Rapid Spin, such as Hitmontop and Kabutops, also have access to Foresight, which will allow them to use Rapid Spin even against Ghost types, completely countering the whole strategy of "spinblocking". It should be noted, however, that Foresight Rapid Spinners are almost never seen in the higher tiers such as OU.
  2. Since I actually sort of enjoy writing up these little tutorials/guides/tidbits/whatever, I bring you something a little different to act as filler until the next PotW:
     
    Entry Hazards
     
    First introduced in Generation 2, entry hazards have become a defining part of competitive Pokemon battling in Single battles. Entry hazards, when set up, put passive pressure on the opponent, from passive damage to inflicting Poison or Toxic Poison, to even reducing a fast grounded Pokemon's speed by 1 stage upon switching in, and are a staple of many teams, both offensively and defensively. For offensive Pokemon such as sweepers, damage from entry hazards can easily turn a 3HKO into a 2HKO, and in some cases can secure an OHKO that the Pokemon would never have been able to accomplish otherwise. Defensive teams, who rely on stalling, try to force as many switches against the opponent as possible, slowly whittling them down with passive damage from Spikes and Stealth Rock.
     
    Stealth Rock
     
    The easiest to set up entry hazard, and also the most prominent entry hazard used in competitive battling, Stealth Rock, when set up, inflicts damage on all Pokemon switching in that do no have the Magic Guard ability, the damage of which is a set percentage of the Pokemon's HP (rounded down) depending on that Pokemon's weakness or resistance to Rock-type moves in the following manner:

    • x0.25 = 3.125%
    • x0.5 = 6.25%
    • x1.0 = 12.5%
    • x2.0 = 25%
    • x4.0 = 50%

    From what you can see, Pokemon that have a double weakness to Rock type moves such as Moltres or Mega Pinsir will lose HALF of their health simply by switching in, greatly impacting their effectiveness. Furthermore, Stealth Rock has a wide distribution due to its status as both a TM in Gen 4 and a Move Tutor in Gen 5. Lastly, Stealth Rock is also the only entry hazard that can damage Flying types and Levitate users.
     
    Common users of Stealth Rock
    Offensive: 386s.png036.png445.png645.png645-s.png473.png639.png248.png464.png638.png
    Defensive: 386d.png113.png598.png485.png645-s.png306-m.png450.png213.png
     
     
    Spikes
     
    The the second most common form of entry hazards, though see more use in lower tiers than in OU. Spikes will only hit grounded targets for a set percentage of the opponent's HP, regardless of type effectiveness. Though Spikes begins at 12.5% damage, Spikes can be set up in multiple layers to increase this damage in the following manner:

    • 1 Layer: 12.5%
    • 2 Layers: 18.75%
    • 3 Layers: 25%

    The obvious flaw with Spikes is the fact that it requires 3 turns of setup in order to deal its maximum damage. As such, Spikes are more commonly seen on defensive teams, who can afford the extra turns. Offensive teams, however, will usually employ 1 layer of spikes in conjunction with Stealth Rock to apply greater offensive pressure on the opponent by forcing them to bring in their hazard remover while simultaneously having to deal with fast, high damaging attacks that could very likely KO their Pokemon before they have a chance to remove them.
     
    Common users of Spikes
    Offensive: 386s.png658.png598.png707.png407.png
    Defensive: 386d.png598.png
     
     
    Toxic Spikes
     
    Most commonly found on lower tier stall teams, Toxic Spikes functions differently than Stealth Rock and Spikes in that rather than directly inflicting damage, it instead inflicts Poison or Toxic Poison depending on how many layers are set up:

    • 1 Layer: Normal Poison (12.5% HP damage every turn)
    • 2 Layers: Toxic Poison (6.25% HP on the first turn, increases by an additional 6.25% every turn after)

    Due to the passive nature of Poison damage, stall teams appreciate this type of entry hazard. While natural instinct may say to set up both layers, a single layer of Toxic Spikes is actually more effective against offensive teams, who tend to switch out frequently, as they accumulate more damage from Normal Poison over the course of two turns than from Toxic Poison. 2 Layers should be used against opposing stall teams, who tend to keep their Pokemon in for far longer than 2 turns, thus allowing them to accumulate more damage from Toxic Poison and limiting the number of turns they can stay in for. However, do take note that like Spikes, Toxic Spikes will not affect Flying types or Levitate users, and due to the nature of the Poison status, Steel and Poison types will be immune to it, with the latter even able to remove Toxic Spikes from their side of the field simply by switching in.
     
    Common users of Toxic Spikes
    Offensive: 034.png031.png407.png
    Defensive: 031.png073.png110.png
     
     
    Sticky Web
     
    The newest entry hazard introduced in Gen 6, Sticky Web is unique in that it causes no damage or status. Instead, Sticky Web will reduce the speed stat of all incoming opponents by 1 stage, as long as they are not Flying types or have the abilities Clear Body or Levitate. While not common in the higher tiers, Sticky Web does see use on certain offensive teams, especially slower and bulkier ones, that appreciate being able to strike first against opponents that they would otherwise be outsped by. It should be noted, however, that the speed drop will trigger abilities such as Defiant, causing the opponent to gain a +2 boost to their offense stat and making them much more threatening.
     
    Common users of Sticky Web
    Offensive: 596.png
    Defensive: 213.png
     
     
    Methods of Dealing with Entry Hazards
     
    While entry hazards can be annoying, especially for Pokemon that lose half their health from Stealth Rock, they can be removed or prevented in various ways.
     
    Method #1: Rapid Spin
     
    First introduced in Gen 2 along with Spikes, Rapid Spin is the oldest utility move and one of the most reliable ones when it comes to removing entry hazards from your side of the field. Rapid Spin does not have a wide distribution, however, as only 13 fully evolved Pokemon currently have access to it. Many newer players may be put off by Rapid Spin's weak and meager 40 base power, but Rapid Spin should only be used as a utility move for removing entry hazards, never as an actual attack. Furthermore, Rapid Spin's 40 base power actually works in Rapid Spin's favor, as this means that its use cannot be prevented through the use of Taunt. However, Rapid Spin is not foolproof. Due to being a Normal-type damaging attack, it will fail to remove entry hazards if used against a Ghost-type Pokemon, a strategy that has long since been known as "spinblocking". Offensive teams that rely on their own entry hazards such as Stealth Rock prefer having Rapid Spin as their form of entry hazard control, as it does not have the side effect of removing their own entry hazards unlike Defog.
     
    Common users of Rapid Spin (Offensive):
     
    530.png
    Ability: Sand Rush / Item: @Life Orb or Air Balloon
    Nature: Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
    Moves: Earthquake / Rock Slide / Iron Head / Rapid Spin
     
    121.png
    Ability: Analytic / Item: @Life Orb
    Nature: Timid w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
    Moves: Hydro Pump / Ice Beam / Psyshock or Thunderbolt / Rapid Spin
     
     
     
    Common users of Rapid Spin (Defensive):
     
    121.png
    Ability: Natural Cure / Item: @Leftovers
    Nature: Adamant w/ EVs: 248 HP / 20 Defense / 16 Sp.Defense / 224 Speed
    Moves: Scald / Reflect Type / Recover / Rapid Spin
     
     
    Method #2: Defog
     
    First introduced in Gen 4 as an HM move in Diamond, Pearl, and Platinum, Defog went mostly unnoticed as while it was able to lower an opponent's evasion by one stage in addition to removing an opponent's Reflect or Light Screen, it also removed your own entry hazards that were set up on your opponent's side of the field without removing the ones that were set up on your side of the field, being counterproductive to not only teams relying entry hazards, but also to teams weak to them. Pokemon X&Y, however, has given Defog a significant buff in that it now removes entry hazards from both sides of the field. Due to its wide access as a Gen 4 HM and ability to remove entry hazards even in the face of Ghost types, many teams employ Defog as their primary form of entry hazard removal. Unlike Rapid Spin, however, its use can be stopped through the use of Taunt. Furthermore, the evasion lowering effect will also trigger the ability Defiant, leading to many OU teams to carry Bisharp as an answer to common Defog users, making them think twice about using Defog lest they be staring into the face of a +2 Bisharp.
     
    Common users of Defog (Offensive):
     
    381.png
    Ability: Levitate / Item: @Life Orb
    Nature: Timid w/ EVs: 252 Sp.Attack / 4 Defense / 252 Speed
    Moves: Draco Meteor / Psyshock / Defog / Hidden Power Fire or Thunderbolt
     
    380.png
    Ability: Levitate / Item: @Life Orb
    Nature: Timid w/ EVs: 252 Sp.Attack / 4 Defense / 252 Speed
    Moves: Draco Meteor / Defog / Psyshock, Hidden Power Fire, or Thunderbolt / Roost or Healing Wish

     

     

    Common users of Defog (Defensive):

     

    227.png
    Ability: Sturdy / Item: @Shed Shell
    Nature: Bold or Impish w/ EVs: 252 HP / 252 Defense / 4 Sp.Defense
    Moves: Defog / Roost / Counter or Brave Bird / Whirlwind or Taunt

     

    212-m.png
    Ability: Light Metal (Technician) / Item: @Scizorite
    Nature: Impish w/ EVs: 252 HP / 4 Attack / 252 Defense
    Moves: Defog / Roost / Bullet Punch / U-turn, Superpower, or Knock Off

     

    151.png
    Ability: Pressure / Item: @Leftovers
    Nature: Calm w/ EVs: 252 HP / 136 Sp.Defense / 120 Speed
    Moves: Defog / Softboiled / Will-o-Wisp / Taunt, Stealth Rock, or Knock Off

     

     

    Method #3: Taunt
     
    Unlike Rapid Spin or Defog, which removes entry hazards after they have been set up, Taunt controls an opponent's entry hazards by preventing their use in the first place. Taunt also has many various applications outside of entry hazard control, as it prevents the opponent's use of any non-damaging move, which includes boosting moves such as Swords Dance, recovery moves such as Softboiled, and can even work to ensure your own entry hazards stay up by preventing the opponent from using Defog. Many lead Pokemon carry Taunt specifically for this purpose. Do note that Mamoswine, a common user of Stealth Rock, often carries the ability Oblivious, which now grants it an immunity to Taunt as of X&Y.

