Know Your Niche - Round 19 (see: page 12, post 279)

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Martin

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Credit to Ssensenh for this incredible banner!

Have you ever tried to build around a certain Pokemon but found that it left too many holes in your team for standard sets to cover? Have you ever found yourself looking for a sixth Pokemon to add to a team, knowing exactly what you have left to cover, but just couldn't find a Pokemon that fit? These teambuilding traumas trouble me every time I try to build a team, and I'm sure I'm not alone.

Welcome to Know Your Niche: the project in which we sleuth out all those niches you never knew you'd need! Every week, there will be a new niche on the slate; it could be anything from "submit your best partner for Pokemon x" to "submit a Stealth Rock user that can hold its own against Pokemon y". You'll have some time to submit sets you've found that fulfill the given niche, along with an exploration of exactly how and how well your set fills said niche. Submissions will close and 1-2 winners will be chosen by me and TP to be featured in the archive!

Rules:
  • Follow the rules of the OU forum and the global rules at all times.
  • One submission per person per week.
  • Reservations must be completed within 24 hours of being placed or the reservation will be dropped.
  • Three or more lines of description per submission.
  • DO NOT THEORYMON. It is blatantly obvious when people do this and its just a pain in the arse.
  • Explain how and why it works for the theme. There are lots of buzzwords you can use that work well but I'm too lazy to list them.
  • Pokemon do not need to be on the viability ranking list, but unranked/low ranking Pokemon must be paired with very good justification or else they will meet Team Pokepals' wrath.
  • Be considerate of others when posting, and only post when necessary; try not to post one-liners, and no flaming etc. That said, offering advice is fully encouraged.
 
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Martin

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Week 1: Find a partner for Mega Charizard X which is capable of luring Tapu Fini with a Z move
  • The Pokemon must use the Z move as the luring option
  • The Z move must be capable of OHKOing Tapu Fini or putting it in range of another attack on its moveset.
Submissions close next Sunday at some point in the day.
 

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Swords Dance

Rock Lando-T works as a decent lure to Tapu Fini since +2 Continental Crush has like a 37.5% chance to OHKO from full with + rocks it can kill. With Rocks, unboosted Continental crush does about 56-66% which is a favorable roll for Lando-T's EQ. It also works well with Zard X providing an eq immunity, can lure other mons with Rock Z like Lando-T, Celesteela, etc. SD helps get kills on other mons.
252+ Atk Landorus-Therian Continental Crush (180 BP) vs. 248 HP / 192 Def Tapu Fini: 175-207 (51 - 60.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Landorus-Therian Earthquake vs. 248 HP / 192 Def Tapu Fini in Misty Terrain: 147-174 (42.8 - 50.7%) -- 45.7% chance to 2HKO after Stealth Rock and Leftovers recovery
 

Leo

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Damn this is so fire. Anyways, reserving Gyarados

Gyarados @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Taunt

I was looking for a mon that could fit in a Zard-X team and that would only draw Tapu Fini and not Lando or any other mon found on this kind of Offense. Gyarados fit the bill pretty nicely because it can come in on Landorus' rocks or EQ and start setting up dd's. Thanks to its decent natural bulk it will be able to set up another dd against Fini and proceed to OHKO it from full with a Supersonic Skystrike. It can also pick it off at +1 after some chip damage
+1 252 Atk Gyarados Supersonic Skystrike (160 BP) vs. 248 HP / 192 Def Tapu Fini: 286-337 (83.3 - 98.2%) -- guaranteed 2HKO
+2 252 Atk Gyarados Supersonic Skystrike (160 BP) vs. 248 HP / 192 Def Tapu Fini: 382-450 (111.3 - 131.1%) -- guaranteed OHKO
 
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Zygarde @ Groundium Z
Ability: Aura Break
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Thousand Arrows
- Extreme Speed
- Dragon Dance
- Outrage / Superpower / Iron Tail

tapu fini generally switches into zygarde in fear of substitute + coil set. z-thousand arrows is very powerful at 175 base power for a z-move. it can one shot standard tapu fini after rocks and bold variants will be taken out after an initial thousand arrows or by dragon dancing one more time. thousand arrows into tectonic rage can take out other zardx checks such as landorus-t meaning the set has more applications outside of killing tapu fini. you can use whatever you want in the last slot to be honest. outrage, superpower, and iron tail are all very good options as a filler.
 
