UU Victim of the Week V4 [Done - will return in Sun/Moon]

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Kreme

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Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Toxic
- Protect
- Stealth Rock
- Heavy Slam

Bronzong as a counter. Cresselia can't really beat it, only 5HKOing with Moonblast at +6 and 9HKOing with Psyshock with the same amount of boosts while Bronzong can just sit there and outlast it with Toxic and Protect.
 


Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 220 Atk / 36 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Waterfall
- Crunch
- Substitute/Ice Punch/whatever

Feraligatr is a check. It tanks Cresselia's attacks relatively well thanks to its nice bulk and can hurt it a lot with Sheer Force boosted Crunch or set up Swords Dance/Substitute on it.

220 Atk Life Orb Sheer Force Feraligatr Crunch vs. 240 HP / 252+ Def Cresselia: 159-187 (36 - 42.4%) -- 91.6% chance to 3HKO after Leftovers recovery
0 SpA Cresselia Psyshock vs. 0 HP / 0 Def Feraligatr: 67-81 (21.5 - 26%) -- 2.7% chance to 4HKO
0 SpA Cresselia Moonblast vs. 0 HP / 36 SpD Feraligatr: 61-72 (19.6 - 23.1%) -- possible 5HKO

About the Doublade nomination, it can defnitely be considered a counter lol

Edit: didnt see the Colbur Berry rofl. still works tbh
 

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 56 Def / 200 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Heavy Slam
- Toxic

Mega-Steelix counters Cresselia, as it takes little damage from any of Cresselia's attacks, even after six Calm Minds, and is able to inflict Toxic upon it, putting it on a timer. Eventually, it is able to win out 1v1.

+6 0 SpA Cresselia Psyshock vs. 252 HP / 56+ Def Mega Steelix: 57-68 (16.1 - 19.2%) -- possible 6HKO

+6 0 SpA Cresselia Moonblast vs. 252 HP / 200 SpD Mega Steelix: 92-108 (25.9 - 30.5%) -- guaranteed 4HKO
 

LeoLancaster

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We had a lot of great submissions this week! It was a tough call choosing the 6 winners. I decided to give extra weight to offensive answers (which are more limited than defensive ones), and tried to vary the roles and types of the winners. Thus,
Week 3 winners:
Counters:
Escavalier:
(Mr. Highways)
Doublade: (cappino)
Snorlax: (DeltaRott)

Checks:
Heracross:
(Oddish.)
Durant: (Vague)
Milotic: (Lord Esche)

This week's victim:

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Vacuum Wave
- Grass Knot / Focus Blast
 

DrReuniclus

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Chandelure @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Flamethrower
- Shadow Ball

I chose cm but basically any chandelure set is great against infernape. Infernape's only move that can hit it is grass knot, due to chandelure's ability in flash fire and ghost typing allowing it to be immune to both of infernape's stabs.

252 SpA Life Orb Infernape Grass Knot (60 BP) vs. 0 HP / 4 SpD Chandelure: 40-47 (15.3 - 18%) -- possible 8HKO after Leftovers recovery

Chandelure can also sub on an unboosted grass knot and proceed to 2hko with shadow ball or calm mind up and infernape can't kill the sub at +2 vs a +1 SpD chandelure.

+2 252 SpA Life Orb Infernape Grass Knot (60 BP) vs. +1 0 HP / 4 SpD Chandelure: 53-62 (20.3 - 23.7%) -- possible 6HKO after Leftovers recovery

It also proceeds to ohko after infernape's life orb recoil at +1 and has a 75% chance to kill without it.

+1 252 SpA Chandelure Shadow Ball vs. 0 HP / 0 SpD Infernape: 282-333 (96.2 - 113.6%) -- 75% chance to OHKO

Infernape has to play very carefully around this set as allowing chandelure to get a free sub up can be a problem for many teams and with the set given there's no real way infernape can break through chandelure, while chandelure can easily take down infernape.
 
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Tentacruel as a check


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 232 HP / 8 SpA / 140 Def / 104 SpD / 24 Spe
Calm Nature
- Rapid Spin
- Scald
- Toxic Spikes
- Haze

This spread may be crazy, but it works. Calm Tentacruel checks or even counters Infernape very well with this spread, since it isn't 2HKOed after SR by a +2 Infernape, but Tentacruel can preferably switch-in Nasty Plot, so it 2HKOes Infernape with Scald.

