[Gen7] Victim of the Week CAP S/M (Week 12: Life Orb Syclant)

snake

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approved by jas61292
OP adapted from AJB's S/M LC Version


Defensive and offensive threats fluctuate as the metagame evolves: old ones fall and new ones rise. This project aims to target up-and-coming threats in the S/M CAP metagame.

Process:

At the beginning of a week, I will post a set of Pokemon. Throughout the week, everyone should post a standard importable set for Pokemon that can either check or counter the Pokemon's set I posted. At the end of the week, I will choose the best three checks and best three counters. I will consult with other players so that my choices are valid. The archive in the OP will contain the results from previous weeks.

Rules:

1. Indicate whether your submission is a check or a counter. Please know the difference between a check and a counter and correctly designate your set as a check or as a counter. Here are the official definitions from The Smog:

Pokémon A checks Pokémon B if, when Pokémon A is given a free switch into Pokémon B, Pokémon A can win every time, even under the worst case scenario, without factoring in hax.

Pokémon A counters Pokémon B if Pokémon A can manually switch into Pokémon B and still win every time, even under the worst case scenario, without factoring in hax.

There are some parts of those definitions that may be confusing to the unfamiliar, so now I'm going to make sure we're all on the same page. "Hax" does not mean cheats or codes used to win. "Hax" means, loosely, things that have a chance of happening but usually don't, for example, critical hits (under most circumstances), Ice Beam freezing, and Fire Blast missing. This means that we don't take into account these types of things when we analyze if one Pokémon checks or counters another. Despite this, it's unwise to declare that one Pokémon checks another when the victorious Pokémon relies on hitting Focus Blast three times in a row, or something like that. Basically, you're often okay ignoring hax unless something that doesn't have a high chance of happening must happen in order for a Pokémon to check or counter another.

There are some things, like flinching, which you would normally consider to be hax but aren't always so. For example, Jirachi has a 60% chance to flinch a slower opponent with Iron Head, so in this case, flinching is not hax because it happens over half the time. For things such as missing or secondary effects, such as a Scald burn or Special Defense drop from Seed Flare, that have a decently high chance of happening, you need to think about them when you analyze checks or counters. Even though they might fit the standard definition of hax, they happen often enough for you to expect to see them in real situations somewhat commonly. There's no official or best guideline, but in my opinion, if some form of "hax" has a 30% chance or higher of happening, you should keep it in the back of your mind because it's not a negligible occurrence.
2. While technically checks, simple revenge killers should ideally be able to switch into at least one of the Victim of the Week's moves.

3. You may reserve one Pokemon. However, your reservation expires after 24 hours. After that, anyone can take your reservation. Please edit your set into your reservation post.

4. If you want to comment on other people's sets, give them some positive feedback. Don't be mean.

5. Calcs strengthen the validity of your set. I'm not expecting a wall of calcs for each post, but if they are necessary and relevant, please post them.

6. Any submissions with incorrect calculations, inconsistencies between importable and calculations, not bolding "check" or "counter" somewhere in your post, or incorrect use of "check" or "counter" will not be considered as an acceptable submission. You have a whole week to make sure these aspects of your posts are correct.

7. Write at least one sentence about why your Pokemon is useful outside of checking/countering the Victim. This is to ensure that we have submissions that are viable in the current metagame and can go on current teams. Mention what else it checks or what it can provide for a team. If you cannot write a sentence about it, it's probably not worth using on a team. Ask yourself, "Would I ever use this on a team?" before posting, and if the answer is "no," you probably shouldn't post it.