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Latios @ Electrium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Thunder
- Recover/Psyshock/Hidden Power Fire
- Defog

252 SpA Latios Gigavolt Havoc (185 BP) vs. 248 HP / 16+ SpD Tapu Fini: 290-342 (84.5 - 99.7%)
The most common Latios sets run Draco/Psyshock/Hidden Power Fire/Defog/etc. The Electrium-Z turns Thunder into Gigavolt Havoc with 185 base power and makes it 100% accurate. Electrium Z on Latios is not anything new, but it applies pressure since Tapu Fini is usually an excellent Draco switch-in. It potentially KO's with rocks. Running Psyshock allows you to clean up Tapu Fini after hitting a Gigavolt Havoc. If you don't run Psyshock, be prepared to miss Thunder ;p. Latios also has the benefit of defogging rocks if you would like to run Defog. Hidden Power Fire can be used to get rid of steel types like Ferrothorn/Scizor who can also take dracos to help pressure Tapu Fini more.
 

FlamingVictini

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This is a really interesting thread idea, and I must say that zygarde set looks lit af (also dang shiny zygarde is sick). That being said, Martin is there any good reason why you are restricting submissions to have a z-move? I don't have anything in mind, but if there was some good set that can have the intended function without using a z-move or even just some single move, why restrict people from posting it?


Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Solar Beam
- Earth Power
- Taunt / Stealth Rock

People are definitely more cautious with their finis around tran, but even so this set will effectively remove any fini (bar fast hpump) should it come in on magma storm, whose trapping functionality makes up for how most people expect this set on heatran. This set is also useful for a ton of other mons as well and is probably heatran's best set in the meta, so it doesn't sacrifice anything to gain the ability to remove fini, which is nice.
 
This is really cool! Shame there does seem to be a limited number of answers to this, but I'll go with something a bit more creative.



Weavile @ Poisinium Z
Ability: Pressure
EVs: 252 Att / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Icicle Crash
- Poison Jab

Tapu Fini seems like the perfect switch in to Weavile, similar to how Azu was a great one last gen. However in SM, the abundance of fairies in the tier makes Poison a genuinely valuable coverage type. Despite this, Weavile being reasonably uncommon and having a few moves it can use, the Fini user will feel confident sending it in, to tank either a Knock Off or Icicle Crash, even LO Poison Jab only does ~50%. But after taking a Knock Off and Rocks, Acid Downpour can blow Fini right back.

252 Atk Weavile Knock Off (97.5 BP) vs. 248 HP / 192 Def Tapu Fini: 56-66 (16.3 - 19.2%) -- possible 8HKO after Leftovers recovery
252 Atk Weavile Acid Downpour (160 BP) vs. 248 HP / 192 Def Tapu Fini: 248-294 (72.3 - 85.7%) -- guaranteed 2HKO after Leftovers recovery

Not 100% perfect, but Fini spends its game switching into rocks that it will 99% of the time come in in range of the attack.
 
Well I think i have an decent grasp on the concept of this thread:

Lurantis @ Grassium Z
(+Atk nature, 252 Evs in Atk and Spe. 4 in HP. Ability is irrelevant)
-Solar Blade
-Poison Jab
-U-Turn
-Sunny Day

A Bloom Doom running off a Solar Blade would be deadly enough to kill a Tapu Fini easily. With Poison Jab for if they somehow survive and U-turm for switching out as soon as their job is done. Sunny Day is to attempt a set up (Since Charizard-X isn't gonna be do it for them, plus Charizard would benefit from the sun anyway)

252+ Atk Lurantis Bloom Doom (190 BP) vs. 248 HP / 192 Def Tapu Fini: 440-522 (128.2 - 152.1%) -- guaranteed OHKO
 

TMan87

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Alright, I've gotta get this right !

Greninja-Ash (M) @ Grassium Z
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Grass Knot

Tapu Fini is one of the premier answers to Ash-Gren since it resists its STAB moves. As such, Grassium Z Greninja-Ash is a good lure for unsuspecting Tapu Fini, since Bloom Doom has a chance to OHKO after SR, and will OHKO if Fini switched in on any attack (bar Water Shuriken in case of double low rolls, but you're faster anyway) :
252 SpA Greninja-Ash Bloom Doom (160 BP) vs. 248 HP / 16+ SpD Tapu Fini: 282-332 (82.2 - 96.7%) -- 62.5% chance to OHKO after Stealth Rock
However, it is pretty mandatory to have activated Battle Bond before using Bloom Doom, since vanilla Greninja isn't close to OHKOing :
252 SpA Greninja Bloom Doom (160 BP) vs. 248 HP / 16+ SpD Tapu Fini: 214-252 (62.3 - 73.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
It still dents Fini hard though.

