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[Gen6] Pokemon of the Week X&Y Edition


RicePigeon

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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)

LOL! XD

 

You said it Man!

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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)
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You Know I always think of Aegislash as opposite of Meloetta by their types as well as stat/form changing Abilities (though Meloetta can only gain it by learning 'Relic Song'). However Melotta lacks mostly the defencive capability that Aegislash has when he goes in it Shield stance. Melotta mostly focuses on her attack stats. :-P

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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)

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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.

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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.

I see. thanks for that break down Rice. :-)

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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

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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.
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I see.. Thats cool to know... :goodmood:

 

 

[off-topic]

 

By the way Rice that battle we did the other day: UNWW-WWWW-WWWA-6WFZ

 

Even though I lost but how is it that when you let Landorus use 'U-turn' and when it hit my Slaking holding Eject-button you wasn't able to switch pokemon. Did the item canceled that effect or i'm I seeing things??? :hmm:

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Before I start with the next PotW, I want to report that the UU suspect test for Mega Alakazam has ended, and Alakazite has officially been unbanned from UU.
 
That being said, today's PotW covers a Pokemon that is both UU and Uber:
 
Lucario & Mega Lucario
lucario.giflucario-mega.gif
 
qczliRT.png
 
 
Abilities (Normal): Steadfast / Inner Focus / Justified (HA)
Abilities (Mega): Adapability
 
Current Tiers:
Singles (Normal): UU
Singles (Mega): Uber
Doubles (Normal): DUU
Doubles (Mega): DUU
 
Tier Metagame Viability (Singles):
Ubers (Normal): F

Ubers (Mega): B
OU (Normal): B

OU (Mega): Banned
UU (Normal): S
UU (Mega): Banned
 
Tier Metagame Viability (Doubles):
DOU (Normal): B
DOU (Mega): B

 
 
Singles
Lucario, a beast straight from Gen 4 and easily a top contender for most threatening Pokemon at the time. Gen 5 introduced a plethora of new Fighting types, which pushed Lucario out of the spotlight, yet still retained OU status. Two of Lucario's biggest faults that hold it back are its frailty and 90 base speed, the latter being rather slow for a sweeper. Gen 6 introduced a Mega Evolution to Lucario that greatly rectified its speed issue. It also blessed Lucario with much higher offensive stats that, when backed by Adaptability, allowed Mega Lucario to steamroll past teams once it acquired a Swords Dance or Nasty Plot boost. Mega Lucario's nail in the coffin for OU, however, was that only 4 Pokemon were capable of countering both its Physical and Special sets, and none of them could do so reliably. Thus, Mega Lucario was banned to ubers.
 

Ubers Overview
Ubers Viability (Normal): F
Ubers Viability (Mega): B

It should stand to reason in the general overview, as well as by its viability rankings, that Normal Lucario is heavily outclassed by its Mega Evolution. Mega Lucario is a destructive force capable of sweeping through unprepared ubers teams. However, Lucario's general frailty carries over into its Mega Evolution, which becomes even more pronounced in the ubers enviroment. A special attacking set is not viable in ubers due to the relative low base power of Mega Lucario's special attacks compared to those of his physical movepool. Furthermore, it has trouble getting past Arceus-Fairy and Xerneas, due to the fact that Mega Lucario must rely on the inaccurate Iron Tail, and both of these ubers threats can easily survive an Adaptability-boosted Bullet Punch.
 
Ubers Singles Moveset: Physical Attacker
448-m.png
Ability: Justified (Adaptability) / Item: @Lucarionite
Nature: Jolly w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Moves: Close Combat / Iron Tail / Bullet Punch / Stone Edge, Swords Dance, or Ice Punch
 
Tips:

  • Adaptability-boosted Close Combat is the primary source of Mega Lucario's offensive prowess, which can easily OHKO or 2HKO any ubers threat that does not resist it, while still doing a respectable amount of damage to those that do.
  • Although inaccurate, Iron Tail is mandatory for muscling past bulky Fairy types such as Arceus-Fairy and Xerneas, while also punishing the Ghost types that are immune to Close Combat.
  • Bullet Punch is chosen over Extremespeed for its better coverage as a priority move, allowing Mega Lucario to revenge kill threats such as weakened Geomancy Xerneas and Mega Gengar.
  • The 4th slot is purely for coverage. Stone Edge allows Mega Lucario to OHKO Ho-oh, who otherwise walls this set. Ice Punch does the same to Landorus-Therian and Gliscor, as well as hitting both Giratina formes. If extra coverage isn't needed, Mega Lucario can run Swords Dance to further boost its Attack and hit even harder, but Mega Lucario will find very few set up opportunities due to its frailty.
  • The above EV spread and nature capitalizes on Mega Lucario's glass cannon nature, all while being able to outspeed as many threats as possible with Jolly.
  • Justified is the preferred ability prior to Mega Evolving, as it allows Lucario to gain a +1 attack boost by switching in to Dark type moves, making Lucario even more threatening after it Mega Evolves.
  • This Mega Lucario set can function either as a wallbreaker to soften up teams for a sweep, or as a late game sweeper once another wallbreaker has softened the team up for Mega Lucario.
  • It should be noted that Arceus-Fairy only takes 90% minimum from Iron Tail. Normal Arceus is OHKOed by Close Combat, but can outspeed and OHKO Mega Lucario with Extremespeed only if it has two Swords Dance boosts under its belt.
  • Mega Lucario can put massive pressure on an opponent's Defog user, punishing them for massive damage if they attempt to remove entry hazards.
  • Due to Mega Lucario's frailty, it is not uncommon for most neutral hits to KO it, so caution should be taken. Send Mega Lucario in on predicted switches or through slow users of Volt Switch and U-turn.
  • Avoid burns and paralysis at all costs; without its massive speed and attack power, Mega Lucario is a sitting duck.

Recommended Teammates:

  • Sticky Web users (Shuckle)
  • Stealth Rock users (Shuckle, Landorus-Therian)
  • Bulky Fairy types (Sylveon, Xerneas)
  • Yveltal (Immune to Ground, counters Lugia & Giratina, lure Rock type attacks for Lucario to switch in against)
  • Landorus-Therian (Immune to Ground, resists Fighting, reduces opponent's physical attacks with Intimidate, can set up Stealth Rock)
  • Arceus-Grass (checks Groudon, checks Kyogre)
  • Origin Giratina (immune to Ground and Fighting, resists Fire, provides additional offensive pressure)
  • Shadow Tag users, to trap & kill support Pokemon such as most Arceus (Gothitelle, Wobbuffet)
  • Users of Volt Switch and U-turn (Landorus-Therian, Zekrom, Scizor)

Ubers Checks & Counters to Lucario

  • Support movesets for Arceus, namely those that carry Will-o-Wisp and are not weak to Fighting or Steel (Arceus-Ghost)
  • Altered Giratina & Origin Giratina (Immune to Close Combat, burns with Will-o-Wisp, can phaze Lucario out with Roar or Dragon Tail)
  • Lugia (2HKOs with Psychic or Aeroblast, walls Lucario and recovers off all damage)
  • Bulky Ground types (Groudon, Landorus-Therian)
  • Revenge Killers (Kyogre, Zekrom, Palkia, Blaziken, Mega Mewtwo X)
  • Aegislash (Immune to Fighting, resists Steel, can 2HKO back if running Shadow Ball)
  • Ho-oh (Resists Fighting and Steel, OHKOs with Sacred Fire)

 

OU Overview
OU Viability (Normal): B
OU Viability (Mega): Banned
 
Without access to its Mega Evolution, Lucario stands as a shadow of its former self from its glory days in Gen 4. Held back by its frailty and 90 base speed, Lucario isn't the first choice for a sweeper in the OU metagame. However, Lucario does do rather well in OU. With access to two priority moves in Bullet Punch and Extremespeed to make up for its middling speed stat, as well as KO most frail offensive Pokemon such as Thundurus-Incarnate. Life Orb boosted Close Combat hits for almost as hard as its Mega Evolution. Like in ubers, a special attacking set is not recommended due to the general low base power of its special attacks. Aside from Lucario's speed and frailty issues, Lucario's diverse movepool actually works against it: no matter what moves it runs, it will always find itself unable to deal with certain threats.

 
OU Singles Moveset: Physical Sweeper
448.png
Ability: Justified / Item: @Life Orb
Nature: Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Moves: Close Combat / Swords Dance / Extreme Speed / Bullet Punch, Iron Tail, Crunch, or Ice Punch
 
Tips:

  • Life Orb-boosted Close Combat is the primary source of Lucario's offensive prowess, which can easily OHKO or 2HKO any threat that does not resist it, while still doing a respectable amount of damage to those that do.
  • Swords Dance boosts Lucario's attacking for to respectable levels, allowing it to perform a sweep.
  • Extremespeed is unique among priority attacking moves as it has +2 priority rather than +1, allowing Lucario to outspeed even faster priority users such as Gale Wings Talonflame and Thundurus-Incarnate, OHKOing both of them after prior damage and a Swords Dance boost.
  • Lucario has a few options for the last slot. Bullet Punch allows Lucario to run a "Double Priority" set, allowing Lucario to outspeed and KO threats that Extremespeed cannot touch such as Gengar and Terrakion. Iron Tail, while inaccurate, allows Lucario to beat slower defensive Pokemon and potential counters, such as Clefable, Mega Venusaur, Mega Heracross, Sylveon, Mew, and Azumarill. Crunch is used to beat psychic types that have been on the rise, most notably Mew and Slowbro, who otherwise wall Lucario. Ice Punch, on the other hand, allows Lucario to KO various flying types, especially Gliscor and the Landorus forms, but can also put a dent in Pokemon that attempt to switch in such as Zapdos and Garchomp.
  • The given EV spread capitalizes on Lucario's glass cannon role. Adamant nature is chosen not only for the extra power, but also because Jolly does not allow Lucario to outspeed any relevant Pokemon that it could not already outspeed with Adamant.
  • Justified is the preferred ability, allowing Lucario to obtain a free +1 attack boost from switching in against resisted Dark type moves. This is especially useful if the opponent is running Knock Off, as it allows Lucario to punish the opponent for removing its Life Orb, while still maintaining a high damage output.
  • As a sweeper, Lucario should be saved until late game when its checks and counters have been removed. This is especially necessary has Lucario often struggles to find a free turn to use Swords Dance.
  • Alternatively, Lucario can also be used as a wallbreaker earlier in the match.

Recommended Teammates:

  • Fairy type checks and counters (Bisharp, Mega Scizor, Heatran, Excadrill)
  • Stealth Rock users (Garchomp, Terrakion, Clefable, etc)
  • Latios (Memento variants, to allow Lucario an easier time to setup)
  • Mega Charizard Y and Black Kyurem (Wallbreakers, can collectively KO Mega Venusaur, Hippowdon, Skarmory, Mew, and Gyarados)

OU Checks & Counters to Lucario

  • Mega Venusaur (Walls Lucario, can 2HKO with Earthquake or Hidden Power Fire)
  • Bulky Ground types, if not running Ice Punch (Hippowdon, Landorus-Therian, Gliscor)
  • Bulky Fairy types, if not running Iron Tail (Clefable, Azumarill)
  • Bulky Psychic types, if not running Crunch (Slowbro, Mew)
  • Gengar and Terrakion, if not running Bullet Punch (Former immune to Close Combat and Extremespeed, burns with Will-o-Wisp. Latter resists Extremespeed. Both outspeed and OHKO with Fighting type coverage.)
  • Skarmory (KOs with Brave Bird or Counter, but is 2HKOed by +2 Close Combat)
  • Gyarados (Resists Fighting and Steel prior to Mega Evolving, cripples Lucario's attack with Intimidate)
  • Mega Heracross (OHKOs Lucario with Close Combat, can survive boosted hits from Lucario)

 

 

UU Overview
UU Viability (Normal): S
UU Viability (Mega): Banned
 
The UU environment is where Lucario is able to fully relive its glory days from Gen 4. Special attacking Lucario suddenly becomes a viable option in this environment due to lack of competition from higher tier threats. Both sets have viable priority moves, with great offensive movepool and stats to use them with.
 
 
UU Singles Moveset: Physical Sweeper
448.png
Ability: Justified / Item: @Life Orb
Nature: Adamant w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Moves: Close Combat / Swords Dance / Extreme Speed or Bullet Punch / Ice Punch, Bullet Punch, or Earthquake
 
Tips:

  • Life Orb-boosted Close Combat is the primary source of Lucario's offensive prowess, which can easily OHKO or 2HKO any threat that does not resist it, while still doing a respectable amount of damage to those that do.
  • Sword Dance boosts Lucario's attacking for to respectable levels, allowing it to perform a sweep.
  • For the third slot, Extremespeed is unique among priority attacking moves as it has +2 priority rather than +1, allowing Lucario to outspeed even faster priority users. Bullet Punch, however, is an option for fast Pokemon that resist Extremespeed, such as Mega Aerodactyl.
  • For the fourth slot, Ice Punch allows Lucario to hit Gligar, Nidoking, and Nidoqueen for super effective damage. If running Extremespeed in the 3rd slot, Bullet Punch can be used here to give Lucario double priority moves, hitting fast Pokemon that resist Extremespeed without sacrificing the power Extremespeed offers against those that resist Bullet Punch. Earthquake, however, can be used to hit Pokemon such as Doublade, Chandelure, Nidoking, Nidoqueen, and Jirachi.
  • The above EV spread with a Life Orb capitalizes on Lucario's glass cannon nature. Adamant is chosen as Jolly does not allow Lucario to outspeed anything significant that it couldn't otherwise, and its speed issue is mitigated through the use of its priority moves.
  • Due to Lucario's frailty, it should be saved until late in the match or on predicted switches. Alternatively, Lucario can be switched in on resisted Dark type moves, as they will activate the attack boost from Justified.
  • Lucario should only attempt to set up Swords Dance on a predicted switch. For example, Lucario can come in on a Choice Scarf Hydreigon locked into Dark Pulse or Draco Meteor, with the former activating Justified, and proceed to set up Swords Dance as the opponent is left with no choice but to switch.