     

    Common users of Taunt (Offensive):

     

    639.png
    Ability: Justified / Item: @Focus Sash
    Nature: Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
    Moves: Close Combat / Stone Edge / Stealth Rock / Taunt

     

    142-m.png
    Ability: Pressure (Tough Claws) / Item: @Aerodactylite
    Nature: Adamant w/ EVs: 244 Attack / 44 Defense / 220 Speed
    Moves: Taunt / Aerial Ace / Aqua Tail / Roost

     

    282-m.png
    Ability: Trace (Pixilate) / Item: @Gardevoirite
    Nature: Modest or Timid w/ EVs: 24 Defense / 232 Sp.Attack / 252 Speed
    Moves: Hyper Voice / Psyshock / Focus Blast or Hidden Power Ground / Taunt

     

     

    Common users of Taunt (Defensive):

     

    227.png
    Ability: Sturdy / Item: @Shed Shell
    Nature: Bold or Impish w/ EVs: 252 HP / 252 Defense / 4 Sp.Defense
    Moves: Defog / Roost / Counter or Brave Bird / Taunt

     

    151.png
    Ability: Pressure / Item: @Leftovers
    Nature: Careful or Calm w/ EVs: 252 HP / 136 Sp.Defense / 120 Speed
    Moves: Taunt / Softboiled / Will-o-Wisp / Knock Off or Night Shade

     

    472.png
    Ability: Poison Heal / Item: @Toxic Orb
    Nature: Careful w/ EVs: 244 HP / 192 Sp.Defense / 72 Speed
    Moves: Taunt / Roost / Earthquake / Toxic or Knock Off

     

    472.png
    Ability: Poison Heal / Item: @Toxic Orb
    Nature: Impish w/ EVs: 252 HP / 56 Defense / 200 Speed
    Moves: Taunt / Roost / Earthquake / Acrobatics

     

     

    Method #4: Magic Coat and Magic Bounce
     
    Rare in OU, but mostly seen in Ubers and the lower tiers. Currently, only 3 fully evolved Pokemon has access to Magic Bounce as an ability. Although its distribution is limited and its users are mostly only seen in the lower tiers, Magic Coat and Magic Bounce are unique in that any entry hazard the opponent uses while the user is on the field will bounce back onto their side of the field, not only preventing them from setting up on your side of the field, but now sets up hazards on their side of the field. Do note that both Magic Coat and Magic Bounce will require some prediction in order to be effective, moreso than any of the other methods listed.

     

    Common users of Magic Coat:

     

    386s.png
    Ability: Pressure / Item: @Focus Sash
    Nature: Jolly or Timid w/ EVs: 252 Attack / 4 Sp.Attack / 252 Speed
    Moves: Magic Coat / Taunt / Spikes / Stealth Rock

     

    386d.png
    Ability: Pressure / Item: @Red Card or Mental Herb
    Nature: Timid w/ EVs: 252 Attack / 4 Sp.Attack / 252 Speed
    Moves: Magic Coat / Taunt / Spikes / Stealth Rock

     

     

    Common users of Magic Bounce:

     

    359-m.png
    Ability: Pressure (Magic Bounce) / Item: @Absolite
    Nature: Hasty or Naive w/ EVs: 252 Attack / 4 Sp.Attack / 252 Speed
    Moves: Knock Off / Sucker Punch / Fire Blast or Ice Beam / Superpower

     

    196.png
    Ability: Magic Bounce / Item: @Light Clay
    Nature: Timid w/ EVs: 252 HP / 4 Def / 252 Speed
    Moves: Reflect / Light Screen / Baton Pass / Yawn or Psychic

  3. With nothing left to do, Hikari makes her way to the Scarlet Devil Mansion in the current timeline

     

    Dfq4Vej.png

    (I don't know if I can save her in this universe, but I have to at least try to reawaken her heart... In the very least I can prevent her apprentice from succumbing to her inner darkness)

  4. Both formes are OU, but that doesn't mean Landorus can't be used in the Ubers environment. Lower tier Pokemon can always be used in the higher tier environments, but that doesn't necessarily mean it will be any good. Landorus-Therian just happens to be one of the few OU Pokemon that works well in the Ubers environment, much like how Rhyperior works well in the OU environment despite being RU tier.

    Whenever I write these PotW articles, I always take into account all the tiers that the Pokemon can be used in, not just the one that the Pokemon belongs to. The only tier environments that I don't cover are the ones where the Pokemon is ranked F, but those usually come with an explanation as to why the Pokemon is bad in that tier. You'll see this in the Landorus article above, where I omitted all references to Landorus's Incarnate forme in Ubers since its outclassed in that environment. The only other tiers I dont cover are Doubles Ubers and Doubles UU, since these metagames are still in their infancy and there still is no concrete consensus as to what works well in these environments.

  5. http://www.youtube.com/watch?v=hhD0_Ocgu-E

    Primal Reversion appears to happen automatically, unlike Mega Evolutions.

    EDIT: Battle Frontier will NOT be returning:

    Looks like no Battle Frontier. There's something called a Battle Resort though but that may just be a renamed Battle Maison. Meh.

    Talking about data-mining they extracted the trainer portraits in the demo.

    https://imgur.com/a/6y6ec

    4k5nbkf.png

    JGFlL14.png

    amiH671.png

    bcE3Bls.png

    jkMAkex.png

    So yeah no frontier brains. No Juan even. They completely ignored everything about Emerald.

  6. Today is thursday, so it's time to finish up the PotW with this week's OU PotW: Landorus-Incarnate and Landorus-Therian



    Landorus-Incarnate & Landorus-Therian
    landorus.giflandorus-therian.gif

    jWQD1QN.png

    Current Tiers:
    Singles (Incarnate): OU
    Singles (Therian): OU
    Doubles (Incarnate): DUU
    Doubles (Therian): DOU

    Tier Metagame Viability (Singles):
    Ubers (Incarnate): F

    Ubers (Therian): A+
    OU (Incarnate): A+

    OU (Therian): A+

    Tier Metagame Viability (Doubles):
    DOU (Incarnate): B-
    DOU (Therian): S



    Singles

    Ubers Overview
    Ubers Viability (Incarnate): F
    Ubers Viability (Therian): A+

    While Landorus-Incarnate fails to make much of a splash in the Ubers environment, Landorus-Therian excels here, as it sports a nice 145 base physical attack. By virtue of its Ground/Flying typing, it is immune to the numerous Ground and Electric type attacks that clutter the tier, and is the only Ground type other than Gliscor immune to Spikes, Toxic Spikes, and Sticky Web. Its movepool consists of various offensive and defensive options, so that it can run a variety of sets. However, it is slow and rather frail on the special side, and lacks a form of reliable recovery, limiting what it can do.

    Ubers Singles Moveset: Physically Defensive
    645-s.png
    Ability: Intimidate / Item: @Leftovers
    Nature: Impish w/ EVs: 252 HP / 4 Attack / 252 Defense
    Moves: Stealth Rock / Earthquake / Stone Edge / Toxic or U-turn

    Tips:

    • Stealth Rock is a crucial support move in any tier, and Landorus-Therian is an excellent user of it due to its physical bulk.
    • Earthquake hits hard for a STAB move on Landorus-Therian, even without investment.
    • Stone Edge, when coupled with Earthquake, gives Landorus-Therian near unresisted coverage, which is resisted only by Breloom and Chesnaught, neither of which are viable enough to be used in the Ubers environment.
    • Toxic allows Landorus-Therian to pressure common switch-ins such as Hippowdon, Groudon, Lugia, opposing Landorus-Therian, and many Arceus formes aside from Normal, Poison, and Steel. U-turn, however, can be used in the last slot instead to give your team offensive momentum, allowing you to switch to an appropriate counter or check to your opponent's Pokemon, as Landorus-Therian forces a lot of switches.
    • This Landorus-Therian is best brought in on physical attackers and walls, and proceed to set up Stealth Rock, attack, or switch out with U-turn.

    Recommended Teammates:

    • Special walls or tanks (Blissey, Arceus-Grass)
    • Clerics, preferably a Fairy-type Cleric (Sylveon, Xerneas)
    • Kyogre (Specially Defensive variants only)
    • Arceus-Water (resists Water and Ice, can lure in Electric attacks for Landorus-Therian to switch in against)
    • Palkia (Beats physical walls, counters Kyogre)

     

    Ubers Singles Moveset: Offensive
    645-s.png
    Ability: Intimidate / Item: @Earth Plate
    Nature: Adamant or Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
    Moves: Stealth Rock / Earthquake / Stone Edge / Toxic or U-turn

    Tips:

    • This set runs the same moves as the defensive set, but functions differently.
    • Earthquake hits hard with fully invested Attack and Earth Plate
    • Toxic cripples Pokemon that it cannot break through and provides pressure on the opponent. U-turn, as always, provides offensive momentum.
    • Earth Plate is used to avoid the recoil offered by Life Orb.
    • Adamant nature allows Landorus-Therian to hit even harder, while Jolly guarantees that it will outspeed Pokemon with base 90 speed, such as Ho-oh, Kyogre, Dialga, and Zekrom.
    • Do not be afraid to scout the opponent's team with U-turn, as it puts pressure on Pokemon such as Mega Scizor.
    • Switch out if facing a Pokemon that Landorus-Therian cannot outspeed and OHKO, and avoid burns as much as possible.
    • This set should only be used on more offensive teams.