Greninja can scare away bulky Grounds for Charizard, which in return can take on Grass-types that Greninja struggles to break through.
 
Well I think i have an decent grasp on the concept of this thread:

Lurantis @ Grassium Z
(+Atk nature, 252 Evs in Atk and Spe. 4 in HP. Ability is irrelevant)
-Solar Blade
-Poison Jab
-U-Turn
-Sunny Day

A Bloom Doom running off a Solar Blade would be deadly enough to kill a Tapu Fini easily. With Poison Jab for if they somehow survive and U-turm for switching out as soon as their job is done. Sunny Day is to attempt a set up (Since Charizard-X isn't gonna be do it for them, plus Charizard would benefit from the sun anyway)

252+ Atk Lurantis Bloom Doom (190 BP) vs. 248 HP / 192 Def Tapu Fini: 440-522 (128.2 - 152.1%) -- guaranteed OHKO
While this would work, the idea of the thread is to find a mon who lures Fini. Fini isn't going to switch into a Lurantis so this is never going to happen in practice, look at all the other mons mentiones, they are all 'beaten' by Tapu Fini, while in this case, Lurantis already has the advantage.
 

Martin

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That being said, Martin is there any good reason why you are restricting submissions to have a z-move? I don't have anything in mind, but if there was some good set that can have the intended function without using a z-move or even just some single move, why restrict people from posting it?
The answer to this is specifically for the purpose of increasing limitation; while we did consider just general Tapu Fini lures, we felt that there would likely be more creativity if we restricted this one to Z moves, and the other thing is that we wanted to minimise the chance of it coming down to whoever can race to certain Pokemon as we could. It's an inherent issue with the project, and it is one we want to try and reduce the impact of as far as possible.

The Z move limitation is also something that was utilised in the LC edition of the project, where round two is "find a Z move user that pairs well with Mudbray", and given that at this stage if the metagame Z moves are one of those things that an offensively-inclined team would need a very good reason to pass up it made sense that it would be something that people would consider when teambuilding.
 
I'm gonna be attempting this again, this time with a blatant(y enough to be considered risky) lure

Tyrantrum @ Electrium-Z with Strong Jaw and maxed Atk/HP
-Thunder Fang (Z-Move)
-Toxic
-Stone Edge
-Earthquake

252+ Atk Tyrantrum Gigavolt Havoc (120 BP) vs. 248 HP / 192 Def Tapu Fini: 206-244 (60 - 71.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Tyrantrum Stone Edge vs. 248 HP / 192 Def Tapu Fini: 129-153 (37.6 - 44.6%) -- guaranteed 3HKO after Leftovers recovery

The catch is that it would have to take a Moonblast or Hydro Pump to the face at least once to pull this off, but I think its doable. And The Rock/Dragon typing would make it irreversible for someone thinking they can exploit the STAB weaknesses for free. If Tyrantrum falls. There's still Charizard-X with Solarbeam (provided you don't waste turns)

0- SpA Charizard-Mega-X Solar Beam vs. 248 HP / 16+ SpD Tapu Fini: 140-166 (40.8 - 48.3%) -- guaranteed 3HKO after Leftovers recovery
 
I'm gonna be attempting this again, this time with a blatant(y enough to be considered risky) lure

Tyrantrum @ Electrium-Z with Strong Jaw and maxed Atk/HP
-Thunder Fang (Z-Move)
-Toxic
-Stone Edge
-Earthquake

252+ Atk Tyrantrum Gigavolt Havoc (120 BP) vs. 248 HP / 192 Def Tapu Fini: 206-244 (60 - 71.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Tyrantrum Stone Edge vs. 248 HP / 192 Def Tapu Fini: 129-153 (37.6 - 44.6%) -- guaranteed 3HKO after Leftovers recovery

