Metagame SV OU Metagame Discussion v4

I wanna make sure, if it leaves the field, then returns the next turn, will Future Sight retain the boost? The way you worded it, I'd assume no.
Gave it a test and if Munkidori is on the battlefield when Future Sight activates, it will retain the boost and (likely) have a chance to procc Toxic Chain. The only requirement for both is that Munkidori needs to be on the battlefield when the move deals damage.
 
no way my blaziken set made it in here lmaooo
yeah focus blast is just so i can run max spa because max investment makes overheat crazy strong, especially in the sun, but honestly it can be equally annoying for both players so probably a mixed spread with cc works too
ggs to iamlowtier :)
This blaziken can be a seriously strong wallbreaker, and it's also good with mixed. Apart from dondozo and Moltres there is not a lot taking Crit Eq/CC/Overheat, and you can even switch out eq for something like stone edge I would think. Fast strong wallbreaker melts a lot of things, I have been very impressed with it
 
Gave it a test and if Munkidori is on the battlefield when Future Sight activates, it will retain the boost and (likely) have a chance to procc Toxic Chain. The only requirement for both is that Munkidori needs to be on the battlefield when the move deals damage.
even if munkidori isn't on the field, a 120-power stab move (i think future sight still gets stab if the user is absent?) off of base 130 spa is a pretty damn hard hit—harder than most non-specs/unboosted special hits you'll find in the tier, in fact. that can put a lot of pressure on a team, especially when you do have a slow pivot that can go back into munkidori in time to get the specs boost and toxic chance. unfortunately, munkidori is simply not fat enough to spend a turn setting up a future attack instead of attacking in the present. the reason it works so well on glowking is because it's fat enough and pivot-y enough to come in, set up a future sight, and get out to something else easily, multiple times per match. regenerator puts in a lot of work there. i could see it working on, say, hatterene or maybe one of the latis, possibly reuniclus even, but i don't think munkidori is the way to go. bro is just not him

now hoopa-u, on the other hand…
 
specs has been very good. I get hit with so many "???" from :moltres: users that expect to come in and take 25 from moonblast, but then get blasted to kingdom come. Specs is crazy strong; the ubiquity of scarf causes it to be very underestimated.

I'm trying a specs set on a webs+sand team. With the chip of sandstorm, it can 2HKO :slowking galar: as it comes in with modest specs tera blast. Outside of hard stall, that's the only pokemon that stops it from just clicking buttons into most teams. Really silly stuff.
When you say it can THKO Glowking what do you mean?
252+ SpA Choice Specs Enamorus Tera Blast (80 BP) vs. 252 HP / 240+ SpD Slowking-Galar: 101-119 (25.6 - 30.2%) -- 4.2% chance to 3HKO after sandstorm damage.
Do you mean when it tera stelluars?
 
Munkidori @ Choice Specs
Ability: Toxic Chain
Tera Type: Psychic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Future Sight
- Psychic Noise
- Sludge Wave
- U-turn

Tried cooking with a Munkidori set in OU, took a page out of Galarian Articuno in Gen 8's PU with the Specs Future Sight shenanigans. Found even with the Choice Specs, Future Sight doesn't hit as hard as it should against most non-Steel targets unless they're made out of paper unless you commit to Tera Psychic. Depressing because I like the little monkey guy and seeing all of the other Loyal Three Members and Ogerpons numerous forms finding viability in OU gave me motive to try this set for a spin with support from the likes of Roaring Moon and Great Tusk.

Me being balls at making predictions doesn't help matters either.
Psychic Noise screws Dondozo up, and more if its badly poisoned by Toxic Chain since it relies on Rest for recovery. If it has Earthquake, Munkidori will risk getting OHKOd by it when Dondozo has +1 Attack, it has 75% chance to OHKO it. And remember, If the user of Future Sight is not on the field when Future Sight hits, its Ability and held item are not applied. However a single Choice Specs Grass Knot OHKOes Dondozo, useless if it's specially defensive.
 
When you say it can THKO Glowking what do you mean?
252+ SpA Choice Specs Enamorus Tera Blast (80 BP) vs. 252 HP / 240+ SpD Slowking-Galar: 101-119 (25.6 - 30.2%) -- 4.2% chance to 3HKO after sandstorm damage.
Do you mean when it tera stelluars?