    Recommended Teammates:

    • Pokemon that can beat physical walls and support Arceus formes, such as Shadow Tag users (Mega Gengar, Gothitelle)
    • Checks or Counters to both Giratina formes (Palkia, Xerneas)
    • Status absorbers (Xerneas, Ho-oh, Sleep Talk users)
    • Specially Defensive Pokemon (Blissey, Sylveon, Aegislash, Bronzong, Arceus-Grass)

     

    Ubers Singles Moveset: Sweeper
    645-s.png
    Ability: Intimidate / Item: @Life Orb
    Nature: Adamant w/ EVs: 140 HP / 252 Attack / 116 Speed
    Moves: Rock Polish / Earthquake / Stone Edge / Swords Dance, Explosion, or Hidden Power Ice

    Tips:

    • Rock Polish is the crux of this set, boosting Landorus-Therian's speed and allowing it to obtain a sweep.
    • Stone Edge, when coupled with Earthquake, gives Landorus-Therian near unresisted coverage, which is resisted only by Breloom and Chesnaught, neither of which are viable enough to be used in the Ubers environment.
    • Swords Dance can be used in the last slot and gives it more power against defensive teams, though it may be difficult to obtain both boosts, while Explosion allows Landorus-Therian to deal up to 90% to Arceus formes with max HP as well as preventing Defog and Rapid Spin from removing hazards for that turn. Hidden power Ice should only be used if you need coverage against Gliscor and opposing Landorus.
    • Adamant with max attack investment allows Landorus to hit as hard as possible, while 116 Speed EVs will allow Landorus to outspeed all relevant Choice Scarf users after a Rock Polish boost. The rest of the EVs are dumped into HP.
    • It should be noted that Landorus-Therian is outclassed by Groudon as a sweeper, which should be used over Landorus-Therian for this moveset unless you need a Ground immunity on your team or if your team does not appreciate having Drought.
    • If using Swords Dance, you should only use Swords Dance against bulky offense and stall teams, while Rock Polish should take priority if facing Offensive teams. Very rarely will you ever be able to use both Rock Polish and Swords Dance during a match.
    • This variant of Landorus should be saved until late in the match.
    • Avoid setting up if your opponent has a Giratina, Gliscor, or Landorus-Therian, until those threats can be eliminated. Instead, set up on a predicted switch.

    Recommended Teammates:

    • Special attackers (Palkia, Mewtwo, Mega Mewtwo Y, White Kyurem)
    • Mega Gengar (traps and removes support variants of Arceus)
    • Light Screen and/or Reflect users (Klefki, Deoxys-Speed)
    • Stealth Rock users (Deoxys-Speed, Deoxys-Attack)

     

    Ubers Singles Moveset: Choice Band
    645-s.png
    Ability: Intimidate / Item: @Choice Band
    Nature: Adamant w/ EVs: 200 HP / 252 Attack / 52 Defense
    Moves: U-Turn / Earthquake / Stone Edge / Superpower or Explosion

    Tips:

    • Stone Edge, when coupled with Earthquake, gives Landorus-Therian near unresisted coverage, which is resisted only by Breloom and Chesnaught, neither of which are viable enough to be used in the Ubers environment.
    • U-turn provides offensive momentum while also allowing you to scout your opponent's team.
    • Superpower allows Landorus-Therian to KO Ferrothorn and score an OHKO on Normal Arceus after Stealth Rock damage. Explosion is another option for the 4th move that hits hard with a Choice Band, which can OHKO Normal Arceus without Stealth Rock 62% of the time as well as Gliscor.
    • The given EV spread ensures that Landorus will never be OHKOed by Normal Arceus's Extremespeed after a Swords Dance boost, while maximizing its attack. It will leave Landorus severely weakened, however, so you should not use this Landorus moveset as your sole Normal Arceus check because of this.

    Recommended Teammates:

    • Special attackers (White Kyurem, Yveltal)
    • Darkrai (KOs physical walls, provides support with Taunt and Dark Void)
    • Stealth Rock users (Deoxys-Speed, Deoxys-Attack)
    • Clerics (Sylveon, Xerneas, Blissey)
    • Bulky Water types (Arceus-Water, Kyogre)

    Ubers Checks & Counters to Landorus

    • Support movesets for Arceus, namely Arceus-Grass and Arceus-Water (Can Recover off damage, use Defog to remove Stealth Rock, or use Will-o-Wisp to burn Landorus)
    • Altered Giratina & Origin Giratina (Can burn with Will-o-Wisp, Origin forme immune to Earthquake, Origin forme can OHKO with Draco Meteor, Altered forme can wall with Rest)
    • Gliscor (Walls all of Landorus's attacks except Hidden Power Ice variants)
    • Landorus-Therian (Takes little damage from all attacks except Hidden Power Ice. Is crippled by Toxic)
    • Hippowdon (Walls all of Landorus's attacks, but crippled by Toxic)
    • Bronzong (Resists or Immune to all of Landorus's attacks including Toxic)
    • Skarmory (Immune to Toxic and Earthquake, walls Stone Edge, sets up Stealth Rocks and/or Whirlwinds Landorus away)
    • Mega Scizor (Immune to Toxic, can cripple Landorus with its own Toxic, avoids a 2HKO from all variants not carrying Swords Dance)
    • Status moves, especially Will-o-Wisp and Toxic
    • Faster Special Attackers (Palkia, Mewtwo, Mega Mewtwo Y, Kyogre, Xerneas)

     

     

    OU Overview
    OU Viability (Incarnate): A+
    OU Viability (Therian): A+
     
    In OU, both of Landorus's formes are equally viable, however, their roles differ substantially.
     
    Incarnate forme is known for being a powerful wallbreaker. Though its base stats may suggest a preference for physical attacks, it is actually in the special attacks department where Landorus-Incarnate thrives. Most of Landorus's special attacks, such as Earth Power, Sludge Wave, and Psychic, have secondary effects that allow them to receive a 30% base damage boost from Sheer Force. Furthermore, Sheer Force will also negate the recoil damage caused by Life Orb if Landorus-Incarnate uses these attacks, as well as another 30% damage boost from Life Orb, essentially giving Landorus-Incarnate the equivalent of a x1.69 Sp.Atk boost with the freedom to choose attacks, a huge boon over Choice Specs. In addition to its wallbreaking capability, it can also perform the role of a sweeper with either Calm Mind or Rock Polish, the former bolstering its hitting power and the latter allowing it to perform better against faster and frailer offensive teams.
     
    Landorus's Therian forme, on the other hand, is one of the better revenge killers in OU with a Choice Scarf, able to outspeed and OHKO many setup sweepers and offensive Pokemon including Mega Charizard X, Mega Gyarados, Mega Tyranitar, Mega Pinsir, Mega Manectric, Excadrill, and Greninja. Therian forme is not restricted to revenge killing, however, as it is a very versatile Pokemon that can act as both an offensive and defense pivot thanks to its ability Intimidate, or as a physical setup sweeper with Swords Dance and Rock Polish.
     
    OU Singles Moveset: Therian Revenge Killer
    645-s.png
    Ability: Intimidate / Item: @Choice Scarf
    Nature: Jolly w/ EVs: 252 Attack / 24 Defense / 232 Speed
    Moves: Earthquake / Stone Edge / U-turn / Superpower, Knock Off, or Explosion

    Tips:

    • Stone Edge, when coupled with Earthquake, gives Landorus-Therian near unresisted coverage, which is resisted only by Breloom and Chesnaught.
    • U-turn is important for the early game to scout the opponent's team and keep up offensive momentum. It also hits Latios for super effective damage while also outspeeding it.
    • Superpower allows Landorus-Therian to OHKO many threats including Mega Gyarados, Tyranitar, Mega Tyranitar, Air Balloon Heatran, and Air Balloon Excadrill. Knock Off can also be used in the last slot to hit Gengar, Latios, Latias, and opposing Landorus formes while simultaneously removing their items. Another option is Explosion, which can deal massive damage to Pokemon such as Mega Venusaur, Azumarill, and Rotom-Wash.
    • 252 Attack maximizes Landorus-Therian's damage output. 232 Speed with a Jolly nature and a Choice Scarf allows Landorus-Therian to outspeed Adamant Mega Charizard X after a single Dragon Dance, one of the fastest threats Landorus-Therian needs to worry about outspeeding. The remaining EVs are put into Defense as Landorus-Therian can still switch into physical attacks effectively thanks to Intimidate.
    • In the early game, Landorus-Therian should be used to scout the opponent's team as it causes a lot of switches for your opponent.
    • Landorus-Therian can be easily taken advantage of when Choice locked into Earthquake, so use it with caution. Predicting your opponent's actions such as switching will be necessary to take full advantage of its coverage moves, especially Stone Edge and Superpower.
    • As is the case with all revenge killers, Landorus-Therian should be brought in after your opponent scores a KO.

    Recommended Teammates:

    • U-turn and Volt Switch users (Mega Manectric, Rotom-Wash, Mega Scizor, Raikou)
    • Mega Manectric (forms a Volt-Turn core, forms a Double Intimidate core)
    • Clefable (Absorbs status, checks Latios and Greninja, lures in Poison, Fire, and Steel types for Landorus-Therian)
    • Latios or Latias (checks Rotom-Wash, checks Keldeo, removes Stealth Rock with Defog)

     

    OU Singles Moveset: Incarnate Wallbreaker
    645.png
    Ability: Sheer Force / Item: @Life Orb
    Nature: Timid or Naive w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
    Moves: Earth Power / Psychic / Focus Blast / Sludge Wave, Knock Off, or Stealth Rock

    Tips:

    • STAB Earth Power with Life Orb and Sheer Force boosts hits ridiculously hard, even against opponents who are hit for neutral damage.
    • Psychic is meant for Pokemon such as Mega Venusaur and Amoongus, as well as Rotom-Wash if not running Sludge Wave.
    • Focus Blast OHKOs Tyranitar and Mega Tyranitar, and is also Landorus-Incarnate's best attacking option against Skarmory and Chansey.
    • For the last slot, Sludge Wave hits the many Fairy types that could otherwise take on this set, such as Sylveon, Clefable, Azumarill, and Mega Gardevoir. Knock Off can cripple item dependent Pokemon such as Chansey and Doublade, who lose their effectiveness once Eviolite is removed. Stealth Rock is another option, as Landorus-Incarnate will usually force switches, so it will have plenty of opportunities to set up Stealth Rock if your team does not have a setter.
    • Only use a Naive nature if running Knock Off, otherwise Timid should always be used.
    • Because of Knock Off, Landorus-Incarnate can be used both in early and late game, especially if paired with another special attacker such as Thundurus-Incarnate or Mega Charizard Y, as these two appreciate having an itemless Chansey on your opponent's team.
    • Landorus-Incarnate's first priority should be as a wallbreaker, crippling or destroying defensive Pokemon for another Pokemon to begin a sweep later in the match.
    • If not running Knock Off, you should abuse double switches, especially if your opponent runs a Chansey or one of the Lati twins.