The catch is that it would have to take a Moonblast or Hydro Pump to the face at least once to pull this off, but I think its doable. And The Rock/Dragon typing would make it irreversible for someone thinking they can exploit the STAB weaknesses for free. If Tyrantrum falls. There's still Charizard-X with Solarbeam

0- SpA Charizard-Mega-X Solar Beam vs. 248 HP / 16+ SpD Tapu Fini: 140-166 (40.8 - 48.3%) -- guaranteed 3HKO after Leftovers recovery
Hi. Please focus on posting viable pokemon with viable sets that actually lure things. The thing is not just the fact that Tyrantrum isn't very good in OU but just for you to have an idea, this is what Tyrantrum is supposed to do to Tapu Fini:

252 Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 240 Def Tapu Fini: 253-298 (73.5 - 86.6%) -- guaranteed 2HKO
 
Reserving Garchomp


Garchomp @ Poisonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Poison Jab
- Dragon Claw

Tapu Fini is a great switch into Garchomp forcing it out while Fini clears Hazards Garchomp had set but Acid Downpour baits it and has a 20% chance to KO fini after rocks clearing the way for a Zard-x sweep.
252 Atk Garchomp Acid Downpour (160 BP) vs. 248 HP / 192 Def Tapu Fini: 262-310 (76.3 - 90.3%) -- 18.8% chance to OHKO after Stealth Rock

Garchomp also lures in Skarmory ,Celesteela and Ferrothorn which are set-up baits for Zard-X, weakens landorus-T for a zard-x sweep and beats toxapex and heatran if zard-x doesnt carry EQuake.Poison Jab also helps against Bulu,unaware t-wave clefable that zard-x hates and Dragon Claw into acid downpour koes assault vest tangrowth without Sr and deals 76-90 damage against physical growth which are popular right now and 30% poison chance is always nice for cripling defensive stuff.
 
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Okay 3rd time's the charm and I'm certain that this will work (and if it dosn't..well this will be my last attempt for this thread)

Terrakion @ Posionium Z/Rockium Z

Nature: Jolly
EVs: 252 Atk, 252 Spe, 4 HP
Moves:
- Substitute
- Stone Edge / Swords Dance
- Close Combat
- Poison Jab / Swords Dance

How it Lures: According to the Strategydex for Fini, it can be used to Check Terrakion, and there is some Logic to that claim. It's Rock/Fighting type would render it weak to both Moonblast and Hydro Pump...

0 SpA Tapu Fini Hydro Pump vs. 4 HP / 0 SpD Terrakion: 248-294 (76.5 - 90.7%) -- guaranteed 2HKO
0 SpA Tapu Fini Moonblast vs. 4 HP / 0 SpD Terrakion: 216-254 (66.6 - 78.3%) -- guaranteed 2HKO

...such an easy target would be easy to kill. But there is a move that can mitigate that damage on the switch. Substitute. Using that will ensure a shield is ready on the switch in and buy you enough time to slay the guardian

How it Defeats Fini:

There are 2 moves in Terrakion's arsenal that can defeat the fairy-type easily when empowered by the respective z Crystal, the most ideal will be Poison Jab, as the move exploits the Poison weakness fairy-types have to Poison types to devastating effect, but the other move that is almost as good would be the STAB Stone Edge, which also has a higher chance of critting than most moves.

252 Atk Terrakion Acid Downpour (160 BP) vs. 248 HP / 192 Def Tapu Fini: 260-308 (75.8 - 89.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Terrakion Continental Crush (180 BP) vs. 248 HP / 192 Def Tapu Fini: 220-259 (64.1 - 75.5%) -- guaranteed 2HKO after Leftovers recovery

Poison Jab however would be the better case as the gap is smaller and the minimal damage is greater than the maximum damage of Stone Edge. So you might consider Ditching one of those moves for a Swords Dance right? Well the thing is, because of the Substitute you have 2 turns to bring down Tapu Fini before they can get a hit in. Lets see how well both moves can do at +2

+2 252 Atk Terrakion Acid Downpour (160 BP) vs. 248 HP / 192 Def Tapu Fini: 520-614 (151.6 - 179%) -- guaranteed OHKO
+2 252 Atk Terrakion Continental Crush (180 BP) vs. 248 HP / 192 Def Tapu Fini: 439-517 (127.9 - 150.7%) -- guaranteed OHKO

So that means that after a Swords Dance boost, Terrakion has enough power to OHKO Tapu Fini and protect Charizard.
 