Recommended Teammates:

  • Volt Switch and U-turn users (Mega Ampharos, Flygon, Crobat, Forretress)
  • Entry hazard users, especially Stealth Rock users (Forretress, Nidoqueen, Donphan)
  • Pokemon that can check or counter Mega Aerodactyl (Swampert)

UU Singles Moveset: Special Attacker
448.png
Ability: Steadfast / Item: @Life Orb
Nature: Timid or Modest w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Moves: Nasty Plot / Aura Sphere / Flash Cannon / Vaccuum Wave or Dark Pulse
 
Tips:

  • Nasty Plot is the crux of this set, amplifying Lucario's damage output from its special attacks.
  • While weaker than Close Combat on the physical side, Aura Sphere is a very consistent STAB move.
  • Flash Cannon is a secondary STAB move used to hit Fairy types such as Florges and Aromatisse.
  • For the fourth slot, Vaccuum Wave is a STAB priority move and Lucario's only option for priority on the special side, though it provides redundant coverage. Dark Pulse, however, offers greater coverage and pairs very nicely with Aura Sphere as they together provide decent neutral coverage.
  • The given EV spread with a Life Orb capitalizes on Lucario's offensive power while giving it as much speed as possible.
  • Timid is preferred for the extra speed, especially if not running Vaccuum Wave, though Modest can be used for the extra power.
  • Steadfast is the preferred ability here as special Lucario does not benefit from Justified. Steadfast will rectify Lucario's middling speed if the opponent attempts to flinch it, making it much more dangerous.
  • Unlike the Physical Sweeper set, this set performs better against defensive teams, allowing it to serve as more of a wallbreaker than a sweeper.
  • Lucario should only attempt to set up Nasty Plot on a predicted switch. For example, Lucario can come in on a Choice Scarf Hydreigon locked into Dark Pulse or Draco Meteor and proceed to set up Nasty Plot as the opponent is left with no choice but to switch.
  • Because of its frailty, Lucario should be brought in through indirect switching, such as through slow users of U-turn or Volt Switch. If needed, this Lucario can also be brought in after an opponent's KO to either force the opponent out while setting up, or act as a revenge killer with Vaccuum Wave.

Recommended Teammates:

  • Volt Switch and U-turn users (Mega Ampharos, Flygon, Crobat, Forretress)
  • Entry hazard users, especially Stealth Rock users (Forretress, Nidoqueen, Donphan)
  • Checks and Counters to Crobat (Empoleon, Mega Ampharos)
  • Wallbreakers, specifically physical wallbreakers to tear down Specially Defensive Pokemon like Blissey.

UU Checks & Counters to Lucario

  • Chandelure (Outspeeds with Choice Scarf, Immune to Fighting STAB and Extremespeed, resists Steel STAB, OHKOs with Fire Blast)
  • PHYSICAL: Fast Pokemon that resist Normal, if not running Bullet Punch (Mega Aerodactyl)
  • PHYSICAL: Bulky Ground types, if not running Ice Punch (Gligar, Hippowdon)
  • PHYSICAL: Doublade, if not running Earthquake (Immune to Fighting STAB, resists Steel STAB)
  • SPECIAL: Specially defensive Pokemon (Blissey)

 

 

 

Doubles
Unlike in Singles, where Mega Lucario is able to rampage OU to the point where it had to be banned to Ubers, Mega Lucario's frailty is even more pronounced in Doubles.

DOU Overview
DOU Viability (Normal): B
DOU Viability (Mega): B
 
As mentioned, Mega Lucario struggles in a metagame that capitalizes on bulky offensive Pokemon. For starters, it is mostly outclassed by Mega Kangaskhan, but has several niches that set it apart, namely its speed, typing, and priority moves. Its frailty is more pronounced than ever before where it now finds itself double targetted by opponents, and often finds itself immediately KOed after scoring its own KO. Furthermore, it is held back by its 90 base speed prior to Mega Evolving. As such, Mega Lucario often finds itself drawing short straws when options such as Terrakion, Hitmontop, and Scrafty exist in the Doubles metagame. However, Adaptability boosted Close Combat still remains a strong attack with its base 145 Attack stat. Furthermore, Lucario has the stats and movepool to run either physical, special, or mixed.

 

 

OU Doubles Moveset: Mega Mixed Attacker
448-m.png
Ability: Inner Focus (Adaptability) / Item: @Lucarionite
Nature: Naive w/ EVs: 4 HP / 172 Attack / 80 Sp.Attack / 248 Speed
Moves: Close Combat / Flash Cannon / Substitute / Detect or Protect
 
Tips:

  • One of the main problems with special Mega Lucario is the lack of a hard hitting attack like Close Combat. Physical Lucario, on the other hand, becomes completely worthless against burn and Intimidate, especially when facing Landorus-Therian. This set attempts to mitigate these flaws by giving Lucario the best of both worlds, 2HKOing Landorus with Flash Cannon while still being able to OHKO Heatran and Mega Kangaskhan with Close Combat, which it can never do with Aura Sphere on a full special set.
  • Substitute protects Lucario against stray burns and Paralysis, and also prevents Icy Wind from lowering its speed for as long as it stays up. It also gives Lucario a buffer against Landorus-Therian, a very common and threatening Pokemon in Doubles.
  • Detect and Protect are crucial in Doubles, and even moreso on Lucario. For starters, it allows Lucario to Mega Evolve safely, as it will still have only base 90 speed on the turn that it Mega Evolves. It also lets Lucario neutralize attacks aimed at it so that its partner can deal with the opponent for Lucario.
  • The given EV spread and nature maximizes Lucario's speed, while giving it as much power to both of its offense stats. For instance, the above EV spread allows Lucario to 2HKO both Latios and Landorus-Therian with Flash Cannon, while still OHKOing Heatran and Mega Kangaskhan with Close Combat. The 8 EVs in HP allows Lucario to set up Substitute 4 times while having only 3 HP left over. 248 speed EVs with a Naive nature allow Lucario to still outspeed Timid Thundurus-Incarnate and Tornadus-Incarnate.
  • Inner Focus is the preferred ability, as it renders Lucario immune to the flinching caused by Fake Out, a common move in Doubles. For this reason, it may be wise to hold off Mega Evolving Lucario if you suspect the opponent may target it with Fake Out or Rock Slide.
  • This Lucario set appreciates having threatening offensive Pokemon as partners in order to force switches, allowing Lucario to set up a Substitute. Alternatively, Rage Power or Follow Me can be used to redirect attacks, but will leave Lucario vulnerable to spread moves such as Earthquake.

 

Recommended Teammates:

  • Offensive Pokemon (Life Orb Hydreigon, Eruption Heatran)
  • Users of Follow Me or Rage Powder (Amoongus, Togekiss)
  • Thundurus-Therian (Immune to Earthquake, resists Fighting, Choice Scarf sets outspeed and OHKO Landorus-Therian with Hidden Power Ice, counters Talonflame, provides momentum with Volt Switch)
  • Speed Control users, such as Tailwind, Icy Wind, or Thunder Wave (Togekiss, Gyarados)

 
OU Doubles Moveset: Physical Attacker
448-m.png/448.png
Ability: Inner Focus (Adaptability) / Item: @Lucarionite or Life Orb
Nature: Jolly or Adamant w/ EVs: 4 HP / 252 Attack / 252 Speed
Moves: Close Combat / Extremespeed or Bullet Punch / Crunch or Rock Slide / Detect or Protect
 
Tips:

  • Adaptability-boosted Close Combat is the primary source of Mega Lucario's offensive prowess, which can easily OHKO or 2HKO any threat that does not resist it, while still doing a respectable amount of damage to those that do. Most notably, it can OHKO Mega Kangaskhan, a very significant threat in DOU.
  • For the 2nd slot, Extremespeed allows Lucario to outspeed faster threats and priority users, most notably Mach Punch users. Bullet Punch, however, can be used for Fairy types other than Mega Mawile.
  • For the 3rd slot, Crunch can be used to deal with Psychic and Ghost types, which it has problems with otherwise. Rock Slide, on the other hand, is a decent spread move that has a roughly 51% chance of flinching at least one opponent, as well as nailing threats such as Talonflame and Mega Charizard Y.
  • Detect and Protect are crucial in Doubles, and even moreso on Lucario. For starters, it allows Lucario to Mega Evolve safely, as it will still have only base 90 speed on the turn that it Mega Evolves. It also lets Lucario neutralize attacks aimed at it so that its partner can deal with the opponent for Lucario.
  • The given EV spread and nature maximizes Lucario's attack, while making it as fast as possible. Adamant can be used over Jolly if the extra power is needed, especially if your team has methods of speed control such as Tailwind, Icy Wind, or Thunder Wave, but will miss out on outspeeding certain opponents.
  • Inner Focus is the preferred ability, as it renders Lucario immune to the flinching caused by Fake Out, a common move in Doubles. For this reason, it may be wise to hold off Mega Evolving Lucario if you suspect the opponent may target it with Fake Out or Rock Slide.
  • Lucarionite is the main item, making Lucario's Close Combat as strong as possible while giving Lucario a significant 22 point increase to its base Speed. Life Orb can be used instead if utilizing a different Mega, as it will cause Lucario's non-stab attacks to outdamage those of its Mega Evolution, but Close Combat, Bullet Punch, and Iront Tail will suffer from a noticeable drop in power. Furthermore, running Life Orb means Lucario will be stuck at base 90 speed for the match.
  • Lucario should be attempting to pick off slower and/or weakened Pokemon. Bulkier Pokemon that Lucario cannot deal with by itself should be dealt with by Lucario's teammate.
  • Avoid users of Will-o-Wisp, Thunder Wave, and Intimidate at all costs. Without its attack and speed, Lucario is a sitting duck.

 

OU Doubles Moveset: Special Attacker
448-m.png/448.png
Ability: Inner Focus (Adaptability) / Item: @Lucarionite or Life Orb
Nature: Timid or Modest w/ EVs: 4 HP / 252 Sp.Attack / 252 Speed
Moves: Aura Sphere / Vacuum Wave / Dark Pulse, Hidden Power Ice, or Flash Cannon / Detect or Protect
 
Tips:

  • Aura Sphere is a consistent STAB moves that hits hard with Adaptability.
  • Vacuum Wave is special Lucario's only form of priority.
  • For the 3rd slot, Dark Pulse offers nice neutral coverage with Aura Sphere. Hidden Power Ice can also be used as it allows Lucario to smack threats such as Landorus-Therian and Salamence hard. Flash Cannon is there to take care of Fairy types, such as Gardevoir and Sylveon.
  • Detect and Protect are crucial in Doubles, and even moreso on Lucario. For starters, it allows Lucario to Mega Evolve safely, as it will still have only base 90 speed on the turn that it Mega Evolves. It also lets Lucario neutralize attacks aimed at it so that its partner can deal with the opponent for Lucario.
  • The given EV spread and nature maximizes Lucario's sp.attack, while making it as fast as possible. Modest can be used over Timid if the extra power is needed, especially if your team has methods of speed control such as Tailwind, Icy Wind, or Thunder Wave, but will miss out on outspeeding certain opponents.
  • Inner Focus is the preferred ability, as it renders Lucario immune to the flinching caused by Fake Out, a common move in Doubles. For this reason, it may be wise to hold off Mega Evolving Lucario if you suspect the opponent may target it with Fake Out or Rock Slide.
  • Lucarionite is the main item, making Lucario's STAB moves as strong as possible while giving Lucario a significant 22 point increase to its base Speed. Life Orb can be used instead if utilizing a different Mega, as it will cause Lucario's non-stab attacks to outdamage those of its Mega Evolution, but its STAB moves will suffer from a noticeable drop in power. Furthermore, running Life Orb means Lucario will be stuck at base 90 speed for the match.
  • Unlike the physical attacker set, this Lucario does not need to worry about users of Intimidate and Will-o-Wisp. It still does not enjoy Paralysis, however.

 

Doubles Checks & Counters to Lucario

  • Speed Control (Icy Wind, Thunder Wave, Tailwind)
  • Landorus-Therian (Scarf sets outspeed and OHKO with earthquake, drops Lucario's attack with Intimidate)
  • Fast Fire types (Talonflame, Choice Scarf Heatran, Mega Charizard Y)
  • Quick Guard users (Terrakion, Hitmontop)
  • Physical only: Burn
  • Physical only: Users of Intimidate (Hitmontop, Landorus-Therian, Salamence, Gyarados, Scrafty)

 

 

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With the Info you provided Ricepigeon I see what you saying about how Frail Lucario is even in Mega-form. If I remember I battled a trainer using Jolteon(holding Magnet) and he used mega-Lucario, I had Jolteon used 'thunderbolt' and it surprising striked first it was a OHKO. :-P

 

(By the way if you still not able to answer my question from my last post just P.M. Me. thanks! :goodmood: )

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As for the U-turn/Eject Button thing I honestly had no idea what happened there. But since thats how the game handles it, at least now we know.
 
