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[Gen6] Pokemon of the Week X&Y Edition


RicePigeon

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Sorry for the delay, here is this week's OU PotW:
 
Charizard, Mega Charizard X & Mega Charizard Y
charizard.gifcharizard-megax.gifcharizard-megay.gif

rkrARri.png

Type (Normal): Fire / Flying
Type (Mega X): Fire / Dragon
Type (Mega Y): Fire / Flying

Abilities (Normal): Blaze / Solar Power (HA)
Abilities (Mega Y): Drought
Abilities (Mega X): Tough Claws
 
Current Tiers:
Singles (Normal): OU
Singles (Mega X): OU
Singles (Mega Y): OU
Doubles (Normal): DOU
Doubles (Mega X): DOU
Doubles (Mega Y): DOU
 
Tier Metagame Viability (Singles):
Ubers (Normal): C+

Ubers (Mega X): C+
Ubers (Mega Y): C+
OU (Normal): F
OU (Mega X): S
OU (Mega Y): A+


Tier Metagame Viability (Doubles):
DOU (Normal): S
OU (Mega X): S
OU (Mega Y): S

 
Singles
 
Admit it, you all thought Charizard was awesome back in the days of RBY. Just kidding. Competitively, Charizard has been rather lackluster, held back by its Fire/Flying type, which became even worse after the introduction of Stealth Rock. Gen 6, however, blessed Charizard with not only one, but TWO Mega Evolutions, a blessing shared only with Mewtwo. Mega Charizard Y retains Charizard's original Fire/Flying typing while giving it access to Drought, an ability formerly exclusive only to Groudon and Ninetails. However, while the four weather abilities were nerfed this generation to only have the weather last 5 turns instead of infinite, 5 turns of sun is usually more than enough to bolster Mega Charizard Y's wallbreaking power, especially in conjunction with its high 159 base Sp.Atk. Mega Charizard X, however, turns Charizard into a proper Dragon type Pokemon in exchange for its Flying type, and with Tough Claws boosting the power of contact moves by 30%, Mega Charizard X finds itself as a powerful physical sweeper with a whole different set of checks and counters.
 
 
Ubers Overview
Ubers Viability (Normal): F
Ubers Viability (Mega X): C+
Ubers Viability (Mega Y): C+
 
In Ubers, Mega Charizard X faces competition from Mega Blaziken, but Mega Charizard X is able to differentiate itself by being able to take down the Giratina formes, something that Blaziken struggles against. Mega Charizard X also has better bulk than Blaziken, as well as access to reliable recovery in Roost. Its typing also allows to to check Arceus-Electric.

Ubers Singles Moveset: Mega X Dragon Dance
006-mx.png
Ability:
Blaze (Tough Claws) / Item: @Charizardite X
Nature: Jolly w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Moves: Dragon Dance / Flare Blitz / Roost / Dragon Claw or Outrage
 
Tips:

  • Dragon Dance increases Mega Charizard X's attack and speed, allowing it to perform a sweep.
  • Flare Blitz is the most powerful physical Fire type move Charizard gets, and is boosted by Tough Claws.
  • Roost provides Charizard with reliable recovery, allowing it to stay healthy as it proceeds to sweep.
  • Dragon Claw and Outrage provide physical Dragon type STAB, offering excellent neutral coverage with Flare Blitz, a type combination resisted only by Heatran.
  • If extra coverage is needed, Earthquake can be run over Roost in order to hit Heatran, but the recovery is generally more valuable in Ubers.
  • Blaze is the preferred ability prior to Mega Evolving, as this set does not benefit from the Special Attack boost by Solar Power.
  • As previously mentioned, its typing allows it to check Arceus-Electric.
  • While Mega Charizard X is still much bulkier than Mega Blaziken, Flare Blitz can still cut its life short.
  • If setting up Dragon Dance is too risky, Flare Blitz and Dragon Claw/Outrage still hit hard even with no boosts, so do not be afraid to spam them if necessary.
  • Avoid setting up if your opponent has a priority user that can pick off Charizard after Flare Blitz recoil.
  • Best used in the sun, as a +1 Flare Blitz can OHKO most Xerneas and Arceus variants in the sun, including defensive ones.
  • Stealth Rock removal is a must, especially prior to Mega Evolving

Recommended Teammates:

  • Groudon (Provides sun support, resists Rock, can set up Stealth Rock, can clean up with Rock Polish)
  • Defog or Rapid Spin users (Arceus, Forretress, Origin Giratina)
  • Wobbuffet (Traps removes checks and counters to Charizard)
  • Checks and Counters to Kyogre (Palkia, Arceus-Water, Arceus-Grass)
  • Checks and Counters to Heatran (Arceus-Water)
  • Additional/Backup Sweepers (Arceus-Normal, Rock Polish Groudon)
     

Ubers Singles Moveset: Mega Y Special Attacker
006-my.png
Ability:
Solar Power (Drought) / Item: @Charizardite Y
Nature: Timid or Modest w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Moves: Fire Blast or Overheat / Dragon Pulse or Solarbeam / Toxic or Focus Blast / Roost
 
Tips:

  • For the first slot, Fire Blast and Overheat are the most powerful Fire type moves Charizard has access to. Overheat is more powerful and more accurate, but cuts Charizard's Sp.Attack in half after one use.
  • For the second slot, Dragon Pulse allows Charizard to take on the many Dragon types present in Ubers, such as Palkia, Rayquaza, and Zekrom. Solarbeam, however, can be used to can advantage of Drought, and can potentially score a KO on Tyranitar and Kyogre, provided they don't switch in against Charizard.
  • For the third slot, Toxic can be used to cripple common switch-ins against this Chariozard set, such as Tyranitar and Kyogre, as well as bulky Pokemon and any Dragon types if not running Dragon Pulse. Focus Blast, however, gives Charizard an option to OHKO Tyranitar regardless of weather, though is lacking in accuracy.
  • Roost gives Charizard staying power, as well as remove its Electric weakness for the turn and reducing its Rock weakness. It will leave Charizard vulnerable to ground moves, however.
  • Timid nature guarantees that Charizard will outspeed Pokemon of base 90-99 speed, while Modest can be used for additional wallbreaking power.
  • Although it will rarely get the chance to, Solar Power is the preferred ability prior to Mega Evolution, as it allows Charizard to take advantage of droughts already in effect from Groudon or an opponent's Mega Charizard Y.
  • If your opponent carries a Kyogre or Tyranitar and Charizard is not yet Mega Evolved, it may be a good idea to use Solar Beam on the turn you Mega Evolve due to turn order mechanics.
  • Entry hazard removal is a must.

Recommended Teammates:

  • Defog or Rapid Spin users (Arceus, Forretress, Origin Giratina, Excadrill)
  • Wobbuffet (Traps removes checks and counters to Charizard)
  • Pokemon that can benefit from sun (Ho-oh, Arceus-Electric)
  • Checks and Counters to Ho-oh (Arceus-Rock, Tyranitar, Excadrill)

Ubers Checks and Counters to Mega Charizard X

  • Stealth Rock
  • Heatran (Immune to Flare Blitz, resists Dragon, is OHKOed by Earthquake)
  • Ground types (Hippowdon, Quagsire, Landorus-Therian)
  • Rock types (Arceus-Rock, Tyranitar)
  • Rain

Ubers Checks and Counters to Mega Charizard Y

  • Fire types (Ho-oh, Heatran, Mega Charizard X, Reshiram)
  • Rock Types (Tyranitar, Arceus-Rock)
  • Palkia (Assault vest variants can tank Dragon Pulse, Quad resists Fire, can KO back with Hydro Pump and Spacial Rend)
  • Kyogre (Removes sun, OHKOs with Water STAB, can be KOed by Solar Beam in sun)
  • Tyranitar (Removes sun, OHKOs with Rock STAB, is OHKOed by Focus Blast)

 

 

OU Overview
OU Viability (Normal): F
OU Viability (Mega X): S
OU Viability (Mega Y): A+
 

From rags to riches, Mega Charizard X is not S rank by itself, but is S rank because it is extremely versatile. With nice bulk and offensive power, Mega Charizard X can run from full offensive Dragon Dance to Bulky Dragon Dance, to even full defensive, allowing Mega Charizard X to find its place on both Offensive and Defensive teams. Mega Charizard X's STAB combination of Fire and Dragon, when boosted by Tough Claws, is guaranteed to hit anything hard not named Azumarill or Heatran.

 

Mega Charizard Y, on the other hand, acts as a fantastic wallbreaker, breaking through defensive Pokemon with its powerful Fire Blast under the sun. However, due to change in the weather abilities, Mega Charizard Y's Drought should not be used to provide sun support for the team, as 5 turns is not enough time to take advantage of the sun in Singles. Instead, Drought should be used solely to support Charizard itself.

 

Despite the huge buffs, both Mega Evolutions hate Stealth Rock, so entry hazard removal is mandatory when using it. Both also sit at 100 base speed, and thus are susceptible to being revenge killed.

 
OU Singles Moveset: Mega X Dragon Dance
006-mx.png
Ability:
Blaze (Tough Claws) / Item: @Charizardite X
Nature (1): Adamant w/ EVs: 96 HP / 252 Attack / 160 Speed
Nature (2): Adamant w/ EVs: 40 HP / 252 Attack / 216 Speed
Nature (3): Adamant w/ EVs: 248 HP / 100 Attack / 160 Speed
Nature (4): Careful w/ EVs: 248 HP / 180 Sp.Defense / 80 Speed
Nature (5): Jolly w/ EVs: 104 HP / 220 Attack / 184 Speed
Moves: Dragon Dance / Flare Blitz / Dragon Claw / Roost
 
Tips:

  • Mega Charizard X is perhaps one of the best, if not the best, Dragon Dance user in OU currently, as it becomes a deadly threat after a single Dragon Dance thanks to Tough Claws.
  • Dragon Claw and Flare Blitz provide excellent neutral coverage with each other, resisted only by Azumarill and Heatran.
  • Roost not only provides longevity, but also opens opportunities for Charizard to acquire a second Dragon Dance boost.
  • Dragon Dance Mega Charizard X is very flexible when it comes to EV spreads, and has 5 common spreads that it can use.
  • EV Spread #1 is perhaps the most beneficial, as it gives Charizard maximum offensive power while also being able to outspeed Jolly Mega Heracross and Adamant Excadrill outside of the sun, before any boosts. The rest is dumped into HP to make it as bulky as possible.
  • EV Spread #2 is a more offensive-oriented spread, increasing Charizard's speed and allowing it to outspeed additional Pokemon that it could not with the first spread, such as Black Kyurem.
  • EV Spread #3 is a variation of EV Spread #1, but with preference for bulk over attack, while still being able to reach the necessary speed benchmarks.
  • EV Spread #4 makes Charizard as specially bulky as possible, as it can still hit hard with a Dragon Dance boost even with no attack investment. This spread allows it to survive powerful special attacks from Keldeo, Mega Charizard Y, and Greninja while still outspeeding the latter after a single Dragon Dance.
  • EV Spread #5 has a significant niche over the other four spreads, as it prevents Charizard from being revenge killed by Choice Scarf Landorus-Therian after a single Dragon Dance.
  • Only set up Dragon Dance against Pokemon that cannot deal significant damage to Charizard, such as Rotom-Wash and Mega Manectric.
  • As a sweeper, this set is best brought in late game after its checks and counters have been removed.
  • Do keep in mind that because of the type change after Mega Evolving, it may be beneficial to delay the Mega Evolution in certain situations. One such example is bringing in Charizard after an opposing Latios has just used Draco Meteor, and setting up Dragon Dance while still in its base form to avoid being hit super effectively by a second Draco Meteor.