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Infernape @ Electrium Z
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Fire Punch / Flare Blitz
- Thunder Punch

Shoutouts Colonel M

A lot of the old Infernape checks from last generation, aka Latios and Slowbro, have gone missing, which leaves many teams relying on Tapu Fini and Landorus-T in order to take it on. Z-Thunder Punch allows Infernape to break Tapu Fini pretty effectively, taking a huge chunk out of its health even when unboosted and blowing straight through it at +2. It also helps a bit in getting Zard-X ready to clean up the mess afterwards, as Infernape is able to deal significant damage to Zard's other checks, such as Landorus-T.

252 Atk Iron Fist Infernape Thunder Punch vs. 248 HP / 192 Def Tapu Fini: 126-150 (36.7 - 43.7%) -- 99.4% chance to 3HKO after Leftovers recovery
252 Atk Infernape Gigavolt Havoc (140 BP) vs. 248 HP / 192 Def Tapu Fini: 196-232 (57.1 - 67.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Infernape Gigavolt Havoc (140 BP) vs. 248 HP / 192 Def Tapu Fini: 392-462 (114.2 - 134.6%) -- guaranteed OHKO
 

FlamingVictini

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The answer to this is specifically for the purpose of increasing limitation; while we did consider just general Tapu Fini lures, we felt that there would likely be more creativity if we restricted this one to Z moves, and the other thing is that we wanted to minimise the chance of it coming down to whoever can race to certain Pokemon as we could. It's an inherent issue with the project, and it is one we want to try and reduce the impact of as far as possible.

The Z move limitation is also something that was utilised in the LC edition of the project, where round two is "find a Z move user that pairs well with Mudbray", and given that at this stage if the metagame Z moves are one of those things that an offensively-inclined team would need a very good reason to pass up it made sense that it would be something that people would consider when teambuilding.
If the purpose of a round was to find a z-move that pairs well with a certain pokemon, that's all find and dandy. But why would you stop people from posting tapu fini lures in a thread called "know your niche?" Doesn't that defeat the purpose of the thread to limit the mons you can submit, if z-moves aren't a requirement of luring something in the actual game? You don't get any inherent advantage by not using z-moves, in fact its the opposite, so I don't really see how this restriction will force more creativity (it may reduce it to some degree instead), or minimize the chance of people choosing the "best" sets first, since its much more likely a z-move set would be the best set. Personally I think you shouldn't be looking at this from a competitions perspective but rather what was outlined in the OP, but even with your points in mind, restricting submissions to z-moves doesn't really help with that.
 

Martin

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If the purpose of a round was to find a z-move that pairs well with a certain pokemon, that's all find and dandy. But why would you stop people from posting tapu fini lures in a thread called "know your niche?" Doesn't that defeat the purpose of the thread to limit the mons you can submit, if z-moves aren't a requirement of luring something in the actual game? You don't get any inherent advantage by not using z-moves, in fact its the opposite, so I don't really see how this restriction will force more creativity (it may reduce it to some degree instead), or minimize the chance of people choosing the "best" sets first, since its much more likely a z-move set would be the best set. Personally I think you shouldn't be looking at this from a competitions perspective but rather what was outlined in the OP, but even with your points in mind, restricting submissions to z-moves doesn't really help with that.
I appreciate the feedback 'cause I want this project to be as good as possible, and you make good arguments. We'll take take more care when deciding future weeks :).
 

quziel

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Poisinium-Z Pheromosa is a very workable Fini lure, as it can very easily bluff a choice scarf set, and then turn around to hit Fini for 79.3 - 93.8% with Z-Pjab, which is more than enough to allow Zard to plow through it.



Set:
Pheromosa @ Poisonium Z
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Poison Jab
- U-turn
- High Jump Kick
- Ice Beam

Aside from luring in Fini and other fairy types, this set can do most of what the LO set can do, albeit with lower power, and can bluff scarf effectively enough to lure in fighting resists like lando for a hopeful KO with Ice Beam or its other coverage moves, which can help Zard-X to sweep.

252 Atk Pheromosa Acid Downpour (160 BP) vs. 248 HP / 192 Def Tapu Fini: 272-322 (79.3 - 93.8%)
calc was bugging out and showing Acid Downpour as lower damage than straight pjab, so the above calc is just Pjab with its BP adjusted to 160.


