Ubers Amoonguss


QC's: 3/3 (Blue Jay, Fireburn, shrang)
GP's: 1/2
Overview
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Amoonguss looks like a weird choice in the Ubers metagame, and in many cases, it is. However, it serves as a good check or counter to non-Psyshock Xerneas and Kyogre, and it has just the right bulk, movepool, and ability in Regenerator to get the job done. Amoonguss's typing allows it to absorb Toxic Spikes and Spore, which can prove useful in certain situations. It also has enough power to have some semblance of offensive prowess with Grass Knot and a good annoyance to sweepers with Clear Smog, but there are a lot of reasons why Amoonguss is often overlooked. Outside of Grass Knot and Foul Play, Amoonguss can't really do that much damage combined with movepool restrictions due to it having to run Assault Vest. Even though its HP is high, its defenses are not, and these will not yield good results if one remains uninvested. This is not good when looking at Amoonguss's common weaknesses to Fire-, and Ice-, Flying-, and Psychic-type weakness, especially when Yveltal, Ho-Oh, and Mewtwo are rising in popularity. Despite being inferior in most aspects to other Xerneas counters such as Klefki and even Aegislash, play to Amoonguss' strengths, and it can do its job effectively.

Regenerator Pivot
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name: Boosting moves? What are those?
move 1: Clear Smog
move 2: Sludge Bomb
move 3: Grass Knot
move 4: Foul Play
ability: Regenerator
item: Assault Vest
evs: 248 HP / 8 Def / 252 SpD
nature: Calm

Moves
========

One of the main attractions of Amoonguss's movepool is Clear Smog, which can put Geomancy Xerneas and other setup sweepers back to square one. Sludge Bomb is the more spammable of the two, with which Amoonguss can hit most Fairy-types such as Xerneas and Fairy Arceus for solid damage. In order for Amoonguss to check bulky Water-types, the most prominent being Kyogre, Grass Knot is an absolute must in order to not only reduce the damage of Kyogre's Water Spout, but to hit most of the heavy Ubers metagame for respectable damage. Foul Play prevents Amoonguss from being total fodder to Mewtwo and Mega Gengar and can hit physical attackers on the switch. A good move that isn't listed is Hidden Power Fire, which can be used over Foul Play in order to fend off common Spikes setters such as Klefki and Forretress; however, this leaves Amoonguss walled by the likes of Ho-Oh, Dialga, and Heatran, which are hit by Foul Play for neutral damage.

Set Details
========

The listed EV spread lets Amoonguss have a good chance to avoid a 2HKO from a Choice Specs Kyogre's Water Spout even after Stealth Rock, in addition to giving Xerneas a really hard time if it doesn't have Psyshock. However, if you want a bit more power behind Amoonguss's attacks and the ability to break past Geomancy Xerneas's Substitute after the boost, a spread of 248 HP / 96 SpA / 164 SpD is viable; it allows Amoonguss to break the Substitute with Sludge Bomb even after a Geomancy boost and deal more damage overall with Sludge Bomb and Grass Knot. However, Xerneas does have difficulty breaking past Amoonguss even after a Substitute.

Usage Tips
========

Since Amoonguss has Regenerator, it doesn't have to worry too much about residual damage and entry hazards, so it can be difficult to wear down when pivoting. Pivoting against special attackers is the best option for Amoonguss since its uninvested physical bulk is lackluster and the threats Amoonguss can check are specially oriented. However, if Amoonguss comes in on a double switch into a physical attacker whose coverage moves are mostly ineffective against Amoonguss such as Excadrill or Scizor, Foul Play can usually either force them out or do a good amount of damage.

Team Options
========

Amoonguss's presence can attract entry hazard setters, so Defoggers such as Arceus and Giratina-O or Rapid Spinners such as Excadrill or Forretress can make good partners. Since Amoonguss can check both Geomancy Xerneas and Kyogre, sweepers or wallbreakers that are threatened by the two, such as Rayquaza and Yveltal, appreciate the support Amoonguss brings to the table. Amoonguss also needs support of its own, such as checks to Mewtwo, Ho-Oh, and Yveltal. Giratina-O and Ghost Arceus can check or counter Mewtwo; Fairy-types such as Xerneas or Fairy Arceus can counter Yveltal; and Landorus-T, Hippowdon, and Water Arceus can check Ho-Oh. Heatran is an extremely helpful partner to Amoonguss as not only does it form an excellent resistance core, Heatran can check Geomancy Xerneas variants with Subsitute. Amoonguss can also scare away Kyogre, which can handle Heatran with ease. Ho-Oh is also an awesome partner as it can check Geomancy Xerneas variants with Substitute and form a neat Regenerator core with Amoonguss. However, Amoonguss is very prone to compounding weaknesses in the team, so be careful when selecting team members.