Recommended Teammates:

  • Offensive Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew)
  • Physical attackers that check/counter Mega Charizard's checks and counters (Terrakion, Dragonite, Diggersby)
  • Clefable (Provides Heal Bell support, type synergy)
  • Celebi (Type synergy, can Baton Pass substitutes)
  • Latias (Provides Defog support, can give Mega Charizard X a second sweeping opportunity with Healing Wish)

 

 

OU Singles Moveset: Mega Y Wallbreaker
006-my.png
Ability:
Solar Power (Drought) / Item: @Charizardite Y
Nature: Modest or Timid w/ EVs: 16 HP / 252 Sp.Attack / 240 Speed
Moves: Fire Blast / Solar Beam / Focus Blast / Roost
 
Tips:

  • Fire Blast in the sun destroys anything that does not resist it or immune to it not named Chansey.
  • Solar Beam takes advantage of the sun and decimates Water and Rock types that resist Fire Blast.
  • Focus Blast allows Mega Charizard Y to OHKO Heatran and Tyranitar, who otherwise wall it or shut down its sun with sand.
  • Roost gives Charizard longevity and allows it to mitigate residual damage such as that taken from Stealth Rock.
  • The EV spread gives Charizard maximized offensive potential, while also giving it enough speed necessary to outspeed Jolly Mega Pinsir prior to Mega Evolving. The remaining EVs are put into HP for a little more bulk. Modest can be used for the most wallbreaking potential, while Timid allows Charizard to outspeed Modest Mega Gardevoir and Adamant Mega Medicham.
  • This set can work at any time during the match, sending it in against Pokemon that it can destroy with its raw power.
  • Despite its obvious glaring weakness to Stealth Rock, Fire/Flying is a great defensive typing, allowing Mega Charizard Y to come in on many attacks such as Earthquake, Iron Head, Bullet Punch, Mach Punch, Moonblast, and other weak Special attacks. Being a Mega Evolution with Drought also allows it to come in on Knock Off and Scald with ease.
  • Despite its raw power, this set has problems with Chansey, so it is best paired with a Pokemon that can handle her.

Recommended Teammates:

  • Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew)
  • Pursuit users, to trap and KO Latios, Latias, and Chansey (Bisharp, Tyranitar)
  • Offensive type coverage against Rock and Electric (Excadrill, Raikou, Landorus-Therian)
  • Checks or Counters to Chansey (Terrakion, Bisharp, Tyranitar, physical Thundurus-Incarnate, Gothitelle, Scizor, Keldeo)
  • Ground type Stealth Rock setters (Hippowdon, Landorus-Therian, Garchomp)
  • Checks or Counters to common Flying types (Tyranitar, Thundurus-Incarnate)

 

OU Singles Moveset: Mega X Bulky Will-o-Wisp
006-mx.png
Ability:
Blaze (Tough Claws) / Item: @Charizardite X
Nature: Careful w/ EVs: 248 HP / 180 Sp.Defense / 80 Speed
Moves: Will-o-Wisp / Dragon Claw or Earthquake / Earthquake or Flare Blitz / Roost
 
Tips:

  • Will-o-Wisp the the key to this set, as Mega Charizard X is quite bulky thanks to its base stats and typing. Will-o-Wisp cripples most physical attacking checks and counters to Mega Charizard X such as Landorus-Therian and Azumarill.
  • As previously mentioned with the Dragon Dance set, Flare Blitz and Dragon Claw provide near unresisted coverage, resisted only by Azumarill and Heatran, the former of which is crippled by Will-o-Wisp. Both attacks are boosted by Tough Claws and hit quite hard even with no attack investment. Earthquake can be run other either of these two moves if Heatran is an issue. Sacrificing Flare Blitz, however, will give this set issues against Clefable, while replacing Dragon Claw will give it problems against opposing Dragon and Water types.
  • Roost is a huge boon for any defensive Pokemon, providing Charizard with reliable recovery.
  • The above EV spread makes Mega Charizard X as specially bulky as possible, while still being able to outspeed and burn Diggersby. The HP EVs are left at 248 instead of 252 as this gives Charizard an odd HP number, allowing it to switch in against Stealth Rock a total of four times with only 1 HP left over.
  • As a defensive Pokemon, this set should be used as a pivot on Defensive teams or on Bulky Offense.
  • The general way to use this set is to send it in against something that it can easily sponge a hit from and wear it down with your attacks while roosting off damage. Use Will-o-Wisp on a predicted switch to your opponent's physical attacker.
  • Just as with the Dragon Dance set, it may be beneficial to delay the Mega Evolution in certain situations due to the change in Charizard's type post-Mega. Such examples include against Garchomp and Landorus-Therian, who may try to go for Earthquake.
  • Due to its ability to wear down Defensive Pokemon, this set pairs nicely with physical sweepers on Bulky Offense teams.

Recommended Teammates:

  • Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew)
  • Physical Sweepers (Garchomp, Dragonite)
  • Checks and Counters to Tyranitar, Excadrill, and Terrakion (Landorus-Therian, Hippowdon)
  • Rotom-Wash (Checks Water and Ground types)
  • Thundurus-Incarnate (Cripples Latias and Keldeo with Thunder Wave)

 

OU Singles Moveset: Mega Y Bulky Will-o-Wisp
006-my.png
Ability:
Solar Power (Drought) / Item: @Charizardite Y
Nature: Calm w/ EVs: 240 HP / 100 Defense / 136 Sp.Defense / 32 Speed
Moves: Fire Blast or Flamethrower / Roost / Will-o-Wisp / Focus Blast, Earthquake, or Solarbeam
 
Tips:

  • Even with no Sp.Attack investment, Fire Blast still hits hard in the sun. Flamethrower is more accurate and has more PP, but is noticeably weaker.
  • Roost provides longevity and is what separates Mega Charizard Y from other defensive Fire type Pokemon such as Rotom-Heat and Victini.
  • Will-o-Wisp cripples common switch-ins while also compensating for its lower physical bulk.
  • For the last slot, Focus Blast OHKOs Tyranitar and 2HKOs Heatran, both of which give Mega Charizard Y problems. Earthquake can be used as a more reliable alternative to KO Heatran, but is not an effective coverage move outside of this purpose. Solar Beam, again, takes advantage of the sun and allows it to decimate bulky Water types like Rotom-Wash, but should not be used if the opponent has a Politoed or Tyranitar in reserve, as they can cancel out the sun and force Charizard into charging for a turn.
  • The above EV spread allows Charizard to outspeed Jolly Tyranitar lacking a Choice Scarf, while giving it the best possible mixed bulk. 240 HP EVs gives it an odd HP number so that it can switch into Stealth Rock 2 times without being KOed the second time.
  • Due to its great offensive presence even with no investment, it should not be played as a wall, and also serves as a nice answer to Landorus-Incarnate.
  • Pursuit support is not mandatory since it can wear down its common switch-ins with Will-o-Wisp.
  • Always keep Charizard's HP above 50% with Roost, so that it can switch in to Stealth Rock.

Recommended Teammates:

  • Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew, Skarmory)
  • Latios or Latias (Provides Defog support, can check Thundurus-Incarnate and Keldeo)
  • Checks or Counters to Chansey (Bisharp, Terrakion, Keldeo)
  • Bulky Ground types (Gliscor, Hippowdon, Landorus-Therian)
  • Tyranitar (Checks Dragonite and Goodra, resets Sun turns with sand, Pursuit traps Latios, Latias, and Chansey)
  • Bulky Water types (Slowbro, Alomomola)

 

OU Singles Moveset: Mega X Roost + 3 Attacks
006-mx.png
Ability:
Blaze (Tough Claws) / Item: @Charizardite X
Nature: Adamant w/ EVs: 40 HP / 252 Attack / 216 Speed
Moves: Flare Blitz / Dragon Claw / Earthquake or Substitute / Roost
 
Tips:

  • One of the main issues with Dragon Dance Mega Charizard X is that it has to run either Roost or Earthquake, but cannot run both, so it either sacrifices its longevity or allows itself to be walled by Heatran. This set gives Mega Charizard X the best of both worlds by dropping Dragon Dance, as Mega Charizard X still hits hard even without it.
  • While capable of cleaning, this set functions as more of a wallbreaker on offensive teams.
  • The set can act as a lure or surprise factor for the opponent, as Mega Charizard X typically does not run Roost alongside Earthquake if it is not using Will-o-Wisp, acting as a lure for Heatran, which is KOed by Earthquake.
  • In a similar fashion, seeing Mega Charizard X on an offensive team, people will assume it has Dragon Dance, and will send in their check on the predicted Dragon Dance turn, only to be hit hard by one of its STAB moves.
  • Substitute can be run over Earthquake, as it works nicely on the switches that Mega Charizard X forces, and still allows Mega Charizard X to beat any Heatran that lacks Earth Power as it whittles them away with Dragon Claw while Roosting off damage, while blocking Toxic with the use of Substitute.

Recommended Teammates:

  • Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew)
  • Stallbreaker Pokemon (Gothitelle, Mew, Gengar, Gliscor)
  • Checks or Counters to Ground types (Keldeo, Black Kyurem)
  • Wallbreakers (Terrakion, Diggersby, Dragonite)

 

OU Singles Moveset: Mega X Double Dance
006-mx.png
Ability:
Blaze (Tough Claws) / Item: @Charizardite X
Nature: Adamant w/ EVs: 40 HP / 252 Attack / 216 Speed
Moves: Swords Dance / Tailwind / Flare Blitz / Outrage
 
Tips:

  • Another big issue with the standard Dragon Dance sets is that the OU metagame has evolved to make use of faster revenge killers, such as Choice Scarf Landorus-Therian and Sand Rush Excadrill, who can outspeed and OHKO. Tailwind alleviates this problem, allowing Mega Charizard X to outspeed these offensive threats for 3 turns after use. Most offensive teams consist of frailer Pokemon, so an attack boost isnt usually necessary.
  • Swords Dance boosts Charizard's attack to even greater levels than Dragon Dance, allowing it to break through the slower defensive teams.
  • In most situations, you will not be able to acquire a boost from both Swords Dance and Tailwind, so you will have to pick one depending on the team you are facing: Tailwind vs Offensive, and Swords Dance vs Defensive. However, when using Dual Screens support from a teammate, only then will Charizard have an opportunity to grab both boosts.
  • If facing against an Unaware user such as Clefable or Quagsire, they must be eliminated first before attempting to sweep.
  • If facing against an opponent that you outspeed, but cannot KO, and you know they can KO you back, setting up Tailwind while sacrificing Charizard will allow a teammate to take advantage of the doubled speed.