Edit: Grammar was horrific
 
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Infernape @ Electrium Z
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Fire Punch / Flare Blitz
- Thunder Punch

Shoutouts Colonel M

A lot of the old Infernape checks from last generation, aka Latios and Slowbro, have gone missing, which leaves many teams relying on Tapu Fini and Landorus-T in order to take it on. Z-Thunder Punch allows Infernape to break Tapu Fini pretty effectively, taking a huge chunk out of its health even when unboosted and blowing straight through it at +2. It also helps a bit in getting Zard-X ready to clean up the mess afterwards, as Infernape is able to deal significant damage to Zard's other checks, such as Landorus-T.

252 Atk Iron Fist Infernape Thunder Punch vs. 248 HP / 192 Def Tapu Fini: 126-150 (36.7 - 43.7%) -- 99.4% chance to 3HKO after Leftovers recovery
252 Atk Infernape Gigavolt Havoc (140 BP) vs. 248 HP / 192 Def Tapu Fini: 196-232 (57.1 - 67.6%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Infernape Gigavolt Havoc (140 BP) vs. 248 HP / 192 Def Tapu Fini: 392-462 (114.2 - 134.6%) -- guaranteed OHKO
Glad someone mentioned Colonel M's set, I was going to except I scanned through the posts and saw yours :p

I think Infernape extremely naturally lures things like Fini, as even though it learns things like Poison Jab and Thunder Punch it's attack isn't ordinarily so impressive that it can heavily damage Fini and plus the fact Fini resist both of its STABs. It also forms an extremely nice fire spam core with Zard-X with itself being Rocks neutral, with fire itself being a great spammable type this gen in my opinion.

I guess if I was going to post a lure it'd be Grassium-Z Volcarona, but there's currently better sets so I won't bother. Good luck with people voting on the set!
 
Reserving Garchomp


Garchomp @ Poisonium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Poison Jab
- Dragon Claw

Tapu Fini is a great switch into Garchomp forcing it out while Fini clears Hazards Garchomp had set but Acid Downpour baits it and has a 20% chance to KO fini after rocks clearing the way for a Zard-x sweep.
252 Atk Garchomp Acid Downpour (160 BP) vs. 248 HP / 192 Def Tapu Fini: 262-310 (76.3 - 90.3%) -- 18.8% chance to OHKO after Stealth Rock

Garchomp also lures in Skarmory ,Celesteela and Ferrothorn which are set-up baits for Zard-X, weakens landorus-T for a zard-x sweep and beats toxapex and heatran if zard-x doesnt carry EQuake.Poison Jab also helps against Bulu,unaware t-wave clefable that zard-x hates and Dragon Claw into acid downpour koes assault vest tangrowth without Sr and deals 76-90 damage against physical growth which are popular right now and 30% poison chance is always nice for cripling defensive stuff.
um...
252 Atk Life Orb Garchomp Earthquake vs. 248 HP / 252 Def Tapu Fini in Misty Terrain: 153-181 (44.6 - 52.7%) -- 79.3% chance to 2HKO after Stealth Rock and Leftovers recovery
I'll never get why people are thinking that fini is garchomp counter.
 

Martin

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um...
252 Atk Life Orb Garchomp Earthquake vs. 248 HP / 252 Def Tapu Fini in Misty Terrain: 153-181 (44.6 - 52.7%) -- 79.3% chance to 2HKO after Stealth Rock and Leftovers recovery
I'll never get why people are thinking that fini is garchomp counter.
While yes it is not a hard counter to Chomp, it being able to discourage the Dragon-type STAB is pretty big. Also, Bold variants do "counter" in the literal sense, granted I think countering is not as solid a term in general given that real battle conditions turn most so-called "counters" into checks.

252 Atk Life Orb Garchomp Earthquake vs. 248 HP / 248+ Def Tapu Fini in Misty Terrain: 140-165 (40.8 - 48.1%) -- 5.9% chance to 2HKO after Stealth Rock and Leftovers recovery

Firium and Dragonium variants are checked harder than LO, as is the most common set: Choice Scarf. As such, this is a reasonable lure due to Tapu Fini's capacity to check multiple Garchomp variants with reasonable level of consistency early game and due to its ability to put pressure onto the use of certain moves as long as it has yet to faint.
 
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