+2 252 SpA Life Orb Infernape Grass Knot (80 BP) vs. 240 HP / 104+ SpD Tentacruel: 139-164 (38.5 - 45.4%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery

8 SpA Tentacruel Scald vs. 0 HP / 0 SpD Infernape: 192-228 (65.5 - 77.8%) -- guaranteed 2HKO
 
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esche

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Crobat as a check.


Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 240 HP / 32 SpD / 236 Spe
Jolly Nature
- Brave Bird
- U-turn/Taunt
- Defog
- Roost
Bulky utility Crobat is a reliable check to NP Infernape. Focus Blast, Vaccuum Wave and Grass Knot do pityful damage since Crobat 4x resists all of them. Unboosted Fire Blast with a max roll barely misses the OHKO after Rocks. Fun fact: Thanks to Black Sludge recovery, Crobat will be able to tank the 4x resisted Vacuum Wave following the Fire Blast. I do not recommend switching Crobat into boosted Fire Blast but to bring it in on a move that it 4x resists. You can also simply use Crobat to safely revenge kill Infernape 100% of the time with Brave Bird. Roost is a staple and allows Crobat to stay healthy throughout the course of the match.
Infernape vs. Crobat:
252 SpA Life Orb Infernape Fire Blast vs. 240 HP / 32 SpD Crobat: 231-274 (62.2 - 73.8%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Infernape Vacuum Wave vs. 240 HP / 32 SpD Crobat: 21-25 (5.6 - 6.7%) -- possibly the worst move ever
252 SpA Life Orb Infernape Grass Knot (80 BP) vs. 240 HP / 32 SpD Crobat: 27-32 (7.2 - 8.6%) -- possibly the worst move ever
252 SpA Life Orb Infernape Focus Blast vs. 240 HP / 32 SpD Crobat: 62-74 (16.7 - 19.9%) -- guaranteed 6HKO

Crobat vs. Infernape:
0 Atk Crobat Brave Bird vs. 0 HP / 4 Def Infernape: 312-368 (106.4 - 125.5%) -- guaranteed OHKO

EV spread details:
240 HP EVs decrease the damage taken from Stealth Rock, while 32 SpD EVs ensure that Vaccuum Wave never kills Crobat after switching into Fire Blast with full HP and Stealth Rock up on the field.
Crobat HP (full): 371
Stealth Rock damage: 371 / 4 = 92,75
92
Fire Blast damage rolls: 231, 235, 238, 242, 243, 246, 250, 251, 255, 257, 259, 263, 265, 269, 270, 274
1 turn of Black Sludge recovery: 371 / 16 = 23,1875
23

371 - 92 - 274 + 23 = 28

Vaccuum Wave damage rolls: 21, 21, 21, 21, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 25, 25

28 - 25 = 3

Even maximum damage rolls do not result in Crobat fainting from a Fire Blast followed up by Vaccuum Wave when switching into Stealth Rock and gaining 1 turn of Black Sludge recovery. It will always survive with a minimum of 3 HP.
 
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Vague

Banned deucer.

Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Substitute

Infernape lacks solid counters due to it's extreme versatility coupled with solid power and speed. In this situation, Gyarados, although rather flimsy, is a hard check to NP Infernape. Unboosted, it can come in on anything Infernape has to throw at it and proceed to setup and subsequently KO it with Waterfall. It's a hard check rather than a counter due to the fact a +2 Grass Knot 2HKO's Gyarados easily and +2 Fire Blasts and Focus Blasts take a large chunk from it, but it can still tank 1 of anything and retaliate with Waterfall.
 

Askov

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Dragalge as a Check



Dragalge @ Choice Specs
Ability: Adaptability
EVs: 188 HP / 252 SpA / 68 Spe
Modest Nature
- Draco Meteor
- Sludge Wave
- Focus Blast
- Dragon Pulse

Dragalge can hard check this Infernape because of its Dragon/Poison type and good Special Defense Stat, which allows it to take both of Infernape´s STAB easily, also resisting Grass Knot. Dragalge can easily survive a +2 Focus Blast and even survive a +2 Blaze Boosted Fire Blast from full! Dragalge can fire back a Draco Meteor/Dragon Pulse and KO Infernape. Focus Blast is for Steel types that might switch-in on Dragalge.