Other Options
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If Assault Vest is not something appealing to you, Amoonguss actually has a lot more moves and items to choose from. Black Sludge opens up Amoonguss's movepool and gives it extra recovery options, but it prevents Amoonguss from checking Choice Specs Kyogre or Xerneas as easily as the Assault Vest set can. When equipped with Black Sludge, many non-damaging moves come up, Spore being at the forefront of them. With Spore, Amoonguss can better support its team better with a 100% accurate sleep-inducing move. Synthesis can also give Amoonguss even more recovery, especially when paired with Groudon, but Kyogre's Drizzle diminishes its recovery. Toxic punishes Defoggers and support Arceus formes and also lets Amoonguss stall out most walls or sweepers that are not Steel-type. Gastro Acid can do neat things like render Shadow Tag, Multiscale, and even Prankster users almost useless. Unfortunately, all these non-damaging moves cannot be used with Assault Vest, so Amoonguss would have to resort to Black Sludge. Giga Drain can give Amoonguss extra recovery outside of Regenerator, but Grass Knot does more damage overall to most Ubers heavyweights such as Groudon, Kyogre, and support Arceus formes.

Checks & Counters
########

**Yveltal**: Yveltal can basically wall Amoonguss with its own form of recovery in Roost, and offensive sets can repeatedly Oblivion Wing Amoonguss until it is KOed.

**Ho-Oh**: Ho-Oh can also hard-wall Amoonguss with its amazing special bulk and Roost, KOing back with Sacred Fire or Brave Bird without breaking a sweat.

**Bulky Steel-types**: Dialga, Heatran, Ferrothorn, Klefki, Aegislash, and Forretress are just a small list of the Steel-types in the tier that can either wall Amoonguss or take advantage of it by laying entry hazards, though the list depends on whether Amoonguss is running Foul Play or Hidden Power Fire.

**Mewtwo**: Mewtwo can completely bypass Amoonguss's special bulk and either KO with Psystrike or Psycho Cut in the case of Mega Mewtwo X. However, bear in mind that Mega Mewtwo Y is 2HKOed by Foul Play.

**Shadow Tag**: Wobbuffet and Gothitelle will always win one-on-one against Amoonguss, but Mega Gengar can be 2HKOed by Foul Play. Mega Gengar can still Destiny Bond to remove Amoonguss from the match, however.

**Lugia**: If Lugia is carrying Aeroblast, it will always win against Amoonguss, but if Lugia does not, neither of the two can do much to the other.

**Wallbreakers**: Though none of these appreciate taking damage from Amoonguss, wallbreakers like Reshiram, Kyurem-W, Rayquaza, and Blaziken always have coverage moves that will annihilate Amoonguss.


QC's: 2/3 (Blue Jay, Fireburn)
GP's: 1/2
Overview
########

  • Usable defenses combined with ok defensive typing and Regenerator = badass pivot
  • Such Xern and non-Specs Kyogre check
  • Clear Smog is very nice for pitting against sweepers
  • Absorbs Toxic Spikes and Spore :P
  • Restricted to pivot roles and due to sparse movepool and horrible offensive presence
  • Assault Vest prevents it from using its good support movepool
  • Defenses are kinda bad without investment
  • Annoying Fire and Ice weaknesses, Flying and Psychic weaknesses aren't too nifty either
  • Loses to Psyshock GeoXern -_-
  • Overall kinda niche mon compared to Xern checks like Keys or Aegislash

Regenerator Pivot
########
name: Boosting moves? What are those?
move 1: Clear Smog
move 2: Sludge Bomb
move 3: Grass Knot
move 4: Foul Play
ability: Regenerator
item: Assault Vest
evs: 248 HP / 96 SpA / 164 SpD
nature: Modest

Moves
========

  • Clear Smog removes boosts from opponent; trolls GeoXern and other special sweepers utterly
  • Sludge Bomb can damage Xerneas after Clear Smog has done its thing
  • Grass Knot is the only main damage output Amoonguss can do in Ubers; can hit for decent damage uninvested cuz Ubers is bloated as shit
  • Foul Play deals solid-ish damage to Mega Gengar and MM2Y on switch-ins, and additionally allows Amoonguss to severely hurt physical attackers
  • HP Fire can break past common Spikes setters (Klefki, Forry, Ferrothorn), at the cost of being walled by specially bulky mons like Dialga, Heatran, Ho-Oh, etc.