Recommended Teammates:

  • Defog or Rapid Spin users (Excadrill, Starmie, Latios, Latias, Mew)
  • Dual Screens (Light Screen & Reflect) setters (Azelf, Latios, Klefki, Espeon)
  • Checks or Counters to Quagsire (Greninja, Keldeo, Celebi)
  • Celebi (Can Baton Pass Substitutes, type synergy)

 

OU Checks and Counters to Mega Charizard X

  • Stealth Rock
  • Physically Bulky Ground types (Quagsire, Landorus-Therian, Rhyperior, Hippowdon)
  • Heatran (walls any set lacking Earthquake)
  • Slowbro (can recover off damage)
  • Azumarill (Resists Flare Blitz, immune to Dragon STAB, can tank Earthquake)
  • Faster or Choice Scarf Revenge Killers (Landorus-Therian, Garchomp, Excadrill, Black Kyurem, Terrakion)
  • Thundurus-Incarnate (negates speed boosts with priority Thunder Wave)

 

OU Checks and Counters to Mega Charizard Y

  • Stealth Rock
  • Chansey
  • Goodra (Specially Defensive, resists Fire Blast and Solarbeam)
  • Hippowdon (Removes sun with sand, is 3HKOed by Fire Blast in sand, can set up Stealth Rock)
  • Politoed (Removes sun with rain, can OHKO with Hydro Pump in rain)
  • Tyranitar (Removes sun with sand, can OHKO with Rock STAB, can outspeed if Choice Scarfed)
  • Talonflame (Resists all moves, can wear down with Toxic and Brave Bird)
  • Mega Charizard X (Quad Resists Fire Blast and Solar Beam)
  • Latios and Latias (Resists all moves)
  • Garchomp (Resists Fire Blast, can outspeed and OHKO with Stone Edge)
  • Dragonite (Resists all moves, has Multiscale, can set up Dragon Dance)
  • Mega Ampharos (Resists Fire Blast and Solar Beam, can KO with Electric STAB)
  • Faster Revenge killers (Garchomp, Keldeo, Greninja, Thundurus-Incarnate, Terrakion)
     

 

 
Doubles
 
OU Overview
OU Viability (Normal): F
OU Viability (Mega X): S
OU Viability (Mega Y): S
 

Unlike in Singles, where sun teams are an unviable strategy even with Mega Charizard Y's presence, 5 turns is often more than enough time in Doubles, and sun is a perfectly viable strategy. While Mega Charizard X may be a more dominant force in Singles, it is Mega Charizard Y that shines brighter in Doubles, capable of firing off powerful Heat Waves. However, both Mega Evolutions find themselves vulnerable to speed control.

 

 

OU Doubles Moveset: Mega Y Sun Attacker
006-my.png
Ability:
Solar Power (Drought) / Item: @Charizardite Y
Nature: Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Moves: Heat Wave / Solarbeam / Focus Blast or Overheat / Protect
 
Tips:

  • Heat Wave is a powerful spread move in Doubles, frying anything that doesnt resist it while under the sun.
  • Solarbeam provides coverage against the Water and Rock types that resist Heat Wave.
  • For the third slot, Focus Blast can be used to hit Heatran and Tyranitar regardless of weather. Overheat, however, can be used as a powerful single target nuke, though has the obvious drawback of lowering Sp.Attack by 2 stages.
  • Protect is a valuable move that not only scouts, but blocks Fake Out and can stall out Trick Room.
  • The above EV spread allows it to speed tie the most common base 100 speed Pokemon in Doubles, most notably Mega Kangaskhan and Mega Gardevoir, while hitting as hard as possible.
  • Spam Heat Wave. This is what you will be doing most of the time with Mega Charizard Y. The only time you should not be using Heat Wave is if you need to hit something with your coverage moves or using Protect.
  • If using Overheat, Mega Charizard Y should play more of a hit-and-run role, pivoting in and out.
  • Expect your opponent to be leading with their checks to Mega Charizard Y, so you should have partners that can cover these threats.
  • If you are not using Mega Charizard Y on a sun team, it is recommended to not Mega Evolve on the first turn while using Protect. This will prevent you from wasting turns of Drought.
  • Likewise, you should delay Mega Evolving Charizard until your opponent's weather setter is out on the field, so that you can override it with Drought upon Mega Evolving.

Recommended Teammates

  • Venusaur (Type synergy, can abuse Chlorophyll in sun, checks rain teams, checks Electric types)
  • Checks or Counters to rain teams (Ferrothorn, Ludicolo, Venusaur)
  • Wide Guard users, to block Rock Slide (Hitmontop, Aegislash)
  • Fighting types, the check Rock types (Hitmontop, Scrafty, Terrakion)
  • Speed Control (Cresselia, Latios)
  • Helping Hand users (Cresselia, Latias, Togekiss)
  • Heatran (Can abuse sun boosted Heat Wave, type synergy)

 

OU Doubles Moveset: Mega X Dragon Dance
006-mx.png
Ability:
Blaze (Tough Claws) / Item: @Charizardite X
Nature: Adamant w/ EVs: 40 HP / 208 Attack / 32 Defense / 228 Speed
Moves: Dragon Dance / Dragon Claw / Flare Blitz / Protect or Substitute
 
Tips:

  • Dragon Dance boosts attack while allowing it to outspeed the majority of Doubles OU after a single boost, as well as bypass attack drops from Intimidate.
  • Flare Blitz is Charizard's most powerful physical attack, but Fire Punch can be used instead due to the lack of Roost to mitigate the recoil damage from Flare Blitz. However, Fire Punch is significantly weaker.
  • Dragon Claw is a reliable STAB move and provides great neutral coverage with Flare Blitz.
  • For the last slot, Protect can stall out Trick Room, scout moves, and disrupt an opponent's strategy. Substitute can be used instead in order to capitalize on the type change from Mega Evolving, and give it a buffer to set up against Electric types.
  • The above EV spread allows Mega Charizard X to outspeed everything up to and including Deoxys-Attack after a Dragon Dance. The HP and defense EVs allow Charizard to survive a single Earthquake from Jolly Landorus-Therian after Mega Evolving.
  • Try to set up Dragon Dance only against Pokemon that try to target Mega Charizard X's typing prior to Mega Evolution, such as Electric types.
  • Since many players will (incorrectly) anticipate your Charizard to be a Mega Charizard Y, they will often use Wide Guard to block an anticipated Heat Wave, giving you a turn to set up Dragon Dance.
  • Due to the above, avoid bringing in Charizard too early or the surprise factor will be ruined.
  • Follow Me and Rage Powder help in assisting Charizard with setting up Dragon Dance.

Recommended Teammates

  • Users of Follow Me or Rage Powder (Togekiss, Jirachi, Amoonguss)
  • Landorus-Therian (check/counters Rock types, Ground types, and Heatran)
  • Bisharp (Dissuades use of Intimidate and Icy Wind, can pick off faster checks to Charizard with Sucker Punch)
  • Wide Guard users, to protect against Rock Slide and Earthquake (Hitmontop, Aegislash)
  • Speed Control (Cresselia, Jirachi, Suicune, Thundurus-Incarnate)

 

 
DOU Checks and Counters to Mega Charizard X

  • Speed Control (Thunder Wave, Icy Wind, Trick Room, opposing Tailwind)
  • Heatran (Immune to Fire STAB, resists Dragon Claw)
  • Bulky Water types (Gyarados, Azumarill)
  • Terrakion
  • Choice Scarf users (Excadrill, Tyranitar, Landorus-Therian)
  • Talonflame
  • Swift Swimmers (Kingdra, Ludicolo)
  • Fast offensive Pokemon (Deoxys-Attack, Latios, Mega Gengar, Garchomp)
  • Mega Kangaskhan (Speed ties, can KO with Return, can Fake Out)
  • Utility moves (Encore, Fake Out)

 

DOU Checks and Counters to Mega Charizard Y

  • Speed Control (Thunder Wave, Icy Wind, Trick Room, opposing Tailwind)
  • Dragon types (Salamence, Latios)
  • Chandelure (Immune to Fire STAB, resists Solar Beam, immune to Focus Blast)
  • Opposing Weather (Politoed, Tyranitar)
  • Terrakion
  • Choice Scarf users (Excadrill, Tyranitar, Landorus-Therian)
  • Talonflame
  • Electric types (Thundurus-Incarnate, Mega Manectric, Rotom-Wash)
  • Swift Swimmers (Kingdra, Ludicolo)
  • Fast offensive Pokemon (Deoxys-Attack, Latios, Mega Gengar, Garchomp)
  • Mega Kangaskhan (Speed ties, can KO with Return, can Fake Out)
  • Utility moves (Encore, Fake Out)

 
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Since I didn't get a chance to cover an Ubers Pokemon last week, this week I thought I would kill two birds with one stone by covering the remaining two Kyurem forms (Black Kyurem wont be covered here as it already has its own PotW)
 
Kyurem & White Kyurem
kyurem.gifkyurem-white.gif

3vcpaR9.png
Type (Normal): Dragon / Ice
Type (White): Dragon / Ice
 
Abilities (Normal): Pressure
Abilities (White): Turboblaze
 
Current Tiers:
Singles (Normal): BL2
Singles (White): Uber

Doubles (Normal): DUU
Doubles (White): DUber
 

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

Ubers (White): B-

OU (Normal): F
OU (White): BANNED
 
UU (Normal): B+
UU (White): BANNED
 

Tier Metagame Viability (Doubles):
DOU (Normal): C
DOU (White): BANNED
 

 
Singles
 
Ever since Kyurem was first introduced in Gen 5, it was immediately seen as a lackluster Pokemon. Compared to Reshiram and Zekrom's 680 Base Stat Total (BST), Kyurem's 660 BST paled in comparison. Dragon/Ice is also a rather redundant typing offensively, and Ice in general is a bad defensive type due to its plethora of weaknesses with no resistances other than to itself. This left Kyurem weak to common moves such as Mach Punch, Bullet Punch, and most noticably Stealth Rock. Thus, Kyurem became the first box legendary mascot to fall out of Ubers.
 
When Black 2 & White 2 came about, it introduced the ability to fuse Kyurem with Reshiram or Zekrom to form White Kyurem or Black Kyurem, respectively, both of which increased its BST to 700 while causing Kyurem to become either specially or physically inclined. As stated in my PotW for Black Kyurem, it was ultimately eclipsed by White Kyurem due to its lack of physical movepool options, causing it to drop to OU while being outclassed by White Kyurem in ubers.
 
Ubers Overview
Ubers Viability (Normal): F
Ubers Viability (White): B-
 
Just looking at base stats, it should come as no surprise why White Kyurem outclasses normal Kyurem in ubers. Last generation, White Kyurem was an absolute nuke, spamming Draco Meteor whenever it felt like and heavily crushing any Steel types that try to switch in with Fusion Flare. This generation, however, it must now deal with the introduction of the Fairy type, which is completely immune to Dragon while also taking neutral damage from its Fire and Ice attacks. While entry hazards, in particular Stealth Rock, still hold it back, it has become much more manageable this generation due to buffed Defog. It also outspeeds the base 90s that plague ubers, while still possessing quite a few key resistances. However, it also has common weaknesses that prevent it from synergizing well on most teams. Despite its shortcomings, White Kyurem is still an effective wallbreaker.
 