Checks:
Most Effective: cbrevan's Specially Defensive Mollux
Most Creative: Broken Phobias's Choice Specs Seismitoad

Counters:
Most Effective: sparktrain's Amoonguss
Most Effective: Take Azelfie's Bulky Marowak-A
Most Creative: GreenGogoatttt's AV Tangrowth
Checks:
Most Effective: GreenGogoatttt's Ferrothorn
Most Effective: Sundar's Defog Latios

Counters:
Most Effective: Drapionswing's AV Tangrowth
Most Effective: Kyubics's AV Slowking
Most Creative: cbrevan's "I-Have-A-Niche-Now!" Malaconda
Checks:
Most Effective: sparktrain's Focus Sash Dugtrio
Most Effective: GreenGogoatttt's Defog Latios
Most Creative: reachzero's SubCoil Zygarde

Counters:
Most Effective: @Kyubic's Choice Specs Nihilego
Most Effective: Blackdrakon30's Life Orb Sword Dance Garchomp
Most Creative: Heaven Jay's Curse Gastrodon
Checks:
Most Effective: cbrevan's Choice Specs Tapu Lele
Most Effective: Sundar's Mega Metagross
Most Creative: LucarioOfLegends's LO Roost Hydreigon

Counters:
Most Effective: DarkSlay's Specially Defensive Celesteela
Most Effective: reachzero's Pink Blob Chansey
Most Creative: Heaven Jay's Defog Zapdos
Checks:
Most Effective: KrazyCake's Choice Scarf Plasmanta
Most Creative: Broken Phobias's Choice Specs Roserade

Counters:
Most Effective: Okamu's Defensive Mega Scizor
Most Effective: sparktrain's Defensive Cyclohm
Most Creative: DarkSlay's ResTalk Doublade
Checks:
Sundar's Focus Sash Syclant
sparktrain's Ice Punch Mega Metagross
reachzero's Physically Defensive Lure-o-matic Celesteela

Counters:
boxofkangaroos' Physically Defensive Rotom-W
Heaven Jay's Physically Defensive Skarmory
Blackdrakon30's Hidden Power Ice Bronzong
Checks:
The only and therefore the best (I guess): Broken Phobias's I-Don't-Have-Taunt-So-I'm-A-Check-Instead-lol Mega Aerodactyl

Counters:
Most Effective: Okamu's Life Orb Tomohawk
Most Effective: Blackdrakon30's Sad Mega Charizard Y (has Air Slash, therefore sad)
Most Creative: Airwind's Waterium Z Araquanid

Honorable Mentions:
cbrevan's jasnumbers-favorite Swords Dance Pyroak
jas61292's Knock Off Pelipper (actually Swanna, not Pelipper with Knock Off)
Checks:
No one posted scarf volkraken :C

Counters:
Most Effective: sparktrain's Unaware Clefable
Most Effective: Blackdrakon30 Specially Defensive Memetran
Most Creative: jas61292's Heatproof Naviathan

Week 10: Stallbreaker Tapu Lele
Tapu Lele @ Twisted Spoon
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Hidden Power [Fire]
- Taunt

Imo this set is better than Scarf (not that scarf is bad by any means). Taunt prevents healing and forces switches. Psyshock melts Chansey and Clefable, Moonblast is excellent as always, and HP Fire hits Scizor, Ferrothorn (finally picking up popularity around here lol), and Celesteela. You could run CM over Taunt (REALLY fun btw) but Taunt is a little easier to use. Of course Shed Shell is another option because Dugtrio exists, but Twistedspoon lets it hit harder (get out of here with your useless Mind Plates smh) and Dugtrio is getting the suspect test. Not so say that Dugtrio is out or anything.

Hint: Offensive checks are really fun!

Remember to bold either "check" or "counter." I'd prefer it under the importable and before the description. Also, make sure your calcs are correct, particularly nature. Post your checks and counters to this Victim of the Week!
 
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A counter that I reserved that can head-on clash with Tapu Koko is Jirachi.


Wishie (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Toxic
- Wish
- Protect

Jirachi is resistant to Tapu Koko's Fairy STAB moves, and can tank any of it's moves. Most Special Defensive Jirachis that are used by people run one slot as the main STAB move of the pokemon: Iron Head. It can be able to 3HKO Tapu Koko as it has no back-up recovery options (since this is an all-out attacker). Jirachi can also be able to run Toxic against Tapu Koko, and stall many turns in order to KO the Victim of the Week, recovering lost damage through the help of Wish and Protect.