Yes, he means that Modest Choice Specs Tera Stellar Tera Blast with sandstorm chip has a 100% chance of 2HKOing non-Assault Vest Slowking-Galar. Enamorus is a really strong wallbreaker if you commit to using your Tera button on it.
 
Yes, he means that Modest Choice Specs Tera Stellar Tera Blast with sandstorm chip has a 100% chance of 2HKOing non-Assault Vest Slowking-Galar. Enamorus is a really strong wallbreaker if you dedicate to using your Tera button on it.
ah alright. they didn't mention tera stelluar as a factor so I wasn't sure
 
specs has been very good. I get hit with so many "???" from :moltres: users that expect to come in and take 25 from moonblast, but then get blasted to kingdom come. Specs is crazy strong; the ubiquity of scarf causes it to be very underestimated.
Moltres usually takes 27.4 - 32.3% if its specially defensive, meanwhile it will take about 39.1 - 46.2% normally. A single Tera Rock Tera Blast smites Moltres, Tera Rock allows Enamorus to take advantage of the sand and sponge Flamethrowers from Moltres.

Interestingly, Moltres can run Temper Flare which it gets even stronger if a previous move failed such as Will-O-Wisp misses, Paralysis and flinch procs, etc. But it will have an hard time dealing with physical walls.
 
What y'all thoughts on :enamorus:? Scarf is great with stab moonblast has decent coverage and has heal wish cos why not
crusty take because i haven't used enam in a while but here goes:

fairy stab and ground coverage hits enough to give her a lot of flexibility in the last two slots, which is always nice for an offensive mon. i'm partial to tera ground because it synergizes really well defensively with flying in a way that's impossible for tera stellar to replicate, and because stellar requires you to commit your tera to enamorus most of the times you bring her in so she's effectively confined to the late game with that set, but stellar is so easy to snowball with it's kind of nuts and you literally cannot wall it via typing. scarf tera stellar is really good as a cleaner. healing wish is great on scarf too, but for tera stellar i much prefer going full offense and slotting in superpower (or weather ball if i'm using her on a sun team—she synergizes fantastically well with sun's staple breakers). calm mind and specs seem like neat alternatives that i haven't personally tried because i like her a lot better for speed control and cleaning purposes
 
crusty take because i haven't used enam in a while but here goes:

fairy stab and ground coverage hits enough to give her a lot of flexibility in the last two slots, which is always nice for an offensive mon. i'm partial to tera ground because it synergizes really well defensively with flying in a way that's impossible for tera stellar to replicate, and because stellar requires you to commit your tera to enamorus most of the times you bring her in so she's effectively confined to the late game with that set, but stellar is so easy to snowball with it's kind of nuts and you literally cannot wall it via typing. scarf tera stellar is really good as a cleaner. healing wish is great on scarf too, but for tera stellar i much prefer going full offense and slotting in superpower (or weather ball if i'm using her on a sun team—she synergizes fantastically well with sun's staple breakers). calm mind and specs seem like neat alternatives that i haven't personally tried because i like her a lot better for speed control and cleaning purposes
Would mixed work on :enamorus: with earth power moonblast heal wish and prob superpower?
 
Spitballing here: how does defensive :venusaur: sound to you? Checks every Fairy Type we have save for :hatterene: and doesn't lose to the Ground Types thanks to its Grass Typing. Has access to Knock Off so it at least is able to disrupt :slowking_galar: and could let its team rack up a good chunk of hazard damage on the stupid pivoting hippo.
 
