Underused Pokemon Matchmaking Phase 2 [Week 29 - Nasty Plot Infernape]

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Pokemon Matchmaking


Approved by Sam and Hikari | Thanks to Cresselia~~ for the new and improved banner n_n | OP stolen from DarkNostalgia

All Pokemon are unable to function effectively without their checks and counters gone, which is where their teammates come in. These partners are capable of dismantling multiple Pokemon proving a threat to their teammates, providing invaluable support and thus are often seen as the heart of the team.
This project aims to brainstorm various ideal and effective partners to various Pokemon that may range from metagame defining Pokemon to more underrated threats.

Procedure

Every week, I will nominate a Pokemon for discussion of potential partners and submissions. In that week, you will have the chance to submit any good partners for that chosen Pokemon, and after the course of the week I will choose the best partner(s) for that chosen Pokemon and put it into the archive. People that manage to get into the archive multiple times with good submissions will be let into the Hall of Fame.

Rules

1. Stick with things on the viability rankings. Pokemon such as Scrafty or Trevenant which are not viable should not be nominated at all.
2. Reservations are perfectly welcome. However, in your reservation post you must state when you will be able to get your reservation done. This time frame must be no longer than 12 hours. After this time has expired, other users can take your reservation and do it for themselves. If you do not state a time frame your reservation expires in exactly two hours.
3. Don't theorymon. Post Pokemon that you have experience with, or have seen it have quite some use, don't pull Pokemon out of thin air that you think will work well. Have some experience first please.
4. Explain how and why the Pokemon you chose works well. For example, offensive synergy in terms of checks and counters or defensive synergy in terms of typing and checking threats.
5. Be nice to others with your posts and only post meaningful things. One-liners clutter up the thread, as do random memes.
6. Calcs are nice, but not compulsory.
7. Enjoy :)
8. ONE PARTNER PER POST PLEASE!!!​

Go Discussion Go!​
 
Last edited:

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Knock Off / Superpower / Stealth Rock
Toxicroak @ Life Orb / Lum Berry
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Knock Off / Sucker Punch
Post
Papercut (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 48 Def / 212 Spe
Jolly Nature
- Brave Bird / Acrobatics (Don't run an item if you choose this option)
- U-turn / Toxic / Taunt
- Defog
- Roost
Chandelure @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Flamethrower
- Shadow Ball
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Focus Blast
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Energy Ball
Zapdos @ Choice Scarf
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Heat Wave
- Hidden Power Grass
- U-Turn

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Knock Off/Drill Run/Pursuit
Post
Strobe (Sceptile) @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Dragon Claw / Outrage
- Earthquake / Drain Punch
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
-Belly Drum
-Play Rough
-Return
-Drain Punch
Chandelure @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Flamethrower
- Shadow Ball
Nidoqueen (F) @ Life Orb / Black Sludge
Ability: Sheer Force
EVs: 88 HP / 252 SpA / 168 Spe
- Stealth Rock / Toxic Spikes
- Sludge Wave
- Earth Power
- Ice Beam / Toxic Spikes
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Rapid Spin
- Knock Off/Haze/Acid Spray
Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Roar / Toxic / Thunder Wave
- Heavy Slam
- Earthquake
Cresselia @ Leftovers / Colbur Berry
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Calm Mind
- Psyshock
- Moonblast
- Moonlight
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Sludge Bomb
- Leaf Storm
- Sleep Powder
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Extreme Speed
- Flare Blitz

Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic / Psyshock
- Focus Blast
- Shadow Ball
- Dazzling Gleam / Calm Mind / Substitute
Beedrill @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Knock Off
Post
I Like It Heavy (Cobalion) @ Leftovers / Shuca Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Volt Switch
- Iron Head / Taunt
Swampert-Mega @ Swampertite
Ability: Damp
EVs: 252 Atk / 252 Spe
Adamant/Jolly Nature
- Rain Dance
- Waterfall
- Ice Punch
- Earthquake
Blur (Entei) @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Extreme Speed
- Sleep Talk / Flare Blitz
Gyarados @ Charti Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Stone Edge
Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Spikes
- Icy Wind
- Taunt
- Destiny Bond
Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Tail
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 Spe / 4 Def / 252 SpA
IVs: 0 Atk
Timid Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- U-Turn

Cobalion @ Shuca Berry / Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Swords Dance / Volt Switch
- Stone Edge / Stealth Rock

+


Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Roost
- Defog
Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- U-Turn
- Moonblast
- Giga Drain
- Encore
Post
Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Roar
- Earthquake
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stealth Rock
- Pursuit / Taunt / Superpower
Houndoom @ Houndoominite
Ability: Flash Fire
EV: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sucker Punch

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Scald
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Giga Drain
- Focus Blast
Post
Fabio (Ampharos-Mega) @ Ampharosite
Ability: Mold Breaker
Shiny: Yes
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Volt Switch / Thunderbolt
- Dragon Pulse
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Flare Blitz
- Extreme Speed
Infernape @ Life Orb
Ability: Blaze
EVs: 136 Atk / 120 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Fire Blast
- Close Combat
- Grass Knot
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock/Toxic Spikes
- Earth Power
- Sludge Wave
- Ice Beam

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Dragon Pulse
- Focus Blast
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 48 Def / 212 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost
Post
Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stone Edge
- Pursuit
It was a Splash-ure (Gyarados) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Bounce
- Substitute
- Dragon Dance
Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Extreme Speed
- Stone Edge
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- Close Combat
- Swords Dance
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Ice Punch / Crunch /Earthquake
Cresselia (F) @ Leftovers
Ability: Levitate
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Moonblast/Psyshock
- Thunder Wave
- Lunar Dance
- Moonlight

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Defog
- Roost
Beedrill @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- U-turn
- Poison Jab
- Knock Off
Post
Sylveon @ Choice Specs
Ability: Pixilate
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Hidden power Fire
- Baton Pass
Cresselia (F) @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 108 Def / 140 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonlight
- Psyshock
- Moonblast
Forretress @ Leftovers
Ability: Overcoat
EVs: 240 HP / 16 Def / 252 SpD
Sassy Nature
- Spikes
- Volt Switch
- Stealth Rock
- Gyro Ball
Escavalier @ Leftovers
Ability: Overcoat
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Protect
- Iron Head
- Megahorn
- Pursuit