Calcs:

Infernape:
+2 252 SpA Life Orb Infernape Focus Blast vs. 188 HP / 0 SpD Dragalge: 182-214 (57.2 - 67.2%) -- guaranteed 2HKO
+2 252 SpA Life Orb Blaze Infernape Fire Blast vs. 188 HP / 0 SpD Dragalge: 250-295 (78.6 - 92.7%) -- guaranteed 2HKO

Dragalge:

252+ SpA Choice Specs Adaptability Dragalge Dragon Pulse vs. 0 HP / 0 SpD Infernape: 330-390 (112.6 - 133.1%) -- guaranteed OHKO
 
All the standard checks were taken, so here's a lesser used mon that can still effectively check Infernape. Fletchinder as a Hard Check.

Fletchinder
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- Will-O-Wisp

Comes in on anything Infernape can throw at it as long as Stealth Rock aren't set up and does huge damage back with priority Acrobatics. If Infernape lacks Focus Blast or simply misses Fletchinder can also Roost stall Nape and use it as set up fodder of its own.

252+ Atk Fletchinder Acrobatics (110 BP) vs. 0 HP / 0 Def Infernape: 238-282 (81.2 - 96.2%) -- guaranteed 2HKO
252 SpA Life Orb Infernape Fire Blast vs. 152 HP / 28 SpD Fletchinder: 160-188 (52.8 - 62%) -- guaranteed 2HKO
252 SpA Life Orb Infernape Focus Blast vs. 152 HP / 28 SpD Fletchinder: 175-207 (57.7 - 68.3%) -- guaranteed 2HKO
 
Noivern

This faster hydreigon can check not only the set above mentioned, but many of the common ape sets, and its capable of setting up on it with either an air slash kill or a switcheroo on an upcoming switch-in. Its not very reliable due to Stealth Rocks BUT if ape wasted a turn to set nasty plot, this means you are faster than him.

EDIT: How could i be so late this thing so fast
 
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LeoLancaster

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Sorry Godfather 4 you're a bit late. I appreciate the entry though, I hope you'll participate this week.

Week 4 winners:
Counters:
Chandelure
(DrReuniclus)
Tentacruel (Mr. Highways)
Dragalge (TestingSomeTeams)

Checks:
Crobat
(Lord Esche)
Gyarados (Vague)
Fletchinder (AJB)

For this week's victim, I decided to go with a lesser-seen set of a UU mainstay:

Suicune @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Hydro Pump
- Ice Beam / Signal Beam
- Tailwind / Signal Beam / Hidden Power Electric
 

Askov

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UUPL Champion
Blissey as a counter



Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect / Softboiled
- Seismic Toss
- Toxic

Blissey can beat this Suicune variant because it doesnt have Substitute, so it can not avoid getting toxic´ed, also can not set-up behind a sub and possibly stall out Blissey PPs. Blissey can easily eat any hit from this Suicune and Toxic Stall it or just spam Seismic Toss until it dies or switch out thanks to its huge HP and SpDef stats.
 
Mega-Abomasnow as a check.



Abomasnow @ Abomasite
Ability: Soundproof
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Ice Shard
- Swords Dance

Mega-Abomasnow has been more popular lately to capitalize on common threats like cleric Sylveon. It counters most water types very hard. Unlike walls like Blissey it isn't passive meaning that Suicune can't just Tailwind and switch to a nuke. It's also not weak to Ice Beam and Hidden Power Electric. The variants with Signal Beam are a problem however.
 
Heliolisk as a Hard Check



Heliolisk @ Choice Specs
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Grass Knot
- Hyper Voice

Not too much to say about this one, thanks to Dry Skin, Heliolisk is free to come in on Cune's Hydro Pumps, forcing it to go for the much weaker Ice Beam. It's able to come in on a CM and still eat up the hit due to its passable Special Defence stat. In terms of offensive pressure. not too much to say, Thunderbolt OHKOs Suicune before a Calm Mind, meaning that generally it's free to just click Volt Switch and gain momentum. The inability to comfortably switch in more than twice means that I'm hesitant to call it a counter, especially when considering as a Volt Switcher, it's likely to be consistently taking SR damage.