Tapu Koko's Attacks:

252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 224+ SpD Jirachi: 114-136 (28.2 - 33.6%) -- 95.1% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Tapu Koko Hidden Power Ice vs. 252 HP / 224+ SpD Jirachi: 25-30 (6.1 - 7.4%) -- possibly the worst move ever
252 SpA Life Orb Tapu Koko Volt Switch vs. 252 HP / 224+ SpD Jirachi: 87-105 (21.5 - 25.9%) -- possible 5HKO after Leftovers recovery
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 252 HP / 224+ SpD Jirachi: 51-60 (12.6 - 14.8%) -- possibly the worst move ever

Jirachi's STAB Move:

0 Atk Jirachi Iron Head vs. 0 HP / 0 Def Tapu Koko: 100-118 (35.5 - 41.9%) -- guaranteed 3HKO
 
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cbrevan

spin, spin, spin
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Mollux @ Black Sludge
Ability: Dry Skin
EVs: 248 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Rapid Spin
- Recover
- Lava Plume
- Sludge Bomb

+1 252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 252+ SpD Mollux: 161-191 (40.8 - 48.4%) -- guaranteed 3HKO after Black Sludge recovery
+1 252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 252+ SpD Mollux: 161-191 (40.8 - 48.4%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
0 SpA Mollux Sludge Bomb vs. 0 HP / 0 SpD Tapu Koko: 312-368 (111 - 130.9%) -- guaranteed OHKO

This is your standard Spdef Mollux set that's been floating around since last gen. Comes ins on anything Tapu Koko can throw at it as long as rocks aren't up and proceeds to threaten the ohko and then spread status or spin.

Edit: This is a check for all those wondering.
 
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Take Azelfie

More flags more fun
Alolawak

Marowak-Alola @ Leftovers
Ability: Lightning Rod
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Shadow Bone
- Flare Blitz / Fire Punch
- Earthquake / Bonemerang / Stealth Rock
- Will-O-Wisp

The moves dont really matter as much as the typing + ability do. Lightning Rod stops any Volt Switch momentum and Fire gives it a useful resistance to Fairy leaving Koko to HP Ground which this set does not have. There are sets with thick Club > Lefties and even more offensive spreads but they all check koko just this is best which is why imbputting it here.
 
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Venusaur-Mega has an amazing ability running for it in thick fat, which lets it take Ice and Fire type moves, both of which are a problem for it. This means that Tapu Koko can no longer deal super effective damage via Hidden Power Ice. however, Venusaur is a better check than Pokemon like Pyroak who already resist HP Ice as it can hit back super effectively with a high powered Sludge Bomb. Whilst Amoonguss has regenerator to heal off the damage from the boosted Volt Switch, Venusaur has a great Special Attack stat to hit hard. However, it gets worn down very quickly and is often forced to recover when it'd rather hit hard.

CALCEROONIES

252+ SpA Venusaur-Mega Sludge Bomb vs. 0 HP / 0 SpD Tapu Koko: 392-464 (139.5 - 165.1%) -- guaranteed OHKO
252 SpA Life Orb Tapu Koko Hidden Power Ice vs. 232 HP / 4 SpD Thick Fat Venusaur-Mega: 60-73 (16.7 - 20.3%) -- possible 5HKO
 
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Just a heads up, Electric Terrain doesn't seem to be working properly on the damage calc at the moment. You can set Tapu Koko's SpA to +1 if you need to run Thunderbolt calcs.

Anyway, here's a counter:

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 60 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Foul Play

Amoonguss resists Electric, isn't weak to entry hazards, and has Regenerator, letting it sponge Volt Switch all day long without getting worn down. Hidden Power Ice is only a 4HKO after rocks. Brave Bird is something to be wary of, but it's not on Tapu Koko's set in this thread, so Amoonguss is a counter.