 
Ubers Singles Moveset: White Wallbreaker
646-w.png
Ability:
Turboblaze / Item: @Choice Specs
Nature: Modest or Timid w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
Moves: Draco Meteor / Ice Beam / Fusion Flare / Focus Blast or Earth Power
 
Tips:

  • With base 170 Sp.Attack and a Choice Specs, White Kyurem's STAB Draco Meteor is the most powerful in the game bar none. Only Blissey, bulky Steel types, and Fairy types are able to take the hit well.
  • Ice Beam is White Kyurem's secondary STAB option that is very spammable due to not having anything immune to it, and destroys Pokemon without having to lower White Kyurem's Sp.Attack by 2 stages. Common defensive targets of Ice Beam include Groudon, Gliscor, Arceus-Grass, Arceus-Ground, Yveltal, and Lugia. In the latter's case, Lugia is hit hard by Ice Beam as Turboblaze causes White Kyurem's attacks to ignore Lugia's Multiscale.
  • Fusion Flare, while it doesn't receive STAB, allows White Kyurem to incinerate any Steel type which otherwise resists both Draco Meteor and Ice Beam. Because of Turboblaze, Fusion Flare will ignore Heatran's Flash Fire and allow White Kyurem to score a neutral hit on it if it tries to switch in. Additionally, Turboblaze will guarantee that Forretress is cleanly OHKOed even with full health, as Turboblaze allows White Kyurem's attacks to bypass Sturdy as well.
  • For the last slot, Focus Blast is a powerful, yet inaccurate, method of 2HKOing Blissey after Stealth Rock. It can also KO other threats such as Arceus-Normal, Arceus-Rock, Heatran, Mega Kangaskhan, Tyranitar, and Dialga. Earth Power is a less powerful but more accurate alternative that still crushes Heatran, Dialga, and Tyranitar, while also capable of downing Zekrom, Arceus-Poison, Blaziken, and Mega Charizard X.
  • Maximum Speed and Sp.Attack investment is necessary to capitalize on White Kyurem's role as a wallbreaker that can outspeed the neutral natured base 90 speed benchmark, so a Modest nature is preferred. Timid, however, sacrifices additional power for to the ability to break the speed tie with Rayquaza and positive natured base 90 speed Pokemon.
  • As a Choice Specs user, prediction will be required.
  • Avoid using Draco Meteor if your opponent has a Xerneas or Sylveon on their side of the field, or if they have not yet revealed which Arceus forme they are using, as a blocked Draco Meteor by a Fairy type will easily kill your offensive momentum.
  • Because of its many type weaknesses, try to switch in White Kyurem against a Defensive Pokemon who can't do much to it, or on a predicted Entry Hazard setup. Don't be afraid to switch it in on Toxic or Burns, either.
  • White Kyurem should be used on offensive teams that have trouble breaking past Giratina, Lugia, and support forms of Arceus.
  • Even with Focus Blast, White Kyurem still has issues with Blissey, so partnering with a stallbreaker or Fighting type is recommended.

Recommended Teammates:

  • Mega Gengar (Traps and KOs Fairy types)
  • Volt Switch or U-turn users (Scizor, Mega Scizor, Zekrom, Landorus-Therian)
  • Fighting Types or Stallbreakers (Mega Mewtwo X, Blaziken, Mega Lucario, Terrakion)
  • Defog or Rapid Spin users (Arceus, Giratina, Lugia, Excadrill, Forretress)
  • Checks or Counters to Ho-oh (Stealth Rock, Groudon, Landorus-Therian, Arceus-Rock)
  • Checks or Counters to Arceus-Normal (Skarmory, physically defensive Yveltal)
  • Checks or Counters to Xerneas (Ho-oh, Jirachi, Bronzong, Aegislash)

 

Ubers Singles Moveset: White Special Attacker
646-w.png
Ability:
Turboblaze / Item: @Life Orb or Leftovers
Nature: Modest or Timid w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
Moves: Draco Meteor / Ice Beam / Fusion Flare or Toxic / Roost, Substitute, Focus Blast, or Stone Edge.
 
Tips:

  • Draco Meteor and Ice Beam still hit hard with a Life Orb, allowing White Kyurem to fire off powerful attacks without the drawback of being locked into a single move.
  • Fusion Flare, as mentioned before, nails Steel types hard and hits Heatran for neutral damage thanks to Turboblaze. Toxic can be used over Fusions Flare, however, as it lets White Kyurem cripple its common switch ins such as Ho-oh, Blissey, and support Arceus formes.
  • For the last slot, Roost provides reliable recovery that can mitigate damage taken from Stealth Rock and Life Orb, greatly increasing its longevity. Focus Blast can be used if extra coverage is needed, while Stone Edge can turn White Kyurem into a Ho-oh lure, smacking it hard even with no attack investment. If using Leftovers, Substitute is an option in this slot allows it to scout moves, avoid status attacks, and giving White Kyurem a buffer against attacks and eases prediction.
  • As before, the EV spread maximizes White Kyurem's offense while allowing it to hit necessary speed benchmarks. Timid is the preferred nature if running a Life Orb, while Modest should be used if running Leftovers as the extra bulk from Leftovers is more important than additional speed.
  • If using a Life Orb variant with Roost, try switching White Kyurem into something it can force out, and either use Roost on the switch to recover the damage, or use the appropriate move on the predicted switch in, using Toxic on Ho-oh, Blissey, and Arceus if you have it.
  • If using Substitute, try to play aggressively with White Kyurem, so that you can use a predicted switch to set up Substitute.

Recommended Teammates:

  • Groudon (Can set up Stealth Rock, can spread Paralysis and Toxic Poison, gives Fusion Flare psuedo-STAB with Drought)
  • Landorus-Therian (Can set up Stealth Rock, can get White Kyurem in safely with U-turn)
  • Defog or Rapid Spin users (Arceus, Giratina, Lugia, Excadrill, Forretress)
  • Smeargle (Provides Sticky Web support, can Baton Pass Shell Smashes)

Ubers Checks and Counters to White Kyurem

  • Blissey (Can sponge any attack other than Choice Specs Focus Blast)
  • Fairy Types (Xerneas, Sylveon, Arceus-Fairy; Immune to Draco Meteor, only Sylveon can sponge Choice Specs Ice Beam)
  • Ho-oh (Can sponge attacks, can Roost off damage, can KO with Brave Bird, cannot switch in if Stealth Rock is up)
  • Steel types not 4x weak to Fire (Aegislash, Jirachi, Bronzong, Arceus-Steel; former immune to Focus Blast, all must watch out for Earth Power)
  • Scizor & Mega Scizor (checks/revenge kills White Kyurem with Bullet Punch, OHKOed by Fusion Flare)
  • Arceus-Fighting (Can outspeed and 2HKO with Judgement)
  • Arceus-Rock (Can outspeed and 2HKO with Judgement, is KOed by Focus Blast or Earth Power)
  • Any Arceus w/ Calm Mind (Sets up Calm Mind while sponging hits and Recovering damage, can force White Kyurem out if it lacks Toxic + Roost, Arceus-Electric must watch out for Earth Power)
  • Bulky Water types (Kyogre, Arceus-Water; Can stall with Recovery moves, can phaze with Roar, can sponge any attack except Draco Meteor)
  • Stealth Rock (chips away 25% health on switching in, limiting number of times White Kyurem can switch in, can be mitigated by Roost or Defog/Rapid Spin support)
  • Fast threats & Revenge killers (Mewtwo, Mega Mewtwo X, Mega Mewtwo Y, Palkia, Genesect, Terrakion, Mega Lucario, Choice Scarf Zekrom; all cannot switch in safely without being OHKOed or 2HKOed)

 

 

 

OU Overview
OU (Normal): F
OU (White): BANNED
 
Due to its status as an ubers Pokemon, White Kyurem is banned from OU. Normal Kyurem, however, is grossly outclassed by Black Kyurem in OU. While Normal Kyurem does have 10 base Sp.Attack higher than Black Kyurem, Black Kyurem fits the role of a mixed attacker much better than Normal Kyurem thanks to its massive 170 base Attack, so it can afford to minimally invest in attack. Speaking of offensive presence, Normal Kyurem also lacks access to Fusion Bolt, something which Black Kyurem enjoys having as the combination of Ice and Electric gives great neutral coverage. Furthermore, Teravolt is a much better ability offensively than Pressure, as it allows Black Kyurem to bypass common defensive abilities such as Multiscale, Sturdy, Thick Fat, and Levitate, allowing it to OHKO and 2HKO threats such as Mega Venusaur, Dragonite, Skarmory, Gengar and Rotom-Wash, something that Normal Kyurem cannot accomplish. Although Pressure can be used to PP stall, doing so would mean sacrificing Normal Kyurem's offensive presence, if any, making it very passive. Running Normal Kyurem as a defensive Pokemon in OU is generally a bad idea, as Ice is the worst defensive typing in the game, and the many threats that already give Black Kyurem problems will give Normal Kyurem a headache. However, Normal Kyurem does have one small niche in OU, and that's doing the fusion dance with Zekrom.
 

 
UU Overview
UU (Normal): B+
UU (White): BANNED
 
As was the case with OU, White Kyurem is banned from UU due to its ubers tiering status. With both White and Black Kyurem banned from UU, Normal Kyurem has a chance to shine. Normal Kyurem currently sits at BL2 status; it would have been an RU Pokemon due to its usage, were it not for the fact that Normal Kyurem was explicitly banned from RU. In UU, Kyurem no longer faces competition from its fused formes, and its typing is slightly better defensively. With lesser offensive pressure placed on it, its bulk now accounts for more, and is able to stall out super effective Fighting and Rock type moves in conjunction with Pressure. While Kyurem can play the role of a defensive Pokemon with offensive presence, it does have issues getting past Special walls such as Blissey and Florges, while Umbreon and Snorlax also give Kyurem issues if it doesn't run Focus Blast. 95 Base speed also means that Hydreigon can outspeed and OHKO Kyurem, while common offensive Pokemon such as Meinshao and Infernape can also outspeed and OHKO with their STAB Fighting moves.
 
 
UU Singles Moveset: Subroost
646.png
Ability:
Pressure / Item: @Life Orb or Leftovers
Nature: Timid w/ EVs: 56 HP / 236 Sp.Attack / 216 Speed
Moves: Substitute / Roost / Ice Beam / Earth Power or Dragon Tail
 
Tips:

  • Since Kyurem is faster than most walls in UU, Substitute, in conjunction with Roost and Pressure, allows it to effectively PP stall them out.
  • Ice Beam is a reliable Ice type STAB move that still hits hard, especially if running a Life Orb
  • For the last slot, Earth Power gives good type synergy with Ice Beam, as it is able to hit the Steel, Water, and Fire types that resist Ice Beam at least neutral damage. If your team relies on stacking entry hazards, Dragon Tail can be used instead, as it forces the opponent out and causes them to take damage from the incoming hazards.
  • The above EV spread gives Kyurem 405 HP at level 100, and 207 HP at level 50. This allows Kyurem to create up to 4 Substitutes with exactly 101 HP / 51 HP, respectively, allowing it to survive Seismic Toss with its Substitute still intact, and also allows it to switch in to Stealth Rock 4 times without being KOed. 216 Speed EVs with Timid allows Kyurem to outspeed positive natured base 90 Speed Pokemon, a necessary speed benchmark in UU. The rest of its EVs are put toward its Sp.Attack for offensive presence. Dragon Tail, if used, will be used as a utility move, not for its damage, so investing toward Attack or using a neutral Attack nature would be a waste.
  • The choice between Life Orb or Leftovers depends on what you need Kyurem to do more for your team; Life Orb allows it to hit harder, while Leftovers allows it to survive longer as it mitigates damage taken from Substitute and Stealth Rock.
  • This Kyurem can be brought in at any point in the game to Pressure stall low PP moves. While Kyurem usually has enough bulk to stomach super effective moves like Draco Meteor, Stone Edge, and Close Combat, it must be careful when facing Hydreigon and Infernape, as these two Pokemon can both OHKO Kyurem with the above moves.
  • Infiltrator users such as Crobat will give this set problems, as Infiltrator now allows the user to ignore Substitute as of X&Y.