Also, researching Mega Lucario's doubles sets for the PotW has made me delve into Doubles a bit more. So I guess I'll share some of that knowledge as filler until the OU PotW can be written up (which will most likely be Azumarill since it was on queue and nobody made any nominations), if only to promote some discussion:
 
 
Speed Control in Doubles
 
Speed control is a crucial aspect of Double battles, moreso than in Singles. The ability to strike first in a fast paced metagame can very easily make or break a win, something that, while it may exist in Singles, has a much larger impact in Doubles due to the metagame's preference for bulkier attackers who can not only deal damage, but also absorb hits from two opponents, but usually lack speed. With speed control, these behemoths can become literal lightning tanks, excelling in Attack, Defense, and Speed, leaving the opponent with little room for error. Doubles offers four common methods of speed control
 
Method #1: Trick Room
 
While Trick Room is somewhat seen in Singles, it is in Double Battles where Trick Room thrives. In case you did not already know, Trick Room reverses the turn order of attacks based on the Pokemon's speed for 5 turns, including the turn it is used, but does not affect the turn order of priority attacks such as Extremespeed or Mach Punch. In practice, this essentially means that a slow Pokemon such as Snorlax will now strike first against fast Pokemon such as Greninja, who tend to be frail, and easily score a KO before the opponent can do anything. Another advantage to Trick Room is that it easily counters all other forms of speed control, as Pokemon who boost their speed stat through Tailwind or Agility now become slower, and Pokemon who's speed stats are dropped or reduced through Paralysis now become faster.
 
Example users of Trick Room
 
488.png
Ability: Levitate / Item: @Expert Belt
Nature: Sassy w/ EVs: 252 HP / 12 Defense / 228 Attack / 16 Sp.Defense
Notable IVs:  0 Speed
Moves: Trick Room / Psyshock or Moonblast / Ice Beam / Hidden Power Ground or Hidden Power Fighting
 
Cresselia is a very bulky Pokemon both physically and specially, sporting a ground immunity with Levitate, and can afford the turn to set up Trick Room. Common to most Trick Room setters is the use of 0 Speed IVs and a -Speed nature, in order to make the Pokemon's speed as low as possible to fully take advantage of Trick Room, and this Cresselia is no exception. Due to Cresselia's bulk, it is not unheard of for Cresselia to set up Trick Room more than once.
 
609.png
Ability: Infiltrator or Flash Fire / Item: @Focus Sash or Life Orb
Nature: Quiet w/ EVs: 252 HP / 252 Attack / 4 Sp.Defense
Notable IVs:  0 Speed
Moves: Trick Room / Shadow Ball / Heat Wave / Protect
 
Chandelure is another offensive Trick Room setter, being able to set up Trick Room not only for its partner, but also for itself, as Chandelure sports a massively high Sp.Attack stat, but held back by its relative frailty and low speed. Once Trick Room is set, Chandelure can snipe single opponents with Shadow Ball or nuke both of them with Heat Wave, without fear of being outsped.

683.png
Ability: Aroma Veil or Healer / Item: @Safety Goggles or Sitrus Berry
Nature: Relaxed w/ EVs: 252 HP / 200 Defense / 56 Sp.Defense
Notable IVs:  0 Speed
Moves: Trick Room / Moonblast / Protect / Heal Pulse, Light Screen, or Reflect
 
While the above Pokemon take a more offensive approach to Trick Room, this Aromatisse plays more of a bulky support role, offering options such as Heal Pulse, Reflect, or Light Screen to further support Aromatisse's teammate outside of setting up Trick Room. One notable niche Aromatisse has over other Trick Room setters is the ability Aroma Veil, which renders both Aromatisse and its partner immune to Taunt, which would otherwise stop Trick Room in its tracks. Healer, however, can be used if paired with a physical attacker in order to remove their burn at the end of the turn, making them harder to stop.
 
Checks and Counters to Trick Room
 
#1: Aegislash
 
681.png
Ability: Stance Change / Item: @Sitrus Berry or Lum Berry
Nature: Quiet w/ EVs: 252 HP / 252 Sp.Attack / 4 Sp.Defense
Notable IVs: 0 Speed
Moves: King's Shield / Wide Guard / Shadow Ball / Flash Cannon
 
681.png
Ability: Stance Change / Item: @Leftovers or Weakness Policy
Nature: Quiet w/ EVs: 252 HP / 4 Attack / 252 Sp.Attack
Notable IVs: 0 Speed
Moves: King's Shield / Shadow Ball / Flash Cannon / Substitute, Shadow Sneak, or Sacred Sword
 
The first thing you'll notice about the majority of Trick Room setters in Doubles is that they all tend to be Psychic, Ghost, or Fairy type, the former two being weak to Ghost and Dark, while the latter is weak to Steel. Aegislash, in addition to receiving STAB on both of these types, also has an excellent 150 base offense stats to use these moves with, hitting common Trick Room setters hard, if not outright OHKOing them. If that wasn't enough, Aegislash is also naturally slow, so in the event that the opponent does successfully set up Trick Room, Aegislash will be able to easily take advantage of it, turning into a fast nuke.
 
#2: Amoonguss
 
591.png
Ability: Regenerator / Item: @Sitrus Berry
Nature: Sassy w/ EVs: 252 HP / 184 Defense / 72 Sp.Defense
Notable IVs: 0 Speed
Moves: Spore / Rage Powder / Protect / Giga Drain
 
Like Aegislash, Amoonguss is also a naturally slow Pokemon that can easily take advantage of Trick Room. Amoonguss, however, has access to Spore, which can permanently incapacitate most Trick Room setters by taking advantage of the fact that Trick Room setters will be moving last on the setup turn due to Trick Room's low priority. It should be noted, however, that some Trick Room setters will run Safety Goggles, rendering them immune to powder moves such as Spore. Other Trick Room setters such as Trevenant and Overcoat Reuniclus, however, are immune to Spore as a result of either their typing or their ability, respectively. Amoonguss, however, can opt to use Spore on the Trick Room setter's partner, as well as redirect their attacks with Rage Powder.
 
#3: Opposing Trick Room
 
Another way of countering Trick Room is, ironically, Trick Room itself. By using Trick Room while Trick Room is already in effect, the effects of Trick Room will immediately cancel out, returning the way turn order is decided back to normal. However, most teams that utilize Trick Room have Pokemon that will want Trick Room to be in effect in the first place. Semi-Trick Room teams, however, also carry Pokemon that are hindered by Trick Room specifically for this purpose, so they will appreciate having opposing Trick Room nullified by their own setter.
 
#4: Priority moves
 
As stated before, Trick Room does not affect move priority from attacks such as Mach Punch or Extremespeed, so users of these attacks will still be able to strike first. Gale Wings Talonflame with Brave Bird and Bisharp with Sucker Punch are good examples of these, especially in Bisharp's case as, like Aegislash, Bisharp can KO most Trick Room setters with its super effective STAB attacks.
 
#5: Taunt
 
Taunt will easily put a stop to most Trick Room setters, preventing them from using Trick Room for the next 2-5 turns in addition to the turn it is used due to Trick Room's lower priority bracket. Do note however that Aromatisse is immune to Taunt if it sports the Aroma Veil ability, and Taunt can also be redirected with Follow Me and Rage Powder.
 
#6: Fake Out
 
Fake Out puts an immediate stop to Trick Room on the turn it is used, leaving the Trick Room setter open to attack for a possible two turns if they attempt to set it again. Do note that Fake Out is no longer guaranteed to be redirected with Rage Powder and Follow Me as of Gen 6, as these three moves now belong to the same priority bracket.
 
 
Method #2: Tailwind
 
Tailwind is another viable option for speed control in Doubles. For 3 turns after its use, Tailwind will double the speed stats of all Pokemon on your side of the field. In Singles, 3 turns is usually not enough time to take advantage of Tailwind, but 3 turns is more than enough in Doubles. A bulky offensive Pokemon with average to mediocre speed stats, such as Mega Kangaskhan or Hydreigon, love having Tailwind in effect, as it allows them to outpace speedy threats such as Sky Shaymin, Mega Manectric, and Choice Scarf Landorus-Therian. The drawback of course is that these Pokemon are also capable of abusing their own team's Tailwind, securing their fast speed.
 
Example users of Tailwind
 
468.png
Ability: Serene Grace / Item: @Safety Goggles or Sitrus Berry
Nature: Calm w/ EVs: 248 HP / 192 Defense / 68 Sp.Defense
Moves: Tailwind / Follow Me / Air Slash / Roost, Protect, or Helping Hand
 
Togekiss is the quintessential user of Tailwind in Doubles, as it provides numerous amounts of support for its teammates. For starters, Togekiss has access to Follow Me, allowing it to redirect potentially dangerous moves away from its teammate such as Draco Meteor, which Togekiss happens to be immune to thanks to its new Fairy typing, making it a great partner for slower Dragon types such as Black Kyurem and Hydreigon. Togekiss can provide further support with Helping Hand, making its partner pack more of a punch and secure KOs that it wouldnt be able to otherwise. The icing on the cake, however, is that Togekiss can abuse Tailwind itself with Air Slash, which has a 60% flinch rate with Serene Grace.
 
635.png
Ability: Levitate / Item: @Life Orb
Nature: Timid w/ EVs: 16 HP / 252 Sp.Attack / 8 Sp.Defense / 232 Speed
Moves: Tailwind / Draco Meteor / Dark Pulse / Protect
 
Not only does Hydreigon love having Tailwind in order to remedy its 98 base speed, but can also learn it itself. Hydreigon is already an offensive monster in Doubles, and becomes even more threatening under Tailwind, especially if paired with another threatening offensive Pokemon like Mega Kangaskhan or Mega Charizard Y.
 
663.png
Ability: Gale Wings / Item: @Life Orb
Nature: Adamant w/ EVs: 80 HP / 252 Attack / 176 Speed
Moves: Tailwind / Brave Bird / Flare Blitz / Protect
 
Talonflame has a niche over other Tailwind users in that, thanks to Gale Wings, Tailwind becomes a priority move, allowing Talonflame to set up Tailwind first, even in the face of an opponent's team under Tailwind. While Tailwind can be detrimental if Trick Room is in effect, Talonflame can mitigate this with access to priority Brave Bird.
 
245.png
Ability: Pressure / Item: @Leftovers or Sitrus Berry
Nature: Bold w/ EVs: 232 HP / 84 Defense / 112 Sp.Attack / 80 Sp.Defense
Moves: Tailwind / Scald / Ice Beam or Protect / Snarl or Protect
 
Suicune is an interesting support option for Doubles, being able to provide speed control with Tailwind in addition to burning physical attackers with Scald and hitting Dragons and Flying types with Ice Beam. Suicune, however, also has access to Snarl, a special Dark type move that not only hits both opponents in a Double Battle, but also lowers both of their Sp.Attack stats by 1 stage, providing further support to Suicune's teammate.
 
Checks and Counters to Tailwind
 
#1: Trick Room
 
Because of Tailwind's speed doubling effect, Trick Room can quickly turn this huge advantage into a detrimental handicap, as these Pokemon become even slower.
 
#2: Taunt
 
A speedy or Prankster Taunt can stop Tailwind's use easily. Note however that Taunt can be redirected through Follow Me and Rage Powder.
 
#3: Paralysis
 
A Paralyzed Pokemon will have its speed cut down by 75%, down to 1/4th of its original value, while Tailwind only doubles the speed stat. 1/4th of 2 is 1/2, so a Paralyzed Pokemon under the effects of Tailwind will still have a net loss in speed.
 
#4: Opposing Tailwind
 
The speed boosting effects of Tailwind can easily be counteracted by using a Tailwind of your own. This essentially has the effect of cancelling out your opponent's Tailwind, at least until one of your Tailwinds end.
 
 
Method #3: Icy Wind
Type: Ice
Category: Special / PP: 15 (24 Max)
Base Power: 55 / Base Accuracy: 95%
Targets: Both opponents
Effect: 100% chance of reducing the target's Speed stat by 1 stage.
 
A move that is never seen in Singles due to its low base power, Icy Wind is an extremely valuable support move in Doubles, hitting both opponents while lowering their speed. Because switching has a higher opportunity cost in Doubles than in Singles, opponents will be hard pressed to switch out their Pokemon in order to counteract the speed lowering effects of Icy Wind. Furthermore, Icy Wind is the only form of speed control that is not affected by Taunt, due to Icy Wind also being move that inflicts damage.
 
Example users of Icy Wind
 
488.png
Ability: Levitate / Item: @Sitrus Berry or Chesto Berry
Nature: Calm w/ EVs: 252 HP / 100 Defense / 44 Sp.Attack / 112 Sp.Defense
Moves: Icy Wind / Helping Hand / Psyshock / Light Screen or Rest
 
Cresselia, in addition to being a Trick Room setter, is also a viable user of Icy Wind due to its bulk and wide support movepool, including Helping Hand and Light Screen. Levitate works in its favor, rendering it immune to Earthquake while hitting common fast users of it for 4x Super Effective damage with Icy Wind, notably Garchomp and Landorus-Therian, neither of which enjoy the speed drop from Icy Wind nor the 4x Super Effective damage (though it will never OHKO due to its low base damage, the damage can be enough for Cresselia's partner to score a 2HKO in some cases).
 
385.png
Ability: Serene Grace / Item: @Sitrus Berry
Nature: Careful w/ EVs: 252 HP / 68 Defense / 80 Sp.Defense / 108 Speed
Moves: Icy Wind / Follow Me / Iron Head / Protect or Safeguard
 
Jirachi is another high-viability contender for Icy Wind, who also provides Follow Me support for its partner to redirect dangerous attacks. It is especially helpful that Jirachi tends to lure in Ground type Pokemon such as Garchomp and Landorus-Therian, nailing them with Icy Wind on the switch in and crippling their speed.
 