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Ice Beam
- Haze / Toxic
Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Dragon Pulse
- Leaf Storm
- Focus Blast
Post
Celebi @ Leftovers
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Psychic
- Dazzling Gleam
Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 spe
Timid Nature
- Encore
- Giga Drain
- Stun Spore
- Moonblast
treezus (Abomasnow-Mega) @ Abomasite
Ability: Soundproof
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Ice Shard
- Swords Dance
- Seed Bomb
- Earthquake
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Synthesis
- Toxic Spikes / Spikes
- Giga Drain
- Sludge Bomb
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect

+


Sylveon @ Choice Specs
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe (only if HP Fire)
- Hyper Voice
- Psyshock
- Shadow Ball / Hidden Power [Fire]
- Baton Pass / Shadow Ball
WHY AM I RU USE ME LADDER FFS (Slowking) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Thunder Wave
Post
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Scald
- Rest
- Sleep Talk
Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stealth Rock
- Pursuit
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Roost
- Dark Pulse
- Draco Meteor
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Roost
- Defog
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Sludge Bomb
- Leaf Storm
-Sleep Powder / Extrasensory /Hidden Power Fire
Delphox @ Salac Berry
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Fire Blast
- Psyshock / Psychic

Nidoqueen (F) @ Life Orb
Ability: Sheer Force
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock / Toxic Spikes
- Sludge Wave
- Earth Power
- Ice Beam
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- U-turn
- Fire Blast
- Draco Meteor
Post
Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Sleep Talk
- Rest
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Knock Off
- Poison Jab / Ice Punch
- Drain Punch
- Mach Punch
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
Mega Blastoise (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Dark Pulse
- Aura Sphere/Ice Beam
- Rapid Spin

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Dazzling Gleam
- Earth Power
Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Wing Attack
- Earthquake
Post
Cobalion @ Shuca Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- Close Combat
- Volt Switch
Krookodile @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Superpower
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Scald
- Ice Beam
- Flash Cannon/Stealth Rock
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roar
- Scald
- Rest
- Calm Mind / Sleep Talk
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Roar
- Heavy Slam
- Earthquake

Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run / Knock Off
- Protect
Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Ice Beam
- Dragon Pulse
- Focus Blast
Post
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Dark Pulse
- Roost
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 48 Def / 212 Spe
Jolly Nature
- Brave Bird
- U-turn / Toxic / Taunt
- Defog
- Roost
Rotom-Mow @ Choice Specs/Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def (only if HP Ice)
- Volt Switch
- Leaf Storm
- Thunderbolt
- Trick/Hidden Power Ice
Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power Ice

Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge / Superpower
Sylveon @ Choice Specs
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hyper Voice
- Psyshock
- Hidden Power [Fire]
- Baton Pass
Post
Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Dragon Pulse
- Focus Blast
Salamence @ Lum Berry / Yache Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Iron Tail
- Dragon Dance
Whimsicott @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Encore / Stun Spore
- U-turn
Cobalion @ Shuca Berry / Lum Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Stealth Rock

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Iron Head / Gyro Ball
- Shadow Sneak
- Pursuit / Sacred Sword / Shadow Claw
Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell / Baton Pass
Post
Absol-Mega @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Swords Dance
- Play Rough/Superpower
- Sucker Punch
Pangoro @ Lum Berry
Ability: Iron Fist
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Knock Off
- Gunk Shot
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rain Dance
- Waterfall
- Earthquake
- Ice Punch
Celebi @ Meadow Plate / Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Giga Drain
- Psychic
- Dazzling Gleam
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 Spa
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar / Toxic

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

+


Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Giga Drain
- Leaf Storm
- Dragon Pulse
- Substitute / Focus Blast
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Flare Blitz
Post
Swampert @ Leftovers
Ability: Torrent
Shiny: Yes
EVs: 240 HP/ 16 Atk/ 252 Def
-Scald
-Earthquake
-Stealth Rock
-Roar
Doublade @ Eviolite
Ability: No Guard
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
- Swords Dance
- Shadow Sneak
- Iron Head
- Shadow Claw

Whimsicott @ Pixie Plate / Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Moonblast
- U-turn
- Encore
Infernape @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Close Combat
- Earthquake / Mach Punch
Post
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Hone Claws
Cobalion @ Life Orb
Ability: Justified
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Flash Cannon
- Stealth Rock
- Volt Switch
Chandelure @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Flamethrower
- Shadow Ball
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 90 SpD / 168 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- U-turn
- Earthquake
Krookodile @ Choice Band
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Superpower
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Taunt / Protect

Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce / Earthquake
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Leaf Storm
- Dragon Pulse
- Focus Blast
Post
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock / Toxic Spikes
- Sludge Wave
- Earth Power
- Thunderbolt / Focus Blast
Krookodile @ Choice Band
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Superpower
Mamoswine (M) @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Earthquake
- Stealth Rock/Knock Off
Whimsicott @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Encore
- U-turn

Aerodactyl @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Stone Edge
- Wing Attack
- Earthquake
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Sludge Wave
- Earth Power
- Ice Beam / Stealth Rock
Post
Whimsicott (F) @ Pixie Plate
Ability: Prankster
Happiness: 0
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Encore
- U-turn
Heliolisk @ Choice Specs / Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hyper Voice
- Grass Knot
- Thunderbolt

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Shadow Ball / Hidden Power Fire
- Baton Pass / Hidden Power Fire
Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Pursuit
- Stone Edge
- Wing Attack
Post
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance
Hydreigon @ Life Orb
Ability: Levitate
EVs: 36 Atk / 220 SpA / 252 Spe
Hasty Nature
- Iron Tail
- Superpower
- Dark Pulse
- Draco Meteor

Conkeldurr @ Leftovers
Ability: Guts
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 216 Atk / 40 Def / 252 Spe
Jolly Nature
- Wing Attack
- Stone Edge
- Earthquake
- Pursuit
Post
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Focus Blast
- Recover
Metagross @ Life Orb
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Meteor Mash
- Earthquake
- Bullet Punch

Houndoom-Mega @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Destiny Bond

+


Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch
Celebi @ Life Orb
Ability: Natural Cure
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Nasty Plot
- Giga Drain
- Dazzling Gleam
- Psychic
Post
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Roar
- Scald
- Rest
- Sleep Talk
Metagross @ Shuca Berry
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake / Explosion
- Stealth Rock