252 SpA Life Orb Tapu Koko Hidden Power Ice vs. 248 HP / 200+ SpD Amoonguss: 120-143 (27.8 - 33.1%) -- guaranteed 4HKO after Stealth Rock and Black Sludge recovery

0 SpA Amoonguss Clear Smog vs. 0 HP / 4 SpD Tapu Koko: 120-144 (42.7 - 51.2%) -- 3.5% chance to 2HKO (two Clear Smogs + two rounds of LO recoil KOes)
0 SpA Amoonguss Giga Drain vs. 0 HP / 4 SpD Tapu Koko: 90-106 (32 - 37.7%) -- guaranteed 3HKO after Stealth Rock (Giga Drain's healing factor lets Amoonguss outlast)
 

emma

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tangrowth is the counter, av is the standard set, it shows up first on calc and towards the top of xy analysis. im sure sm will make it standared if its not already since a lot more special attackers and less physical so i think it definitely counts

counter since lo hp ice does less than regenerator gives back lol

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power Ice

252 SpA Life Orb Tapu Koko Hidden Power Ice vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 101-120 (25 - 29.7%) -- guaranteed 4HKO
+1 252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 83-99 (20.5 - 24.5%) -- guaranteed 5HKO

0 Atk Tangrowth Earthquake vs. 0 HP / 0 Def Tapu Koko: 166-196 (59 - 69.7%) -- guaranteed 2HKO
0 SpA Tangrowth Leaf Storm vs. 0 HP / 0 SpD Tapu Koko: 193-228 (68.6 - 81.1%) -- guaranteed 2HKO
 

Drapionswing

Eating it up, YUMMY!
is a CAP Contributor Alumnus
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

+1 252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 168 SpD Ferrothorn: 87-104 (24.7 - 29.5%) -- possible 5HKO after Leftovers recovery
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Tapu Koko: 177-208 (62.9 - 74%) -- guaranteed 2HKO

Thunderbolt does absolutely nothing, and lefties with leech seed reinforce this greatly. Definitely have to be wary of potential HP fire's which may come about from innovative players. My favorite tapu koko counter by far.
 

LucarioOfLegends

Master Procraster
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Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic

This is pretty much your standard, run-of-the-mill Bulky Spinner Excadrill, but it counters Tapu Koko so perfectly. Excadrill can switch into pretty much any move with little to no effect, can heal said damage back with lefties, and can OHKO with EQ.

0 SpA Tapu Koko Hidden Power Ice vs. 0 HP / 4+ SpD Excadrill: 54-64 (14.9 - 17.7%) -- possible 9HKO after Leftovers recovery
0 SpA Tapu Koko Dazzling Gleam vs. 0 HP / 4+ SpD Excadrill: 53-63 (14.6 - 17.4%) -- possible 9HKO after Leftovers recovery
 
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic

This is pretty much your standard, run-of-the-mill Bulky Spinner Excadrill, but it counters Tapu Koko so perfectly. Excadrill can switch into pretty much any move with little to no effect, can heal said damage back with lefties, and can OHKO with EQ.

0 SpA Tapu Koko Hidden Power Ice vs. 0 HP / 4+ SpD Excadrill: 54-64 (14.9 - 17.7%) -- possible 9HKO after Leftovers recovery
0 SpA Tapu Koko Dazzling Gleam vs. 0 HP / 4+ SpD Excadrill: 53-63 (14.6 - 17.4%) -- possible 9HKO after Leftovers recovery
I really like the set, but I also prefer a Scarf Excadrill set as well, because it can often get interesting in some scenes in which people won't know what outsped them. I'd like to try this out one time to be honest, so thank you for lending us a set to try out!
 
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I was going to do Camerupt-Mega, but it isn't released, so I'll post a different check/counter.