Recommended Teammates:

  • Defog or Rapid Spin users (Donphan, Mega Blastoise, Forretress; Removes Stealth Rock from Kyurem's side)
  • Florges (Immune to Dragon)
  • Entry hazards, especially Spikes and/or Stealth Rock users (Forretress, Nidoqueen)
  • Mega Blastoise (Wallbreaker, provides Rapid Spin support)

 

UU Singles Moveset: Mixed Attacker
646.png
Ability:
Pressure / Item: @Life Orb
Nature (1): Hasty w/ EVs: 4 Attack / 252 Sp.Attack / 252 Speed

Nature (2): Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Moves: Draco Meteor / Ice Beam / Earth Power / Outrage, Iron Head, or Roost
 
Tips:

  • Draco Meteor is a nuke, even on Kyurem.
  • Ice Beam is the weaker of Kyurem's two STAB moves, but provides consistent power without the drawback of a Sp.Attack drop.
  • Earth Power gives good type synergy with Ice Beam, as it is able to hit the Steel and Fire types that resist Ice Beam for super effective damage, while Draco Meteor can cover the Water types.
  • For the last slot, Outrage with a Hasty nature allows Kyurem to bypass Blissey, hitting it for its lower physical defense. Iron Head, however, allows Kyurem to hit Florges hard, as Florges is a common switch in to Kyurem in UU. Roost can be used instead if you need to mitigate the recoil damage from Life Orb.
  • Both EV spreads make Kyurem hit as hard and as fast as possible, with preference for speed. The first EV spread utilizes 4 Attack EVs with a Hasty nature, which is enough to 2HKO Blissey with Outrage. This set will have problems with Umbreon unless Kyurem runs 104 Attack EVs so that it can 2HKO, but doing so it usually not worth it and Umbreon is best left for a teammate that can handle it. The second EV spread should only be used if running Roost.
  • This Kyurem set can be played in one of two ways: it can serve as a mixed wallbreaker of sorts to punch holes in an opponent's team so that a setup sweeper can come in and begin wreaking havoc, or it can serve as a sweeper on its own with its good coverage and make room for a cleaner to pick off whatever Pokemon are left after Kyurem plows through the opponent's team.

Recommended Teammates:

  • Defog or Rapid Spin users (Donphan, Mega Blastoise, Forretress; Removes Stealth Rock from Kyurem's side)
  • Florges (Immune to Dragon, provides Wish & Aromatherapy support)
  • Cleaners and/or setup sweepers (Swords Dance Lucario, Choice Scarf Krookodile)
  • Entry hazards, especially Spikes and/or Stealth Rock users (Forretress, Nidoqueen)
  • Sticky Web users (Galvantula, Shuckle; lets Kyurem sweep Pokemon faster than itself)

 

UU Singles Moveset: Choice Scarf
646.png
Ability:
Pressure / Item: @Choice Scarf
Nature: Hasty or Mild w/ EVs: 4 Attack / 252 Sp.Attack / 252 Speed
Moves: Draco Meteor / Ice Beam / Earth Power / Outrage
 
Tips:

  • While this set runs the same moves as the Mixed Attacker set, it functions as a cleaner or revenge killer, and should only be brought in late in the game or after the opponent scores a KO.
  • Hasty is preferred for as much speed as possible, although Mild can be used to boost Sp.Attack instead, as Kyurem is already quite fast with a Choice Scarf.
  • Many checks to Kyurem's other two sets, such as Infernape, Mega Aerodactyl, and Mienshao, are all outsped and KO'ed by one of Kyurem's coverage moves. Do note however, that Mienshao sometimes carries Choice Scarf, in which case Kyurem will not be able to outspeed it.
  • Unlike the other sets, this set lacks the power of sets running Life Orb or Choice Specs, and will require opponents to be weakened first before it can score KOs. This can be accomplished with a wallbreaker.

Recommended Teammates:

  • Defog or Rapid Spin users (Donphan, Mega Blastoise, Forretress; Removes Stealth Rock from Kyurem's side)
  • Florges (Immune to Dragon, provides Wish & Aromatherapy support)
  • Entry hazards, especially Spikes and/or Stealth Rock users (Forretress, Nidoqueen)
  • Wallbreakers, to weaken the opponent's team so Kyurem can clean up (Mega Blastoise, Hydreigon, Nidoking, Darmanitan)

 

UU Singles Moveset: Choice Specs
646.png
Ability:
Pressure / Item: @Choice Specs
Nature: Timid or Modest w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Moves: Draco Meteor / Ice Beam / Earth Power / Dragon Pulse, Flash Cannon, or Focus Blast
 
Tips:

  • The first three moves are staples of pretty much every Kyurem set aside from Subroost, as they provide great coverage.
  • For the last slot, Dragon Pulse can be used. While it may seem redundant to run both Draco Meteor and Dragon Pulse on the same set, Dragon Pulse offers Kyurem an alternative move to use in situations where Draco Meteor may be detrimental, and where being locked into Ice Beam or a coverage move would not be good enough. For instance, Dragon Pulse will allow Kyurem to stay in after a KO and not lose offensive momentum, whereas Draco Meteor will usually force Kyurem out after a KO due to the Sp.Attack drop. On the flip side, not using Draco Meteor greatly sacrifices this Kyurem's wallbreaking potential, so both moves are run for both situations. If Dragon Pulse is not needed, Flash Cannon can be used to leave a mark on Florges, a common switch in against Kyurem. Focus Blast is another move that deals with Umbreon and Snorlax, two common special walls in UU.
  • Timid nature is used to give this Kyurem the best possible combination of speed and power. Modest, however, allows Kyurem to 2HKO Florges with Stealth Rock.
  • Sticky Web support helps Kyurem wallbreak faster threats or Pokemon that it speed ties with it, especially if Kyurem is running Modest.
  • While it can be played as a wallbreaker, this Kyurem should also be played as a pivot, as Draco Meteor will be forcing it out quite a bit. As such, it will be switching in quite often.

Recommended Teammates:

  • Defog or Rapid Spin users (Donphan, Mega Blastoise, Forretress; Removes Stealth Rock from Kyurem's side)
  • Entry hazards, especially Spikes and/or Stealth Rock users (Forretress, Nidoqueen)
  • Sweepers, to take advantage of holes left in the team by Kyurem (Lucario, Haxorus)

UU Checks and Counters to Kyurem

  • Special Walls (Florges, Snorlax, Blissey, and Umbreon; Completely wall Subroost Kyurem, Florges KOed by Iron Head, Umbreon and Snorlax KOed by Focus Blast, Blissey KOed by Outrage)
  • Fighting types (Infernape, Mienshao; outspeed and OHKO with Fighting STAB, are outsped and KOed by Choice Scarf Kyurem if lacking Choice Scarf themselves)
  • Specially defensive Steel types (Jirachi, Assault Vest Metagross, Bronzong; Resist Dragon+Ice STAB, take minimal to no damage from Earth Power and Focus Blast)
  • Hydreigon (Outspeeds and OHKOs with Dragon STAB, can be outsped and KOed by Choice Scarf Kyurem if lacking Choice Scarf, has problems with SubRoost Kyurem)

 

 

Doubles

 

DOU Overview
DOU (Normal): C
DOU (White): BANNED

 

In Doubles OU, Normal Kyurem sort of faces the same situation as in Singles OU, where it is most outclassed by Black Kyurem. However, Normal Kyurem does have one option that Black Kyurem doesn't, and that's its signature move Glaciate, which it loses upon fusing with Reshiram or Zekrom. Glaciate is essentially a slightly buffed version of Icy Wind, dealing 65 base damage (48.75 in Doubles) as opposed to Icy Wind's 55 (41.25). This usually doesn't make a huge difference, as Glaciate will be used as a support move rather than an attack move, and there are more viable Icy Wind users than Kyurem. Kyurem does have quite a number of support options it can use, such as Reflect, Light Screen, Safeguard, and even Imprison, which can seal an opponent from using Protect and leave them vulnerable to attack, as Protect is one of the most common moves in Doubles. Outside of Glaciate, all of these options can also be done by Black Kyurem, who prefers running offensive sets (as shown in the PotW for Black Kyurem I did a few weeks ago). Long story short, while Normal Kyurem has a niche in Doubles OU, it still prefers doing the fusion dance with Zekrom.

 

OU Doubles Moveset: Choice Scarf
646.png
Ability:
Pressure / Item: @Choice Scarf
Nature: Timid or Modest w/ EVs: 4 HP / 252 Sp.Attack / 252 Speed
Moves: Draco Meteor / Blizzard / Earth Power / Ice Beam, Glaciate, or Rock Slide
 
Tips:

  • Draco Meteor hits hard, and provides necessary coverage.
  • Blizzard hits both opponents, but has rather sub par accuracy unless used with Mega Abomasnow
  • Earth Power gives coverage against those that resist or immune to Dragon and Ice
  • For the last slot, Ice Beam is a single target STAB move that can KO those not affected by Draco Meteor. Glaciate can provide fast speed control in conjunction with Choice Scarf, and Rock Slide can be used to cause flinch on at least one opponent with a rather high rate.
  • Choice Scarf with the above EV spread is Kyurem's only niche, albeit a small one, over Black Kyurem.

Recommended Teammates:

  • Abomasnow & Mega Abomasnow (Provides Hail support)
  • Landorus-Therian (Provides Intimidate support)
  • Aegislash (KOes Fairy types, provides Wide Guard support)
  • Heatran (Type synergy)

UU Checks and Counters to Kyurem

  • Fighting Types (Terrakion, Keldeo, Conkeldurr; OHKO with Fighting STAB, Conkeldurr outspeeds and KOs with Mach Punch)
  • Steel Types (Aegislash, Scizor, Bisharp; Resist Dragon & Ice Stab, must watch out for Earth Power)

 

 

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Magikarp
magikarp.gif
 
Type: Water
 
Abilities: Swift Swim / Rattled (HA)
 
Current Tiers:
Singles: PU Uber
Doubles: DUU DUber

 
Tier Metagame Viability (Singles):
Ubers: F S+
OU: F BANNED
UU: F BANNED
RU: F BANNED
NU: F BANNED
PU: F BANNED
 
Tier Metagame Viability (Doubles):
DOU: F BANNED
 
Singles
 
Don't ever use this thing competitvely. No seriously, don't. Meet Magikarp, the true god of all Pokemon competitively. Before the introduction of the false idol known as Arceus, Magikarp was so broken that it was the first Pokemon banned from Ubers for 4 generations straight.
 
Ubers Singles Moveset: Sweeper
129.png
Ability:
Swift Swim / Item: @Stick
Nature: Naive w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Moves: Hydro Pump / Bounce / Flail / Tackle or Splash
 
Tips:

  • Magikarp may only gain access to 5 moves, but the above are all it needs to wreak havoc in ubers.
  • Drizzle support from Kyogre is needed to make the best of the King of all Karp, though Magikarp is more than capable of sweeping under the sun as well.

Recommended Teammates:

  • Kyogre

Ubers Checks and Counters to White Kyurem

  • Everything Nothing

 

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This week's OU Pokemon:
 
Latios (& Mega Latios)
latios.giflatios-mega.gif
 
Type (Latios): Dragon / Psychic
Type (Mega): Dragon / Psychic
 
Abilities (Latios): Levitate
Abilities (Mega): Levitate
 
Current Tiers:
Singles (Latios): OU

Singles (Mega): OU
Doubles (Latios): DOU

Doubles (Mega): DOU
 
Tier Metagame Viability (Singles):
Ubers (Latios): F
Ubers (Mega): N/A
OU (Latios): S
OU (Mega): N/A
UU: BANNED
RU: BANNED
NU: BANNED
PU: BANNED

 
Tier Metagame Viability (Doubles):
DOU (Latios): A
DOU (Mega): N/A
 
Singles
 
Latios is a Pokemon with quite a bit of history behind it. For the first two generations after it was released in Gen 3, it was banned to Ubers along with its sister, Latias. It wasn't until Gen 5 when Latios and its sister were allowed into OU for the first time, and immediately became notable threats to prepare for. In Gen 6, Latios now must face the new Fairy types that put a dead stop to its Draco Meteor spamming. Latios and Latias also have access to Soul Dew, an item that multiplies their Sp.Attack and Sp.Defense stats by x1.5, effectively giving them a free Calm Mind. However, Soul Dew is as of yet unreleased in X&Y, and it is currently unknown if Soul Dew will become available in ORAS, and Soul Dew has been banned from OU in every generation since it was introduced.
 