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Synthesis
- Aromatherapy
- Calm Mind
- Moonblast
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Spikes
- Heavy Slam
- Pin Missile
Post
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Calm Mind
- Roar
Swampert @ Leftovers
Ability: Damp
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Roar
- Toxic/Stealth Rock
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Stone Edge
- Aerial Ace
- Toxic / Memento / Sucker Punch
Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Superpower

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Focus Blast / Grass Knot
- Vacuum Wave
Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch / Earthquake
- Pursuit
- Stone Edge
- Wing Attack / Earthquake
Post
Not Land Dog (Krookodile) @ Choice Band
Ability: Intimidate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Knock Off
- Pursuit
- Stone Edge/Superpower
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect

Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Focus Blast / Substitute
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Extreme Speed
- Stone Edge
Post
Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 76 Atk / 184 Spe
Adamant Nature
- Bounce
- Dragon Dance
- Waterfall
- Substitute
Escavalier @ Leftovers
Ability: Overcoat
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Swords Dance
- Iron Head
- Megahorn
- Pursuit

Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Dance
- Outrage / Dragon Claw
- Earthquake
Metagross @ Life Orb
Ability: Clear Body
EVs: 176 Atk / 116 SpA / 220 Spe
Lonely Nature
- Meteor Mash
- Grass Knot
- Hidden Power [Fire]
- Explosion
Post
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes/Toxis Spikes
- Sludge Bomb
- Leaf Storm
- Sleep Powder/Hidden Power Fire
Forretress (F) @ Leftovers
Ability: Sturdy
Happiness: 0
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Rapid Spin
- Pin Missile
- Heavy Slam

Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Extreme Speed
- Stone Edge
Empoleon Bonaparte(Empoleon)@Shuca Berry
Ability: Torrent
EVs: 252 HP / 244 SpD / 12 Spe
Calm Nature
- Stealth Rock
- Scald
- Defog
- Grass Knot
Post
Celebi @ Colbur Berry
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Energy Ball
- Psychic
- Recover
- Nasty Plot
Swampert-Mega @ Swampertite
Ability: Swift Swim
Happiness: 0
EVs: 252 Atk / 4 SpD / 248 Spe
Adamant Nature
- Power-Up Punch
- Rain Dance
- Earthquake
- Waterfall
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws /pursuit
- Earthquake
- Stone Edge
- Aerial Ace

Conkeldurr @ Leftovers
Ability: Guts
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off

+


Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Draco Meteor
- Superpower / Fire Blast
- Iron Tail
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Sludge Wave
- Earth Power
- Taunt
Post

Snorlax @ Choice Band
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Return
- Facade
- Earthquake
- Pursuit/Crunch/Fire Punch
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Trick Room
- Psyshock/Psychic
- Focus Blast
- Shadow Ball
Post

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

the pastor of disaster
is a Senior Staff Member Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, so when finding a partner for Mega Sceptile you want one that doesn't just provide type synergy (the easiest and laziest way of traditionally doing this), you want one that can actually manage the problem situations for Mega Sceptile.

Mega Sceptile has two sets, special attacker and Swords Dance, so it's not a surprise that the Pokemon that switch well into it have a bit of variation.

The biggest issues for special Mega Sceptile are:

1. Whimsicott
2. Florges
3. Blissey

The biggest issues for Swords Dance Mega Sceptile are:

1. Whimsicott
2. Mega Aggron
3. Forretress
4. Porygon2
5. Amoonguss

All Mega Sceptile have issues with being revenge killed by Mega Aerodactyl. Moreover, Mega Sceptile has the very nasty problem of having few Pokemon it can switch in on with little risk. For instance, one immediately things of Water and Ground types, but virtually every Water type uses Scald, which Swords Dance Sceptile cannot switch into at all; in fact, more and more Water types are using Ice Beam to deter Salamence and Whimsicott, especially in high-level play. Ice Beam destroys Mega Sceptile, so it has to do a lot of scouting before deciding if it is safe to switch into Suicune, etc. This means that we would like a prospective partner that can help us bring Mega Sceptile in safely, as well. For this reason, I propose as Mega Sceptile's partner:

Chandelure @ Life Orb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Shadow Ball
- Pain Split
- Substitute

It switches safely into all of Mega Sceptile's partners except Porygon2; even P2 is manageable if you're willing to use Infiltrator or Flame Body (I'm not, Flash Fire is too good for Infernape and Entei). Substitute means Blissey can't kill Chandelure. SubCM is tempting to actually set up on Blissey and Florges (and P2 if you're not using Flash Fire), but I generally find that set doesn't put the hurt on Water types that I'd like due to its lack of Life Orb. On another bright side, Chandelure draws in Water types, setting up Mega Sceptile for some sweet double-switches. On the minus side, Chandelure isn't protecting you from Mega Aerodactyl, but then not many things can. The biggest thing is that Chandelure isn't threatened much at all by Whimsicott, and Whimsicott is the greatest danger to Mega Sceptile, especially considering its popularity in high-level play.

I still wouldn't wouldn't use Mega Sceptile much when considering that it means not using Mega Aero, Pidgeot, Aggron, Sharpedo or Blastoise, all of which are better and easier to use, but if I were to use it, I'd most certainly use it with Chandelure.
 

Hogg

grubbing in the ashes
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Funny, I came to very similar conclusions as reachzero but they went in a different direction. I find the biggest defensive threats are fairies and Blissey, as mentioned, plus bulky walls such as P2 and Cress. It also is more or less setup bait for CurseLax. Meanwhile, Mega-Sceptile faces a tremendous amount of offensive pressure from Mega-Aero and especially Crobat, the latter of whom easily survives a Dragon Pulse and KOs even Sub MSceptile.

So, my suggested partner is one that on the one hand can easily present a hard stop to most fairies, Blissey, Cresselia, Snorlax and P2, as well as being an excellent counter to Crobat and MAero, who are on like every team: Doublade. Meanwhile, Doublade struggles to break through bulky waters, a specialty of MSceptile.

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword / Shadow Claw
 

DKFirelord

Back this time I swear!
is a Tiering Contributor Alumnus

Nice and Frog
Toxicroak (M) @ Life Orb
Ability: Dry Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Swords Dance

Toxicroak help Mega Sceptile break through Speacial Walls and Fairy-Types it can't break through (Blissey, Florges,Aromatiss, and Grandbull). It also helps weaken Pokemon for it to revenge or clean up late game. Sceptile also beats Ground-Types for Toxicroak.
 
Nominating Cobalion!


Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Focus Blast
- Giga Drain

Cobalion @ Leftovers/Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Stealth Rock/Volt Switch

Cobalion offers a lot of offensive momentum as well as some defensive type coverage when coupled with special Mega Sceptile! reachzero offered some incite on what might might stop Sceptile and I mostly built off of what he said. I'm going to jump right into why Cobalion is one of the best if not the best teammate for Mega Sceptile!

Coupled Offensive Capabilities:
One very common thing that would like to stop Sceptile's rampage is Florges. With Florges being on twenty percent of today's UU teams, its almost insanity to use a team that's not prepared for it. When thinking of a canidate, I figured I needed a steal type or a fire type not to necessarily switch into Florges (because I know Cobalion cant really) but to apply offensive pressure through stab and power. I also wanted a physical attacker because Florges are more specially defensive. First I thought Entei would be cool but I'll get into that later. Through experience I know that even with focus miss on Sceptile, Snorlax has the potential to set up. Entei can not break through a Snorlax at plus 1 defense unless its stone edge crits. Cobalion, however, can sword dance on a snorlax and KO with close combat. Sword Dance is really important as it means that this core is not set up bait to an extent. These two pokemon are also in some of the best speed tiers in UU. Ranging from a popular 106 to a godly 145 speed makes these two outspeed eighty-five percent of UU. Cabalion may have 90 base attack but its speed and SD combo can terrorize through all that may oppose special Sceptile! Cobalion has rocks over taunt or volt switch because their may be a lot of switch back and forth between Maggron and Florges combo or Forretress and Florges combo. If you plan on running a hyper offensive team with these two, Volt Switch may be a better option as your lead will more than likely have rocks. Cobalion cant deal with bulky waters too well but Sceptile has leafstorm that Okos almost all waters.

Coupled Defensive Capabilities:
Ice Shard Abomasnow was the first thing that came to mind when i thought of stops to Mega Sceptile. While Abomasnow cannot switch into Sceptile safely, it still can come in after a faint and mean trouble by setting up SD or just killing with priority ice shard. Cobalion has great defense as well as resists to Abomasnow's stabs. Cobalion's CC does at minimum 76 percent which means abomasnow will not be staying in on cobalion on most occasions. Cobalion can also survive an EQ prediction and ice shard combo. This allows Cobalion to be a very healthy check especially if holding shuca berry. Shuca berry not only helps with the Abamosnow check, but also with other Sceptile predators such as MegaBee and Maero. Sceptile also complements Cobalions weaknesses such as ground, scald/ water moves, and special electric attacks. Things may also want to Twave Cobalion which makes Sceptile a great switch. Knock off isnt a problems because Cobalion benefits from it with Justified. The duos abilities makes your opponent weary going for the volt switch or spamming knock off which can make predicting a bit easier. Status can be played around between the two as Sceptile absorbs T wave and Toxic doesnt affect Cobalion.

Downfalls:
No recover outside of leftovers and giga drain. They are an offensive combo so the absence of recovery ins't that big of a deal unless against defensive play or stall. Tentacruel can be a problem if it has sludge bomb or ice beam. Most I see are running Knock off. The right fire types can mow through. Cresselia walls the combo pretty well. Fighting moves break through the core but speed can nullifie effectivness of a fighting type. Forry is a bit annoying to deal with.

Other Teammates:
Crobat looks like a great teammate as neither Cobalion nor Sceptile can take a fighting move. Crobat also can have hazard control as well as Uturn for offensive momentum. Entei can take fairy and fire moves and apply a lot of offensive pressure. Snorlax as it can take fire moves and can set up.

Why Cobalion is Better than other Candidates:
Doublade: Doesnt Like knock off and doesnt have the speed that Cobalion has. Hydra weakness.
Entei: Speed is not as great and cant set up. Snorlax beats combo after plus 1. Maero weakness.
Rotom Heat: Maero weakness, florges walls.
Chandelure: Florges can wall and Maero weakness.
Toxicroak: Beat by Maero and Cobalion does everything offensively the same while take ice moves and can take earth moves with natural stats and shuca berry.
 
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Mega Sceptile has two nagging problems - a sort of poor offensive typing, and a lack of ability to kill many things neutrally from full (especially without dropping its own SpA). These factors cause it sweeping problems, primarily if the opponent's team has Steel types.

To mitigate this, the following teammate helps him perform his role as a fast clean-up mon:


Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- ExtremeSpeed

With incredible fire STAB, Entei can break through many of the mons that give issue to Mega Sceptile. Similarly to above, I thought about the opponents that give Mega Sceptile the most issue. I was thinking primarily along the special version - Blissey, Mega Aggron, Crobat, Doublade and Florges were the main things I was thinking of. However, in addition to beating these mons 1v1, Entei also has a banded ESpeed, which out-prioritizes almost all other priority in the tier, which is frankly one of the only ways to outspeed MScep.

The burn chance from Sacred Fire also gives chip damage on mons like Suicune and Mega Blastoise, making Sceptile's cleaning job that much easier (i.e., not having to use Leaf Storm and being able to Giga Drain)
 
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nv

The Lost Age
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Ok so the winner for this week is... DaSpoofy with his in depth articulation on Cobalion's synergy, both defensively and offensively, with Mega Sceptile. Honorable mentions go to Hogg with his awesome Doublade post, teal6 with his descriptive look into Entei and reachzero with his accurately spooky Chandelure post lol.

Now for Week 2's Pokemon. I decided on this particular Pokemon because it is being talked about a lot in the Viability Rankings right now as well as gaining overall popularity in UU...


DRAGALGE​
 
Nominating Mega-Swampert!


Dragalge @ Draco Plate / Black Sludge
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Dragon Tail
- Draco Meteor
- Sludge Wave
- Toxic Spikes / Hydro Pump

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 92 HP / 252 Atk / 4 SpD / 160 Spe
Adamant Nature
- Rain Dance
- Waterfall
- Earthquake
- Ice Punch

One really cool thing about Mega Swampert is its one weakness and its amazing bulk along with offensive pressure and enough speed to catch florges and common walls off guard. The combined wall breaking power of Dragalge and Swampert is enough to have any team on its toes!