Standard OU Specially Defensive Dragalge

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 248 HP / 232 SpD / 28 Spe
Calm Nature
- Draco Meteor
- Sludge Wave
- Scald
- Toxic Spikes

Dragalge can easily switch in on Thunderbolt, and then OHKO in return with Sludge Wave. Dragalge can pretty easily take a Hidden Power Ice, or a Dazzling Gleam (Which deals slightly less damage than HP Ice), and then hit back. I would classify it as a counter. Choice Specs Dragalge, which I personally prefer using, can also thoroughly beat Koko but is only a check as HP Ice deals significantly greater damage.


252 SpA Life Orb Tapu Koko Thunderbolt vs. 248 HP / 232+ SpD Dragalge: 74-87 (22.2 - 26.1%) -- possible 5HKO after Black Sludge recovery

252 SpA Life Orb Tapu Koko Hidden Power Ice vs. 248 HP / 232+ SpD Dragalge: 88-104 (26.4 - 31.2%) -- 12.1% chance to 4HKO after Black Sludge recovery

0 SpA Adaptability Dragalge Sludge Wave vs. 0 HP / 4 SpD Tapu Koko: 340-400 (120.9 - 142.3%) -- guaranteed OHKO
 
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BP

Beers and Steers
is a Contributor to Smogon

CHECK

Seismitoad @ Choice Specs
Ability: Swift Swim
EVs: 160 HP / 252 SpA / 96 SpD
Modest Nature
IVs: 0 Atk
- Earth Power
- Hydro Pump
- Scald
- Sludge Wave

252+ SpA Choice Specs Seismitoad Earth Power vs. 0 HP / 4 SpD Tapu Koko: 458-540 (162.9 - 192.1%) -- guaranteed OHKO
252+ SpA Choice Specs Seismitoad Sludge Wave vs. 0 HP / 4 SpD Tapu Koko: 322-380 (114.5 - 135.2%) -- guaranteed OHKO
-
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 160 HP / 96 SpD Seismitoad: 153-183 (39.1 - 46.8%) -- guaranteed 3HKO
252 SpA Life Orb Tapu Koko Hidden Power Ice vs. 160 HP / 96 SpD Seismitoad: 78-92 (19.9 - 23.5%) -- possible 5HKO
 
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DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus

Magnezone @ Assault Vest
Ability: Analytic
EVs: 252 HP / 136 SpA / 120 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power Ice

This is a counter. Magnezone resists every single one of the four moves selected for Tapu Koko. As a bonus, it deals with almost all possible Tapu Koko sets as well. HP Fire (a more common alternative) fails to 3HKO it. It counters Brave Bird variants fully and doesn't take anything from U-Turn. HP Ground is something to be wary of, but Koko doesn't run it often (or at least yet). It also has the benefit of being able to take advantage of Tapu Koko's Electric Terrain, which not a lot of other posted Pokemon here can do (essentially "countering" Electric Surge). It can even chunk away at potential switch-ins with boosted Volt Switches (which 2HKO's Tapu Koko). EV's have been perfectly tailored to do just the following:
  • A 1% chance for Tapu Koko to 4HKO with Thunderbolt (so essentially a 5HKO).
  • ~95% chance to OHKO Tapu Koko with Flash Cannon after switching into a TBolt (LO damage) plus SR.
DEFENSIVELY
252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 120 SpD Assault Vest Magnezone: 74-88 (21.5 - 25.5%) -- 1% chance to 4HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 252 HP / 120 SpD Assault Vest Magnezone: 43-52 (12.5 - 15.1%) -- possible 7HKO
252 SpA Life Orb Tapu Koko Hidden Power Ice vs. 252 HP / 120 SpD Assault Vest Magnezone: 22-26 (6.3 - 7.5%) -- possibly the worst move ever
252 SpA Life Orb Tapu Koko Volt Switch vs. 252 HP / 120 SpD Assault Vest Magnezone: 58-70 (16.8 - 20.3%) -- possible 5HKO