    Recommended Teammates:

    • Other special attackers (Mega Charizard Y, Mega Gardevoir, Thundurus-Incarnate, Keldeo)
    • Pursuit trappers for Latios, Latias, and Chansey (Bisharp, Tyranitar)
    • Azumarill (checks Keldeo, Greninja, and Garchomp)

     

     

    OU Singles Moveset: Therian Defensive
    645-s.png
    Ability: Intimidate / Item: @Leftovers
    Nature: Impish w/ EVs: 252 HP / 248 Defense / 8 Speed
    Moves: Earthquake / Stealth Rock / U-turn / Stone Edge, Rock Slide, or Knock Off

    Tips:

    • Stealth Rock is a crucial support move in any tier, and Landorus-Therian is an excellent user of it due to its physical bulk.
    • Earthquake hits hard for a STAB move on Landorus-Therian, even without investment.
    • U-turn gives your team offensive momentum, allowing you to switch to an appropriate counter or check to your opponent's Pokemon, as Landorus-Therian forces a lot of switches.
    • For the last slot, Stone Edge, when coupled with Earthquake, gives Landorus-Therian near unresisted coverage, which is resisted only by Breloom and Chesnaught. Rock Slide can be used for a more accurate alternative, but will be unable to OHKO Mega Pinsir. Knock Off can also be used to cripple item dependent Pokemon, as well as hit Gengar, Latios, Latias, and other Landorus formes.
    • 8 Speed EVs allow Landorus-Therian to outspeed Modest Magnezone, while the rest of its EVs are put into HP and Defense which, when coupled with an Impish nature, gives Landorus-Therian the best possible physical bulk.
    • Landorus-Therian should capitalize on its high physical bulk and switch in to non-super effective physical attacks, but needs to be wary of mixed attackers and status moves.
    • Stealth Rock should be used on predicted switches, as Landorus-Therian forces a lot of them.
    • Learn to take advantage of "Slow Turning"; Landorus-Therian should use U-turn to take advantage of its uninvested speed to safely bring in a teammate, as Landorus-Therian will be taking the hit before the teammate is switched in, a crucial advantage over directly switching to them.

     

    Recommended Teammates:

    • Slow Volt Switch and/or U-turn users (Rotom-Wash, Magnezone, Mega Scizor)
    • Rotom-Wash (resists Water and Ice, forms a "Volt-Turn" core)
    • Clefable (Absorbs status, acts as a cleric with Aromatherapy/Heal Bell and Wish, checks Latios and Greninja, lures in Poison, Fire, and Steel types for Landorus-Therian)

     

    OU Singles Moveset: Incarnate Rock Polish Sweeper
    645.png
    Ability: Sheer Force / Item: @Life Orb
    Nature: Rash or Modest w/ EVs: 48 Attack / 252 Sp.Attack / 208 Speed
    Moves: Rock Polish / Earth Power / Psychic / Knock Off or Focus Blast

    Tips:

    • Rock Polish is the crux of this set, allowing Landorus-Incarnate to outspeed fast offensive threats and making it much harder to revenge kill.
    • STAB Earth Power with Life Orb and Sheer Force boosts hits ridiculously hard, even against opponents who are hit for neutral damage.
    • Psychic blasts away Pokemon such as Mega Venusaur, Amoongus, Breloom, Thundurus-Incarnate, and other Landorus formes.
    • For the last slot, Knock Off OHKOs Latios after Stealth Rock damage, while Latias will require prior damage before Knock Off can OHKO. It also cripples Chansey and Assault Vest users who could otherwise sponge Landorus-Incarnate's attacks much easier. Focus Blast can be used over Knock Off if KOing Tyranitar, Air Balloon Heatran, and Skarmory is necessary.
    • Rash should only be used if running Knock Off, otherwise Focus Blast variants should use Modest instead. Both natures maximize Landorus-Incarnate's Sp.Attack, as Rock Polish will boost its speed. 208 Speed EVs is enough to outspeed relevant threats that need to be outsped.
    • As a sweeper, it should be saved until late game when the opponent's team has been weakened.
    • In the early game, Landorus-Incarnate can also be used for its usual wallbreaking role, taking people off guard when it uses Rock Polish as they expect the Wallbreaker set.
    • Rock Polish should be used against a forced switch, such as against Choice Specs Keldeo that is locked into Secret Sword, or against a Latios with -2 Sp.Attack due to Draco Meteor.
    • It is imperative that priority users be eliminated before Landorus-Incarnate attempts a sweep, as those are the only things that will be able to outspeed and end its sweep.

    Recommended Teammates:

    • Thundurus-Incarnate (Mixed sets beat Gyarados, Gliscor, Latios, Latias, Chansey, Dragonite, and Azumarill)
    • Talonflame (Outspeeds and KOs priority users)
    • Breloom (checks Azumarill, Mamoswine, and Bisharp, lures and weakens Latios and Latias)
    • Pursuit users (Bisharp or Tyranitar) (traps and KOs Latios, Latias, and Chansey)
    • Offensive Stealth Rock users (Terrakion, Garchomp)

     

    OU Singles Moveset: Therian "Double Dance" Sweeper
    645-s.png
    Ability: Intimidate / Item: @Leftovers
    Nature: Adamant w/ EVs: 56 HP / 220 Attack / 232 Speed
    Moves: Earthquake / Stone Edge / Rock Polish / Swords Dance

    Tips:

    • Stone Edge, when coupled with Earthquake, gives Landorus-Therian near unresisted coverage, which is resisted only by Breloom and Chesnaught..
    • Swords Dance boosts Landorus-Therian's damage output to massive levels, while Rock Polish boosts its speed to insane levels, forming what is known as "Double Dance".
    • 232 Speed EVs allow Landorus-Therian to outspeed Sand Rush Excadrill, the fastest Pokemon Landorus-Therian needs to worry about, while the 56 HP EVs allow Landorus-Therian to avoid a 2HKO from said Excadrill's Iron Head. The rest of the EVs are dumped into Attack.
    • It is important to note that Landorus-Therian will get very few opportunities to use both Swords Dance AND Rock Polish during a single match, so do not expect to get both boosts. Instead, you should prioritize using only one of the two boosting moves depending on the team you are currently facing; Swords Dance should only be used when facing slower defensive teams, while Rock Polish should be used only when facing faster and frailer offensive teams.
    • Avoid setting up Swords Dance or Rock Polish until Landorus-Therian's checks and counters have been either weakened or eliminated, as you do not want to be OHKOed or burned before attempting a sweep.

    Recommended Teammates:

    • Stealth Rock users (Ferrothorn, Heatran, Terrakion)
    • Wallbreakers (Mega Heracross, Mega Gardevoir, Mega Medicham, Mega Charizard Y, Keldeo)
    • Keldeo (Wallbreaker, can weaken Latios and Latias into KO range, KOs bulky ground types)
    • Mega Charizard X (checks Rotom-Wash, lures in Rhyperior and Tyranitar, can wear down Landorus-Therian's checks & counters, can serve as a secondary sweeper when Landorus-Therian is KOed.)
    • U-turn and Volt Switch users (Mega Manectric, Rotom-Wash, Mega Scizor, Raikou)

     

    OU Singles Moveset: Incarnate Calm Mind Sweeper
    645.png
    Ability: Sheer Force / Item: @Life Orb
    Nature: Timid w/ EVs: 4 HP / 252 Sp.Attack / 252 Speed
    Moves: Calm Mind / Earth Power / Psychic / Sludge Wave or Focus Blast

    Tips:

    • Calm Mind is the crux of this set, further boosting its Sp.Attack while also boosting its Sp.Defense, allowing it to survive moves that it normally could not such as Hidden Power Ice.
    • STAB Earth Power with Life Orb and Sheer Force boosts hits ridiculously hard, even against opponents who are hit for neutral damage.
    • Psychic blasts away Pokemon such as Mega Venusaur, Amoongus, Breloom, Thundurus-Incarnate, and other Landorus formes.
    • For the last slot, Focus Blast OHKOs Tyranitar and Mega Tyranitar, and is also Landorus-Incarnate's best attacking option against Skarmory and Chansey. Sludge Wave can be used to hit the many Fairy types that could otherwise take on this set, such as Sylveon, Clefable, Azumarill, and Mega Gardevoir.
    • Timid is the preferred nature, as Landorus-Incarnate wants as much speed as it can possibly get in order to attempt a sweep.
    • This moveset works well against defensive stall and balanced teams, but may struggle against faster paced offensive teams.
    • As a cleaner, it should be saved until late game when the opponent's team has been weakened. As such, it should be paired with a wallbreaker.
    • Latios and Latias are big threats to Landorus-Incarnate, and should be KOed before attempting a sweep.