Combine Offensive Capabilities:
Dragalge is really good at switching into water types and dealing great damage or setting up T-spikes to wither away the enemy team. This is beneficial to Swampert so it can set up a rain dance and sweep late game. Sometimes all it takes is weakening a Suicune and you have a sweep. Dragalge also has dragon tail for anything that wants to set up or an Empoleon that wants to get rid of hazards. Hydro Pump is there if you want to kill a Nidoqueen on the switch without loosing boosts. Swampert kills off pesky steel types with a powerful stab eq. Swampert basically kills what ever Dragalge can't. They are nearly the perfect combo of wall breakers. Swift Swim Rain dance allows speed to be implemented when nessecary. Dragalge KOs most calm minder that threaten the offensive core. Swampert beats out Cress because it cant be T-waved and rain dance makes moonlight heal less than water fall is doing. Plus waterfall flinch is a nice bonus. Gligar which is annoying to Dragalge is killed off my Swamp. Dragons are out sped and killed by ice punch after rain dance.

Combined Defensive Capabilties:
These are two bulky wall breaker. They compliment each others weakness with nature bulk and typing. Swamperts one weakness is resisted by Dragalge. This sea serpent also has enough speed to beat out stops to Swampert like Tangrowth, Chesnaught, and Suicune. Dragalge earth weakness is no big deal as Swampert can switch in and deal super effective damage. Dragalge loses to Maero but swampert is there to take stone edges and set up rain dance to sweep. I know I say that a lot but it really is that easy and it's a lot easier with the offensive pressure that Dragalge applies. I will supply some replays for clarity sake. The truth is that Dragalge doesnt really need anything to compliment it because it does a good job on its own but other things can greatly benefit from it. And Swampert benefits the most.

Downfalls:
Energy Ball Zam beats the duo if a rain dance is not up. Once the duo is weakened, a lot of things are openned up to offensively beat out the dou such as Mega Abamosnow, Nidos, and Mega Glalie (but no one uses it so....). Speed is low between the two but it's enough for wall breaking capabilities.

Other Teammates:
Honchkrow does a great job as a third because of psychic resistence, powerful priority, and a stab BB for punching holes. It also covers a little or a ground problem.
Umbreon because wish pass along with zam check.
Crobat provides some great momentum and covers a bit of a fighting weakness.
Cresselia with its Calm mind set allows two win conditions while taking on nidos.

I hope you enojyed! I will definatley build a team around this combo because its wall breaker capabilities seem unstoppable on paper! Replays will be posted below when i get them.

Replays:
http://replay.pokemonshowdown.com/uu-225987064 Rotom-M creates a problem for pert but Dragalge becomes a near perfect switch in. Swampert is able to sweep late game as a result.
http://pokemonshowdown.com/replay/uu-226104383 Bulky team gets withered down by spikes and phazing allowing Swampert to clean up the mess in a 1 v 3!
 
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In my experience, the best Dragalge set currently is an offensive one with Draco Plate/Black Sludge with a moveset or Draco Meteor/Sludge Wave/Toxic Spikes/Focus Blast|Dragon Tail. This set focuses on using Dragalge's incredible ability to force switches to lay Toxic Spikes, as well as using its bulk and typing to tank hits from faster Pokemon and retaliating with its powerful STABs. The following can also apply for a defensive Dragalge set, however. Choice Specs is tempting but ultimately not worthwhile since the cost of having to predict and being locked into a Poison- or Dragon-type move far outweighs the added power that Choice Specs provides.

What gives offensive Toxic Spikes Dragalge trouble? Switching in-wise, the main thing that stands out is Empoleon, which can tank the combination of any two moves (even Focus Blast), is not affected by Toxic Spikes, and can Defog Dragalge's hazards away and proceed to wear it down with Scald, Knock Off, Ice Beam, or Roar. There's also Forretress, whose specially defensive set can tank Dragalge's attacks easily and spin away its Toxic Spikes or gain momentum with Volt Switch. Mega Aggron doesn't enjoy switching, but can take two attacks and threaten to do upwards of 70% to Dragalge with Earthquake. Opposing grounded Poison-types are also an issue as they can absorb Toxic Spikes without using up a turn: while none can really think about switching in directly, Roserade can put Dragalge to sleep and/or Synthesis the damage away if it's specially defensive, Nidoqueen can threaten an OHKO on Dragalge, and others like Tentacruel and Mega Beedrill can absorb Toxic Spikes (but do nothing back). Finally, there are the specially defensive walls of the tier (Blissey, Umbreon, Vaporeon, others), but most of these hate Toxic Spikes and can be worn down even further with Draco Meteor and Dragon Tail.

So what Dragalge is looking for is a partner that can threaten these Pokemon, giving Dragalge an easier time maintaining its Toxic Spikes and spamming its STAB moves. So what I suggest as a great partner is:


Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stealth Rock

Not only does Krookodile offer excellent type synergy with Dragalge, but it does a great job offering Dragalge support utility-wise and offensively as well. Krookodile is a huge threat to Empoleon, the biggest annoyance to Dragalge, and can shave off a clean 50% of Empoleon's health with a Pursuit as it switches out of a feared Earthquake. It can Knock Off Forretress's Leftovers, making it a lot easier to wear it down and KO it. It also easily threatens every Poison-type bar Mega Beedrill with Earthquake and give Dragalge a much better chance of keeping its Toxic Spikes on the field. Krookodile forms a great hazard core with Dragalge and the combination of Stealth Rock + Toxic Spikes (the latter of which, again, are rather easily maintained with Krookodile's ability to KO/Pursuit most Toxic Spikes absorbers) is extremely helpful in wearing down teams for any given sweeper. To top it off, the bulky Waters that can come in on Krook are complete bait for Dragalge since even if they carry Ice Beam, Dragalge's can shrug it off with its massive special bulk.
 
I really like the idea of analysing said pokemons counters by asking the question "What gives X trouble?" to find a partner that can support it best like dodmen did at the above post. But instead i decided to do it with a reverse order by putting Dragalge to the supportive role to threaten the checks of its partner. What does that mean? Double Dragon, Bitch!



Salamence @ Life Orb / Lum Berry
Ability: Moxie / Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Roost

Salamence is know for being a fearsome sweeper but unfortunately the introduction of fairy types hindered its capabilities. Not only it has to carry a coverage move for steels, now it has to deal with fairy types as well which also disables Salamence to spam its most powerful weapon of its arsenal, Outrage. That's where Dragalge comes through by slaying those pesky fairies with its poison STAB. Due to Dragalge having next to no switch ins, opponents first answer most likely will be their steel types which means they are gonna be brought down to the range of eq from mence pretty quickly because Dragalge is a strong motherfucker like that and doesn't care about your resist.
 