130.png
Ability: Intimidate / Item: @Sitrus Berry
Nature: Impish w/ EVs: 252 HP / 208 Defense / 48 Speed
Moves: Icy Wind / Waterfall / Taunt / Protect
 
Thanks to Intimidate and its natural bulk, Gyarados can step outside of its usual role of a sweeper and fulfill the role of a bulky support Pokemon with Icy Wind, not only allowing Gyarados to slow down faster opponents, but also soften blows from physical attackers. Additionally, Gyarados has access to Taunt, allowing it to stop opposing utility Pokemon, especially Trick Room setters that can capitalize on the speed drops caused by Icy Wind.
 
Checks and Counters to Icy Wind
 
#1: Trick Room
 
Because of Icy Wind's speed lowering effect, Trick Room can turn those speed drops into speed boosts, turning the tables on Pokemon reliant on Icy Wind
 
#2: Bisharp
625.png
With access to Defiant and Steel typing, switching in to Icy Wind means a free +2 Attack boost for Bisharp. Bisharp is already naturally slow, so it could care less about the speed drops, while Bisharp can easily circumvent its even lower speed with Sucker Punch, which is guaranteed to hit anything hard after a +2 Attack boost. Milotic with Competitive can work in a similar manner to Bisharp, but Milotic is generally inferior without access to a strong priority move.
 
#3: Wide Guard
 
Due to being a spread move, Icy Wind can be stopped entirely by using Wide Guard, damage and effect. Whats more is that Gen 6 buffed Wide Guard so that it can now be used continually without any chance of failing.
 
#4: Thunder Wave (and Paralysis in general)
 
Icy Wind only lowers an opponent's speed by -1, while Paralysis from Thunder Wave reduces an opponent's speed to 25% of its original value, the equivalent of a -6 speed drop, a drastic speed drop that is much more immediate than that of Icy Wind. Do note however that Electric types are immune to Paralysis as of Gen 6, and Ground types are immune to Thunder Wave, so they cannot be paralyzed as easily.
 
#5: Tailwind
 
A 1 stage speed drop from Icy Wind leaves the opponent's speed at only 66% of its original value, while Tailwind doubles a Pokemon's speed. With a 1 stage speed drop under Tailwind, the Pokemon essentially has the equivalent of x1.33 speed, a net gain. Furthermore, a -2 speed drop will break even under Tailwind, leaving the Pokemon at its original speed stat, while 3 Icy Winds are required for an actual decrease in speed under Tailwind.
 
 
Method #4: Thunder Wave
 
A move that is seen in Singles moreso than the other methods of speed control, Thunder Wave is just as viable in Doubles, if not even moreso. Thanks to its availability as a TM, Thunder Wave has a wide distribution, allowing an even wider range of Pokemon to inflict Paralysis, for the equivalent of a -6 speed drop, as well as a 25% chance of that Pokemon not doing anything for that turn.
 
Example users of Thunder Wave
 
479w.png
Ability: Levitate / Item: @Sitrus Berry
Nature: Calm w/ EVs: 252 HP / 136 Sp.Attack / 120 Sp.Defense
Moves: Hydro Pump / Thunderbolt / Thunder Wave / Protect

 

479h.png
Ability: Levitate / Item: @Sitrus Berry or Safety Goggles
Nature: Modest w/ EVs: 200 HP / 88 Sp.Attack / 220 Speed
Moves: Overheat / Thunderbolt / Thunder Wave / Protect
 
Rotom-Wash is a very good Pokemon in Doubles, serving as a consistent check to several top tier threats such as Heatran, Landorus-Therian, Talonflame, and even Mega Charizard Y. Its typing grants it not only an immunity to Earthquake, but a consistent STAB move capable of punishing common Ground type users of it, eliminating them while Paralyzing their partners with Thunder Wave and making room for faster threats. While it cannot deal with Rock or Ground types effectively as its washing machine cousin, Rotom-Heat is able to check Mega Charizard Y better, while also checking Genesect and Sky Shaymin.

 

385.png
Ability: Serene Grace / Item: @Sitrus Berry
Nature: Careful w/ EVs: 252 HP / 68 Defense / 80 Sp.Defense / 108 Speed
Moves: Thunder Wave / Follow Me / Iron Head / Protect or Safeguard
 
Basically the above Icy Wind Jirachi set, but with Thunder Wave over Icy Wind. It more or less functions the same way, but provides a more immediate stop to single fast targets not immune to it.
 
 
Checks and Counters to Thunder Wave
 
#1: Trick Room
 
Because of Paralysis's speed crippling effect, Trick Room can take advantage of this, essentially turning Paralzed Pokemon into Pokemon with the equivalent of 3 Agilities under its belt. Although risky, Trick Room teams can even use Thunder Wave on their partners in order to abuse the speed drop. It should be noted that Trick Room does nothing to stop the 25% of being fully Paralyzed during that turn, however.
 
#2: Electric and Ground types
 
Electric types received a buff in Gen 6 that now grants them an immunity to the Paralysis condition. Due to their immunity to electric type attacks, Ground types are also immune to Thunder Wave, however, they can still be paralyzed through other means, such as through Glare or Body Slam.
 
#3: Lum Berry
 
By virtue of being a status condition, Lum Berry will immediately cure a Pokemon of the condition the moment it is inflicted. Do note that this only works once, however, but one turn in Doubles is usually enough time to determine the difference between a Paralyzed opponent and a KO'ed teammate.
 
#4: Healer and Rest
 
Certain support Pokemon, such as Aromatisse, will carry the Healer ability with them, enabling a 33% chance at the end of the turn to heal their partner of any status condition, including Paralysis. Rest in conjunction with a Chesto Berry will also do the same thing, but usually only works once in a match.
 
#5: Taunt
 
Thunder Wave's use can be prevented through the use of Taunt.

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As for the U-turn/Eject Button thing I honestly had no idea what happened there. But since thats how the game handles it, at least now we know.

LOL! its cool. :goodmood:

 

At least we know if a pokemon is holding Eject Button and its hit by U-turn,or  Volt-switch  it will cancel that effect for the opposing pokemon to switch out while the pokemon that held Eject button can switch with other pokemon. Hmm.. kind of a tricky defensive strategy if you think about it.

 

 

[Edit post]

 

You know what of all the pokemon that is not talked about so much, Farfetch'd sure dosn't get alot of love. I mean it learns alot good Moves LV.-up and through Breeding. I'm surprise alot of trainers (including NPC trainers) dosn't use it that much. :-P

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Time for the OU PotW. Since ORAS is around the corner and Showdown now has ORAS compatability, I'll also be adding ORAS predictions, along with any ORAS specific details.
 
Azumarill
azumarill.gif

hMMpWOS.png
 
Abilities: Thick Fat, Huge Power, Sap Sipper (HA)

Current Tiers:
Singles: OU
Doubles: DOU

Tier Metagame Viability (Singles):
Ubers: F

OU: A+

Tier Metagame Viability (Doubles):
DOU: A
 
 
Singles
Azumarill is a Pokemon first introduced in Generation 2 as a pure water type, which had only been getting better with each successive generation. Gen 3 gave it access to Huge Power, which doubles its attack stat, making it a powerful physical attacker. Gen 4 introduced the physical/special split, allowing Azumarill to fully utilize Waterfall as a physical STAB move. While Azumarill didn't gain much from Gen 5, Gen 6 gave it the new coveted Fairy typing, finally allowing Azumarill to reach status as a top threat OU Pokemon.
 
OU Overview
OU Viability: A+
 
A former S rank Pokemon a few months ago, don't let Azumarill's base stats fool you. Water/Fairy typing give Azumarill a very good typing, both offensively and defensively. Backed by Huge Power and decent defensive stats, Azumarill acts as a glue to many teams, able to switch in to many special attacks and hit hard in return. Due to changes in breeding mechanics, the combination of Belly Drum and Aqua Jet is now legal on Azumarill, allowing it to perform the role of a dangerous sweeper. Azumarill does have its drawbacks, however. For starters, Azumarill is slow, and cannot outspeed many threats outside of Aqua Jet, leaving it susceptible to revenge killers. Many Azumarill sets also invest towards special defense, leaving Azumarill susceptible to 2HKOs on the physical side. Furthermore, because Azumarill is so reliant on Huge Power, anything that lowers its attack stat, such as burns or intimidate, can reduce the threat level that Azumarill poses.
 

OU Singles Moveset: Assault Vest
184.png
Ability: Huge Power / Item: @Assault Vest
Nature: Adamant w/ EVs: 16 HP / 252 Attack / 240 Sp.Defense
Moves: Play Rough / Waterfall / Aqua Jet / Knock Off

 

Tips:

  • Play Rough and Waterfall are powerful STAB moves, giving Azumarill great neutral coverage when backed by its massive attack stat.
  • Aqua Jet is mandatory in order to circumvent Azumarill's poor speed, allowing it to outspeed and revenge kill faster threats.
  • Knock Off not only provides great coverage with Play Rough, but also allows Azumarill to cripple potential switch ins by removing their item.
  • Assault Vest is Azumarill's best item choice in OU currently, the above spread allowing Azumarill to become a powerful specially defensive tank, and avoiding 2HKOs from common super effective moves such as Greninja's Grass Knot, while hitting back.
  • As a special tank, this Azumarill should be switched in against resisted special attacks.
  • Fits on teams that need an offensive pivot.
  • Avoid directly switching in against powerful non-resisted special attacks, as Azumarill lacks any form of recovery.

Recommended Teammates:

  • Mega Scizor (Type synergy, provides indirect switching via U-turn)
  • Mega Manectric (KOs bulky waters and grass types, weakens physical attackers, provides indirect switching via Volt Switch)
  • Latias (removes entry hazards with Defog, resists Water, Electric, & Grass, can lure Dragon attacks for Azumarill, can fully heal Azumarill with Healing Wish)
  • Breloom (Spore, lures Fire and Ice attacks for Azumarill, can KO bulky Water types)

 

OU Singles Moveset: Choice Band
184.png
Ability: Huge Power / Item: @Choice Band
Nature: Adamant w/ EVs: 228 HP / 252 Attack / 28 Speed
Moves: Play Rough / Waterfall / Aqua Jet / Knock Off or Superpower

 

Tips:

  • This set functions as a wallbreaker, granting Azumarill even more offensive presence to punch holes in the opponent's team for a setup sweeper to begin a sweep.
  • Play Rough and Waterfall are powerful STAB moves, giving Azumarill great neutral coverage when backed by its massive attack stat.
  • Aqua Jet is mandatory in order to circumvent Azumarill's poor speed, allowing it to outspeed and revenge kill faster threats.
  • For the last slot, Knock Off not only provides great coverage with Play Rough, but also allows Azumarill to cripple potential switch ins by removing their item, but being Choice locked into Knock Off can be detrimental. Superpower is for Ferrothorn, who otherwise walls this set, and deals massive damage with Choice Band.
  • The above EV spread grants Azumarill as much attacking power and mixed bulk as possible. 28 speed EVs ensures that Azumarill will be able to outspeed minimum speed Tyranitar.
  • This set can also revenge kill with Aqua Jet if needed.
  • Due to its low speed and lack of recovery, this Azumarill should be used with a more "hit and run" approach.

Recommended Teammates:

  • Thundurus-Incarnate (Nasty Plot variants only) (Setup sweeper, can KO Mega Venusaur, Amoongus, Skarmory, and bulky waters)
  • Heatran (appreciates removal of specially defensive Pokemon, KOs Mega Scizor)
  • Setup sweepers (Thundurus-Incarnate, Dragonite, Mega Scizor, Talonflame)
  • Rotom-Wash (provides indirect switching via Volt Switch)
  • Latias (removes entry hazards with Defog, resists Water, Electric, & Grass, can lure Dragon attacks for Azumarill, can fully heal Azumarill with Healing Wish)
  • Politoed (Drizzle further increases Azumarill's wallbreaking power)

 

OU Singles Moveset: Belly Drum Sweeper
184.png
Ability: Huge Power / Item: @Sitrus Berry
Nature: Adamant w/ EVs: 92 HP / 252 Attack / 164 Speed
Moves: Belly Drum / Play Rough / Aqua Jet / Waterfall or Superpower

 

Tips:

  • Belly Drum, in conjunction with Huge Power, raises Azumarill's attack stat to a whopping 1308.
  • Aqua Jet is this Azumarill's primary move, OHKOing a good number of Pokemon after a Belly Drum boost while simultaneously outspeeding them due to priority.
  • Play Rough is a powerful STAB move that easily deals with Pokemon that arent KOed by Aqua Jet.
  • For the last slot, Waterfall provides extra coverage for bulky Pokemon that aren't KOed by Aqua Jet yet resist Play Rough, while Superpower gives it a way of getting past steel types such as Ferrothorn, but leave it susceptible to faster physical priority moves afterward.
  • The above spread allows Azumarill to outspeed Pokemon of base 70 speed and lower, while maintaining as much attack and bulk as possible.
  • Sitrus Berry is the preferred item, as it allows Azumarill to have 75% of its HP left after using Belly Drum, giving it an immediate extra buffer against opposing priority attacks.
  • As a sweeper, this Azumarill should be brought in after its checks and counters are KOed, and the opponent's team weakened.
  • Try to set up Belly Drum only on predicted switches, as Azumarill forces alot of them, and only set up if Azumarill is healthy enough.