    Recommended Teammates:

    • Pursuit users (Bisharp or Tyranitar) (traps and KOs Latios, Latias, and Chansey)
    • Other special attacking wallbreakers (Mega Charizard Y, Mega Gardevoir, Thundurus-Incarnate, Keldeo)

     

     

    OU Checks and Counters to Landorus-Incarnate

    • Latios and Latias (Survives every attack except Knock Off, can retaliate with Draco Meteor and Psyshock)
    • Specially Defensive Pokemon (Chansey, Dragonite, Specially Defensive Gliscor)
    • Assault Vest users (Tornadus-Therian, Azumarill, Black Kyurem)
    • Fast Pokemon & Priority users (Greninja, Keldeo, Thundurus-Incarnate, Tornadus-Therian, Mega Manectric, Raikou, Swift Swim Kabutops, Swift Swim Kingdra, Azumarill, Mamoswine, Weavile, Talonflame)

     

    OU Checks and Counters to Landorus-Therian

    • Chesnaught (Resists Stone Edge + Earthquake combination, can wear down with Spiky Shield or set up Leech Seed or Spikes)
    • Physical walls (Skarmory, Gliscor, Hippowdon, Mega Venusaur, Landorus-Therian)
    • Bulky Water types (Rotom-Wash, Slowbro, Alomomola, Suicune, Gyarados)
    • Ice types, especially those with Ice Shard (Mamoswine, Greninja, Black Kyurem, Weavile)
    • Burn
    • Passive damage (Stealth Rock, Iron Barbs, Rough Skin, Rocky Helmet, etc)

     

     

    Doubles
     
    DOU Overview

    DOU (Incarnate): B-
    DOU (Therian): S

     

    While both of Landorus's formes are viable in DOU, it is Landorus's Therian forme that truly shines. Having access to Intimidate, 145 base Attack, great offensive and defensive typing, great coverage and utility moves, and access to the spread moves Earthquake and Rock Slide, it is not hard to see why Landorus-Therian is an S-rank threat.

     

     

     

    OU Doubles Moveset: Therian Choice Scarf
    645-s.png
    Ability: Intimidate / Item: @Choice Scarf
    Nature: Adamant w/ EVs: 44 HP / 252 Attack / 212 Speed
    Moves: Earthquake / Stone Edge or Rock Slide / U-turn / Superpower, Explosion, or Knock Off

    Tips:

    • If you are familiar with Singles OU, you may notice that this moveset looks very similar to the Revenge Killer set.
    • Earthquake is a powerful STAB spread move, hitting both opponents hard, with its only drawback being that it also hurts Landorus-Therian's partner.
    • For the second slot, Stone Edge has nice neutral coverage with Earthquake, and is great for dealing damage to a single target. Rock Slide can be used in this slot instead as not only is it a spread move that does not hurt Landorus-Therian's partner, but also has a nice flinch rate. Do note however that running Rock Slide leaves Landorus-Therian more susceptible to Wide Guard.
    • U-turn, in conjunction with Intimidate and Choice Scarf, allows Landorus-Therian to quickly get an attack drop on both opponents and safely get out of the battle.
    • For the last slot, Superpower allows Landorus-Therian to land big damage to threats such as Mega Kangaskhan and Ferrothorn. Explosion can be used instead to sacrifice Landorus-Therian for big damage to both opponents while also maintaining momentum. Knock Off, however, can be used to remove an opponent's item as well as hit Ghost types.
    • 212 Speed EVs with a Choice Scarf allows Landorus-Therian to outspeed Sky Shaymin, Timid Manectric, and Gengar, the most relevant Pokemon in terms of speed. Adamant nature is used for more power, as Jolly does not let Landorus-Therian outspeed any other significant Pokemon that it would not otherwise.
    • When using Choice Scarf Landorus-Therian, you should mostly focus on using hit-and-run tactics with U-turn; coming in, Intimidating the opponents and getting out with U-turn, then sending Landorus-Therian back in for multiple attack drops with Intimidate. Because of this, it is best to use Landorus-Therian as a lead Pokemon unless the opponent has a Defiant user such as Bisharp.
    • Do not be afraid to use U-turn if you predict your opponent to switch in their own Intimidate user, as this will negate Landorus-Therian's attack drop, which Landorus-Therian hates.
    • By nature of Choice Scarf, this moveset also acts as a revenge killer, just like in Singles.
    • If running Rock Slide, it may be worthwhile to spam it whenever possible, as Rock Slide has a 51% chance to flinch at least one opponent in Doubles.
    • If running Explosion, avoid using it until late game.

     

    Recommended Teammates:

    • Flying types and Levitate users (Sky Shaymin, Rotom-Wash, Rotom-Heat, Mega Pinsir, Salamence, Hydreigon, Gengar)
    • Ghost types (Gengar, Aegislash)
    • Wide Guard users (Hitmontop, Aegislash)
    • Users of Feint, to disrupt opponent's Wide Guard (Mega Pinsir, Hitmontop)
    • Bulky Water types (Azumarill, Suicune, Rotom-Wash)
    • Suicune (Bulky Water type, provides support with Snarl, Icy Wind, and Tailwind)
    • Types that are resisted by Steel type, such Fairy, Steel, Grass, and Dragon types (Mega Gardevoir, Sylveon, Mega Mawile, Amoongus, Salamence, Hydreigon, Black Kyurem)

     

    OU Doubles Moveset: Therian Physical Attacker
    645-s.png
    Ability: Intimidate / Item: @Leftovers or Yache Berry
    Nature: Adamant w/ EVs: 184 HP / 236 Attack / 88 Speed
    Moves: Earthquake / Stone Edge or Rock Slide / U-turn or Knock Off / Protect

    Tips:

    • If you are familiar with Singles OU, you may notice that this moveset looks very similar to the Revenge Killer set.
    • Earthquake is a powerful STAB spread move, hitting both opponents hard, with its only drawback being that it also hurts Landorus-Therian's partner.
    • For the second slot, Stone Edge has nice neutral coverage with Earthquake, and is great for dealing damage to a single target. Rock Slide can be used in this slot instead as not only is it a spread move that does not hurt Landorus-Therian's partner, but also has a nice flinch rate. Do note however that running Rock Slide leaves Landorus-Therian more susceptible to Wide Guard.
    • For the third slot, U-turn allows Landorus-Therian to escape in the event of a bad matchup against the opponent, while Knock Off is a good coverage move that also removes an opponent's item
    • Protect is almost mandatory on any Pokemon in doubles, as it allows you to scout an opponent's move and survive for a turn if you predict your opponent to double target Landorus-Therian.
    • Leftovers should be used for greater longevity, while Yache Berry allows Landorus-Therian to survive a hit from Ice type moves, most notably Hidden Power Ice, which is a common coverage move on many Electric type Pokemon.
    • The given EV spread allows Landorus-Therian to outspeed Bisharp while simultaneously surviving a Sucker Punch and OHKOing back, even if you accidentally trigger Defiant with Intimidate. It can also survives a Heat Wave from Mega Charizard Y, Fake Out and Double Edge from a -1 Mega Kangaskhan, Hidden Power Ice from Timid Thundurus, and even the combination of Ice Punch and Mach Punch from a -1 Conkeldurr.
    • Due to Intimidate, this Landorus serves as a nice check to physical attackers.
    • Use U-turn to try to preserve Landorus-Therian for as much as possible, especially if your opponent has an Intimidate user of their own or a Pokemon with Water or Ice type moves.

    Recommended Teammates:

    • Flying types and Levitate users (Sky Shaymin, Rotom-Wash, Rotom-Heat, Mega Pinsir, Salamence, Hydreigon, Gengar, Cresselia, Togekiss)
    • Cresselia (Immune to Earthquake, access to Helping Hand, Icy Wind, and Trick Room)
    • Jirachi (Access to Follow Me)
    • Bulky Water types (Azumarill, Suicune, Rotom-Wash)
    • Suicune (Bulky Water type, provides support with Snarl, Icy Wind, and Tailwind)
    • Types that are resisted by Steel type, such Fairy, Steel, Grass, and Dragon types (Mega Gardevoir, Sylveon, Mega Mawile, Amoongus, Salamence, Hydreigon, Black Kyurem)

     

     

    DOU Checks and Counters to Landorus-Therian

    • Pokemon with Water or Ice type coverage moves (Cresselia, Azumarill, Rotom-Wash, Politoed, Ludicolo, Kingdra, Deoxys-Attack, Genesect, Black Kyurem, Mamoswine, Weavile)
    • Sky Shaymin (outspeeds non-Scarfed Landorus and KOs)
    • Speed Control moves (Trick Room, Icy Wind, Tailwind)
    • Users of utilty moves such as Wide Guard and Fake Out (Hitmontop, Aegislash, Meinshao, Mega Kangaskhan)
    • Intimidate and Burn users (Hitmontop, Landorus-Therian, Salamence, Scrafty, Rotom-Wash, Gourgeist)

     

     

    External Links
    Smogon Analysis (Therian Ubers)

    Smogon Analysis (Therian OU)

    Smogon Analysis (Incarnate OU, part 1)

    Smogon Analysis (Incarnate OU, part 2)

    Smogon Analysis (Therian DOU)

  7. Thanks to the folks at Smogon dissecting the ORAS demo, we now know the base stats for four of the new Mega Evos:

    150px-254Sceptile-Mega.png
    Sceptile -> Mega Sceptile
    HP: 70 -> 70
    Atk: 85 -> 110 (+25)
    Def: 65 -> 75 (+10)
    SpAtk: 105 ->145 (+40)
    SpDef: 85 -> 85 (+0)
    Speed: 120 -> 145 (+25)

    150px-260Swampert-Mega.png
    Swampert -> Mega Swampert
    HP: 100 -> 100
    Atk: 110 -> 150 (+40)
    Def: 90 -> 110 (+20)
    SpAtk: 85 ->95 (+10)
    SpDef: 90 -> 110 (+20)
    Speed: 60 -> 70 (+10)

    150px-362Glalie-Mega.png
    Glalie -> Mega Glalie
    HP: 80 -> 80
    Atk: 80 -> 120 (+40)
    Def: 80 -> 80 (+0)
    SpAtk: 80 -> 120 (+40)
    SpDef: 80 -> 80 (+0)
    Speed: 80 -> 100 (+20)

    150px-208Steelix-Mega.png
    Steelix -> Mega Steelix
    HP: 75 -> 75
    Atk: 85 -> 125 (+40)
    Def: 200 -> 230 (+30)
    SpAtk: 55 -> 55 (+0)
    SpDef: 65 -> 95 (+30)
    Speed: 30 -> 30 (+0)


    Mega Sceptile and Mega Swampert's base stats look sexy as fuck. Mega Swampert confirmed as new Rain sweeper.

    Mega Steelix strikes me as meh. Base 95 SpDef is nice, but it just seems like an inferior Mega Aggron that needs sand support to be effective, just like Mega Garchomp, and we all know how that Mega turned out.