OU Overview
OU Viability (Latios): S
OU Viability (Mega): N/A
 
Latios has carved a huge niche for itself in OU as one of the best, if not THE best, offensive user of Defog in OU; almost no offensive team in OU is seen without Latios as its Defog user. Although its sister Latias sports better defensive stats, Latios still serves as a great check to threats such as Keldeo and Mega Charizard Y. Defog, while important, is not Latios's only role, as it has other notable support options, namely Memento, Reflect, and Light Screen.

 

ORAS: Mega Latios seems to be only a minor upgrade to Latios at first glance. While Life Orb Latios hits harder than Mega Latios, Mega Latios sports better bulk and does not have the recoil damage that Life Orb inflicts. The main attraction to Mega Latios, however, is its 130 base Attack stat, allowing it to not only run Earthquake as a coverage move more effectively than Latios, but can now run the role of a physical sweeper due to Latios's access to Dragon Dance.

 
OU Singles Moveset: Offensive Life Orb
381.png
Ability: Levitate / Item: @Life Orb
Nature: Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Notable IVs: 29 HP
Moves: Draco Meteor / Psyshock / Hidden Power Fire, Thunderbolt, or Surf / Defog or Roost
 
Tips:

  • Draco Meteor is the primary move in Latios's arsenal, hitting and OHKOing many physically oriented Pokemon such as Mega Medicham and Landorus-Incarnate, and allows Latios to perform the role of a wallbreaker.
  • Psyshock is Latios's secondary STAB move that hits specially defensive Pokemon for their weaker physical defense, such as Assault Vest Azumarill and Chansey, as well as KO notable Pokemon weak to Psychic such as Keldeo, Mega Venusaur, and Terrakion.
  • The third moveslot is reserved for a coverage move. Hidden Power Fire gives Latios a move that hits Ferrothorn and Bisharp hard, as these two Pokemon can wall and/or KO Latios easily. It is also Latios' best option against Jirachi and Mega Scizor, while still hitting Skarmory hard. Thunderbolt is used for Azumarill, Skarmory, Slowbro, and Mega Pinsir. Surf, however, gives Latios a move to smack Heatran, Tyranitar, and Excadrill with without having to use Earthquake and a Naive nature.
  • For the last slot, Defog allows Latios to remove entry hazards for the rest of your team, but leaves Latios vulnerable to being worn down. Roost, on the other hand, greatly increases its longevity and allows it to continually check the Pokemon it is supposed to check.
  • The above EV spread with a Timid nature maximizes Latios's Offense and Speed, allowing it to outspeed threats such as Keldeo and Terrakion.
  • Giving Latios 29 IVs in HP allows it to take as little damage from Life Orb recoil as possible.
  • If running Hidden Power Fire, take note that Latios will be unable to speed tie other Pokemon with base 110 Speed such as Gengar and opposing Latios and Latias, as it will be forced to run an imperfect Speed IV in order to run Hidden Power Fire. It will still outspeed Keldeo and Terrakion, however.
  • Though Latios is used to check Keldeo, any Keldeo running Icy Wind can reduce its speed on the switch in and proceed to 2HKO it afterward.
  • Latios is extremely susceptible to Pursuit users such as Bisharp and Tyranitar, as they can OHKO Latios as it switches out while Latios cannot OHKO in return in most cases. Take note however that Hidden Power Fire has a 37.5% chance to OHKO any Bisharp not running Assault Vest if Stealth Rock is up on the opponent's side of the field, but this must be done on a predicted switch as Bisharp can OHKO Latios with Sucker Punch. Additionally, if Latios runs Defog, it will trigger Bisharp's Defiant on the switch in, giving Bisharp a free +2 Attack. Choice Scarf Tyranitar, however, is 2HKOed by Surf in the sand, and can outspeed Latios and OHKO it with Crunch if it should decide to stay in, or can come in to revenge kill Latios after it scores a KO. Teammates that can handle these two Pokemon are strongly recommended.

Recommended Teammates:

  • Fighting Types (Keldeo, Terrakion; Can threaten and OHKO Bisharp and Tyranitar, can KO Ferrothorn, Chansey, and Heatran)
  • Checks or Counters to Fairy types (Heatran, Excadrill)

 

 

OU Singles Moveset: Choice Scarf
381.png
Ability: Levitate / Item: @Choice Scarf
Nature: Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Moves: Draco Meteor / Psyshock / Hidden Power Fire, Surf, or Thunderbolt / Trick
 
Tips:

  • This set runs the same moves as the Life Orb set, but functions differently due to Choice Scarf, which turns Latios into an excellent revenge killer
  • Trick is used in the last slot to switch Latios's Choice Scarf with the opponent's item, crippling many defensive Pokemon that can otherwise sponge Latios's attacks, especially Chansey, who is permanently crippled without its Eviolite.
  • As a revenge killer, Latios should be used sparingly. Only bring Latios in after an opponent's KO or late game when you need a cleaner.
  • Refrain from using Trick if your opponent still has a Pokemon in reserve that uses setup sweeping moves such as Swords Dance, as Latios will often need its Choice Scarf in order to outspeed and KO them.
  • Use Draco Meteor sparingly, as Latios will be locked into the move after use and will more often than not be forced to switch out on the next turn due to the Sp.Attack drop, giving your opponent a chance to set up.

Recommended Teammates:

  • Fighting Types (Keldeo, Terrakion; Can threaten and OHKO Bisharp and Tyranitar, can KO Ferrothorn, Chansey, and Heatran)
  • Checks or Counters to Fairy types (Heatran, Excadrill)
  • Slow users of Volt Switch or U-turn, to bring Latios in safely (Rotom-Wash, Landorus-Incarnate, Mega Scizor)

 

 

OU Singles Moveset: Dual Screens
381.png
Ability: Levitate / Item: @Light Clay
Nature: Timid w/ EVs: 252 HP / 4 Sp.Defense / 252 Speed
Moves: Light Screen / Reflect / Memento / Draco Meteor, Psychic, or Hidden Power Fighting
 
Tips:

  • Due to Latios's speed and relatively acceptable bulk, Latios makes a good user of Light Screen and Reflect, which last for 8 turns each when used with Light Clay, giving a teammate a chance to setup and sweep safely.
  • Memento is another support move, which KOs Latios but decreases the opponent's Attack and Sp.Attack stats by 2 stages each. It also allows Latios to bring in a teammate safely, as the switch will always occur after the opponent's attack.
  • The last slot prevents Latios from becoming Taunt bait, allowing it to still provide an offensive presence even with no investment. Draco Meteor is the most powerful of the three options, as it still hits frailer targets hard, and can also be used to bluff the Choice Scarf set, as there is no visible indicator that it is running Life Orb. Psychic is a consistent option used for the same reasons as Psyshock, but is used over Psyshock on this set as Psyshock will not be dealing significant damage to physically frail targets without attack investment. Hidden Power Fighting is the last option and Latios's best option against Bisharp, as it will OHKO Bisharp even with no Sp.Attack investment, but provides weak coverage and power by itself.
  • The above EV spread makes Latios as fast and as bulky as possible, so that it may set up both Light Screen and Reflect for the next 8 turns.
  • Before deciding on using Latios for a Dual Screens setter, you will want to weigh the pros and cons of using Latios instead of using Azelf for the same role. Latios is bulkier, provides more offensive presence, and has a better defensive typing, with access to Memento. Azelf, on the other hand, has access to Taunt and Stealth Rock, which Latios does not have. Consider this before deciding on one or the other.
  • This Latios set should be used early in the game to set up the dual screens as early as possible and provide support for its teammates.
  • If using this Latios as a lead, avoid using Memento until later in the game as Latios can always come in later to set up both screens again. Additionally, avoid using Memento if your opponent has a Bisharp, as Defiant's +2 attack boost will nullify the drop from Memento.
  • Using Memento against a Defog user will prevent them from removing Reflect and Light Screen on the turn Latios uses it, as there will be no target for Defog to hit.
  • This Latios set should be used on Hyper Offense teams that have multiple setup sweepers, giving them ample opportunities to set up with both Screens active.

Recommended Teammates:

  • Sweepers, especially those capable of setting up against Bisharp and Tyranitar (Mega Pinsir, Mega Tyranitar, Landorus-Incarnate, Landorus-Therian, Mega Gyarados, Mega Scizor, Terrakion, Garchomp, Belly Drum Azumarill).
  • Pokemon capable of handling Priority users and/or Speed boosting move users (Clefable, Mamoswine, Choice Scarf users)
  • Offensive Stealth Rock users (Terrakion, Garchomp)

 

ORAS: OU Singles Moveset: Mega Tank
381-m.png
Ability: Levitate / Item: @Latiosite
Nature: Hasty w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
Moves: Draco Meteor / Psyshock / Earthquake / Defog or Roost
 
Tips:

  • Identical to the Life Orb set, though with its Base Stat increases it can now afford to run Earthquake, which OHKOs Heatran and hits much harder against Tyranitar and Bisharp than any of Latios's other options.

 

ORAS: OU Singles Moveset: Mega Dragon Dance
381-m.png
Ability: Levitate / Item: @Latiosite
Nature: Hasty w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Moves: Dragon Dance / Earthquake / Outrage / Draco Meteor
 
Tips:

  • With its base 130 Attack, Mega Latios can run as an effective Dragon Dance user, as not even Greninja can outspeed it after a +1 speed boost.
  • Earthquake smacks many steel types hard, including Bisharp, Heatran, and Excadrill. It also has the benefit of OHKOing Tyranitar after Stealth Rock and +1 attack, and also hitting many Fairy types for their weaker physical defense.
  • Outrage hits like a truck after a Dragon Dance boost.
  • Mega Latios also has a usable 160 base Sp.Attack, even when uninvested, so that it can still utilize Draco Meteor against the physically bulky Pokemon with lower Sp.Defense.
  • The above EV spread makes Mega Latios as fast and offensive as possible, reaching 359 Attack, 356 Sp.Attack, and 350 Speed at level 100.
  • As a sweeper, this set should be brought in late game after its checks and counters have been removed.
  • Before Mega Evolving, you can delay the Mega Evolution and use Draco Meteor off the bat in order to bluff a non-mega Latios, then surprise the opponent when you begin setting up.