252 SpA Choice Specs Heliolisk Thunderbolt vs. 0 HP / 4 SpD Suicune: 344-408 (100.8 - 119.6%) -- guaranteed OHKO
252 SpA Choice Specs Heliolisk Thunderbolt vs. +1 0 HP / 4 SpD Suicune: 230-272 (67.4 - 79.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Suicune Ice Beam vs. 0 HP / 4 SpD Heliolisk: 80-95 (30.1 - 35.8%) -- 40.7% chance to 3HKO
+1 252 SpA Suicune Ice Beam vs. 0 HP / 4 SpD Heliolisk: 120-142 (45.2 - 53.5%) -- 38.7% chance to 2HKO
 

Shadestep

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Jellicent @ Colbur Berry / Leftovers
Ability: Water Absorb
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Scald / Hex
- Recover
Jellicent as a counter. Suicune can't do much to it unless you run HP Electric, and Jellicent can easily Taunt + Will-O-Wisp it and wear it down with burns or even Hex. Hex speeds up the process a bit but the last thing you'd want to happen is Suicune freezing your Jellicent.
 

Vague

Banned deucer.

Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 232 HP / 76 Def / 8 SpA / 192 Spe
Timid Nature
- Scald
- Haze
- Toxic Spikes
- Rapid Spin

Tentacruel is a hard check to Suicune. It takes next to nothing from it's attacks bar HP Electric which requires CM boosts to actually pose as a threat. However, the combination of Haze + Scald burns (or poison damage) is sufficient enough to beat Suicune in a 1v1 matchup. What keeps it from countering it completely is it's lack of reliable recovery aside from Black Sludge which leaves it susceptible to being already worn down before tackling Suicune.
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Virizion as a check.



Spring Maiden (Virizion) @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Close Combat
- Stone Edge
- Swords Dance
SD offensive Virizion switches in on a predicted Calm Mind, Hydro Pump, Signal Beam or Hidden Power Electric and easily takes 2 unboosted Ice Beams from Suicune thanks to its natural special bulk. In return, Virizion outspeeds Suicune and 2HKOs offensive Suicune with Leaf Blade. Status inflictions from Scald (or Signal Beam I guess) will be avoided once by the use of Lum Berry.
Suicune vs. Virizion:
252 SpA Suicune Hydro Pump vs. 0 HP / 4 SpD Virizion: 56-66 (17.3 - 20.4%) -- possible 5HKO after Stealth Rock
252 SpA Suicune Ice Beam vs. 0 HP / 4 SpD Virizion: 124-146 (38.3 - 45.2%) -- guaranteed 3HKO after Stealth Rock
+1 252 SpA Suicune Hydro Pump vs. 0 HP / 4 SpD Virizion: 84-99 (26 - 30.6%) -- guaranteed 4HKO after Stealth Rock
+1 252 SpA Suicune Ice Beam vs. 0 HP / 4 SpD Virizion: 184-218 (56.9 - 67.4%) -- guaranteed 2HKO after Stealth Rock

Virizion can switch in on a +1 Hydro Pump and survive the following +1 Beam.

Virizion vs. Suicune:

252 Atk Virizion Leaf Blade vs. 0 HP / 0 Def Suicune: 204-242 (59.8 - 70.9%) -- guaranteed 2HKO after Leftovers recovery


s/o uu research week #1!
 
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LeoLancaster

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Week 5 winners:
Counters:
Blissey
(TestingSomeTeams)
Jellicent (Shadestep)
Heliolisk (HC)
Checks:
Tentacruel
(Vague)
Mega Abomasnow (yandaud)
Virizion (Lord Esche)

This week's victim was suggested by Kreme, thanks for that!

Haxorus @ Lum Berry / Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly / Adamant Nature
- Dragon Dance / Swords Dance
- Outrage / Dragon Claw
- Earthquake
- Poison Jab

.dancin
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
good lord this thing is scary



Whimsicott as a check.
Whimsicott @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Encore
- U-turn
Whimsicott switches into 3 out of 4 possible moves Haxorus can go for and proceeds to Encore Haxorus, stopping any sweeping attempt. Obviously, Whimsicott lives in fear of a predicted Poison Jab on the switch-in, which OHKOes the little fluffball, but the point is that Whimsicott provides the team with reliable options of counterplay, which is especially valuable for offensive teams. Whimsicott always OHKOes Haxorus from full HP with Moonblast, while comfortably taking resisted EQs, even if boosted.
Haxorus vs. Whimsicott:
252 Atk Mold Breaker Haxorus Earthquake vs. 0 HP / 4 Def Whimsicott: 68-80 (26 - 30.6%) -- 4.4% chance to 4HKO after Leftovers recovery
+1 ...
+2 ...
+4 252 Atk Mold Breaker Haxorus Earthquake vs. 0 HP / 4 Def Whimsicott: 204-240 (78.1 - 91.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mold Breaker Haxorus Poison Jab vs. 0 HP / 4 Def Whimsicott: 436-516 (167 - 197.7%) -- guaranteed OHKO