    Mega Glalie is just mediocre, though...

    EDIT: At least Mega Glalie can do this:
     

    • 252+ Atk Refrigerate Mega Glalie Explosion vs. 252 HP / 252+ Def Skarmory: 276-325 (82.6 - 97.3%) -- 62.5% chance to OHKO after Stealth Rock
  8. As compensation for the lack of a PotW last Monday, I'll be covering an Ubers threat, and perhaps one of the more controversial ones:

    Aegislash
    aegislash.gifaegislash-blade.gif
     
    Aegislash-Shield Base Stats (Max Stats Lv.100) (- Nature) (+ Nature)
    HP: 60 (230-324)
    Attack: 50 (105-199) (94-179) (115-218)
    Defense: 150 (305-399) (274-359) (335-438)
    Sp.Atk: 50 (105-199) (94-179) (115-218)
    Sp.Def: 150 (305-399) (274-359) (335-438)
    Speed: 60 (125-219) (112-197) (137-240)
     
    Aegislash-Blade Base Stats (Max Stats Lv.100) (- Nature) (+ Nature)
    HP: 60 (230-324)
    Attack: 150 (305-399) (274-359) (335-438)
    Defense: 50 (105-199) (94-179) (115-218)
    Sp.Atk: 150 (305-399) (274-359) (335-438)
    Sp.Def: 50 (105-199) (94-179) (115-218)
    Speed: 60 (125-219) (112-197) (137-240)
     
    Current Tiers:
    Singles: Ubers
    Doubles: DOU
     
    Tier Metagame Viability (Singles):
    Ubers: B
    OU: Banned
    UU: Banned
    RU: Banned
    NU: Banned
    PU: Banned

     
    Tier Metagame Viability (Doubles):
    DUbers: WIP
    DOU: A
    DUU: Banned
    DRU: Banned
     
    Singles
    Aegislash, perhaps the most controversial Pokemon introduced in Gen 6. The first Ghost/Steel type Pokemon in the series, Aegislash was quickly heralded as one of Singles OU's most prominent threats besides the Mega Evolutions. Its typing granted it a huge plethora of resistances and 3 immunities with only 4 weaknesses, two of which were granted to it by the nerf to Steel types. Its signature ability, Stance Change, allows it to change from Shield to Sword forme when using an attacking move, and from Sword to Shield forme when using its signature move King's Shield, a Protect clone that drops the opponent's physical attack by 2 stages if hit by a contact move. Stance Change, along with its absurd 150 base stats in both offenses and defenses, which Aegislash can easily abuse by virtue of its poor speed, grants it a virtual base stat total of 720, rivaling that of Arceus. With an effective base 150 in all stats except HP and Speed, Aegislash could easily fit onto any team, in most cases providing the role of both a wall and a wallbreaker. While the steel type nerf granted Aegislash weaknesses to Ghost and Dark, the nerf was also a double-edged sword, as now only Dark and Normal types could safety switch in to Aegislash's STAB Shadow Balls, 2HKOing most of the tier. Those that could live its Shadow Balls were either manhandled by Sacred Sword, such as Bisharp, or crippled by Toxic in the cases of Mandibuzz and Hippowdon. Most physical sweepers were forced to carry moves specifically for handling Aegislash, such as Earthquake, thereby restricting them from using alternatives that would make them much more threatening. In fact, it was due to Aegislash that the Psychic type was almost nonexistant in OU, due to both Aegislash's high use as well as Bisharp and Mandibuzz's high use to check it. The coinflips created by trying to play around King's Shield would more often than not end in Aegislash's favor, and on August 3rd 2014, Smogon had banned Aegislash from OU by majority vote.
     
    Ubers Overview
    Ubers Viability: B
     
    In the Ubers environment, Aegislash's typing and base stats allows it come in on many attacks, and is the only wall that cannot be trapped by Mega Gengar and Gothitelle due to its Ghost typing. It is perhaps one of the better checks to Geomancy Xerneas, a very threatening S-rank Pokemon in Ubers, and can also check powerful physical attackers with King's Shield, including Zekrom, Mega Mewtwo X, and Mega Kangaskhan. However, Aegislash lacks any form of recovery outside of Leftovers, so it can be worn much much more easily than it could back in its glory days in OU. Aegislash's stab moves, with the exception of Gyro Ball, are only 80 base power maximum, which does not pack much of a punch in the ubers environment compared to other attackers, so Aegislash is mostly restricted to fulfilling the role of a defensive Pokemon.
     
    Ubers Singles Moveset: Special Wall
    681.png
    Ability: Stance Change / Item: @Leftovers
    Nature: Sassy w/ EVs: 252 HP / 4 Attack / 252 Sp.Defense
    IVs: 31 HP / 31 Attack / 31 Defense / 31 Sp.Atk / 31 Sp.Def / 0 Speed
    Moves: King's Shield / Toxic / Gyro Ball or Iron Head / Pursuit, Shadow Ball, or Shadow Sneak
     
    Tips:

    • King's Shield is a crucial move that allows Aegislash to not only obtain extra Leftovers recovery, but also to scout the opponent's attacks and obtain a 2 stage attack drop on opponents trying to utilize contact moves such as Outrage. It also synergizes well in conjunction with Toxic.
    • Toxic allows Aegislash to cripple switch-ins and opposing walls such as Lugia and support Arceus.
    • Gyro Ball in conjunction with STAB, a -speed nature, and 0 speed IVs enables Aegislash to score a clean OHKO on Xerneas, a very threatening Pokemon in the tier, even with minimal attack investment. Other fast Pokemon such as Darkrai are also hit hard by STAB Gyro Ball. Iron Head is an alternative for a more consistent base power against slower opponents, but will fail to OHKO Geomancy Xerneas even after Stealth Rock damage. It does, however, deal more damage to defensive variants of Xerneas who lack the speed necessary to enable an OHKO from Gyro Ball.
    • Pursuit allows Aegislash to damage Mega Gengar as it flees, since Aegislash cannot be trapped by Shadow Tag nor OHKOed by Mega Gengar's Shadow Ball. Shadow Ball can be used instead, as it hits frailer Pokemon hard and also allows Aegislash to 3HKO Groudon, 2HKO Landorus-Therian and Hippowdon, and KO all variants of Mewtwo. Shadow Sneak is another alternative that allows Aegislash to revenge kill weakened sweepers and frail Pokemon, such as Arceus-Ghost and Deoxys-Attack, but is very weak otherwise.
    • Another option for the 4th move is to run Head Smash with max speed and a Jolly nature, allowing Aegislash to lure in and OHKO Ho-oh, but this compromises Aegislash's bulk significantly, as well forcing Aegislash to run Iron Head over Gyro Ball.
    • The EV and IV spreads gives Aegislash maximum special bulk to survive the many special attacks in the tier, while also giving Aegislash as little speed as possible to not only reduce the chances of Aegislash being hit while in Blade forme, but also to maximize the damage output of Gyro Ball.
    • Since Aegislash can and will be worn down, it cannot wall certain powerful Pokemon such as Kyogre. Aegislash should be used in conjunction with at least one other defensive Pokemon for this purpose.
    • Aegislash should mostly be restricted to spreading Toxic and walling with King's Shield until it has an opportunity to attack, as its moves are generally weak without investment.
    • Aegislash should be played conservatively, as King Shield will not prevent status moves such as Will-o-Wisp, which will cripple Aegislash's ability to counter Xerneas.
    • It is advised to take advantage of Stance Change's ability to automatically revert Aegislash back into Shield forme when switching out, so that it can spread chip damage to the opponent's team while simultaneously taking minimum damage itself.
    • Aegislash is a utility Pokemon before anything else, and should only be put onto a team that is in need of its qualities.

    Recommended Teammates:

    • Ho-oh (Resists Fire, immune to Ground, can take a hit from Yveltal, lures in Rock moves for Aegislash to switch in against.)
    • Landorus-Therian (Immune to Ground, checks/counters many Fire types, can set up Stealth Rock)
    • Yveltal (Resistant to Ghost & Dark, beats Excadrill and Arceus-Ghost)
    • Palkia (Counters Kyogre, lures in Dragon attacks for Aegislash to switch in against)

    Checks and Counters to Aegislash:

    • Yveltal (OHKOs with Dark Pulse)
    • Ho-oh (Blocks Toxic with Substitute, can burn Aegislash, Sacred Fire does not activate attack drop from King's Shield. Can be OHKOed if Aegislash runs Head Smash)
    • Groudon (Survives Shadow Ball and KOs with Earthquake)
    • Kyogre (Burns with Scald, KOs with Water Spout, defensive variants can Rest off Toxic)
    • Darkrai (Puts Aegislash to sleep with Dark Void or KOs with Dark Pulse, can set up Substitute to block Toxic)
    • Arceus-Dark & Arceus-Normal (Dark KOs with Judgement while removing/preventing Toxic with Refresh or Substitute, Normal KOs with Earthquake and sets up with Swords Dance during King's Shield)
    • Arceus-Steel & Arceus-Poison (Immune to Toxic, burns Aegislash or set up against it)
    • Fire types (Can beat Blaziken and Mega Charizard X with prediction, but hard countered by Reshiram, Heatran, Arceus-Fire, and Mega Charizard Y)
    • Dialga (Immune to Toxic, walls Aegislash's attacks, KOs with Fire Blast)
    • Excadrill (Immune to Toxic, KOs with Earthquake)
    • Gliscor (Heals HP from Toxic and slowly KOs with Earthquake. Loses to Shadow Ball variants.)

     

    Doubles
     
    DUbers Overview
    DUbers Viability: WIP

     
    DOU Overview
    DOU Viability: A
     
    While Aegislash is a monster in Singles that was ultimately banned from OU, such is not the case in DOU. It can check many threats including Mega Kangaskhan, Cresselia, Terrakion, and Hitmontop. Its base stats in both forms allow it to function as an excellent pivot to switch in to attacks and then hit back hard. Due to its low base Speed, Aegislash also serves as an effective answer to Trick Room teams, KOing most of them with its STAB Moves. Aegislash can also provide team support with Wide Guard, blocking spread moves such as Surf, Heat Wave, and Earthquake from hitting Aegislash and its partner, especially considering that the latter two also happen to hit Aegislash super effectively. Aegislash, however, must deal with the plethora of Fire and Ground types in Doubles, which limits its effectiveness.
     