Recommended Teammates:

  • Thundurus-Incarnate (Can KO Mega Venusaur, Amoongus, Skarmory, and bulky waters)
  • Scolipede or Smeargle (Can baton pass speed boosts to Azumarill)
  • Shuckle (Sets up Sticky Web)
  • Rapid Spin or Defog users (Excadrill, Mega Scizor, Latios, Latias)
  • Latias (removes entry hazards with Defog, resists Water, Electric, & Grass, can lure Dragon attacks for Azumarill, can fully heal Azumarill with Healing Wish)
  • Entry hazard users, especially Stealth Rock (Ferrothorn, Garchomp, Terrakion, Greninja)

 

 

OU Checks and Counters to Azumarill

  • Mega Venusaur and Amoongus (resist both STABs, deals noticable damage with Sludge Bomb, can heal with Giga Drain, former takes minimal damage from Knock Off)
  • Skarmory (Physical wall, avoids 2HKO from any set lacking Belly Drum)
  • Ferrothorn (Resists both STABs, can KO with Power Whip, can set up Stealth Rock or Leech Seed, fears only Superpower)
  • Mega Scizor (Physical tank, avoids 2HKO, takes minimal damage from Knock Off)
  • Breloom (Resists Water STAB, outspeeds, can put to sleep with Spore, can KO with 5-hit Bullet Seed, is OHKOed by Fairy STAB)
  • Users of Scald and Will-o-Wisp (Keldeo, Rotom-Wash, Slowbro, Suicune, Gengar)
  • Intimidate users (Gyarados, Mega Manectric)
  • Electric types (Thundurus-Incarnate, Mega Manectric, Rotom-Wash, Magnezone)
  • ORAS: Greninja (OHKOs with Gunk Shot)
  • ORAS: Mega Slowbro (Physical tank, resists Water STAB, takes minimal damage from Knock Off, can burn with Scald)
  • ORAS: Mega Metagross (Outspeeds, resists Fairy STAB, can KO with Thunderpunch, takes minimal damage from Knock Off)

 

 

Doubles
 
DOU Overview

DOU Viability: A

 

Due to Azumarill's newfound Water/Fairy dual typing this generation, Azumarill finds itself as a rather good Pokemon in Doubles OU, capable of taking on the various Fire and Ground types that plague the tier. Its STAB Water and Fairy coverage is resisted by only by Venusaur, Amoonguss, and Ferrothorn, all of which are hit hard by its coverage moves excluding Venusaur's Mega Evoluton. However, being a physical attacker in Doubles can be somewhat of a hindrance with Intimidate and Will-o-Wisp being very common as a result of Mega Kangaskhan and Mega Mawile's presence. Furthermore, Azumarill's speed is lackluster, and many Pokemon that are faster than it can easily sponge an Aqua Jet. However, Azumarill's low speed can be used to Azumarill's advantage if used on a Trick Room team, as Azumarill's speed handicap becomes an asset, turning it into a fast, powerful and bulky attacker.

 

OU Doubles Moveset: Physical Attacker
184.png
Ability: Huge Power / Item: @Sitrus Berry
Nature (1): Adamant w/ EVs: 164 HP / 252 Attack / 92 Speed -OR-

Nature (2): Brave w/ EVs: 252 HP / 252 Attack / 4 Defense w/ IVs: 0 Speed
Moves: Play Rough / Aqua Jet / Protect / Waterfall or Belly Drum

 

Tips:

  • Play Rough is a powerful Fairy STAB that takes care of most Pokemon in the Doubles metagame, and also has a change of lowering the opponent's attack by 1 stage, which can be useful against most physical attackers.
  • Aqua Jet is used to compensate for Azumarill's speed stat, and still hits relatively hard even at only 40 base power. It also allows Azumarill to revenge kill or snipe weakened opponents.
  • Protect is a valuable move on any Pokemon in Doubles, not only for scouting and allowing Azumaril to buy its partner time for attacks, but also to shield Azumarill from its partner's spread attacks.
  • For the last slot, Waterfall is a powerful water STAB move that gives Azumarill great neutral coverage with Play Rough. Belly Drum, in conjunction with Huge Power, raises Azumarill's attack stat to a whopping 1308, and is the preferred choice if running the second nature & EV spread, as it turns Azumarill into a frightening offensive force under Trick Room.
  • The first nature & EV spread should be used if not running Trick Room. 92 speed ensures that Azumarill will be able to outspeed any Tyranitar that does not invest in speed, while the rest of the spread makes Azumarill as powerful and bulky as possible.
  • The second nature & EV spread should only be used if running Trick Room, as a Brave nature with a 0 speed IV ensures that Azumarill will be as fast as possible when under Trick Room. The rest of the spread gives Azumarill the most bulk and power.
  • Due to its low speed, Azumarill should have teammates that can offer speed control. If running the Adamant spread, this should be provided through Tailwind, Thunder Wave, or Icy Wind. If running the Brave spread, speed control should be provided through Trick Room.
  • Azumarill can easily be brought in against Dragon and Fighting types.
  • This Azumarill should be played as a hit-and-run pivot and revenge killer if not running Belly Drum, due to its low speed.
  • Azumarill should try to lure in common switch ins such as Intimidate users and hit them hard with its super effective STAB moves.

Recommended Teammates:

  • Intimidate users (Hitmontop, Scrafty, Landorus-Therian)
  • Ground type with Earthquake (Landorus-Therian)
  • Status users, particularly sleep and paralysis (Amoonguss, Togekiss, Gyarados, Jirachi)
  • Speed control users (Togekiss, Gyarados, Jirachi, Cresselia, Aromatisse)
  • Hitmontop (Has Intimidate, provides Fake Out and Wide Guard support)
  • Jirachi (Provides speed control through Thunder Wave or Icy Wind, provides Follow Me support, provides Helping Hand support, provides Dual Screens support)
  • Belly Drum variants: Rage Powder or Follow Me users (Amoonguss, Togekiss)

 

 

OU Doubles Moveset: Choice Band
184.png
Ability: Huge Power / Item: @Choice Band
Nature: Adamant w/ EVs: 164 HP / 252 Attack / 92 Speed
Moves: Play Rough / Aqua Jet / Waterfall / Ice Punch or Superpower

 

Tips:

  • Play Rough and Waterfall are powerful STAB moves, giving Azumarill great neutral coverage when backed by its massive attack stat and a Choice Band.
  • Aqua Jet is used to compensate for Azumarill's speed stat, and still hits relatively hard even at only 40 base power. It also allows Azumarill to revenge kill or snipe weakened opponents.
  • The last slot is for coverage. Ice Punch allows Azumarill to hit Amoonguss and Venusaur, the latter often running a Chlorophyll sweeper set, though does not hit Mega Venusaur as hard due to Thick Fat. Superpower allows it to get by Ferrothorn, other Steel types, and Mega Kangaskhan.
  • 92 speed ensures that Azumarill will be able to outspeed any Tyranitar that does not invest in speed, while the rest of the spread makes Azumarill as powerful and bulky as possible.
  • With Choice Band, this Azumarill should seek to deal as much immediate damage as possible.
  • Partner support is almost a necessity to covers Azumarill's weaknesses since Azumarill will be locked into using a single move.
  • Due to the lack of Protect, avoid using spread moves that can hit Azumarill such as Earthquake or Discharge.

Recommended Teammates:

  • Checks & Counters to common Grass, Steel, and Poison types (Heatran, Mega Charizard Y, Landorus-Therian)
  • Trick Room setters (Chandelure, Aromatisse, Cresselia)
  • Fire types (Heatran, Chandelure, Mega Charizard X, Mega Charizard Y)
  • Ground types (Landorus-Therian, Garchomp, Excadrill)
  • Jirachi (Provides Helping Hand, Follow Me, Dual Screens, Icy Wind, Trick Room, and Thunder Wave support, walls Poison and Grass attacks)

 

DOU Checks and Counters to Azumarill

  • Grass type coverage (Venusaur, Mega Venusaur, Amoongus, Ferrothorn, Sky Shaymin, Mega Charizard Y)
  • Bulky Water types (Suicune, Jellicent, Rotom-Wash, Gyarados)
  • Fast attackers (Sky Shaymin, Thundurus-Incarnate, Thundurus-Therian)
  • Burn
  • Intimidate users (Mawile, Landorus-Therian, Scrafty, Hitmontop, latter 3 weak to Azumarill's STAB moves)
  • Indirect damage (Burn, Sandstorm/Sand Stream, Iron Barbs, Rough Skin)

 

 

 

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Technically Lucario would count as a lower tier Pokemon, despite its Mega Evolution being an uber. With that in mind, this weeks PotW closes with a proper ubers Pokemon, one that will be gaining more spotlight in the next 4 weeks for reasons that should be self explanitory:
 
Blaziken & Mega Blaziken
blaziken.gifblaziken-mega.gif
 

Abilities (Normal): Blaze / Speed Boost (HA)
Abilities (Mega): Speed Boost
 
Current Tiers:
Singles: Ubers
Doubles: DUU

Tier Metagame Viability (Singles):
Ubers Viability (Normal): A+

Ubers Viability (Mega): A+

Tier Metagame Viability (Doubles):
DOU Viability (Normal): C
DOU Viability (Mega): F
 
 
 
Singles
 
Ubers Overview
Ubers Viability (Normal): A+
Ubers Viability (Mega): A+

Meet Blaziken, the fully evolved Fire-type starter of the Hoenn region. Blaziken is unique among starter Pokemon as it is the first and only starter Pokemon that has been banished to the Ubers tier for being too broken in Singles, kudos to Speed Boost. Without Speed Boost, Blaziken and its Mega Evolution would have been outclassed by Infernape. While Speed Boost was granted to Blaziken for the first time last generation, changes to the breeding mechanics in Gen 6 made it possible for the combination of Speed Boost and Baton Pass to be legal on Blaziken. Its Fire/Fighting STAB combination is an excellent offensive typing, and with Speed Boost and Baton Pass, it can easily pivot out into those Pokemon who can handle its few threats. While Blaziken and its Mega Evolution were both banned from OU, these qualities continue to make Blaziken a formidible threat in Ubers, capable of outspeeding the many base 90 speed Pokemon that plague the tier after Mega Evolving, and even when not Mega Evolved can still outspeed most of the tier with Speed Boost. Due to Gen 6 weather mechanics, Blaziken no longer needs Groudon on its side to remove rain. On the flip side, Blaziken's bulk is rather lackluster by Ubers standards, even when Mega Evolved. It is also heavily reliant on Flare Blitz, which leaves it susceptible to recoil. Although normal Blaziken is just as viable as its Mega, Mega Blaziken is the preferred set, but faces competition from Mega Gengar, Mega Mewtwo Y, and Mega Mewtwo X for the Mega slot on teams, adding to its opportunity cost.
 
Ubers Singles Moveset: Physical Attacker
257-m.png or 257.png
Ability: Speed Boost (Speed Boost) / Item: @Blazikenite or Life Orb
Nature: Adamant or Jolly w/ EVs: 4 HP / 252 Attack / 252 Speed
Moves: Low Kick / Flare Blitz / Swords Dance or Protect / Protect, Knock Off, or Stone Edge
 
Tips:

  • Low Kick is the Fighting type STAB of choice, and is preferred over High Jump Kick due to its lack of 50% HP recoil if it misses or used against Ghost types. The variable base damage of Low Kick isnt as much of an issue since many Ubers Pokemon tend to be on the heavier side, guaranteeing that Low Kick will hit for its maximum 120 base damage.
  • Flare Blitz is Blazikens' Fire type STAB of choice, and provides excellent coverage with Low Kick. Futhermore, most Pokemon where Low Kick will hit for less than 120 base damage are easily dispatched by Flare Blitz, which is always a constant base 120 damage.
  • Swords Dance allows Blaziken to massively increase its damage output, while Protect allows Blaziken to secure a +1 Speed Boost while also scouting an opponent's move.
  • For the last slot, Knock Off can be used to provide hard-hitting coverage for those few Pokemon that resist or immune to Blaziken's STAB moves, such as the Giratina formes. If Swords Dance is used in the 3rd moveslot, Protect can be used here instead for the reasons listed above. Stone Edge can be used if being able to hit Ho-oh is needed, as it also gives Blaziken an option to use against Lugia and Yveltal.
  • The above EV investment makes Blaziken as fast and powerful as possible.
  • Adamant nature allows Blaziken to OHKO Kyogre, but Jolly can be used if you need to outspeed certain Choice Scarf users after a Speed Boost, such as Zekrom.
  • Due to Blaziken's relative fraily, avoid directly switching in. Instead, use indirect switches through U-turn or Volt Switch, after an opponent's KO, or on a predicted opponent's switch.
  • Speed Boost, while making Blaziken fast, also leaves it susceptible to priority moves such as Extremespeed from Arceus-Normal and Rayquaza.