Set Details
========

  • The above EVs allow Amoonguss to break standard GeoXern's Substitute with Sludge Bomb, while maintaining defensive capabilities. Keep in mind that since Amoonguss is more powerful with this investment, it can lessen Kyogre's Water Spout's power more with Grass Knot

Usage Tips
========

  • If you see Psyshock on a Xerneas forfeit the match
  • Don't be too worried about resid or taking hits, Regenerator can fix that up quickly
  • Since Amoonguss is specially invested, try to avoid taking physical hits and pivot more against special attackers
  • But, if you come in on a double switch into a physical attacker, Foul Play would be the best choice to either scare out said attacker or to damage or KO them if they do not suspect it

Team Options
========
  • Hazard removal (Defog + Rapid Spin). Amoonguss is generally hazard bait, so having a solid plan to remove these is a good option
  • Stuff that likes having Xerneas crippled (Rayquaza, Yveltal, etc.)
  • MEWTWO, YVELTAL AND HO-OH CHECKS (Mewtwo: Gira-O, Ghostceus; Ygod: Fairies; Ho-Oh: Lando-T, Hippowdown, Water Arceus)
  • Extra add-on tip: Amoonguss is unfortunately very prone to compounding weaknesses with other team members, so forming resistance cores in the team is a solid option to fix this.
  • Heatran can form a reliably solid core with Amoonguss. Heatran murders Steel-types and is resistant to all 4 of Amoonguss's weaknesses, while Amoonguss can resist Fighting and Water, takes neutral damage from Ground, and scares away Kyogre for Heatran.
  • Ho-Oh is cool


Other Options
########

  • Black Sludge
  • Spore
  • Giga Drain
  • Toxic
  • Synthesis
  • Gastro Acid

Checks & Counters
########
A good chunk of the Ubers metagame can unfortunately wall or pressure Amoonguss because of its exploitable type weaknesses, uninvested base Defense, and lack of support moves due to Assault Vest. However, the Pokemon mentioned below are the most effective at checking or countering Amoonguss:
  • Yveltal
  • Ho-Oh
  • Bulky Steel-types
  • Mewtwo
  • Shadow Tag
  • Lugia
  • Wallbreakers (Reshiram, Kyurem-W, Rayquaza)
 
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Not a single mention of checking Kyogre anywhere on this skelly so far? It's like one of the biggest things going for it.
 
Not a single mention of checking Kyogre anywhere on this skelly so far? It's like one of the biggest things going for it.
I'll add it, as Modest Scarf Ogre Ice Beam has a 6.6% chance to 2HKO Amoonguss. I was thinking Specs when doing this, which absolutely annihilates it, but w/e.
 
It's probably worth noting that without a pretty hefty SpA investment, this is losing to Sub GeoXern as well, given that it switches in on either Sub or Geomancy.

0 SpA Amoonguss Sludge Bomb vs. +2 108 HP / 0 SpD Xerneas: 86-104 (20.4 - 24.7%) -- guaranteed 5HKO

It needs 96 SpA EVs with a Modest nature (b/c at that point, it becomes more efficient to run a +SpA nature in terms of EV distribution) to consistently break the sub, but by that point it's no longer an effective check, given:

+2 252 SpA Fairy Aura Xerneas Moonblast vs. 248 HP / 164 SpD Amoonguss: 207-244 (48 - 56.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

If your Xerneas check needs to tech itself that far to get around a fairly common variant of its /debatably/ most threatening set, and even then force a scenario where you have to come in, take huge damage, switch out and sac a 'mon for Regen HP, then come back in for a 50/50 where you at best temporarily restrict it, then I'd rather just be running an alternative Xerneas check tbh. While I'm no expert or anything, and couldn't say for sure if this worth an analysis, AV seems like the best way to go for something to come of it:

name: Assault Vest
move 1: Clear Smog
move 2: Sludge Bomb
move 3: Grass Knot
move 4: Foul Play
ability: Regenerator
item: Assault Vest
evs: 248 HP / 96 SpA / 164 SpD
nature: Modest