    Doubles OU Moveset: Wide Guard Tank
    681.png
    Ability: Stance Change / Item: @Sitrus Berry or Lum Berry
    Nature: Quiet w/ EVs: 252 HP / 252 Sp.Attack / 4 Sp.Defense
    IVs: 31 HP / X Attack / 31 Defense / 31 Sp.Atk / 31 Sp.Def / 0 Speed
    Moves: King's Shield / Wide Guard / Shadow Ball / Flash Cannon
     
    Tips:

    • King's Shield should be self-explanitory, as it allows Aegislash to revert to its Shield forme in order to capitalize on both its offensive and defensive capabilities, while simultaneously threatening physical attackers with the possibility of a -2 attack drop.
    • Wide Guard provides excellent team support, blocking spread moves that are common in Doubles, most of which Aegislash happens to be weak to. Additionally, Wide Guard can also be used to block a teammate's Earthquake from harming Aegislash on turns where King's Shield can fail.
    • Shadow Ball and Flash Common are accurate and reliable STAB moves, both threatening most of the tier when backed by a fully invested base 150 Sp.Attack stat. Additionally, the combination of Flash Cannon and Shadow Ball allows Aegislash to obtain super effective coverage on almost every single Trick Room setter.
    • Quiet nature with 0 Speed EVs and a 0 Speed IV allows Aegislash to capitalize on Stance Change, taking a hit in Shield forme before hitting back with its more vulnerable Blade forme, while simultaneously checking Trick Room teams.
    • Sitrus Berry improves Aegislash's survivability, allowing it to take an extra hit from what would otherwise be a 2HKO. Lum Berry, however, can be used to compensate for the fact that King's Shield does not prevent status moves.
    • Due to Shield forme's excellent bulk, Aegislash should be switched in against moves that it would normally resist or immune to.
    • If the opponent has a Trick Room team, it is advised to lead with Aegislash, as most Trick Room setters are either Psychic or Fairy type, both of which are hit super effectively by Aegislash's STAB moves. Aegislash can also take advantage of an opponent's Trick Room, turning into an extremely fast nuke that most Pokemon on Trick Room teams will not be able to underspeed.
    • Wide Guard should be used if the opponent's team has an obvious user of Earthquake or Heat Wave, protecting both Aegislash and its teammate, and allowing Aegislash's partner to attack or set up.
    • Try to stay in Blade forme for as little time as possible. You will almost always want to alternate between an attacking move and King's Shield.

    Recommended Teammates:

    • Pokemon that are weak to Rock Slide, Earthquake, or Heat Wave (Mega Pinsir, Heatran, Mega Charizard Y)
    • Terrakion (Beats Dark and Fire types, has Fairy, Fighting, and Steel weaknesses that Aegislash covers)
    • Trick Room users (Aromatisse, Cresselia, Chandelure, Jellicent)
    • Water types (beats common Rock Slide, Heat Wave, and Earthquake users)

     

    Doubles OU Moveset: Offensive Pivot
    681.png
    Ability: Stance Change / Item: @Leftovers or Weakness Policy
    Nature: Quiet w/ EVs: 252 HP / 4 Attack / 252 Sp.Attack
    IVs: 31 HP / X Attack / 31 Defense / 31 Sp.Atk / 31 Sp.Def / 0 Speed
    Moves: King's Shield / Shadow Ball / Flash Cannon / Substitute, Shadow Sneak, or Sacred Sword

     

    Tips:

    • King's Shield should be self-explanitory, as it allows Aegislash to revert to its Shield forme in order to capitalize on both its offensive and defensive capabilities, while simultaneously threatening physical attackers with the possibility of a -2 attack drop.
    • Shadow Ball and Flash Common are accurate and reliable STAB moves, both threatening most of the tier when backed by a fully invested base 150 Sp.Attack stat. Additionally, the combination of Flash Cannon and Shadow Ball allows Aegislash to obtain super effective coverage on almost every single Trick Room setter.
    • Substitute can be used to make up for King's Shield's inability to block status moves. Shadow Sneak can revenge kill weakened threats and becomes even more threatening if using Weakness Policy. Sacred Sword, however, can KO threats such as Bisharp, Mega Kangaskhan, and Scrafty.
    • Leftovers should be used in conjunction with Substitute, in order to increase Aegislash's longevity. Weakness Policy, however, should be used if running Shadow Sneak or Sacred Sword, allowing Aegislash to easily obtain +2 Attack and +2 Sp.Atk with its Shield forme's bulk. Weakness Policy variants can work very well on Trick Room teams.
    • If using Weakness Policy, your first priority should be to activate it as soon as possible, since Aegislash can live many super effective attacks, especially non-STAB ones. Leftovers variants, however, should focus on switching in to attacks and setting up Substitute while alternating between spamming its attacks and using King's Shield in order to keep it alive for as long as possible.

     

    Recommended Teammates:

    • Pokemon that can beat Fire, Dark, and Ground types (Landorus-T, Suicune, Gyarados, Politoed)
    • Dark Types (Scrafty, Tyranitar)
    • Trick Room users (Aromatisse, Cresselia, Chandelure, Jellicent)
    • Water types (beats common Rock Slide, Heat Wave, and Earthquake users)
    • Helping Hand users
    • Rage Power/Follow Me users (Amoongus, Togekiss, Jirachi)
    • Mach Punch users (If running Substitute or Shadow Sneak)

    Checks and Counters to Aegislash:

    • Ground, Fire, Ghost, and Dark Types (Landorus-Therian, Excadrill, Garchomp, Heatran, Mega Charizard Y, Scrafty, Mega Gengar, Bisharp)
    • Status users
    • Taunt and Encore users (Thundurus-Incarnate, Sableye, Whimsicott, Politoed, Togekiss)
    • Assault Vest users (Ludicolo, Scrafty, Goodra)
  9. steelix.jpg

    208Steelix-Mega.png

    glalie.jpg

    362Glalie-Mega.png

    http://www.serebii.net/index2.shtml

    Pokémon Omega Ruby & Alpha Sapphire - Trailer & English Details

    The first details from the Pokémon ORAS demo have come in and have revealed Mega Steelix. We're still working on getting details so please stand by. Mega Glalie is also in the demo. Mega Steelix gets the Sand Force ability.

    Mega Glalie gets the ability Refrigerate and is pure Ice-type

    Ice type 325 Base Power STAB Explosion is gonna wreck

  10. Psychic as a type has been nerfed into the ground.

     

    Then the psychics gathered and prayed to their god for their salvation. Mind Plate Arceus, hearing the cries of his people, then delivered forth a mighty Judgement, banishing the oppressive Pharaoh Aegislash to the depths of U'bers. And they gave many thanks. :p

     

     

    (I wish I was joking, but this is pretty much what happened. Psychic types sucked hard in OU before Aegislash got the banhammer)

  11. Now for this week's lower tier PotW: Alakazam & Mega Alakazam
     
    Alakazam & Mega Alakazam
    alakazam.gifalakazam-mega.gif
     
    Alakazam Base Stats (Max Stats Lv.100) (- Nature) (+ Nature)
    HP: 55 (220-314)
    Attack: 50 (105-199) (95-188) (115-218)
    Defense: 45 (95-189) (86-178) (104-207)
    Sp.Atk: 135 (275-369) (121-206) (148-251)
    Sp.Def: 95 (195-289) (176-260) (214-317)
    Speed: 120 (245-339) (220-305) (269-372)
     
    Mega Alakazam Base Stats (Max Stats Lv.100) (- Nature) (+ Nature)
    HP: 55 (220-314)
    Attack: 50 (105-199) (95-188) (115-218)
    Defense: 65 (135-229) (121-206) (148-251)
    Sp.Atk: 175 (355-449) (319-404) (390-493)
    Sp.Def: 95 (195-289) (176-260) (214-317)
    Speed: 150 (305-399) (274-359) (335-438)
     
    Current Tiers (Normal / Mega):
    Singles: UU / BL
    Doubles: DUU / DUU
     
    Tier Metagame Viability (Singles):
    Ubers: F (Both)
    OU: B+ (Mega only), C (Normal only)
    UU: Banned (Mega only), A+ (Normal only)
    RU: Banned
    NU: Banned
    PU: Banned

     
    Tier Metagame Viability (Doubles):
    DUbers: F (Both)
    DOU: F (Both)
    DUU: F (Both)
    DRU: Banned
     
     
    Singles
     
    Ubers Overview

    DUbers Viability (Mega): F

    DUbers Viability (Normal): F

     

    With access to powerful offensive psychic types such as Mewtwo, Mega Mewtwo Y, Deoxys-Speed, and Deoxys-Attack, it should stand to reason that Alakazam and its Mega Evolution are outclassed by these Pokemon, and have no role in the Ubers environment.

     

     

     

    OU Overview
    OU Viability (Mega): B+
    OU Viability (Normal): C

    In early X&Y OU, Alakazam's Mega Evolution was initially dismissed as inferior to the base form, as it lacked Magic Guard, a tool necessary for Focus Sash Alakazam's claim to fame last generation. As the metagame evolved, Alakazam found that it does not have the same revenge killing potential as it did last gen with the power creep of Mega Evolutions and spammable priority moves, most notably Gale Wings Talonflame's Brave Bird, which ultimately led to it dropping down to UU. Mega Alakazam was then considered too broken for UU, and was banned to BL, where it could only be used in OU and above, but had no real place. Once Aegislash was banned from OU, however, Mega Alakazam began to shine as an effective revenge killer/cleaner. Magic Guard allows it to switch in without fear of entry hazards prior to Mega Evolving, and Trace allows it to copy some of the most clutch abilities in the game, including, but not limited to: Sand Rush, Swift Swim, Protean, and Sheer Force, the former two allowing Mega Alakazam to outspeed and revenge kill Excadrill and Kabutops in the sand and rain, respectively, without the need for priority moves. Additionally, Mega Alakazam's base 150 speed allows it to outspeed many threats even with a neutral nature, allowing it to run Modest for even more offense power, something its base form could never accomplish. However, both Alakazam and Mega Alakazam have paper thin defenses, and cannot afford to switch in against many threats, so it typically cannot be used outside the role of a cleaner or revenge killer.
     