OFFENSIVELY
136+ SpA Analytic Magnezone Thunderbolt vs. 0 HP / 4 SpD Tapu Koko: 183-216 (65.1 - 76.8%) -- guaranteed 2HKO
136+ SpA Analytic Magnezone Flash Cannon vs. 0 HP / 4 SpD Tapu Koko: 217-256 (77.2 - 91.1%) -- guaranteed 2HKO
136+ SpA Analytic Magnezone Volt Switch vs. 0 HP / 4 SpD Tapu Koko: 143-168 (50.8 - 59.7%) -- guaranteed 2HKO
 
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snake

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CAP Co-Leader
Week One has ended! The winners are:

Checks:
Most Effective: cbrevan's Specially Defensive Mollux
Most Creative: Broken Phobias's Choice Specs Seismitoad

Counters:
Most Effective: sparktrain's Amoonguss
Most Effective: Take Azelfie's Bulky Marowak-A
Most Creative: GreenGogoatttt's AV Tangrowth

We had lots of counters this time around, and while all of them make Koko cry adequately counter Tapu Koko, I can only pick three of them. I picked one that works well on balanced teams and one that works on offensive teams, and then reserved one counter for the most creative. I had a really tough time deciding though, so please don't feel discouraged. Although the two checks won by default, they are effective (though Seismitoad is very niche), so next week I'd like to see more checks!

EDIT: Next week, please clearly indicate whether your set is a check or counter by bolding it. Thanks!

And without further ado:

Week 2: Waterium Z Manaphy
Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Psychic

Waternium Z breathes new life into Manaphy, as this set can both punch holes in a balance or stall team with rain- and Tail Glow-boosted Hydro Vortex and Surf and sweep offensive teams by gaining a speed boost off of Z-Rain Dance. Post your checks and counters to this Victim of the Week!
 
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emma

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Thunder Wave

The only way this thing has a chance to be 2HKOd is my +3 Rain Boosted Surf. If you bring it in on the Tail Glow / Rain Dance you will beat it 100% of the time barring critical hits or missing Power Whip a bunch. Thunder Wave slows down Manaphy a lot and eliminated Z-Rain Dance's Speed Boost. Leech Seed provides more recovery as well.

btw check ig since you cant switch it in to +3 rain boosted Manaphy but it handles everything else

252 SpA Manaphy Surf vs. 252 HP / 168 SpD Ferrothorn: 46-55 (13 - 15.6%) -- possibly the worst move ever
252 SpA Manaphy Surf vs. 252 HP / 168 SpD Ferrothorn: 70-83 (19.8 - 23.5%) -- possible 6HKO after Leftovers recovery [RAIN]
+3 252 SpA Manaphy Surf vs. 252 HP / 168 SpD Ferrothorn: 117-138 (33.2 - 39.2%) -- 10.5% chance to 3HKO after Leftovers recovery
+3 252 SpA Manaphy Surf vs. 252 HP / 168 SpD Ferrothorn: 175-207 (49.7 - 58.8%) -- 71.1% chance to 2HKO after Leftovers recovery [RAIN]

0 Atk Ferrothorn Power Whip vs. 0 HP / 0 Def Manaphy: 246-290 (72.1 - 85%) -- guaranteed 2HKO
 
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Offensive Defog Set:

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Grass Knot / Hidden Power Fire
- Defog

Latios is a check to Manaphy. It can be able to resist Manaphy's Water STAB-move as well as Psychic when running this set. Latios can leave a lot of damage towards Manaphy when using its Psychic and Dragon-type STAB moves, 2HKO'ing it in the process. Latios can check for Manaphy only if it hasn't run Tail Glow 2 times in a row during the Rain, or if Manaphy runs its Z-Move after one Tail Glow (rain or no rain). If that is the case, Latios has a chance of being OHKO'ed by Manaphy's Water STAB moves. Besides that, Latios can be a great Pokémon in the case of running Defog to clear hazards off the field (to prevent more damage from bestowing upon any of your Pokémon in your team).