Recommended Teammates:

  • Volt Switch or U-turn users (Landorus-Therian, Zekrom, Genesect)
  • Stealth Rock setters (Landorus-Therian, Groudon) (Helps deal with Lugia, Ho-oh, & Yveltal, Assists in Blaziken's sweeping opportunities)
  • Groudon (Sets up Stealth Rock, Provides sun support, Checks Arceus-Normal, Can burn switch-ins to Blaziken with Lava Plume)
  • Landorus-Therian (Sets up Stealth Rock, Provides switch in opportunities with U-turn, Checks Ho-oh, Provides support with Intimidate)
  • Yveltal (Checks both Giratina formes, Type synergy with Blaziken)
  • Xerneas (Checks both Giratina formes, Type synergy with Blaziken, forms an offensive 3 Pokemon core with Blaziken and Wobbuffet)
  • Palkia (sponges water moves for Blaziken, Checks Rayquaza)
  • Wobbuffet (Traps counters to Blaziken, forms an offensive 3 Pokemon core with Blaziken and Xerneas)
  • Arceus-Normal (Blaziken can weaken or KO Arceus-Normal's checks and counters)

 

Ubers Singles Moveset: Baton Pass
257.png
Ability: Speed Boost / Item: @Leftovers
Nature: Jolly w/ EVs: 4 HP / 252 Attack / 252 Speed
Moves: Baton Pass / Flare Blitz / Protect / Substitute or Roar
 
Tips:

  • Baton Pass allows Blaziken to pass its Speed Boosts and Substitutes to a teammate.
  • Flare Blitz is Blazikens' Fire type STAB of choice, and gives Blaziken a move to use against Taunt users.
  • Protect allows Blaziken to secure at least one Speed Boost, as well as avoid damage and accumulate Leftovers recoery.
  • For the last slot, Substitute allows Blaziken to stay alive in conjunction with Protect, and can also be passed to a teammate. Roar, however, allows Blaziken to phaze out opposing Roar or Dragon Tail users, preventing Blaziken from losing its speed boosts.
  • Speed and Attack are maxed out in order to not only ensure Blaziken is as fast as possible, but also can hit as hard as possible in case it needs to use Flare Blitz. Jolly ensures that Blaziken can outspeed any Pokemon without Choice Scarf after a single Speed Boost.
  • Leftovers increases Blaziken's longevity in conjunction with Substitute and Protect.
  • Avoid sending this Blaziken in against fast Taunt users such as Deoxys-Speed.
  • It is often advised to use Protect immediately after Blaziken comes in in order to secure a single Speed Boost, afterwards alternating between Substitute and Protect.
  • After a single Speed Boost, Roar variants will be able to outspeed opposing Roar or Dragon Tail users.
  • Recipients of Blaziken's Speed Boosts should be powerful, but slow Pokemon such as Groudon, Choice Specs Kyogre, and Mega Kangaskhan.

Recommended Teammates:

  • Slow offensive Pokemon, to recieve Speed Boosts (Groudon, Choice Specs Kyogre, Life Orb Zekrom, Choice Band Zekrom, Mega Kangaskhan, White Kyurem, Ho-oh, Palkia)
  • Groudon (Sets up Stealth Rock, Provides sun support, Checks Arceus-Normal, good Baton Pass recipient)

 

Ubers Checks and Counters to Blaziken

  • Giratina & Origin Giratina (Immune to Low Kick, resists Flare Blitz, can KO Blaziken or phaze with Roar/Dragon Tail. Does not like Blaziken's Knock Off)
  • Gyarados (Normal Gyarados resists Low Kick and Flare Blitz, has Intimidate, KOs with Waterfall)
  • Landorus-Therian (Can take attacks with Intimidate, KOs with Earthquake. Cannot switch in on boosted Flare Blitz)
  • Arceus-Fairy & Arceus-Water (Defensive variants can tank hits. Water resists Flare Blitz, Fairy resists Low Kick. Both must watch out for Blaziken's other STAB move.)
  • Arceus-Ghost (Immune to Low Kick, can KO with Judgement. Must watch out for Flare Blitz)
  • Quagsire (Resists Flare Blitz, takes minimal damage from Low Kick, ignores Swords Dance boosts with Unaware, can KO with Water and Ground STAB. Must watch out for High Jump Kick variants of Blaziken)
  • Kyogre (Hinders Blaziken's performance with rain, KOs with Water STAB, assists Blaziken checks that do not resist Flare Blitz)
  • Prankster users (Klefki, Thundurus-Incarnate) (Cripples Blaziken with Thunder Wave, Thundurus can stop Baton Pass sets with Taunt)
  • Toxic (Limits the amount of Speed Boosts Blaziken can acquire)
  • Phazing moves such as Roar and Dragon Tail (cancels out stat boosts from Swords Dance & Speed Boost, can ruin Baton Pass attempts)
  • Extremespeed users (Arceus-Normal, Arceus-Ghost, Rayquaza) (Outspeeds Blaziken regardless of Speed Boost and revenge kills)
  • ORAS: Mega Rayquaza (Resists both STABs, takes minimal damage from Knock Off, takes normal damage from Stone Edge, can revenge kill with Extreme Speed, can KO with Dragon Ascent)
  • ORAS: Mega Salamence (Resists both STABs, can KO with Aerialate boosted Return or Hyper Voice, takes minimal damage from Knock Off, cannot take boosted Stone Edge)
  • ORAS: Primal Groudon (Resists Flare Blitz, is 2HKOed by boosted Low Kick, OHKOs with Precipice Blades)

 

Doubles
 
DOU Overview
DOU Viability (Normal): C
DOU Viability (Mega): F

 

Unlike in Singles, where Blaziken and its Mega Evolution find themselves banished to Ubers, Blaziken finds itself in Doubles UU. Firstly, its frailty is an unwelcome attribute in the Doubles environment, a trait that is also responsible for Singles Ubers threats like Mega Lucario and Deoxys-Attack finding themselves in Doubles UU. Speed Boost, an ability that is primarily responsible for its banishment to Singles Ubers, actually works against Blaziken in Doubles, not only turning Blaziken into an instant target for Speed Control such as Thunder Wave, but also makes Blaziken slower during Trick Room, a common playstyle in Doubles. Furthermore, High Jump Kick is extremely risky to use in Doubles as almost every Pokemon carries Protect, and Low Kick is much more matchup dependent where not as many Pokemon are heavy enough for Low Kick to reach its maximum base power. Blaziken also finds itself facing competition from other fighting types such as Keldeo, Terrakion, Hitmontop, Scrafty, Mega Lucario, and even Infernape. In addition to these, Mega Blaziken also faces competiton from much better Mega Evolutions, and also prevents Blaziken from being paired with Mega Charizard Y, one of the best possible teammates for Blaziken. Due to this, Mega Blaziken is almost never worth the Mega Slot. Despite these shortcomings, Blaziken does have access to powerful STAB moves that can hit the upper tier threats in DOU, especially when combined with Mega Charizard Y's Drought.

 

 

OU Doubles Moveset: Sweeper
257.png
Ability: Speed Boost / Item: @Life Orb
Nature: Jolly w/ EVs: 80 HP / 252 Attack / 176 Speed
Moves: Protect / Flare Blitz / Low Kick or High Jump Kick / Stone Edge or Swords Dance
 
Tips:

  • Protect is a crucial move to use in Doubles, even moreso in Blaziken's case as it allows it to stall and accumulate Speed Boosts
  • Flare Blitz is Blazikens' Fire type STAB of choice.
  • Low Kick has great coverage with Flare Blitz and also hits common heavy Pokemon such as Heatran and Tyranitar hard. High Jump Kick provides a consistent high base damage even against lighter Pokemon, but leaves Blaziken susceptible to losing 50% of its health if its target uses Protect.
  • For the last slot, Stone Edge gives Blaziken coverage to hit the Pokemon that resist its STAB moves, such as Mega Charizard Y and Salamence. Swords Dance, on the other hand, helps to counter common Intimidate users, and can make Blaziken hard to stop once it accumulates enough Speed Boosts, as long as the opponent doesn't run Trick Room.
  • A Jolly nature with the above EV spread allows Blaziken to outspeed neutral natured Deoxys-Attack with 236 speed EVs after a single Speed Boost, which happens to be the fastest Pokemon in Doubles not counting boosted speed and Choice Scarf users. Attack is fully invested to maximize damage output, while the leftover 80 EVs in HP give Blaziken a bit more bulk.
  • Life Orb further increases Blaziken's damage output, and is preferred over Blazikenite for the reasons listed in the overview. Furthermore, the stat increases afforded by Mega Blaziken do not offer anything significant to Blaziken for  Doubles aside from Speed and Attack, and Life Orb Blaziken still deals more damage than Mega Blaziken anyway, rendering the attack increase unimportant.
  • Blaziken should be brought in immediately after an opponent's KO, as it is too frail to come in at any other time. Futhermore, Flare Blitz and Life Orb recoil will wear down Blaziken quickly, and needs to have as much health as possible before it begins a sweep.
  • Once in Protect should be used to accumulate Speed Boosts, to scout the opponent, and to buy Blaziken's partner some time.
  • Despite Blaziken's power, its attacks are not spammable, as Flare Blitz recoil will wear it down, Low Kick has inconsistent base power and is matchup dependent, and use of High Jump Kick will end Blaziken's sweep if the opponent uses Protect.
  • If using High Jump Kick, a user of Feint is strongly recommended in order to cancel out the effects of an opponent's Protect and ensure that Blaziken does not waste 50% of its own HP.
  • Swords Dance variants should be paired with users of Rage Powder or Follow Me, in order to redirect attacks and prevent Blaziken's sweep from ending prematurely. Wide Guard users perform a similar function in regards to spread attacks such as Earthquake and Muddy Water.
  • Speed Boost does nothing to stop priority attacks or Thunder Wave, so Quick Guard and Safeguard users can be used to alleviate these problems.

 

Recommended Teammates:

  • Feint users (Hitmontop, Mega Pinsir, Goodra)
  • Follow Me or Rage Powder users (Togekiss, Jirachi, Amoonguss)
  • Wide Guard users (Hitmontop, Aegislash)
  • Quick Guard users (Hitmontop, Terrakion)
  • Safeguard users (Klefki, Cresselia)
  • Helping Hand users (Hitmontop, Jirachi, Togekiss)
  • Checks and Counters to Trick Room (Amoonguss, Bisharp, Aegislash, Mega Gengar, Taunt Thundurus-Incarnate, Taunt Keldeo)
  • Bisharp (checks Psychic types, checks Intimidate users, checks Trick Room setters)
  • Mega Charizard Y (Provides sun support, provides offensive presence)
  • Mega Gengar (Provides offensive presence, traps and KOs Psychic and Fairy types, KOs Ghost types, can check and KO Trick Room setters)

DOU Checks and Counters to Blaziken

  • Users of Speed Control, especially Trick Room and Thunder Wave (Thundurus-Incarnate, Cresselia, Chandelure, Aromatisse)
  • Users of Priority moves (Talonflame, Azumarill, Mega Kangaskham, Hitmontop, Whimsicott, Liepard)
  • Intimidate users (Landorus-Therian, Gyarados, Hitmontop, Salamence) (must watch out for Swords Dance variants of Blaziken)
  • Users of Psychic, Ground, and Water type attacks (Latios, Latias, Garchomp, Landorus-Therian, Rotom-Wash, Kingdra)
  • Drizzle (weakens Flare Blitz, triggers Swift Swim, leaves Blaziken more susceptible to Water attacks)
  • Chandelure (Immune to Fighting STAB, immune or resists Flare Blitz depending on ability, must watch out for Stone Edge variants of Blaziken)
  • Mega Charizard Y (Resists both STABs, must watch out for Stone Edge variants of Blaziken)
  • Cresselia (Resists Fighting STAB, can KO with Psychic or Psyshock, can use Thunder Wave, can set up Trick Room)
  • Salamence (Resists both STABs, has Intimidate, must watch out for Stone Edge and Swords Dance variants of Blaziken)

 

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Aerodactyl & Mega Aerodactyl
aerodactyl.gifaerodactyl-mega.gif
USMhecQ.png
 
Type (Normal): Rock / Flying
Type (Mega): Rock / Flying


Abilities (Normal): Rock Head / Pressure / Unnerve (HA)
Abilities (Mega): Tough Claws
 
 
Current Tiers:
Singles (Normal): UU
Singles (Mega): UU
Doubles (Normal): DUU
Doubles (Mega): DUU
 
Tier Metagame Viability (Singles):
Ubers (Normal): F

Ubers (Mega): F
OU (Normal): F

OU (Mega): A-
UU (Normal): C
UU (Mega): A+

Tier Metagame Viability (Doubles):
DOU (Normal): B
DOU (Mega): B

 
 
Singles
 
OU Overview
OU Viability (Normal): F
OU Viability (Mega): A-
 
Don't let Mega Aerodactyl's status as a UU Pokemon fool you; Mega Aerodactyl is more than capable of holding its own in the OU environment. It serves as a fast, offensive Pokemon capable of outspeeding many threats without the use of a +speed nature. By virtue of Mega Aerodactyl's typing, it is a very reliable answer to birdspam teams, easily dispatching of Talonflame, Staraptor, and Mega Pinsir. By utilizing Taunt and Roost, Mega Aerodactyl can also serve as a stallbreaker, easily shutting down defensive Pokemon while keeping itself alive. While Aerodactyl's set of contact moves is sparse, Tough Claws acts as a recoil-less Life Orb for those attacks affected by it, turning Aerial Ace and the elemental fangs into usable options. However, Mega Aerodactyl's speed isn't too stellar on the turn it Mega Evolves, leaving it prone to being outsped on turn 1 by Pokemon it would otherwise outspeed. Additionally, weaknesses to Stealth Rock, Bullet Punch, Ice Shard, and Aqua Jet don't do Mega Aerodactyl any favors, either.
 