     
    OU Singles Moveset: Mega Revenge Killer
    065-m.png
    Ability: Magic Guard (Trace) / Item: @Alakazite
    Nature (1): Modest w/ EVs: 32 HP / 252 Sp.Attack / 224 Speed -OR-
    Nature (2): Timid w/ EVs: 80 HP / 252 Sp.Attack / 176 Speed
    Moves: Psychic / Shadow Ball / Focus Blast / Hidden Power Fire, Substitute, or Protect
     
    Tips:

    • While it may be tempting to run Psyshock instead of Psychic in order to hit Specially Defensive pokemon such as Chansey, Psychic is the better choice as it deals more damage to threats such as Mega Venusaur, Hippowdon, and Landorus-Therian.
    • Focus Blast, while inaccurate, is necessary in order to deal with Dark and Steel types such as Tyranitar, Heatran, Ferrothorn, and Excadrill.
    • Shadow Ball allows Mega Alakazam to threaten Latios, Latias, and Mega Gardevoir, three extremely common and viable Pokemon in OU, as well as Mew, Slowbro, and opposing Mega Alakazam.
    • Hidden Power Fire hits Ferrothorn and Mega Scizor, as well as being more accurate than Focus Blast. However, Substitute can give Mega Alakazam a shield against priority moves and opposing revenge killers, and its useful when up against offensive teams. Protect, on the other hand, guarantees that Alakazam will be able to Mega Evolve safely, especially against Rain and Sand teams where Alakazam will not be able to outspeed Sand Rush Excadrill and Swift Swim Kingdra/Kabutops until the turn after it Mega Evolves.
    • Taunt or Encore can also be used in the last slot to shut down walls, and is useful if Mega Alakazam copies Prankster, allowing it to prevent Thundurus-Incarnate from Thunder Waving or setting up Nasty Plot. However, the three options listed above are generally better.
    • Modest is the preferred nature for the most offensive power, as base 150 speed is often enough to outspeed most threats, as 224 Speed EVs allow it to outspeed Mega Gyarados after a Dragon Dance. However, Timid can be used over Modest if outspeeding Landorus-Therian, Mega Manectric, and Mega Aerodactyl is necessary. In this case, Mega Alakazam should run 176 speed EVs and move the rest to HP.
    • Due to both Alakazam's frailty and its role as a revenge killer, it should only be brought in after an opponent scores a KO or on a predicted switch. Alternatively, a slow user of U-turn or Volt Switch can also bring Alakazam in safely.
    • Mega Alakazam can also be saved until late game to act as a cleaner, when the opponent's team has been significantly weakened.
    • Important to note is that while Mega Alakazam can revenge kill Kabutops and Excadrill, it is also revenge killed by those two if Mega Alakazam has not Traced Swift Swim or Sand Rush, respectively.

    Recommended Teammates:

    • Fighting types (Breloom, Terrakion, Keldeo)
    • Stealth Rock users (Clefable, Terrakion, Landorus-Therian, Garchomp)
    • Pursuit users to check Latios/Latias (Bisharp, Choice Scarf Tyranitar)
    • Checks to common priority users (Heatran, Amoongus)
    • Slow users of U-turn or Volt Switch (Defensive Landorus-Therian, Rotom-Wash)

     

     

    OU Singles Moveset: Focus Sash Revenge Killer
    065.png
    Ability: Magic Guard / Item: @Focus Sash
    Nature: Timid w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
    Moves: Psychic / Shadow Ball / Focus Blast / Thunder Wave, Hidden Power Ice, or Hidden Power Fire
     
    Tips:

    • Psychic, Focus Blast, and Shadow Ball are all run for the exact same reasons as the Mega Revenge Killer set.
    • Thunder Wave is the optimal choice in the last slot as the combination of Focus Sash and Magic Guard allows Alakazam to switch in without fear of entry hazards, survive a hit from a dangerous sweeper such as Mega Charizard X, and cripple them with Thunder Wave, potentially ending their sweep.
    • Hidden Power Ice can be used in the last slot to reliably revenge kill Garchomp, both Landorus formes, and Dragonite after Multiscale is broken. Hidden Power Fire, on the other hand, allows Alakazam to handle steel types such as Ferrothorn and Mega Scizor more reliably.
    • Like the Mega Revenge Killer set, Alakazam is too frail to directly switch in to attacks, so it should only be switched in immediately after the opponent scores a KO.
    • Unlike the Mega Revenge Killer, the combination of Focus Sash and Magic Guard allows it to revenge kill faster threats and priority users as it is guaranteed to survive any hit (barring multi-hit moves), and either hit back for a kill, or slow them down with Thunder Wave.
    • Entry hazard support is recommended, as this set lacks the same damage output as its Mega Evolution.

    Recommended Teammates:

    • Fighting types (Breloom, Terrakion, Keldeo)
    • Stealth Rock users (Clefable, Terrakion, Landorus-Therian, Garchomp)
    • Pursuit users to check Latios/Latias (Bisharp, Choice Scarf Tyranitar)
    • Slow users of U-turn or Volt Switch (Defensive Landorus-Therian, Rotom-Wash)

     

     

    UU Overview
    UU Viability (Mega): Banned
    UU Viability (Normal): A+

    Currently, Alakazite is banned from UU, so players of UU will not be able to enjoy the revenge killing potential of Mega Alakazam. Regular Alakazam, however, is perhaps the best revenge killer in the tier, and its current viability ranking at A+ reflects this. What gets even better is that Alakazam can also sacrifice Focus Sash for a Life Orb, allowing it to act instead as a sweeper, giving it a 30% power increase to all of its attacks while taking no recoil thanks to Magic Guard.
     
     
    UU Singles Moveset: Focus Sash Revenge Killer
    065.png
    Ability: Magic Guard / Item: @Focus Sash
    Nature: Timid w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
    Moves: Psychic or Psyshock / Energy Ball / Shadow Ball / Dazzling Gleam or Focus Blast
     
    Tips:

    • Psyshock is the preferred choice for a psychic-type attack, as it allows Alakazam to hit specially defensive Pokemon such as Blissey, Florges, and Goodra much harder than Psychic. However, Psychic offers more power against most Fighting and Poison types, such as Nidoking.
    • Energy Ball allows Alakazam to deal with the various bulky water types in UU, such as Suicune, Quagsire, Swampert, Starmie, and Mega Blastoise.
    • Shadow Ball is for Ghosts and opposing Psychic types, such Chandelure and Jirachi.
    • Focus Blast allows Alakazam to take down Steel and Dark types such as Empoleon, Mega Aggron, and Hydreigon. Dazzling Geam is a more accurate alternative against Dark types that also allows Alakazam to KO Dragons such as Flygon and Haxorus, while also hitting Hydreigon much harder.
    • Alakazam is too frail to directly switch in to attacks, so it should only be switched in immediately after the opponent scores a KO.
    • Due to the combination of Focus Sash and Magic Guard, Alakazam can revenge kill faster threats, priority users, and most setup sweepers in the tier as it is guaranteed to survive any hit (barring multi-hit moves), and hit back for a kill.

    Recommended Teammates:

    • Nidoqueen
    • Krookodile
    • Hydreigon
    • Jirachi
    • Ampharos/Mega Ampharos

     

     
    UU Singles Moveset: Life Orb Cleaner
    065.png
    Ability: Magic Guard / Item: @Life Orb
    Nature: Timid w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
    Moves: Psychic or Psyshock / Energy Ball / Shadow Ball / Dazzling Gleam or Focus Blast
     
    Tips:

    • While this set may look identical to the Focus Sash set, it functions as a late game cleaner/sweeper. Life Orb boosts the power of Alakazam's attacks by 30%, while Magic Guard prevents Life Orb's recoil.
    • Alakazam is too frail to directly switch in to attacks, so it should only be switched in immediately after the opponent scores a KO or on a predicted switch.
    • As a cleaner, Alakazam should be saved until late in the match when the opponent's team has been weakened.
    • Alakazam can also function as a status absorber, as it will take no damage from Poison or Burn thanks to Magic Guard, and once burned or poisoned, can be switched in to any predicted status move to begin cleaning or sweeping.
    • As a cleaner, this set appreciates entry hazard support such as Stealth Rock, in order to maximize its damage output.

    Recommended Teammates:

    • Nidoqueen
    • Krookodile
    • Hydreigon
    • Jirachi
    • Ampharos/Mega Ampharos
    • Stealth Rock users

     

     

    Doubles
    Alakazam and its Mega Evolution are not good choices for the doubles environment. Both Pokemon are severely outclassed by Deoxys-Attack, who not only sports Mega Alakazam's speed stat, but also a slightly higher Sp.Atk stat, the ability to hold any item of its choice, a much more expansive movepool, and, most crucially, the ability to run physical or mixed with its 180 base Physical Attack stat. Moreover, Deoxys-Attack is also tiered at DUU, rendering Alakazam and Mega Alakazam outclassed. To put it simply, if you wish to use Alakazam or Mega Alakazam in Doubles, use Deoxys-Attack instead as anything Alakazam can do, Deoxys-Attack does better.

     

    DUbers Overview

    DUbers Viability (Mega): F

    DUbers Viability (Normal): F
     

    DOU Overview

    DOU Viability (Mega): F

    DOU Viability (Normal): F

     

    DUU Overview

    DUU Viability (Mega): F

    DUU Viability (Normal): F

     

     

    External Links

  12. Yeah having different storylines all going on at once is way too confusing. Having a roleplay section would make it much easier to follow.

    If a storyline is dependent on another, they could very easily put a link into the first post for people to catch up on.

  13. Kohaku's characters just got hit with copyright claims on Mediafire:

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    This file has been taken down by:

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