In the case of Manaphy:

252 SpA Manaphy Surf vs. 0 HP / 4 SpD Latios: 56-66 (18.6 - 21.9%) -- possible 5HKO
252 SpA Manaphy Psychic vs. 0 HP / 4 SpD Latios: 37-44 (12.2 - 14.6%) -- possible 7HKO
252 SpA Manaphy Hydro Vortex vs. 0 HP / 4 SpD Latios: 110-129 (36.5 - 42.8%) -- guaranteed 3HKO
+3 252 SpA Manaphy Surf vs. 0 HP / 4 SpD Latios: 140-165 (46.5 - 54.8%) -- 65.2% chance to 2HKO
+3 252 SpA Manaphy Psychic vs. 0 HP / 4 SpD Latios: 93-110 (30.8 - 36.5%) -- 69.6% chance to 3HKO
+3 252 SpA Manaphy Hydro Vortex vs. 0 HP / 4 SpD Latios: 273-321 (90.6 - 106.6%) -- 43.8% chance to OHKO
+6 252 SpA Manaphy Surf vs. 0 HP / 4 SpD Latios: 225-264 (74.7 - 87.7%) -- guaranteed 2HKO
+6 252 SpA Manaphy Psychic vs. 0 HP / 4 SpD Latios: 150-176 (49.8 - 58.4%) -- 99.6% chance to 2HKO

During Rain:

252 SpA Manaphy Surf vs. 0 HP / 4 SpD Latios: 84-99 (27.9 - 32.8%) -- guaranteed 4HKO
252 SpA Manaphy Hydro Vortex vs. 0 HP / 4 SpD Latios: 165-194 (54.8 - 64.4%) -- guaranteed 2HKO
+3 252 SpA Manaphy Surf vs. 0 HP / 4 SpD Latios: 210-248 (69.7 - 82.3%) -- guaranteed 2HKO
+3 252 SpA Manaphy Hydro Vortex vs. 0 HP / 4 SpD Latios: 409-482 (135.8 - 160.1%) -- guaranteed OHKO


After 2 turns of Tail Glow:
+6 252 SpA Manaphy Surf vs. 0 HP / 4 SpD Latios: 336-396 (111.6 - 131.5%) -- guaranteed OHKO

------------------------------
In the case of Latios:

252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 4 SpD Manaphy: 274-325 (80.3 - 95.3%) -- guaranteed 2HKO
252 SpA Life Orb Latios Psyshock vs. 0 HP / 0 Def Manaphy: 172-203 (50.4 - 59.5%) -- guaranteed 2HKO
252 SpA Life Orb Latios Grass Knot (20 BP) vs. 0 HP / 4 SpD Manaphy: 57-70 (16.7 - 20.5%) -- possible 5HKO
 
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Drapionswing

Eating it up, YUMMY!
is a CAP Contributor Alumnus
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power Fire

0 SpA Tangrowth Leaf Storm vs. 0 HP / 0 SpD Manaphy: 306-360 (89.7 - 105.5%) -- 37.5% chance to OHKO
252 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 60-71 (14.8 - 17.5%) -- possible 6HKO

After a Tail Glow:
+3 252 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 147-174 (36.3 - 43%) -- guaranteed 3HKO

Manaphy comes out, you switch into tangrowth and put in work. Definitely a good counter especially because regen keeps you pretty damn healthy.
 