OU Singles Moveset: Stallbreaker
142-m.png
Ability: Pressure (Tough Claws) / Item: @Aerodactylite
Nature: Adamant w/ EVs: 244 Attack / 44 Defense / 220 Speed
Moves: Taunt / Roost / Aerial Ace / Aqua Tail

Tips:

  • With Mega Aerodactyl's speed, Taunt shuts down many defensive Pokemon and Pokemon that rely on status or recovery moves, such as Chansey, Skarmory, Mew, and Hippowdon, as well as preventing the use of boosting moves and Stealth Rock.
  • Roost allows Mega Aerodactyl to stay alive, not only mitigating damage accumulated from Stealth Rock, but also temporarily removes its Electric, Rock, and Ice weaknesses for the turn. Care should be taken though as Roost leaves Mega Aerodactyl weak to Fighting and Ground, two types that it would otherwise take neutral damage from or be immune to, respectively.
  • Aerial Ace, when backed by Tough Claws, reaches a respectable 80 base power, and is used to deal with Grass types such as Breloom, Mega Venusaur, and Amoonguss, while also giving Mega Aerodactyl a way to OHKO Mega Heracross and Mega Pinsir.
  • Aqua Tail gives excellent coverage in conjunction with Aerial Ace, and is also boosted by Tough Claws. Aqua Tail gives Mega Aerodactyl the ability to hit the Rock, Ground, and Steel types that would otherwise give this set problems, such as Heatran, Hippowdon, Gliscor, Skarmory, and Terrakion.
  • The above EV spread allows Mega Aerodactyl to always survive 2 hits from Choice Band Talonflame's Brave Bird, while OHKOing Keldeo with Aerial Ace and Terrakion with Aqua Tail. The given Speed EVs allow it to outspeed everything up to and including Greninja after it Mega Evolves.
  • While it may be tempting to use Leftovers on this set, Aerodactylite offers additional speed, power, and bulk that far outweighs the benefits of the additional recovery that Leftovers has to offer.
  • If the opponent runs a birdspam team, Mega Aerodactyl should be preserved, especially so that it can wall Talonflame, who outspeeds and 3HKOs Mega Aerodactyl with priority Brave Bird.
  • Taunt should be used liberally against Stall and Defensive teams, and also against common lead Pokemon that carry Stealth Rock, such as Garchomp and Terrakion.
  • Taunt works great in conjunction with a Toxic user, especially against Stall teams, as they cannot recover their health.

Recommended Teammates:

  • Clerics, preferably a Fairy type for type synergy (Clefable, Sylveon)
  • Users of Toxic
  • Rapid Spin or Defog users, to remove Stealth Rock (Latios, Latias, Excadrill, Starmie)
  • Checks and Counters to Mega Venusaur (Landorus-Incarnate, Black Kyurem)
  • Slowbro or Quagsire (Type synergy, helps beat Garchomp)

OU Singles Moveset: Physical Attacker
142-m.png
Ability: Pressure (Tough Claws) / Item: @Aerodactylite
Nature: Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Moves: Stone Edge / Ice Fang / Aerial Ace / Earthquake or Fire Fang

Tips:

  • Stone Edge, while not boosted by Tough Claws, still hits quite hard for a physical STAB Rock-type move.
  • Ice Fang gives nice coverage to the Pokemon Mega Aerodactyl can't hit otherwise, such as Garchomp, and its paltry 65 base power turns into a respectable 84.5 when boosted by Tough Claws.
  • Aerial Ace is another STAB move, this one boosted by Tough Claws, and gives great coverage, allowing Mega Aerodactyl to KO threats such as Mega Venusaur, Keldeo, and Mega Heracross.
  • For the last slot, Earthquake can be used for great neutral coverage with Stone Edge, though it is not boosted by Tough Claws. Fire Fang can be used instead, as it does receive the Tough Claws boost, and is Aerodactyl's best option against Skarmory, Ferrothorn, and Mega Scizor.
  • The given EV spread maximizes Mega Aerodactyl's speed and power. Adamant nature is chosen over Jolly, as the extra speed from Jolly does not allow Mega Aerodactyl to outspeed any other notable Pokemon that it could not otherwise.
  • The extra speed, bulk, and power granted by Aerodactyl's Mega Evolution makes Aerodactylite the more viable choice for an item over Life Orb. While Life Orb affects all of Aerodactyl's attacks and not just contact moves, it sacrifices its longevity with recoil, and does not allow Aerodactyl to outspeed key threats that its Mega Evolution can.
  • Try to Mega Evolve as soon as possible, as there are many threats in OU that Mega Aerodactyl can outspeed that its regular form cannot.
  • This Mega Aerodactyl set has wide coverage, able to hit the majority of OU for super effective damage, so prediction is necessary, otherwise the opponent will gain a free switch.
  • If used early in the game, Mega Aerodactyl should focus on wearing down offensive teams so that a teammate can clean up later on. Alternatively, due to its high speed and attack with Tough Claws, Mega Aerodactyl can also operate as a late game cleaner.

Recommended Teammates:

  • Rapid Spin or Defog users, to remove Stealth Rock (Latios, Latias, Excadrill, Starmie)
  • Wallbreakers (Keldeo, Landorus-Incarnate)
  • Entry Hazard users (Ferrothorn, Hippowdon, Tyranitar, Klefki, Greninja)
  • Klefki (Type synergy, can set up priority Spikes, cripples opposing Choice Scarf users with priority Thunder Wave)

OU Checks and Counters to Aerodactyl

  • Common priority moves, such as Aqua Jet, Bullet Punch, and Ice Shard (Azumarill, Crawdaunt, Mega Scizor, Mamoswine, Weavile)
  • Physically Bulky Pokemon and Physical Walls (Landorus-Therian, Rhyperior, Slowbro, Skarmory)
  • Common Electric, Ice, Rock, Steel, Water attacks
  • Stealth Rock
  • ORAS: Mega Slowbro (Massive physical bulk, can KO with STAB Scald.)
  • ORAS: Mega Metagross (Physically bulky, access to Tough Claws, 2HKOs with STAB Bullet Punch, can KO with Meteor Mash, is 2HKOed by variants with Earthquake)

UU Overview
UU Viability (Normal): C
UU Viability (Mega): A+
 
Mega Aerodactyl holds the title for the fastest viable Pokemon in UU, outsped only by Ninjask in terms of base speed. Just as is the case in OU, Tough Claws turns rather mediocre moves such as Aerial Ace and Fire Fang into viable and respectable options. Because it no longer has to face competition from the better Defog users in OU, Aerodactyl can be used as an offensive Defogger in UU, providing entry hazard removal for the team. However, being a Defog user can be annoying for Aerodactyl when it is weak to the very same Stealth Rocks that it is supposed to remove. It also has problems getting past certain defensive walls and suffers from a bit of Four Moveslot Syndrome: it wants to run all of its coverage options at once, but sadly cannot.
 
UU Singles Moveset: Offensive Defog/Offensive Support
142-m.png
Ability: Pressure (Tough Claws) / Item: @Aerodactylite
Nature: Jolly w/ EVs: 120 HP / 252 Attack / 136 Speed
Moves: Defog or Taunt / Roost / Stone Edge / Aqua Tail or Aerial Ace

Tips:

  • The first slot should be dedicated to what kind of support Mega Aerodactyl should bring. Defog allows it to remove entry hazards, while Taunt gives it an easier time against Defensive teams.
  • Roost gives Mega Aerodactyl reliable recovery, and allows it to mitigate the damage it accumulates from switching in against entry hazards.
  • Stone Edge is Mega Aerodactyl's strongest STAB moves, and quickly decimates the Fire and Flying types of UU.
  • For the last slot, both Aqua Tail and Aerial Ace receive the boost from Tough Claws. Aqua Tail gives it nice coverage with Stone Edge, as it allows Mega Aerodactyl to beat common Stealth Rock setters in UU such as Hippowdon and Donphan. Aerial Ace can be used instead, as it gains STAB and also hits Chesnaught hard.
  • The given EV spread with Jolly allows Aerodactyl to outspeed all Pokemon of base 115 speed and lower, while also allowing it to outspeed neutral natured Pokemon of base 85 speed with a +1 speed boost after Mega Evolving. Attack is maximized to give it the most offensive presence, while the rest is dumped into HP to give it as much bulk as possible.
  • The combination of Defog and Roost gives Mega Aerodactyl great offensive presence and durability for offensive teams.
  • The first priority of this Mega Aerodactyl set should be to keep entry hazards off the field and stay as healthy as possible. Once that is done, then Mega Aerodactyl can worry about damage.
  • Since speed and attack are Mega Aerodactyl's key stats, avoid burns and paralysis at all costs.

Recommended Teammates:

  • Pokemon weak to entry hazards such as Stealth Rock (Chandelure, Honchkrow, Darmanitan, etc)
  • Wallbreakers and Pokemon that can beat common physical walls (Celebi, Shaymin)
  • Hazard setters, to reset entry hazards if needed (Forretress, Nidoqueen, Roserade, Swampert, Hippowdon)

UU Singles Moveset: Hone Claws Sweeper
142-m.png
Ability: Pressure (Tough Claws) / Item: @Aerodactylite
Nature: Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Moves: Hone Claws / Stone Edge / Aerial Ace, Roost, or Crunch / Aqua Tail or Aerial Ace

Tips:

  • Hone Claws is Aerodactyl's only option for a boosting move, increasing its attack and accuracy by 1 stage, allowing it to not only hit hard, but also turns Stone Edge into a 100% accurate move after 1 boost.
  • For the 3rd slot, Aerial Ace is a STAB option that hits Pokemon such as Machamp, Shaymin, and Scrafty hard. Roost can be used for longevity if needed. Crunch is another option that hits Jirachi and Bronzong hard.
  • For the 4th slot, Aqua Tail smacks common Ground types hard, such as Donphan, Gligar, Hippowdon, Nidoking, and Nidoqueen. If Roost or Crunch are used in the 3rd slot, Aerial Ace can be used in this slot for the reasons already mentioned.
  • The above EV spread and nature maximize Mega Aerodactyl's speed and power. Adamant is chosen over Jolly as the extra speed from Jolly does not allow Mega Aerodactyl to outspeed any other notable Pokemon that it could not otherwise.
  • As a cleaner, this Mega Aerodactyl should be saved until late game when its checks and counters have been removed and the opponent's team weakened. For this reason, this set appreciates having entry hazards and wallbreakers to make its job easier.
  • Do not set up with Hone Claws until you are absolutely sure the opponent has no Choice Scarf Pokemon left, as they can revenge kill Mega Aerodactyl.

Recommended Teammates:

  • Wallbreakers (Choice Band Mienshao, etc)
  • Defog or Rapid Spin users (Donphan, Starmie, Crobat, Empoleon)
  • Entry hazard users (Hippowdon, Roserade, Nidoqueen)

UU Checks and Counters to Aerodactyl

  • Physically Bulky Pokemon and Physical Walls (Hippowdon, Suicune, Swampert, Gligar)
  • Bulky Offensive Pokemon (Mega Blastoise, Mega Ampharos, Nidoqueen, Metagross)
  • Choice Scarf users (Hydreigon, Mienshao, Jirachi)
  • Stealth Rock

 

 

Doubles
 
DOU Overview
DOU Viability (Normal): B
DOU Viability (Mega): B

 
Aerodactyl and its Mega Evolution struggle a bit to keep up in the Doubles environment. For starters, it is weak to common priority attacks such as Aqua Jet, Bullet Punch, and Ice Shard, all of which keep it at bay. It is highly affected by Speed control, and it also lacks the bulk of other Rock type Pokemon such as Tyranitar and Terrakion, so it is often passed over in favor of them. However, Aerodactyl does have several niches over them. It gains access to various team support options, including Tailwind and Wide Guard. Having access to a fast Rock Slide is always nice, especially when you have a 51% chance of flinching at least one opponent. The most notable niche that Aerodactyl has, however, is Sky Drop; a move that was banned from Doubles last generation due to a glitch that could render an opponent's Pokemon permanently incapacitated with no way to switch out. In general, Mega Aerodactyl is often passed over in favor of the base form, as there are often much better choices for the Mega slot in Doubles, and base Aerodactyl's 130 base speed is often enough to get what it needs done.

 
OU Doubles Moveset: Support
142.png
Ability: Pressure or Unnerve / Item: @Focus Sash
Nature: Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
Moves: Rock Slide / Sky Drop / Tailwind or Wide Guard / Protect or Wide Guard

Tips:

  • Rock Slide, as previously mentioned, has a 51% chance to flinch at least one opponent in Doubles. Combined with Aerodactyl's 130 base speed, this can easily score a flinch against any Pokemon not running Inner Focus or Choice Scarf. It also checks threats such as Talonflame and Mega Charizard Y.
  • Sky Drop is an extremely annoying move for the opponent that, when coupled with Aerodactyl's base 130 speed, essentially gives Aerodactyl's partner a free turn; only having to deal with one opponent on the field instead of two. Keep in mind that as of X&Y, Sky Drop will fail against any Pokemon that weighs 440.9 lbs (200 kg) or more, so it is best used against lighter targets (up to and including Entei)
  • The last two slots are Aerodactyl's support options. Wide Guard supports the opponent by rendering Aerodactyl's team immune to spread moves such as Rock Slide, Muddy Water, and Hyper Voice. Tailwind provides speed control that doubles the speed of Aerodactyl's team for 3 turns, but should not be used under Trick Room. Protect is used not only to scout, but also to shield Aerodactyl against Protect, which can break its Focus Sash while rendering it unable to move. Taunt can also be used in any of these slots to stop Trick Room and support Pokemon such as Amoonguss.
  • The above EV spread with a Jolly nature allow Aerodactyl to tie with other base 130 speed Pokemon, such as Mega Gengar, while also giving Rock Slide and Sky Drop as much power as possible.
  • Focus Sash is necessary to ensure that Aerodactyl is able to provide at least one turn of support, usually Tailwind, and is run over Aerodactylite for this purpose. It also allows Aerodactyl to be run alongside Mega Evolutions that appreciate the support Aerodactyl can give, such as Mega Kangaskhan and Mega Gyarados.
  • For the ability, Pressure is useful for scouting common Choice Scarf Pokemon such as Salamence or Gardevoir. Unnerve, however, prevents the opponent from consuming Sitrus and Lum Berries, two common held items found in Doubles.
  • If up against a potential user of Fake Out, it is best to use Protect on turn 1, ensuring that Focus Sash will be held intact so that Aerodactyl can be guaranteed to use its support options.
  • Sky Drop should be used on Pokemon that Aerodactyl's partner cannot handle in order to temporarily remove them from the match, giving Aerodactyl's partner a free turn of 1-on-1 with the other opponent. As previously mentioned, Sky Drop will fail against any Pokemon weighing more than 440.9 lbs (200 kg), the most common of which include Tyranitar, Gyarados, Terrakion, Mamoswine, Rhyperior, and Heatran. Do keep in mind however that the 2nd turn will leave Aerodactyl vulnerable to being targetted, as it cannot use Protect on that turn.