Spitballing here: how does defensive :venusaur: sound to you? Checks every Fairy Type we have save for :hatterene: and doesn't lose to the Ground Types thanks to its Grass Typing. Has access to Knock Off so it at least is able to disrupt :slowking_galar: and could let its team rack up a good chunk of hazard damage on the stupid pivoting hippo.
Answer: Amoonguss. Yeah sure, you don't have knock off. But you also have much better bulk and regenerator. You can even use foul play or stomping tantrum to hit poison or steel types if you need to, which while not the best damage, is still better then nothing it would usually do.
It's not the worst thing in the world, but it needs a lot more then knock to set itself apart from amoonguss. If amoonguss wasn't in this gen, it could work. Otherwise I'd stick to amoonguss 100% of the time.
The best set for it would probably be something like this:
Venusaur @ Heavy-Duty Boots
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 HP / 188 Def / 52 SpA / 16 Spe
Modest Nature
- Knock Off
- Synthesis
- Earth Power
- Sludge Bomb/Giga Drain
Special attack evs make sure you can 2hit ko offensive gambit, while still being plenty bulky. Speed evs help outspeed non jolly gambit. Chlorophyll is the better ability as it helps in the sun matchup a lot. You need earth power to deal with steel/poison types over the course of a game, so the last moveslot can be a stab move.
 
Spitballing here: how does defensive :venusaur: sound to you? Checks every Fairy Type we have save for :hatterene: and doesn't lose to the Ground Types thanks to its Grass Typing. Has access to Knock Off so it at least is able to disrupt :slowking_galar: and could let its team rack up a good chunk of hazard damage on the stupid pivoting hippo.

Synthesis is not really reliable since Chilly Reception Glowking and Rain exist. Sun also exists but by that point, you would rather use Sun Sweeper Venusaur.

It has nice utilities against the Fairies but not much against pretty much anything else. It has the popular offensive mons of the meta like Darkrai with Ice Beam, Kyurem with Ice STAB, Deoxyst-S with Psycho Boost, Iron Crown, Iron Moth, Gougin, etc

It doesn't lose immediately to ground type mons, but against Gliscor, it does nothing. Against Tusk, you still take neutral damage on switch-in. Probably the good ground mons it can check consistently are Ting-lu and Clodsire, but the later isn't too popular in the metagame anw.

I may miss something, but this is how I see about it.
 
Answer: Amoonguss. Yeah sure, you don't have knock off. But you also have much better bulk and regenerator. You can even use foul play or stomping tantrum to hit poison or steel types if you need to, which while not the best damage, is still better then nothing it would usually do.
It's not the worst thing in the world, but it needs a lot more then knock to set itself apart from amoonguss. If amoonguss wasn't in this gen, it could work. Otherwise I'd stick to amoonguss 100% of the time.
The best set for it would probably be something like this:
Venusaur @ Heavy-Duty Boots
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 HP / 188 Def / 52 SpA / 16 Spe
Modest Nature
- Knock Off
- Synthesis
- Earth Power
- Sludge Bomb/Giga Drain
Special attack evs make sure you can 2hit ko offensive gambit, while still being plenty bulky. Speed evs help outspeed non jolly gambit. Chlorophyll is the better ability as it helps in the sun matchup a lot. You need earth power to deal with steel/poison types over the course of a game, so the last moveslot can be a stab move.
damn here I am forgetting the stupid vgc mushroom exists, tragic :psysad:
 
Spitballing here: how does defensive :venusaur: sound to you? Checks every Fairy Type we have save for :hatterene: and doesn't lose to the Ground Types thanks to its Grass Typing. Has access to Knock Off so it at least is able to disrupt :slowking_galar: and could let its team rack up a good chunk of hazard damage on the stupid pivoting hippo.
Aforementioned :amoonguss: and also not very good outside of sun imo
 
Venusaur @ Heavy-Duty Boots
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 HP / 188 Def / 52 SpA / 16 Spe
Modest Nature
- Knock Off
- Synthesis
- Earth Power
- Sludge Bomb/Giga Drain
Special attack evs make sure you can 2hit ko offensive gambit, while still being plenty bulky. Speed evs help outspeed non jolly gambit. Chlorophyll is the better ability as it helps in the sun matchup a lot. You need earth power to deal with steel/poison types over the course of a game, so the last moveslot can be a stab move.
Chilorophyll allows Venusaur to outspeed Great Tusk, non-Choice Scarf Meowscarada. The Choice Band variants of Meowscarada will OHKO Venusaur with Triple Axel if it manages to get all 3 hits, However, it can't switch directly into a Sludge Bomb or it will get OHKOd by it.
 
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