Dhelmise @ Lagging Tail
Ability: Steelworker
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Switcheroo
- Power Whip
- Earthquake
Dhelmise can live a psychic or scald after one tail glow: +3 252 SpA Manaphy Scald vs. 0 HP / 0 SpD Dhelmise: 148-175 (52.6 - 62.2%). If you swap in on the tail glow you can Switcheroo the lagging tail onto Manaphy then powerwhip. due to now Manaphy going last. Power whip = 252+ Atk Dhelmise Power Whip vs. 0 HP / 4 Def Manaphy: 432-510 (126.6 - 149.5%)
 

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cbrevan

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Malaconda @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Power Whip
- Glare
- U-turn
- Knock Off

+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 428-504 (98.6 - 116.1%) -- 87.5% chance to OHKO <- Rain
+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 285-336 (65.6 - 77.4%) -- guaranteed 2HKO
+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 267-315 (61.5 - 72.5%) -- guaranteed 2HKO <- Rain
+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 178-210 (41 - 48.3%) -- guaranteed 3HKO
252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 107-126 (24.6 - 29%) -- 99.9% chance to 4HKO <- Rain
252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 72-84 (16.5 - 19.3%) -- possible 6HKO
0 Atk Malaconda Power Whip vs. 0 HP / 4 Def Manaphy: 258-306 (75.6 - 89.7%) -- guaranteed 2HKO
+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 220-259 (50.6 - 59.6%) -- guaranteed 2HKO <- Regular Surf w/ Rain
+3 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Malaconda: 138-162 (31.7 - 37.3%) -- 88.2% chance to 3HKO <- Regular Surf w/ Rain

So long as you don't bring Malaconda in on a +6 Z Surf in the Rain you should come out on top.

Counter

edit: Just saw the post above me and I'll just give my two cents and say reserving mons is lame af for people who are writing the actual post when the mon gets reserved.
 
Specially Defensive Volcanion

Volcanion @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Steam Eruption/Scald
- Flamethrower/Protect/Fire Blast
- Haze/Roar
Will-O-Wisp isn't relevant against Manaphy, but patches up Volcanion's Physical defense so it doesn't have to worry as much about strong Physical attackers switching in. Steam Eruption is the preferred option, thanks to high basepower with a great accuracy, but Scald can be used instead in order to provide more PP in case of longer battles. Flamethrower works better as a secondary STAB when using Steam Eruption to provide a reliable backup move. Protect can be used to stall for burn turns and scout opponents. Fire Blast is an option that provides more significant damage output, but generally isn't necessary. Haze/Roar eliminates stat boosters, namely Manaphy in this situation.

This Pokemon I think is fairly useful for countering strong SpAing Fairies and Waters, while also beating Pokemon like Scizor by nature of typing. Special Defense Mollux often outclasses SpD Volcanion though on account of superior recovery, a typing that can check similar Pokemon, and in most cases more useful utility moves. Volcanion has a niche of countering this set for Manaphy, demolishing Ground and Rock Types on the switch, and generally packing more powerful STABs.

252 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Volcanion: 63-75 (17.3 - 20.6%) -- possible 7HKO after Leftovers recovery
252 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Volcanion: 63-75 (17.3 - 20.6%) -- possible 5HKO after Stealth Rock and Leftovers recovery
+3 252 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Volcanion: 158-186 (43.4 - 51%) -- guaranteed 3HKO after Leftovers recovery
+6 252 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Volcanion: 252-297 (69.2 - 81.5%) -- guaranteed 2HKO after Leftovers recovery
+6 252 SpA Manaphy Psychic vs. 252 HP / 252+ SpD Volcanion: 252-297 (69.2 - 81.5%) -- 56.3% chance to OHKO after Stealth Rock

0 SpA Volcanion Steam Eruption vs. 0 HP / 0 SpD Manaphy: 111-131 (32.5 - 38.4%) -- 2.8% chance to 3HKO after Leftovers recovery

It takes some time, but it can take any attacks from Manaphy in stride and either Haze/Roar away Manaphy's boosts, or dent it back. However, it is prone to weardown. I'd still call this a Counter however, as it is completely immune to Hydro Vortex and can switch in to Surf to heal off damage, can take the hits from Manaphy in almost any situation, and then wipe the boosts or whittle down Manaphy's HP.
 
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