Recommended Teammates:

  • Slow attackers (Bisharp, Mega Kangaskhan, Azumarill, Hydreigon, Mega Charizard Y, etc)
  • Setup Pokemon (Mega Gyarados, Mega Tyranitar, Mega Charizard X, Blaziken)
  • Pokemon weak to common spread moves (Aegislash, Mega Charizard Y)

 

DOU Checks and Counters to Aerodactyl

  • Electric types (Mega Manectric, Rotom-Wash)
  • Steel types (Mega Mawile, Aegislash, Ferrothorn)
  • Pokemon that weigh at least 440.9 lbs / 200 kg (Tyranitar, Mamoswine, Heatran, Terrakion, Gyarados, Rhyperior)
  • Swift Swimmers (Kingdra, Ludicolo, [ORAS] Mega Swampert)
  • Mamoswine (Ignores Focus Sash with Icicle Spear, KOs with priority STAB Ice Shard, immune to Sky Drop, resists Rock Slide)
  • Sableye (Shuts down Wide Guard and Tailwind with priority Taunt, burns with priority Will-o-Wisp)
  • Rhyperior (Bypasses Focus Sash with Rock Blast, immune to Sky Drop, resists Rock Slide)
  • Gyarados (Has access to Intimidate, immune to Sky Drop, can speed control with Thunder Wave or Icy Wind, can KO with Waterfall, weak to Rock Slide prior to Mega Evolving)
  • Landorus-Therian (Has Intimidate, outspeeds with Choice Scarf, can KO with Stone Edge)

 

 

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Hmm. to be honest I always see Aerodactyl ( and Mega form) as a sweeper pokemon  the fact it has great speed an Attack stats but its defencive stats(HP, P,def, and Sp.def) what really hurts it. However with the info you provided it Speed stat can give it an advantage in battle to use moves Like "Rockslide', 'Roost', and 'Aerial Ace'( in Mega form) to give it a chance to survive.

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So filler article until the OU PotW (which will most likely be the Charizards unless anyone has any other nominations):

 

Tiers vs Viability

 

The purpose of this article is to clear up any confusion between these two terms. Often when reading my PotW posts, you'll notice a Pokemon being listed in a lower tier like UU or RU, while the viability section will list higher tiers along with multiple letter grades. What does this all mean? Is this Pokemon good or not?

 

What is a tier?

 

Tiers in Pokemon are based on how often a Pokemon is used. Tiers were originally created with the idea that good Pokemon are used more often than bad Pokemon, and based on this it was decided that basing Pokemon tiers on usage was the most accurate way to gauge how good or bad a Pokemon is. The most common tiering systems used are Smogon's tier system and Pokemon Online's tier system (though it should be noted that both systems tend to have overlap, to the point of being near-identical). It should be noted that Singles, Doubles, Triples, Rotation, and VGC all have their own separate tier lists; a Pokemon that is Uber in Single battles may actually be UU in Double battles. In order from highest tier to lowest tier:

 

Ubers: The highest tier, consisting of powerful Pokemon that are too broken for standard competitive play, such as Mewtwo and Rayquaza.

OU: Over Used, the most commonly played tier

BL: Borderline, the banlist for UU

UU: Under Used

BL2: Borderline2, the banlist for RU

RU: Rarely Used

BL3: Borderline3, the banlist for NU

NU: Never Used

BL4: Borderline4, the banlist for UU

PU: Partially Used

 

What is a Metagame?

 

The metagame is, in the simplest words, an environment. It is essentially what people are using most commonly, such as playstyles, Pokemon, and movesets. It should be noted that each tier has its own metagame. For example, the OU metagame and the UU metagame are completely different; Stall and Defensive teams are much more viable in the UU metagame, and Pokemon that would otherwise struggle in the OU metagame such as Lucario and Hydreigon become fierce threats that define the UU metagame. But a tier's metagame is not determined strictly by which Pokemon actually belong to that tier, but by their viability.

 

What is Viability?

 

A Pokemon is viable in a metagame if it can perform well, or has something to offer that another Pokemon cannot already do but better. To put it short, viability judges how "good" a Pokemon is within a certain metagame. Because each tier's metagame is different, a lower tiered Pokemon will have different viability ranks in higher tiered metagames than those of the lower tiers. The following are viability ranks as follows (based on Smogon's viability ranks):

 

  • Banned: The Pokemon is banned from this tier's metagame due to either belonging to a higher tier or because of an explicit ban on that Pokemon.
  • S-Rank: Excellent Pokemon that are top threats that define a tier's metagame.
  • A-Ranks: Great Pokemon that partially define the tier's metagame, but still require some support. Divided into 3 subranks (A+, A, and A-)
  • B-Ranks: Good Pokemon that, while they do not define a tier's metagame, still perform well with the right support. Divided into 3 subranks (B+, B, and B-)
  • C-Ranks: Okay Pokemon that require a good amount of support to be effective, or are partially outclassed. May or may not be divided into subranks depending on tier.
  • D-Rank: Pokemon that are usually more trouble than they are worth, but have one or two qualities that prevent them from being completely useless.
  • F-Rank: Pokemon that are completely unviable and should never be used in a tier's metagame (i.e.: Unown)

 

So a lower tier Pokemon can be used in higher tiers?

 

Absolutely. Nothing prevents you from using a lower tier Pokemon in a higher tier's metagame. However, while that Pokemon may be allowed, it may or may not be viable. Let's look at two examples using the Singles OU metagame as a reference:

 

464.pngRhyperior

Tier (Singles): RU

Singles OU Viability: B

 

460-m.pngMega Abomasnow
Tier (Singles): RU

Singles OU Viability: F

 

Here we have Rhyperior and Mega Abomasnow, two Pokemon that are both RU Pokemon, yet one is viable in the OU metagame and the other isn't. Why is this?

 

Let's look at Rhyperior first. If you've seen my PotW on Rhyperior, you'll see that Rhyperior is very nice check to Birdspam teams in OU, capable of tanking hits from Talonflame (A+), Staraptor (B), and Mega Pinsir (A+) and OHKOing back with its STAB Rock moves. It also has the bulk and offensive presence to check other high ranking offensive Pokemon in OU such as Mega Charizard X (S), Dragonite (A), and Mega Aerodactyl (A-). Outside of these threats, Rhyperior can also support the team with Stealth Rock, hindering the above threats or in the very least dissuade them from switching in. It also can block the use of Volt Switch, as many users of this move such as Mega Manectric (A), Raikou (B+), and Magnezone (A-) all can give offensive teams a ton of trouble. All of these qualities make Rhyperior a very viable choice for OU teams that need these qualities.

 

Unlike Rhyperior, who can check or counter many top threats in OU, Mega Abomasnow offers nothing in the OU environment. Its Grass/Ice type offers very few immunities and resistances, and is weak to common attacking moves including Fighting, Fire, Flying, Steel, and Rock, three of which Rhyperior resists and those two that Rhyperior is weak to, it can usually stomach them thanks to Solid Rock and its naturally high base HP and Defense. Snow Warning offers nothing to a team and Hail is generally regarded as the worst of the four weathers in OU, as there are no viable Pokemon (or any Pokemon for that matter) that can abuse Hail asides from Ice types, which involves stacking weaknesses. The Ice Body ability that allows its user to recover HP from Hail is meant for defensive Pokemon, unfortunately Ice is a very very poor defensive type with only 1 resistance to itself. Snow Cloak is too luck-based and is not conductive to a competitive environment. As far as handling high ranking OU threats, Mega Abomasnow finds itself losing to Mega Charizard X (S), Greninja (S), Keldeo (S), Bisharp (A+), Mega Charizard Y (A+), Heatran (A+), Mega Heracross (A+), Mega Scizor (A+), Talonflame (A+), Mega Venusaur (A+), Excadrill (A), Ferrothorn (A), Mega Manectric (A), Mega Medicham (A), Terrakion (A), Mega Aerodactyl (A-), Jirachi (A-), Black Kyurem (A-), Magnezone (A-), Tyranitar (A-), and Mega Tyranitar (A-). The list of top ranking Pokemon in the OU metagame is just too expansive for Mega Abomasnow to fulfill any niche, and thus is not viable.

 

 

As a result of viability, it is very possible for a lower tier Pokemon to actually be more viable than a Pokemon belonging to that tier. An example of this actually happening can be seen in the OU metagame, where Mega Aerodactyl (A-), a UU Pokemon, has a higher viability ranking than that of Zapdos (B-), an OU Pokemon.

 

Why isnt Viability used to determine tiers instead of usage?

 

Viability is used to determine how good a Pokemon is in the current state of a tier's metagame, which fluctuates much more often than wether a Pokemon drops from OU to UU or vice-versa. Tiers are updated rather infrequently (in Smogon's case, tiers are updated every 3 months), and thus eliminates short term trends from affecting tier status. It is possible that during a tier shift, a higher tier Pokemon with lower viability in their tier's metagame will drop to a lower tier, and lower tier Pokemon with higher viability in a higher tier's metagame will rise to that tier. During the last tier shift that occured in September, this is exactly what had happened to Mew, a Pokemon that was A-Rank viability in the OU metagame, rose from UU to OU as a result of its increased usage. The only exception from this is the Ubers tier, which is not based on a Pokemon's usage.

 

Can a lower tier Pokemon have a higher viability in a higher tier's metagame than it does in lower tier's metagame?

 

Yes, this can and has already happened, with the following:

 

242.pngBlissey

Tier (Singles): UU
Singles Ubers Viability: B-

Singles OU Viability: D

Singles UU Viability: A-

 

In Blissey's case, Blissey has certain qualities over Chansey that makes it worth the B- ranking in Ubers, due to factors in that environment, namely Mega Gengar and Shadow Tag, as Blissey can hold a Shed Shell to escape them while Chansey cannot. In OU, Shadow Tag is not as much of a concern in OU as it is in Ubers, thus Blissey sits at D rank where it is largely outclassed by Chansey. Another example:

 

141.pngKabutops

Tier (Singles): NU

Singles OU Viability: B+

Singles UU Viability: F

Singles RU Viability: B

Singles NU Viability: A

 

In the case of Kabutops, an NU Pokemon, we see that Kabutops is much more viable in OU than in RU, and is not viable at all in UU. Part of this is due to the fact that Drizzle is banned in all tiers except Ubers and OU, so Rain teams are much more viable in OU than in the lower tiers. In addition to this, Kabutops holds qualities that allow it to perform exceptionally well against many threats in the OU metagame when used on a Rain team. Because of the different environments that are the UU and RU metagames, Kabutops cannot function as well in these metagames as in can in OU's.

 

How is a Pokemon's viability determined?

 

As previously stated, a Pokemon's viability in a tier's metagame is largely dependent on the metagame itself, but the following should provide a rough guideline:

 

  • Common Matchups: How well does the Pokemon perform against the S and A rank threats and playstyles of that tier's metagame? Can it check or counter the majority of them, or does it lose to the majority of them?
    Think: 464.png vs 460-m.png(OU Environment)
  • Effectiveness: Can this Pokemon adequately perform in all the roles it can provide, or can another Pokemon perform the same jobs better?
    Think: 700.png vs 671.png(OU Environment)
    Think:113.pngvs242.png(OU Environment)
  • Uniqueness: If another Pokemon can perform the same role, does this Pokemon offer anything noteworthy that the other one cannot?
    Think: Unaware036.png vs Hyper Voice700.png(OU Environment)
  • Opportunity Cost: Can this Pokemon be slapped on to any team and still perform its job well, or does it require more support than its competition?
    Think: 214-m.pngvs 445-m.png(OU Environment)
  • Mega Opportunity Cost: If the Pokemon is a Mega Evolution, is there another Mega Evolution I can use that would appreciate having a non-mega alternative fulfill the same role? Or is there a better non-Mega alternative that allows me to use another Mega?
    Think: 530.pngvs 009-m.png(OU Environment)
  • Think: 121.pngvs 009-m.png(OU Environment)
    Think:
    464.pngvs 306-m.png(OU Environment)
  • Flexibility: Can this Pokemon perform only one role, or can it fulfill many different roles? Can this Pokemon be used on any team or only one kind of team? If the Pokemon can only fulfill one role, does it excel at doing so, and how viable is that role?
    Think: 647.png& 445.png vs 196.png& 563.png(OU Environment)
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