What gives Dragalge trouble? Mostly, it's special walls. Blissey, Umbreon, the lot of them (Against Florges it can be a 50/50) It also has a very unique typing which allows it check several threats. Notably, there's one partner who I find has surprisingly good synergy with...


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


Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Earthquake

Simply put, this partnership puts a LOT of pressure on opposing teams. 2 of the most popular and devastating wallbreakers... now in the bliss of being on a single team. Dragalge happens to check fairy types, namely Florges, Aromatisse, and Granbull, which often give Banded Heracross trouble. Heracross beats the other special walls, namely Blissey, Umbreon, and Empoleon, which trouble Dragalge. Dragalge can switch in on Fire types for Heracross while Heracross can take Ground type attacks for Dragalge. As well, the core is exceptional at breaking bulky Waters, with a Scald resist and another who "burns and turns" said burn into an advantage. Heracross' STABs are not only threatening, but so is its Knock Off, denying others Leftovers recovery, leading to a very strong, disabling core. Indeed, it's threatening to most teams, and perhaps has the potential to make many teams cry.
 
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feen

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Dragalge toxic spikes set can have a spin blocker partner in Doublade. Also Doublade takes ice type hits that Dragalge dislikes, as well as dragon type hits. The main reason for Doublade is to spinblock and set up while forcing a switch. Here are the sets:

Dragalge @ Dragon Fang
Ability: Adaptability
EVs: 228 HP / 252 SpA / 28 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Sludge Wave
- Toxic Spikes
- Focus Blast


Doublade @ Eviolite
Ability: No Guard
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Swords Dance
- Iron Head
- Shadow Sneak
- Sacred Sword

Dragon Fang to hit dracos harder which 2HKOs almost everything, Doublade can kill Blissey, Umbreon with SD and also spinblocks which wears the opponent's team down by toxic spikes
 

nv

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Ok guys time for a new week. The winner for this week is dodmen with his amazing explanation of Krookodile. Honorable mentions go to everyone else this week because all of this week's participants, DaSpoofy BenzMafia Arifeen Duskt, had brought great options in Mega Swampert, Salamence, Doublade, and Heracross to this weeks matchmaking victim.

This week, I decided I want to do a mon that I personally like and one I wished got a bit more usage in UU overall. This particular mon lies in the wasteland that is BL2, but it is a pretty cool mon still and would love to see what ideas you guys have for me, :)

This week's matchmaking victim is...


MOLTRES​
 

feen

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So what does Moltres do as a mon? In RU, it was an excellent scarfer, getting walled by Bulky waters in AV Slowking and loses SpD Rock types in max SpD Rhyperior. In UU, the land of bulky waters, it's a great mon nevertheless, causing great pressure to the Meta with the Scarf set, or can cripple things down and kill them using the Will-o-Wisp Roost set. I'll be talking about the former though, because that's a better set.

Moltres @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- U-Turn
- Fire Blast
- Hurricane
- Hidden Power [Grass]

Here are some calcs to show how good the scarf Moltres set is:

252 SpA Moltres Hidden Power Grass vs. 240 HP / 0 SpD Swampert: 280-332 (69.8 - 82.7%) -- guaranteed 2HKO after Leftovers recovery [Swamp can't kill it]
252 SpA Moltres Hurricane vs. 252 HP / 0 SpD Suicune: 156-184 (38.6 - 45.5%) -- guaranteed 3HKO after Leftovers recovery [Walled/PP Stalled/Hurricane Miss]
252 SpA Moltres Hurricane vs. 200 HP / 56+ SpD Vaporeon: 157-186 (34.8 - 41.2%) -- 66.1% chance to 3HKO after Leftovers recovery [Same Story]
252 SpA Moltres Fire Blast vs. 252 HP / 24+ SpD Florges: 108-127 (30 - 35.2%) -- guaranteed 4HKO after Leftovers recovery [Walled]
252 SpA Moltres Hurricane vs. 252 HP / 252+ SpD Umbreon: 105-124 (26.6 - 31.4%) -- 24.6% chance to 4HKO after Leftovers recovery [Walled]

So basically Moltres needs a teammate that can deal with these Bulky Pokemons. So the best Pokemon imo is this:


PEPPER UR ANGUS (Abomasnow) @ Abomasite
Ability: Soundproof
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Ice Shard
- Seed Bomb
- Earthquake
- Swords Dance

Not only it pressurizes those abome mons, it lures fire types so that it can EQ and kill them. Also the things that wall it, gets killed by Moltres [Doublade, Mega Aggron, Arcanine, Bronzong]. So it'll be an excellent synergy with Moltres since Moltres can lure the bulky waters and U-Turn to this, set SD/EQ the Fire switchin and sweep.

Alongside a reliable hazard control this core is really good and will be pressurizing a lot of teams.
 

Lucipurrr

Banned deucer.
Moltres+Registeel=Beautiful synergy!


While this might not be the BEST possible partner, it's certainly a unique one. I aim for unique combinations ^^

I don't really have much to say for this pair that it doesn't already say for itself. I believe these two mons have a nice connection together, They check each others checks and with the right team supporting them, mons like Vaporeon or Meinshao, this can be a nice and solid combination. Like I said, I'm not looking for the most expected or predictable, I like the unexpected, I enjoy thinking outside of the box.

Here's a sample of a core involving the team mons. You'll be able to tell that there's a lot of careful stall involved, and in my opinion this could be and should be a fun core to experiment with!

Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 30 Atk / 30 SpA
- Substitute
- Fire Blast
- Hurricane
- Defog

Registeel @ Leftovers
Ability: Clear Body
EVs: 224 HP / 32 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Earthquake
- Curse

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 56 Def / 252 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Wish
- Baton Pass
- Scald
- Acid Armor
 
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Kreme

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Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Hidden Power [Grass]
- Hurricane
- Fire Blast
- Roost

This set maximizes Moltres's potential as a wallbreaker, having extremely limited switch-ins that aren't 3HKOed and can beat it as well. What stops Moltres? Mega Ampharos is 3HKOed but can OHKO in return with a STAB Thunderbolt or Volt Switch. Blissey is only 4HKOed by dual STAB and use Toxic to wear it down. Goodra with an Assault Vest has over half a chance to be 3HKOed by Hurricane but needs Thunderbolt to 2HKO. Mega Aerodactyl is 3HKOed by either of Moltres's STAB attacks but outspeeds and OHKOed with a Stone Edge. The other viable Rock-types in the tier that resist both of Moltres's STAB attacks can't switch into it at all since a combination of STAB attack + HP Grass KO the common Rhyperior variants and Hurricane 2HKOes Tyrantrum. Rotom-H can't switch-into Moltres despite resisting both STAB attacks as it is 2HKOed unless it is Defensive but Volt Switch from any non-Specs variant doesn't OHKO anyway, and Thunderbolt from offensive non-Specs only has below half a chance to OHKO. Defensive bulky Water-types can't OHKO Moltres and are 2HKOed by Hurricane, so they can't really stop Moltres. Moltres is revenge killed by various Pokemon that outspeed though, such as Life Orb Kyurem, offensive Pokemon with Rock coverage, etc. Moltres is also setup on by most Calm Mind users in the tier once they get free switch-ins though. Stealth Rock is the main way to stop Moltres though, as it can only have a maximum of 3 switches into Stealth Rocks and dies to Life Orb recoil after that.


Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Roost
- Pursuit

While Pursuit Mega Aerodactyl is usually just used to trap Chandelure, in this case it is used to give chip damage to the special walls that it scares out. For example, Blissey takes 30%+ from Pursuit when switching out, making it easier for Moltres to roast it later on in the game. Mega Aerodactyl is faster than all of the unboosted UU metagame and even then, it outspeeds some of the boosted metagame such as Scarf Chandelure and +1 Speed Feraligatr, making it a good check to most of the things that stop check Moltres. You'll have to win a Speed tie with opposing Aerodactyl to remove them though lol. Aerodactyl also lures a lot of Pokemon Moltres takes advantage of, such as Doublade and Mega Aggron.

Now, this core has some problems obviously, such as a weakness to some Choice Scarfers and a Stealth Rock weakness. Due to this, a good hazard remover and priority user make for good teammates to the core.
 
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reachzero

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I would expect that there are two Moltres sets worth using, an offensively oriented set and a defensively oriented one. In addition to its unique typing, Moltres has the advantages of being able to seriously threaten bulky Waters with Hurricane as well as truly reliable recovery in Roost, factors which help to differentiate it from the other UU Fire-types. Here are the two sets I would consider optimal.

Moltres @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hurricane
- Will-O-Wisp
- Roost

Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 32 SpD / 228 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Toxic
- Substitute
- Roost

228 speed on SubToxic Moltres brings you to 300, letting you outspeed Adamant Entei to PP stall out its Stone Edge. Hurricane does 52.9 - 62.8% to 248/0 Slowking from LO Moltres, max HP Suicune will take 50.2 - 59.1%. However, this set obviously still cares about Mega Aerodactyl (which takes only 39.2 - 46.5% from Fire Blast), and while Tyrantrum does take 56.8 - 66.9% from Hurricane, Tyrantrum is usually threatening if you miss and it gets in. This makes Will-o-Wisp crucial for covering these dangerous Rock types, and chipping down SpD walls that will try to make repeated switches into Moltres. SubToxic is a little more self-explanatory, it will mostly struggle with Druddigon, as Druddigon doesn't care about anything that set has to throw at it, as well as absorbing Toxic Spikes that Moltres' team may be using to aid in stalling. Both sets will eventually wear down Mega Ampharos due to its lack of recovery, especially SubToxic. Rotom-H is a bit of an issue for the Life Orb set, especially with a SpD spread, but that is not a very good Pokemon and without Thunderbolt it cannot do very much damage to a Roosting Moltres at any rate.

Both sets, but especially LO Moltres, are hurt really badly if Stealth Rocks are up--keeping rocks off the field is the #1 priority for a Moltres partner, even more so than handling the Pokemon that individually give Moltres trouble. This strongly suggests a Defog or Rapid Spin user; Defog is much more reliable than Rapid Spin because it cannot be blocked. This strongly suggests Empoleon, and particularly physically defensive Empoleon.

Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar

Empoleon is more reliable than Tentacruel or Mega Blastoise (its strongest competitors as a Moltres partner) on several counts. It is not a Mega, so it leaves the Mega slot free for another strong partner. It can switch reasonably well into both Mega Aerodactyl and Choice Band Tyrantrum, so long as it doesn't come in directly on Earthquake. It is given numerous chances to Defog because it can switch in freely on Fairies, Crobat and bulky Waters (except Swampert, obviously) without fear. Roar ensures that you are not set-up bait for Slurpuff, which is incredibly important for a bulky Water. Tentacruel requires Sludge Bomb or Sludge Wave to acquire the same assurance, while Mega Blastoise requires Hydro Pump. It is not set-up bait for Slowking or Suicune as Tentacruel is.

Empoleon keeps Stealth Rock off the field for Moltres, helps the teambuilding numbers game work by giving you Defog and Stealth Rock support from the same Pokemon, switches in on many common Pokemon, and does not allow any Pokemon to easily set up on it. The Moltres + Empoleon combination only shares a weakness to Electric, not a bad weakness considering the dearth of strong Electric types in UU; only Heliolisk presents a real, sustained threat. Empoleon is the best partner that Moltres could ask for.
 
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Moltres @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Roost
- Flamethrower
- Hurricane

Moltres has impeccable coverage in its STAB moves, most of the tier finds it difficult to switch into due to said coverage and power. This SubRoost set allows it not only to break walls easier with the Life Orb, but also take advantage of its ability, Pressure, to stall others out of low PP moves like Stone Edge, Hydro Pump, WishTect and Aromatherapy/Heal Bell. Now, despite Moltres' surprising amount of useful resistances in Fighting, Grass, Fairy, Steel, and an immunity to Ground, it still finds difficulty switching into attacks, mainly due to the presence of Stealth Rock in the tier. While Moltres' proposed partner does not remove said hazards, what it can do is safely get it in to do some work against enemy teams.


Ampharos @ Ampharosite
Ability: Static
EVs: 196 HP / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dragon Pulse
- Heal Bell

Mega Ampharos, to me, is an ideal partner to Moltres. Mega Amphy can come in on several Pokemon which threaten Moltres away, such as Rotom Heat, Water types like Suicune and Empoleon, and Flying types like Mega Pidgeot and Crobat (Moltres hates this due to possibilities of Infiltrator Taunt and/or Toxic). Mega Ampharos also the nice, nice advantage of the slow Volt Switch, meaning Moltres can get in safely fairly easily as well as other teammates. Moltres also usually sets up Substitutes on the things Ampharos hates: Ground types, Fairy types, and Mega Abomasnow.