Losing utilities like Spore is lame, but w/out Vest Amoonguss can't really perform its one potential role, so meh :/ This also lets it check Scarf 'Ogre, since Ibeam hits ~40% max while you throw GK for 60-70% back. It can also sorta-ish stay in on more defensive Palkia / support Arceus (if you can cope w/burns) and fish for poison in order to get chip damage. Foul Play doesn't do too much, but it can hit M-Gar and Aegislash for ok damage, as well as giving it something to catch Ho-Oh / Mega Scizor on the switch if they're super weak. Not a stellar option, but kinda the best Amoonguss has imo.
 
It's probably worth noting that without a pretty hefty SpA investment, this is losing to Sub GeoXern as well, given that it switches in on either Sub or Geomancy.

0 SpA Amoonguss Sludge Bomb vs. +2 108 HP / 0 SpD Xerneas: 86-104 (20.4 - 24.7%) -- guaranteed 5HKO

It needs 96 SpA EVs with a Modest nature (b/c at that point, it becomes more efficient to run a +SpA nature in terms of EV distribution) to consistently break the sub, but by that point it's no longer an effective check, given:

+2 252 SpA Fairy Aura Xerneas Moonblast vs. 248 HP / 164 SpD Amoonguss: 207-244 (48 - 56.6%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

If your Xerneas check needs to tech itself that far to get around a fairly common variant of its /debatably/ most threatening set, and even then force a scenario where you have to come in, take huge damage, switch out and sac a 'mon for Regen HP, then come back in for a 50/50 where you at best temporarily restrict it, then I'd rather just be running an alternative Xerneas check tbh. While I'm no expert or anything, and couldn't say for sure if this worth an analysis, AV seems like the best way to go for something to come of it:

name: Assault Vest
move 1: Clear Smog
move 2: Sludge Bomb
move 3: Grass Knot
move 4: Foul Play
ability: Regenerator
item: Assault Vest
evs: 248 HP / 96 SpA / 164 SpD
nature: Modest

Losing utilities like Spore is lame, but w/out Vest Amoonguss can't really perform its one potential role, so meh :/ This also lets it check Scarf 'Ogre, since Ibeam hits ~40% max while you throw GK for 60-70% back. It can also sorta-ish stay in on more defensive Palkia / support Arceus (if you can cope w/burns) and fish for poison in order to get chip damage. Foul Play doesn't do too much, but it can hit M-Gar and Aegislash for ok damage, as well as giving it something to catch Ho-Oh / Mega Scizor on the switch if they're super weak. Not a stellar option, but kinda the best Amoonguss has imo.
Looks very usable, and does a lot better overall against the things it checks (even does a tad better against Specs Ogre :) ). I really do like the set, and the calc against Xern confirms that the EV spread is valid against it:

96+ SpA Amoonguss Sludge Bomb vs. +2 108 HP / 0 SpD Xerneas: 108-128 (25.7 - 30.4%) -- guaranteed 4HKO

It does miss Spore a lot tho and Black Sludge is helpful against resid, but I do approve of this set, though I think QC should have a look at it b4 it should replace the main set or become an alternative set itself.
 
I agree with col49. Psyshock variants of Xerneas (not so common) and Substitute variants (very common) can beat Amoongus rather easily and imo the only reason I can see it being useful is for tanking Water-type hits and forcing them out with whatever moves, and the only water type that would reliably work on is Kyogre, since Palkia sometimes has Fire Blast.

This calc is kinda interesting and might be an idea for a set, but QC can be the judge: 252+ SpA Choice Specs Kyogre Water Spout (150 BP) vs. 252 HP / 252+ SpD Assault Vest Amoonguss in Rain: 186-220 (43 - 50.9%) -- 4.3% chance to 2HKO
 
I agree with col49. Psyshock variants of Xerneas (not so common) and Substitute variants (very common) can beat Amoongus rather easily and imo the only reason I can see it being useful is for tanking Water-type hits and forcing them out with whatever moves, and the only water type that would reliably work on is Kyogre, since Palkia sometimes has Fire Blast.