Whimsicott vs. Haxorus:
252 SpA Whimsicott Moonblast vs. 0 HP / 4 SpD Haxorus: 294-348 (100.3 - 118.7%) -- guaranteed OHKO
 
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Askov

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UUPL Champion
Diancie as a check



Diancie @ Shuca Berry
Ability: Clear Body
EVs: 248 HP / 108 Def / 152 SpA
Quiet Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power / HP Fire

As long as you keep Shuca, it can tank even a +2 EQ from Haxorus and KO Haxorus back with Moonblast. 108 Def let Diancie survive a 2 unboosted EQs (1 of those taking Shuca into account) , Although it relies on Shuca to actually check Haxorus, it can try to get a free switch on a locked Outrage. Earth Power on last slot usually hit most steels you need to, but hp fire can be used if Escavalier and Forretress are issues for your team.

Calcs:

+2 252+ Atk Mold Breaker Haxorus Earthquake vs. 252 HP / 0 Def Shuca Berry Diancie: 185-218 (60.8 - 71.7%) -- guaranteed 2HKO

252+ Atk Mold Breaker Haxorus Earthquake vs. 248 HP / 108 Def Shuca Berry Diancie: 85-101 (28 - 33.3%)
252+ Atk Mold Breaker Haxorus Earthquake vs. 248 HP / 108 Def Diancie: 170-202 (56.1 - 66.6%)

152+ SpA Diancie Moonblast vs. 0 HP / 4 SpD Haxorus: 348-410 (118.7 - 139.9%) -- guaranteed OHKO

ps: You can use physically defensive Diancie too, although it needs one layer of spikes or SR up to KO Haxorus from full and +2 Adamant Haxorus can KO it after rocks, Jolly Haxorus can be beaten more easily if you get the roll with Moonblast or have SR/Spikes on opponent´s field.

Calcs:

+2 252+ Atk Mold Breaker Haxorus Earthquake vs. 248 HP / 252+ Def Diancie: 282-334 (93 - 110.2%) -- 56.3% chance to OHKO

8 SpA Diancie Moonblast vs. 0 HP / 4 SpD Haxorus: 276-326 (94.1 - 111.2%) -- 68.8% chance to OHKO

Physically defensive set:

Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 252 Def / 8 SpA
Relaxed Nature
- Stealth Rock
- Heal Bell
- Diamond Storm
- Moonblast
 
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Vague

Banned deucer.

Aggron @ Aggronite
Ability: Sturdy
EVs: 240 HP / 16 Def / 252 SpD
Impish Nature
- Fire Punch
- Heavy Slam
- Roar
- Stealth Rock

Mega Aggron is one of the few good counters to Haxorus that doesn't kneel over to its coverage. Unboosted Earthquake does about ~30% while its only STAB and coverage in Poison Jab do little to nothing. In retaliation, Aggron can 2HKO Haxorus with Heavy Slam after Rocks or phase it out with Roar. All in all, Mega Aggron is one of the best counters there is to Haxorus, but it's also prone to being worn down so Wish support is crucial to be sure you can handle it.

e: considering dd is more common than sd in most situations as well as jolly and lum being a solid option over orb + the fact it won't be setting up in aggron's face with roar and you literally chose a worst case scenerio
 
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Mandibuzz is a counter.

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 240 HP / 212 Def / 56 Spe
Impish Nature
- Foul Play
- Roost
- Brave Bird
- Taunt

Physically defensive Mandibuzz is a great counter to set up sweepers like Gyarados, Mega-Absol etc and naturally Haxorus. Foul Play ohkoes it if it uses Dragon Dance. The Swords Dance set need Stealth Rock support and Life Orb to have a chance. All Mandibuzz really needs is Foul Play and Roost. The speed is enough to outspeed Cresselia and Suicune and use Taunt on them.

+1 0 Atk Mandibuzz Foul Play vs. 0 HP / 0 Def Haxorus: 279-328 (95.2 - 111.9%) -- 68.8% chance to OHKO
+2 252 Atk Life Orb Mold Breaker Haxorus Dragon Claw vs. 240 HP / 216+ Def Mandibuzz: 266-316 (63.1 - 75%) -- 6.3% chance to OHKO after Stealth Rock
 
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