It's also fairly easy to remember that these two have decent type synergy together. Mega Ampharos quad resists Electric and resists Water for Moltres, while Moltres takes Ground and Fairy attacks for Ampharos. Overall, it's a solid pairing with good chemistry and is pretty good at wearing down opposing teams with both Volt Switch and Pressure.
 

Moltres @ Wide Lens / Life Orb
Ability: Pressure
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Fire Blast
- Roost
- Hurricane
- Flame Charge / Agility / Hidden Power [Grass] / U-Turn

Cleanup Moltres set. With Roost, can come in and take a hit on things it resists pretty well, like grass moves and threaten out. The fourth slot is very variable, Flame Charge is IMO a niche option that allows you to pick things off but still get the +1 speed that gives Moltres the ability to outspeed other common non-scarfed mons. Agility does the same idea, just doesn't hit anything. HP Grass is an option but not one I like too much, I would prefer to remove the Quagsires and Swamperts and Seismitoeds from my opponents team with a partner before attempting a Moltres mini-sweep, but its there if you anticipate needing a way to hit these mons. U-turn is obviously just for momentum - scare something out, U-turn on their switch and keep going.

I threw Wide Lens in on the items because frankly, using Fire Blast and Hurricane as attacking options sounds like fucking hell. Moltres does miss the power of a life orb I think, but still Hurricane out of rain is like the worst fucking shit.



Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Night Shade
- Giga Drain
- Toxic
- Roost

Night shade for consistent damage, Giga Drain to get rid of the Ground/Waters Moltres doesn't like, Toxic wears down incoming switches, Roost for longevity. This gives you a decent rock/electric weakness when paired with Moltres, so bring a ground type and patch that up obviously. But Xatu gives you the ability to keep rocks off your side of the field which is, as I'm sure you can all tell, vital in having Moltres around for more than like, one switch in.
 
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Moltres @ Choice Scarf
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Fire Blast
- U-turn
- Hidden Power Grass / Tailwind / Will-O-Wisp


Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hyper Voice
- Grass Knot /Surf / Thunderbolt /Thunder
- Surf / Focus Blast / Thunderbolt / Thunder

Alright so, as has been made clear in previous posts; if there is 1 thing Moltres hates more than anything in the world, it's Bulky Waters. Coincidentally, Bulky waters happen to be Heliolisk's absolute favorite thing in the whole wide world. These two mons perform magnifcently together, forming a solid Volt-Turn core with Heliolisk being able to switch into Bulky Waters not named Swampert and either force them out so that Helio gets free momentum, or just flat out kill them. Once the Bulky Waters (oh and Rock types, but UU's only Rock type Aero, and sometimes Rhyperior) have been dealt with, Moltres is free to spam it's powerful STABs and just wreak havoc on the opposing team. These two also work really well on rain, as Heliolisk can gain even more utility from its ability as well as spam the poweful Thunder, and the rain allows Moltres to not worry about missing Hurricanes, which is always a pain.
 
A choiced scarfed pokemon is meant to revenge kill foes consistently. In order to do this you must have high speed, longetivity, accuracy and raw power so you don't fail to net the KOs. That's why Mienshao is arguably the best one in the tier while Moltres has average at best speed, huge weakness to SR and shit accuracy. I have never understood why people like that set or why it was the most popular variant in RU.

LO makes it a fearsome wallbreaker but why i am not using Hydreigon at that point? The only set of Moltres that worth to use is a bulky variant w/Toxic imo (besides some innovative sets like sunnybeam w/morning sun). At least you can take on Infernape, Shaymin, non edge Krook, Megasnow, Yanmega etc...

Moltres @ Leftovers
Ability: Pressure
EVs: 248 HP / 84 SpD / 176 Spe*
Timid Nature
IVs: 0 Atk
- Substitute
- Toxic
- Roost
- Flamethrower

And the teammate i chose is


Hydreigon @ Draco Plate / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost

Hydreigon is capable of beating all kinds of walls that are not a fairy type. That's where Moltres comes in handy dealing with Whimsicott/Florges (Toxic has 16, Aromatherapy has 8; Flamethrower has 24 and Moonblast has 16 pp after pressure so you win the stall war) and resisting Cobalion's dual STAB. Hydreigon can also take hits from electrics and shut down fat waters that Moltres dislikes such as Rotom-H, Suicune and Vaporeon. Draco plate is the chosen item because you'll be forced to roost too many times if you get burned by scald but LO can be used if a boost to Dark Pulse is desired. Overall this is a pretty solid stallbreaker core that has great synergy together and i encourage you to give them a try.


*Speed is for Timid Chandelure so you can toxic it before it goes behind a sub just in case Hydreigon happens to fall down.
 

Hogg

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FACT: LO Moltres is incredibly difficult to switch into, with dual STABs that hit as hard as a Mega-Pidgeot Hyper Beam.
FACT: Most of the few things that can switch into LO Moltres' attacks are boned by Toxic Spikes.
FACT: SubRoost + Toxic Spikes + Pressure is brutal, especially with Moltres' surprisingly good defensive typing.
FACT: Fuck Stealth Rock.
FACT: Fuck Suicune.

The FACTS don't lie. Consider a Tentacruel + Moltres core today.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 244 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Haze / Acid Spray / Knock Off
- Toxic Spikes
- Rapid Spin

This is meant to go alongside LO SubRoost Moltres. Tentacruel spins, drops TSpikes to make most special walls unable to switch into Moltres, and tends to easily shut down 'mons like Suicune, who have the bulk to bank on the eventual Hurricane miss. Haze or Acid Spray are there to deal with CM Suicune in particular and to have an emergency button against setup sweepers in general, but if those don't pose a problem to your team, Knock Off support is always great. Tentacruel's been getting dissed lately because it has trouble with things like Entei, but SubRoost Moltres does a pretty good job of smacking Entei around. (Just don't switch into a Stone Edge... but Sub and Pressure means you'll stall out most of his crappy PP moves with ease.)

It's not perfect - Mega-Aero will still give you trouble, as will Slowking and Cresselia, and Reuniclus if you let it get a boost. If you pick up a third partner, Shadow Claw Doublade handles all of those quite handily. But the FACTS don't lie. Tentacruel and Moltres are a match made in heaven.
 

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