This calc is kinda interesting and might be an idea for a set, but QC can be the judge: 252+ SpA Choice Specs Kyogre Water Spout (150 BP) vs. 252 HP / 252+ SpD Assault Vest Amoonguss in Rain: 186-220 (43 - 50.9%) -- 4.3% chance to 2HKO
It can work on Palk too:

252 SpA Palkia Fire Blast vs. 252 HP / 164 SpD Assault Vest Amoonguss: 178-210 (41.2 - 48.6%) -- guaranteed 3HKO

However, the based god known as Specs Palkia 2HKO's it anyway. I can still see Amoonguss being an acceptable Water sponge and Xern check on teams instead of running Arc-Water + Klefki per say. Also, col49's set can do the following to Ogre :)

96+ SpA Amoonguss Grass Knot (120 BP) vs. 4 HP / 0 SpD Kyogre: 206-246 (60.2 - 71.9%) -- guaranteed 2HKO
Snags the 2HKO and reduces Spout damage the most, pivot out, profit :)
 
Okie dokie, got this out of WIP, but b4 we go over the 1st QC check, should the main set be the OP or the AV set that col49 posted, bc with the AV set, Amoonguss can check Xern and Ogre better, but doesn't have the passive recovery and Spore like the Black Sludge set does.
 
tl;dr
my thoughts: amoong can't actually check (specs) ogre and geoxern without av, so that is really the only reason to be using it imo. i'm seconding col's set, but probably with just max hp and spD (not sure what the spA does but it seems situational). slash hp fire with foul play so ferro isn't a bitch, or at least mention it in moves. hp ice in moves. black sludge spore goes in oo bc spore is always nice but av > any other item. KYU-W IN CC. ray actually switches in fine too. alot of things can actually overwhelm amoong given its lack of actual recovery outside of regen (palkia, cm arc)
 
tl;dr
my thoughts: amoong can't actually check (specs) ogre and geoxern without av, so that is really the only reason to be using it imo. i'm seconding col's set, but probably with just max hp and spD (not sure what the spA does but it seems situational). slash hp fire with foul play so ferro isn't a bitch, or at least mention it in moves. hp ice in moves. black sludge spore goes in oo bc spore is always nice but av > any other item. KYU-W IN CC. ray actually switches in fine too
The 96 SpA EVs and Modest break standard GeoXern's Subs with Sludge Bomb. I'll add the AV set to the OP, remove the old one, and and Kyu-W and Ray in C&C. I'll probably add HP Fire and HP Ice in Moves section but Foul Play is pretty useful. It's not like Ferro can do much back anyway :P
 

Disaster Area

formerly Piexplode
Ferro would set spikes up on you (or use t-wave/rest/sr).
Remove black sludge mention in usage tips.
In OO when you elaborate mention that black sludge sets have serious trouble filling the same role as the AV set, in spite of gaining the ability to access its support moves.
 
y ferro can spike up on you; in the same vein, klefki can be annoying. uh, remember to pay heatran more heed under "bulky steels" in cc. skarm can be chucked in this section. looking at moves again, hp ice seems more oo than moves-worthy. team options should probably be fleshed out alot more... one problem i have with amoong when teambuilding is that i end up compounding one weakness (which it has a wealth of) or another. i'm aware certain teammates remedy certain weaknesses while worsening others; at any rate, you might want to make a general note cautioning readers against compounding weaknesses.

tl;dr this pokemon is pretty bad :|

EDIT: forgot reshiram. group it w kyu-w under a "c-rank dragons" bullet jk
 
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y ferro can spike up on you; in the same vein, klefki can be annoying. uh, remember to pay heatran more heed under "bulky steels" in cc. skarm can be chucked in this section. looking at moves again, hp ice seems more oo than moves-worthy. team options should probably be fleshed out alot more... one problem i have with amoong when teambuilding is that i end up compounding one weakness (which it has a wealth of) or another. i'm aware certain teammates remedy certain weaknesses while worsening others; at any rate, you might want to make a general note cautioning readers against compounding weaknesses.