 

 

OU Checks and Counters to Latios

  • Fairy types (Clefable, Mega Gardevoir, Sylveon)
  • Tyranitar (Traps and OHKOs Latios with Crunch and Pursuit on the switch out, can outspeed Latios if running Choice Scarf)
  • Bisharp (Traps and OHKOs Latios Pursuit on the switch out, can outspeed and OHKO Latios with Sucker Punch, is 2HKOed by Hidden Power Fire)
  • If not running Hidden Power Fire: Steel Types (Ferrothorn, Jirachi, Mega Scizor, Bisharp)
  • If not running Surf: Heatran (Resists Draco Meteor and Psyshock, immune to Hidden Power Fire, takes minimal damage from Thunderbolt)
  • If not running Trick: Chansey (is 3HKOed by Psyshock, sponges everything else)
  • Azumarill (Immune to Draco Meteor, OHKOs with Play Rough, is 2HKOed by Psyshock and Thunderbolt)
  • Greninja (Outspeeds and OHKOs with Ice Beam, can be revenge killed by Choice Scarf variants)

 

Doubles
 
DOU Overview
DOU Viability (Latios): A
DOU Viability (Mega): N/A

 

In the early days of Gen 6 Singles, Latios was held down by common threatening Pokemon such as Mega Kangaskhan and Aegislash. When these Pokemon were eventually banned from Singles OU, Latios rose in viability, eventually filling the space left by these threats. In Doubles, however, Latios must once again deal with Aegislash and Mega Kangaskhan. Fairy types that would never see common usage in Singles, such as Togekiss and Choice Scarf Gardevoir, can give Latios trouble, especially with speed control support, which Latios doesnt have to deal with in Singles. However, Latios still has its great 130 base Sp.Attack and 110 base Speed, making it a viable threat in Doubles OU.

 

OU Singles Moveset: Special Attacker
381.png
Ability: Levitate / Item: @Life Orb
Nature: Timid w/ EVs: 4 HP / 252 Sp.Attack / 252 Speed
Moves: Draco Meteor / Psyshock or Psychic / Tailwind or Hidden Power Fire / Protect
 
Tips:

  • As is the case in Singles, Draco Meteor is Latios's most powerful attack.
  • The second moveslot is dedicated to Latios's Psychic-type STAB move, either Psychic or Psyshock. Psyshock hits Amoonguss harder than Psychic, as well as Assault Vest users such as Ludicolo. Psychic, however, generally hits everything else harder than Psyshock.
  • For the third slot, Tailwind is a useful support move that Latios gains access to, and allows Latios to support its team with speed control and not be dead weight after it incurs the Sp.Attack drop from Draco Meteor. Hidden Power Fire, however, can hit Scizor and Ferrothorn hard if such coverage is needed or if you already have a form of speed control. Hidden Power Fire is also Latios's best option against Aegislash in emergency situations.
  • Protect is an extremely useful move on any Pokemon in Doubles, allowing Latios to scout and avoid KOs.
  • The above EV spread with a Timid nature makes Latios as fast and powerful as possible, while also outspeeding necessary speed benchmarks such as Jolly Terrakion and Timid Keldeo.
  • This Latios should be brought in early game and employ a hit-and-run playstyle, nuking threats with Draco Meteor and then switching out.
  • Latios can also be used as a pivot due to its resistances to common attacks such as Water and Fire, and immunity to Ground due to Levitate.
  • If running Tailwind, you can use it on predicted Sucker Punches to avoid the damage while still supporting its partner.

Recommended Teammates

  • Steel types (Heatran, Jirachi, Scizor, Aegislash; Type synergy, resists Fairy and Dragon)
  • Mega Kangaskhan (Offensive partner, can abuse Tailwind)
  • Fighting types (Hitmontop, Conkeldurr, Scrafty; Threaten and KO Dark types)
  • Slower, offensive Pokemon (Mega Kangaskhan, Mega Charizard Y, Genesect, Tyranitar)
  • Intimidate support (Gyarados, Hitmontop, Scrafty, Landorus-Therian, Mawile)
  • Quick Guard support (Hitmontop, Terrakion; protects against priority moves)

 

DOU Checks and Counters to Latios

  • Speed Control (Thunder Wave, Icy Wind, Trick Room, opposing Tailwind)
  • Faster opponents (Choice Scarf Genesect, Choice Scarf Landorus-Therian, Mega Gengar)
  • Utility moves, such as Follow Me (Togekiss, Jirachi)
  • Dark, Ghost, Fairy, and Bug types (Scrafty, Tyranitar, Bisharp, Scizor, Escavalier, Genesect, Sylveon, Gardevoir, Mega Gardevoir, Mawile, Mega Mawile, Aegislash)
  • Mega Abomasnow and Chandelure (Outspeed under Trick Room and OHKO Latios with Ice and Ghost STAB, respectively)
  • Heatran (Resists or Immune to all moves except Hidden Power Ground)
  • Mega Kangaskhan (KOs with Sucker Punch)

 

 

External Links
Smogon Analysis (Singles OU, Part 1)
Smogon Analysis (Singles OU, Part 2)

Smogon Analysis (Doubles OU)

 

 

@Dumanios: I was thinking about Venusaur until I starting writing this one up. At least I can do Blastoise for next week's UU PotW

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Blastoise & Mega Blastoise

blastoise.gifblastoise-mega.gif

 FEF6030.png

Type (Blastoise): Water

Type (Mega): Water

 

Abilities (Blastoise): Torrent / Rain Dish (HA)

Abilities (Mega): Mega Launcher

 

Current Tiers:

Singles (Blastoise): UU

Singles (Mega): UU

Doubles (Blastoise): DUU

Doubles (Mega): DUU

 

Tier Metagame Viability (Singles):

Ubers (Blastoise): F

Ubers (Mega): F

OU (Blastoise): F

OU (Mega): C

UU (Blastoise): C

UU (Mega): A+

RU: BANNED

NU: BANNED

PU: BANNED

 

Tier Metagame Viability (Doubles):

DOU (Blastoise): C+

DOU (Mega): C+

 

Singles

 

One of three starters of the original Red & Blue, Blastoise was generally seen as the middle man of the Kanto trio, being better competitively than Charizard but less than Venusaur. With the introduction of Mega Evolutions in X&Y, Charizard's viability skyrocketed it so much that it rose all the way from NU to OU, while Venusaur continued to exist as an OU Pokemon, albeit with a much different role than in Gen 5. Blastoise, however, continues to sit in UU, where it continues to be one of the tier's premier Rapid Spinners. With its Mega Evolution, Blastoise gains access to the semi-exclusive Mega Launcher, an ability that gives a 50% Base Power boost to Water Pulse, Aura Sphere, Dragon Pulse, and Dark Pulse, turning these attacks into hard-hitting coverage moves.

 

Ubers Overview

Ubers Viability (Blastoise): F

Ubers Viability (Mega): F

 

Outclassed. Even when Mega Evolved, Blastoise's power and bulk are mediocre for the Ubers metagame. As a Rapid Spinner, it faces severe competition from not only Excadrill and Forretress, but also from the many Arceus forms that use Defog. As bulky offensive water type, its outclassed by Arceus-Water, grossly outclassed by Kyogre, and outclassed by Palkia. As a Mega, it pales in comparison to the much more useful Megas such as Mega Gengar, both Mega Mewtwos, Mega Blaziken, Mega Scizor, Mega Kangaskhan, Mega Lucario, and even both Mega Charizards.

 

 

OU Overview

OU Viability (Blastoise): F

OU Viability (Mega): C

 

For the most part, Mega Blastoise is outclassed in OU. While it has bulk and power, its power often pales in comparison to other Megas, and it gets worn down fairly easily as it has no forms of recovery to take advantage of its bulk, a problem that is further complicated by the fact that as a Mega Evolution, it is unable to hold Leftovers. Blastoise's role as a Rapid Spinner now suffers competition from not only Excadrill and Starmie, the former of which has been unbanned from OU this generation, but also from the newly buffed Defog, which now acts as a reliable way of removing entry hazards that isn't stopped dead by Ghost types. Of the three viable Rapid Spinners in OU, Mega Blastoise has the highest opportunity cost due to also being a Mega Evolution, as teams using Mega Blastoise cannot pair it with the Pokemon who require entry hazard removal the most, such as Mega Pinsir and both Mega Charizards.

 

 

OU Singles Moveset: Mega Rapid Spin

009-m.png

Ability: Rain Dish (Mega Launcher) / Item: @Blastoisinite

Nature: Modest w/ EVs: 236 HP / 252 Sp.Attack / 20 Speed

Moves: Rapid Spin / Hydro Pump, Scald, or Water Pulse / Dark Pulse / Aura Sphere or Ice Beam

 

Tips:

  • Rapid Spin is necessary in order to remove entry hazards for your team, and is Blastoise's only niche in OU.
  • The second slot is dedicated to Blastoise's Water-type STAB move. Hydro Pump is the most powerful, though lacks perfect accuracy and is not boosted by Mega Launcher. Scald is not boosted by Mega Launcher either and is the weakest of the three options, but is valuable for its 30% burn rate, which can cripple potential switch-ins to Blastoise. Water Pulse is a middle ground that reaches 90 Base Power with Mega Launcher, which has a 20% confusion rate.
  • Dark Pulse is mandatory to hit Gengar, the only notable Ghost type Pokemon in OU and therefore the only spinblocker in OU.
  • For the last slot, Aura Sphere is the preferred option to hit Tyranitar, Bisharp, and Ferrothorn hard. Ice Beam, however, is Blastoise's best option to hit Dragon types such as Garchomp and Dragonite hard.
  • The given EV spread with Modest allows Blastoise to hit as hard as possible. The 20 EVs in Speed are needed to outspeed base 80 speed Pokemon with no investment, such as Mamoswine, Mandibuzz, Goodra, and defensive Dragonite. The remaining EVs are put into Hp to make Blastoise as bulky as possible.
  • This Blastoise should be used on teams that need a tank, preferably ones that need entry hazards removed, but do not want their own entry hazards removed by Defog.
  • Since it lacks any form of recovery, this Blastoise should not be played recklessly as it is very prone to being worn down.
Recommended Teammates:
  • Clerics and Wish users (Clefable, Sylveon, Alomomola)
  • Dragon types (Latios, Latias, Garchomp)
  • Tornadus-Therian (Can beat Mega Venusaur)
  • Talonflame (Resists Grass, can beat Mega Venusaur & Ferrothorn)
  • Ground types (Immune to Electric, can block Volt Switch)
OU Checks and Counters to Blastoise
  • Azumarill (Resists or immune to all attacks Blastoise commonly carries)
  • Grass types (Mega Venusaur, Ferrothorn, Breloom, Amoonguss, Chesnaught)
  • Electric types (Rotom-Wash, Mega Manectric, Raikou, Magnezone)
  • Bulky water types (Manaphy, Gyarados, Mega Gyarados, Keldeo)
  • Chansey (Can sponge any hit and recover off damage, can wear Mega Blastoise down with Seismic Toss)
  • Dragon types (Dragonite, Garchomp, Black Kyurem; former two must watch out for Ice Beam variants, latter must watch out for Aura Sphere)
UU Overview

UU Viability (Blastoise): C

UU Viability (Mega): A+

 

No longer suffering from competition of the higher tiered Rapid Spin and Defog users and higher tiered Mega Evolutions, Blastoise finds itself as one of UU's best Rapid Spinners, facing competition only from Starmie and Forretress. It can reliably beat all Ghost type spinblockers in UU with Dark Pulse. As a non-Steel type grounded Rapid Spinner, however, it is still vulnerable to all forms of entry hazards, taking neutral damage from Stealth Rock and being poisoned by Toxic Spikes, and with no reliable recovery means it can still be worn down. While a regular Blastoise with Leftovers can be used to help mitigate this, it loses out on bulk and power that defines Mega Blastoise's niche.