tl;dr this pokemon is pretty bad :|

EDIT: forgot reshiram. group it w kyu-w under a "c-rank dragons" bullet jk
Added all the things you mentioned. Imo more team members could be suggested because I haven't used Amoonguss extremely often in order to get a general idea of what would work and what wouldn't. It's not "pretty bad", it's just misunderstood :)
 
hazard removal should probably get some acknowledgement w/partners, since although amoonguss itself isn't bothered too extensively, it does tend to concede hazards, particularly spikes, fairly easily. also repeated clear smogging into non-steel physical boosters can neutralize any set-up on their part, which is more efficient in deterring set-up than foul play until they get particularly low in most cases imo
 

Blue Jay

The notorious Good Wife
is a Contributor Alumnus
Overview
Don't mention Spore since it can't use it on the main set. Also mention that it really lacks offensive presence, which makes it huge bait to stuff, and that it has to run AV to be viable which limits its utility. These are key flaws.

Set
Foul Play hardly scares off physical attackers, but at least it does something. It's also nice for Gengar, and for MMY on the switch. Mention that running HP Fire leaves you walled harder by some stuff like Dialga, Heatran (lol 3 immune attacks and 1 4x resist) and Ho-Oh but importantly hits Spikers (Klefki, Ferro, Forry) so you're not complete fodder for them. Not sure if VoltTurn deserves mention here (it's awesome but if we stick it on every analysis it becomes meaningless). Anti-hazard measures are important because this is hazard fodder, not because it's particularly weak to hazards. Pls Lando-T > Zekrom as a Ho-Oh check and Ghostceus or Giratina-O for Mewtwo checks. Where is the all caps YVELTAL CHECK? Fairies pls.

OO
Looks solid.

C&C
Basically open this section with a bit talking about how most of the meta either threatens or walls it because it has exploitable weaknesses and lacks offensive presence and that this will just list the most prominent + effective checks
Yveltal > Ho-Oh > Bulky Steels > Mewtwo (MMY is 2HKOed by Foul Play though) > Blaziken (2 Sludge Bombs + Flare Blitz recoil = dead chicken though) > Lugia (assuming Aero)
There's a lot more but if you go into it too much you may as well just list the metagame. Feel free to add Rayquaza, Kyu-W and Reshi if you like, but honestly so much checks or counters this thing (especially when it can't afford status moves) that you can't list everything or even get reasonable categories that aren't extremely broad (eg strong mons or fat walls).

QC: 1/3
 
Overview
Don't mention Spore since it can't use it on the main set. Also mention that it really lacks offensive presence, which makes it huge bait to stuff, and that it has to run AV to be viable which limits its utility. These are key flaws.

Set
Foul Play hardly scares off physical attackers, but at least it does something. It's also nice for Gengar, and for MMY on the switch. Mention that running HP Fire leaves you walled harder by some stuff like Dialga, Heatran (lol 3 immune attacks and 1 4x resist) and Ho-Oh but importantly hits Spikers (Klefki, Ferro, Forry) so you're not complete fodder for them. Not sure if VoltTurn deserves mention here (it's awesome but if we stick it on every analysis it becomes meaningless). Anti-hazard measures are important because this is hazard fodder, not because it's particularly weak to hazards. Pls Lando-T > Zekrom as a Ho-Oh check and Ghostceus or Giratina-O for Mewtwo checks. Where is the all caps YVELTAL CHECK? Fairies pls.

OO
Looks solid.

C&C
Basically open this section with a bit talking about how most of the meta either threatens or walls it because it has exploitable weaknesses and lacks offensive presence and that this will just list the most prominent + effective checks
Yveltal > Ho-Oh > Bulky Steels > Mewtwo (MMY is 2HKOed by Foul Play though) > Blaziken (2 Sludge Bombs + Flare Blitz recoil = dead chicken though) > Lugia (assuming Aero)
There's a lot more but if you go into it too much you may as well just list the metagame. Feel free to add Rayquaza, Kyu-W and Reshi if you like, but honestly so much checks or counters this thing (especially when it can't afford status moves) that you can't list everything or even get reasonable categories that aren't extremely broad (eg strong mons or fat walls).

QC: 1/3
Made all the changes.
 