 

 

UU Singles Moveset: Mega Offensive Rapid Spin

009-m.png

Ability: Rain Dish (Mega Launcher) / Item: @Blastoisinite

Nature: Modest w/ EVs: 252 HP / 252 Sp.Attack / 4 Sp.Defense

Moves: Rapid Spin / Hydro Pump, Scald, or Water Pulse / Dark Pulse / Ice Beam, Dragon Pulse, or Aura Sphere

 

Tips:

  • As always, Rapid Spin is necessary in order to remove entry hazards for your team.
  • The second slot is dedicated to Blastoise's Water-type STAB move. Hydro Pump is the most powerful, though lacks perfect accuracy and is not boosted by Mega Launcher. Scald is not boosted by Mega Launcher either and is the weakest of the three options, but is valuable for its 30% burn rate, which can cripple potential switch-ins to Blastoise. Water Pulse is a middle ground that reaches 90 Base Power with Mega Launcher, which has a 20% confusion rate.
  • Dark Pulse is mandatory for demolishing the Ghost types that can block Blastoise's Rapid Spin. The fact that Dark Pulse is boosted to 120 Base Power by Mega Launcher is a nice bonus as well.
  • For the last slot, Ice Beam provides necessary coverage against Shaymin, Chesnaught, and Flygon. Dragon Pulse also hits Flygon hard, as it is boosted by Mega Launcher, but also hits Dragons that are not 4x weak to Ice much harder, such as Kyurem and Hydreigon. Aura Sphere can be used if hitting Umbreon and Mega Aggron is needed, though is generally inferior to the other two options for this slot.
  • The above EV spread and nature ensure that Blastoise is both as powerful and as bulky as possible.
  • Rain Dish, while situational, can provide passive recovery against opposing Rain teams before Mega Evolving and is generally more useful than Torrent, as you'll more than likely be Mega Evolving Blastoise immediately.
  • Due to its bulk and power, Mega Blastoise can safely take out the many Fire and Ghost types that run rampant in UU, allowing it to safely use Rapid Spin with little to no difficulty.
Recommended Teammates:
  • Clerics and Wish users (Florges, Umbreon)
  • Wallbreakers (Nidoking, Meinshao)
  • Checks and Counters to common Electric and Grass types (Nidoking, Darmanitan)
UU Singles Moveset: Mega Defensive Rapid Spin

009-m.png

Ability: Rain Dish (Mega Launcher) / Item: @Blastoisinite

Nature: Bold w/ EVs: 252 HP / 252 Defense / 4 Sp.Defense

Moves: Rapid Spin / Scald / Dark Pulse / Toxic, Roar, or Dragon Tail

 

Tips:

  • As always, Rapid Spin is necessary in order to remove entry hazards for your team.
  • Due to its physical bulk and lack of offensive investment, Scald is the Water type STAB move of choice for its 30% burn chance.
  • Dark Pulse is mandatory for demolishing the Ghost types that can block Blastoise's Rapid Spin. The fact that Dark Pulse is boosted to 120 Base Power by Mega Launcher is a nice bonus as well, and makes up for the lack of Sp.Attack investment.
  • For the last slot, Toxic can be used to cripple switch-ins and walls, but may conflict with the burn rate from Scald. Roar or Dragon Tail can be used to force switches on the opponent, especially if entry hazards are on their side of the field or if they start setting up stat boosting moves. Keep in mind that Roar can be stopped with Taunt or Magic Bounce, while Dragon Tail can be blocked by Substitute and Fairy types.
  • The above EV spread with a Bold nature capitalizes on Mega Blastoise's high physical bulk.
  • Rain Dish, while situational, can provide passive recovery in Rain before Mega Evolving and is generally more useful than Torrent, as you'll more than likely be Mega Evolving Blastoise immediately.
  • Due to Scald's burn chance and the physical Defense investment, this set can cripple many physical attackers.
  • While Dark Pulse is useful for hitting the Ghost types that block Rapid Spin, this set lacks the same offensive power as the the Offensive Spinner set, so a teammate that can handle Ghost types is recommended.
Recommended Teammates:
  • Clerics and Wish users (Florges, Umbreon)
  • Checks & Counters to Ghost types (Hydreigon)
  • Checks and Counters to common Electric and Grass types (Nidoking, Darmanitan)
UU Singles Moveset: Mega Special Attacker

009-m.png

Ability: Rain Dish (Mega Launcher) / Item: @Blastoisinite

Nature: Timid w/ EVs: 252 HP / 4 Sp.Attack / 252 Speed

Moves: Hydro Pump or Water Pulse / Ice Beam / Dark Pulse / Dragon Pulse or Aura Sphere

 

Tips:

  • This set forgoes Rapid Spin for extra coverage, to hit as many threats as hard as possible. As such, Hydro Pump and Water Pulse are the Water STAB moves of choice, choosing whichever one you need more; power vs accuracy.
  • Ice Beam provides good coverage and is useful for nailing Grass types such as Chesnaught, Shaymin, and Roserade.
  • Dark Pulse nails Ghost types and allows you to bluff a Rapid Spin set.
  • For the last slot, Dragon Pulse is boosted by Mega Launcher and hits Dragons that are not 4x weak to Ice hard, such as Kyurem and Hydreigon. Aura Sphere can be used if hitting Umbreon and Mega Aggron is needed, though is generally inferior.
  • As an offensive attacker, this set maximizes Speed and Sp.Attack, as Blastoise no longer needs to invest in HP in order to take a hit while Rapid Spinning. Timid allows it to outspeed neutral natured 90 Base speed Pokemon.
  • As this set does not use Rapid Spin, it can be useful for luring in and eliminating Ghost types for other Rapid Spinners who have difficultly with them, such as Forretress.
  • This set can also be used if you're using a Defogger on your team, which can also remove entry hazards.
  • Because this set does not invest in bulk, it will not be able to take the same kind of hits as the Rapid Spin sets. However, it can still take many resisted and neutral hits well, especially Fire type attacks.
  • Though the EV spread and moves may suggest so, this Blastoise set does not function as a wallbreaker, and will require them to take care of the defensive threats it has trouble with.
Recommended Teammates:
  • Rapid Spin users (Forretress, Donphan)
  • Clerics and Wish users (Florges, Umbreon)
  • Wallbreakers (Mienshao, Nidoking, Nidoqueen, Darmanitan)
  • Checks and Counters to common Electric and Grass types (Nidoking, Darmanitan)
UU Checks and Counters to Blastoise
  • Special walls (Blissey, Florges, Umbreon)
  • Gastrodon (Immune to Water STAB with Storm Drain, takes minimal damage from all other attacks)
  • Faster Grass & Electric types (Shaymin, Raikou)
  • Toxicroak & Chesnaught (Immune or Resists Water STAB, latter immune to Aura Sphere, both must watch out for Ice Beam and Dragon Pulse)
Doubles

 

DOU Overview

DOU Viability (Blastoise): C+

DOU Viability (Mega): C+

 

Whereas in Singles, Blastoise's niche is that of a Rapid Spinner, entry hazards are nonexistent in Doubles and thus the need for a Rapid Spinner is a waste. Blastoise, however, finds itself able to use Water Spout, a powerful STAB Water-type spread move that at full power, hits for 150 Base damage (112.5 against each opponent). However, the obvious catch is that Blastoise must be at full health in order to utilize Water Spout, otherwise it becomes pitifully weak. Due to Mega Blastoise's low base speed, it will often require Tailwind or Trick Room support in order to make use of this tool. Additionally, Blastoise also gains access to Fake Out, a very potent tool in Doubles for disrupting an opponent's strategy and leaving their Pokemon vulnerable for a turn. While Blastoise also gains access to Follow Me due to a Gen 5 event, there are generally better users of the move and is counterproductive to using Water Spout. In short, Mega Blastoise is a Pokemon that cannot be slapped on to any Doubles team, instead it needs the team to be built around it in order to be effective.

 

 

OU Doubles Moveset: Mega Special Attacker

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Ability: Rain Dish (Mega Launcher) / Item: @Blastoisinite

Nature (1): Modest or Timid w/ EVs: 252 Sp.Attack / 6 Sp.Defense / 252 Speed

Nature (2): Quiet w/ EVs: 252 HP / 252 Sp.Attack / 6 Sp.Defense /w IVs: 0 Speed

Moves: Water Spout / Ice Beam / Aura Sphere / Protect

 

Tips:

  • Water Spout is the key move to Mega Blastoise, hitting both opponents hard when at full health.
  • Ice Beam provides nice coverage and hits the various Dragon and Grass type Pokemon that don't care about Water Spout, and hits Landorus-Therian harder than Water Spout even at full health.
  • Aura Sphere is mainly for Ferrothorn, but is also an option for other Steel Types and Mega Kangaskhan.
  • Protect is used to buy time and scout for an enemy's move, or to allow Blastoise's partner to assist it.
  • The first EV spread makes Blastoise as powerful and as fast as possible, with Modest giving it as much power to Water Spout is possible, though Timid can be used to ensure that it can fire off full power Water Spouts as quickly as possible if Tailwind isnt up, albeit at slightly reduced power.
  • The second EV spread is a variant that should only be used on Trick Room teams, and makes Blastoise as slow as possible so that it can outspeed as many threats as possible under Trick Room.
  • Tailwind or Trick Room Support is mandatory, in order to ensure that Blastoise is as fast as possible so that it can abuse Water Spout without taking a hit and therefore reducing its damage.
  • Partners with Follow Me or Rage Powder can redirect attacks so that Blastoise can spam full power Water Spout as much as possible, especially if your opponent has a Pokemon that uses priority attacks such as Mach Punch, Sucker Punch or Fake Out. Note that Follow Me will not stop spread attacks such as Earthquake.
  • If needed, Helping Hand or Rain support can be used to further bolster the power of Water Spout.
  • Keep in mind that Wide Guard users can stop Water Spout spamming short, so something that can check or counter these Pokemon works.
  • If facing against a team with Mega Charizard Y, try to KO it before spamming Water Spout, as sun will be severely detrimental to Water Spout's damage output.
Recommended Teammates:
  • Tailwind or Trick Room users (Hydreigon, Togekiss, Latios, Cresselia, Aromatisse)
  • Follow Me or Rage Powder users (Togekiss, Amoonguss, Jirachi)
  • Pokemon that can keep offensive pressure on the opponent (Mamoswine, Genesect)
  • Politoed or Helping Hand users (bolster damage output of Water Spout)
  • Checks and Counters to common Wide Guard users such as Aegislash & Hitmontop, or users of Feint (Hitmontop)
  • Checks and Counters to Mega Charizard Y (Terrakion, Garchomp, Tyranitar, Landorus-Therian)
DOU Checks and Counters to Blastoise
  • Speed Control (Slows down Blastoise and forces it to attack last, leaving it susceptible to being hit and reducing Water Spout's power)
  • Wide Guard users (Aegislash, Hitmontop; blocks Water Spout spamming)
  • Common fast Electric and Grass types (Mega Manectric, Sky Shaymin)
  • Gastrodon and Jellicent (Immune to Water Spout)
  • Residual damage (Chip damage lowers Water Spout's damage output)
  • Priority attacks users (Talonflame, Bisharp, Conkeldurr, Mega Kangaskhan; bypasses any speed control and weakens Water Spout before it can be used)
  • Bulky Water types (Rotom-Wash, Azumarill, Gyarados)
  • Grass types (Venusaur, Amoonguss, Ferrothorn, Mega Venusaur; resist Water Spout, former two must watch out for Ice Beam, Ferrothorn must watch out for Aura Sphere)
  • Mega Charizard Y (Sun reduces the power of Water Spout, can outspeed and KO with Solarbeam)
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With ORAS coming in 3 days, many of the information in these POTWs will be outdated. With that in mind, no more PotW articles will be done until after ORAS is released (and Mega Salamence inevitably banned from Singles OU) and the metagame settles to a more stable condition.

 

This thread will remain open for discussion, but ORAS POTW will have its own thread opened.

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