Blue Jay

The notorious Good Wife
is a Contributor Alumnus
Made all the changes.
Oops, I forgot Shadow Tag, that can maybe go just after Mewtwo (Wobba wins, Goth wins, Gengar wins vs no Foul Play or it can Dbond if anyone ever feels like Gengar for Amoong is a good trade). Put Lugia before Blaze too tbh, Blaze/Ray/Kyu/Reshi all hate taking damage (Sludge Bomb does something at least and might poison) since they're recoil all recoil and/or hazard prone. Also feel free to group these as "wallbreakers" (they're dissimilar but can all function as wallbreakers/general offensive behemoths, all dislike damage for aforementioned reasons and all always carry a move that will obliterate Amoong).
 
Oops, I forgot Shadow Tag, that can maybe go just after Mewtwo (Wobba wins, Goth wins, Gengar wins vs no Foul Play or it can Dbond if anyone ever feels like Gengar for Amoong is a good trade). Put Lugia before Blaze too tbh, Blaze/Ray/Kyu/Reshi all hate taking damage (Sludge Bomb does something at least and might poison) since they're recoil all recoil and/or hazard prone. Also feel free to group these as "wallbreakers" (they're dissimilar but can all function as wallbreakers/general offensive behemoths, all dislike damage for aforementioned reasons and all always carry a move that will obliterate Amoong).
Did that.
 

Fireburn

BARN ALL
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
You should mention Ho-Oh as a partner for double Regen cores.

Make sure to emphasize this is mostly a niche mon.

QC 2/3
 
I got told to post this in the ubers chat so here you go

I dislike the SpAtk investment. You lose a fair amount of SpDef and can't even check Specs Kyogre anymore (assuming equal playing field as far as hazards go). Sure it helps you pop SubXern subs but tbh Xerneas, even boosted, has a really hard time killing Amoongus. It's a 3HKO after SR and it can only use Sub 3 times after switching in on SR itself. Clear Smog + Sludge pops Subs so that means Xern gets 4 chances to Moonblast which is just barely enough to beat Amoongus. Amoongus has regen, though, which gives it an extra Moonblast it can stomach so you'll just have to sack something to it. I know this isn't ideal but I feel like if you can't even count Amoong as your Specs Kyogre check there really is zero use to bothering with it in the first place as it's just WAY too specialized and vulnerable. Besides, Amoong really likes being with mons like Ho-Oh and Heatran which are both solid checks to most SubXern variants or can at least be used in mindgames. (switch to fire-type as the subbed Xern goes to Moonblast, bring Amoong back in on coverage and have Regen HP to tank another hit) If Xern doesn't run Substitute then you win without any risk of causalities. I would stick that more offensive spread in set details, personally. -MM2

Got any queries talk to melee mewtwo
 
I got told to post this in the ubers chat so here you go

I dislike the SpAtk investment. You lose a fair amount of SpDef and can't even check Specs Kyogre anymore (assuming equal playing field as far as hazards go). Sure it helps you pop SubXern subs but tbh Xerneas, even boosted, has a really hard time killing Amoongus. It's a 3HKO after SR and it can only use Sub 3 times after switching in on SR itself. Clear Smog + Sludge pops Subs so that means Xern gets 4 chances to Moonblast which is just barely enough to beat Amoongus. Amoongus has regen, though, which gives it an extra Moonblast it can stomach so you'll just have to sack something to it. I know this isn't ideal but I feel like if you can't even count Amoong as your Specs Kyogre check there really is zero use to bothering with it in the first place as it's just WAY too specialized and vulnerable. Besides, Amoong really likes being with mons like Ho-Oh and Heatran which are both solid checks to most SubXern variants or can at least be used in mindgames. (switch to fire-type as the subbed Xern goes to Moonblast, bring Amoong back in on coverage and have Regen HP to tank another hit) If Xern doesn't run Substitute then you win without any risk of causalities. I would stick that more offensive spread in set details, personally. -MM2

Got any queries talk to melee mewtwo
Implemented that, and I have finished writing this up.

Also MM2 if you are saving your 2K post for Firebot I swear to God
 

shrang

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The above EV spread lets Amoonguss check Choice Specs Kyogre well, in addition to almost all Xerneas variants lacking Psyshock. However, if you want a bit more power behind your attacks and the ability to break past Geomancy Xerneas's Substitute after the boost, a spread of 248 HP / 96 SpA / 164 SpD can break the Substitute with Sludge Bomb even after a Geomancy boost, and can deal more damage overall with Sludge Bomb and Grass Knot.
Is there any reason why the 96 SpA EV spread isn'tthe main spread then?
 

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