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Project SV OU - Victim of the Week (Week 62: Dragon Dance Kyurem) [SUBMISSIONS OPEN!]

Voting is over! The winners are...
:ss/zapdos:
Check
:thundurus-therian: NP Volt Absorb by InvisibleWater
Counter
:clodsire: Specially Defensive by Mugenman88

Congratulations! Your sets will be included in the Hall of Fame!

Week 20: SubCM Hatterene

:ss/hatterene:
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Tera Type: Water
Bold Nature
- Calm Mind
- Draining Kiss
- Stored Power
- Substitute

Substitute + Calm Mind Hatterene is a horrifying set up sweeper thanks to Magic Bounce, which blocks both Taunt and Encore, two of the most common moves to stop set-up. Substitute enhances Hatterene's threat level, ensuring that it can either get at least one attack off on various Pokemon or get a free Calm Mind. How will you lure this threat?

Submissions are due Friday the 21st. Please specify whether you are submitting a check or a counter.
 
:muk_alola:

CHECK
Muk-Alola @ Leftovers
Ability: Poison Touch
Tera Type: Steel
EVs: 184 HP / 140 Atk / 184 SpD
Careful Nature
- Poison Jab
- Knock Off
- Gunk Shot / Taunt
- Thunder Punch

Muk-A was designed for this! DESIGNED! Pair Muk-A's naturally high Special Defense and a kinda-weak Hatterene when not boosted, along with a threatening STAB option for Non-Tera, and a threatening option for when tera'd. Let's go over the set.

Poison Jab is to threaten non-tera Hatterene and threaten poison w/ poison touch and that 30% poison chance. Easy stuff. Calcs in calc section.
Knock Off removes Leftovers, pretty much all you'll use it for against Hatterene.
Gunk Shot is just to do more damage against Poison Jab, Taunt isn't used against Hatterene I just use it when I use Muk-A.
Thunder Punch does more damage when not tera'd, but also threatens Pelipper, Toxapex, Samurott-H, and Volcanion.



140 Atk Muk-Alola Poison Jab vs. 252 HP / 204+ Def Hatterene: 162-192 (50.9 - 60.3%) -- 86.3% chance to 2HKO after Leftovers recovery
140 Atk Muk-Alola Knock Off (97.5 BP) vs. 252 HP / 204+ Def Hatterene: 97-115 (30.5 - 36.1%) -- 49.9% chance to 3HKO
140 Atk Muk-Alola Gunk Shot vs. 252 HP / 204+ Def Hatterene: 240-284 (75.4 - 89.3%) -- guaranteed 2HKO after Leftovers recovery
140 Atk Muk-Alola Poison Jab vs. 252 HP / 204+ Def Tera Water Hatterene: 81-96 (25.4 - 30.1%) -- 0.5% chance to 4HKO after Leftovers recovery
Always breaks sub!
140 Atk Muk-Alola Thunder Punch vs. 252 HP / 204+ Def Tera Water Hatterene: 102-120 (32 - 37.7%) -- 0.3% chance to 3HKO after Leftovers recovery
140 Atk Muk-Alola Gunk Shot vs. 252 HP / 204+ Def Tera Water Hatterene: 120-142 (37.7 - 44.6%) -- guaranteed 3HKO after Leftovers recovery
+2 0 SpA Tera Water Hatterene Draining Kiss vs. 184 HP / 184+ SpD Muk-Alola: 108-127 (27.2 - 31.9%) -- 48% chance to 4HKO after Leftovers recovery
+2 0 SpA Tera Water Hatterene Stored Power (100 BP) vs. 184 HP / 184+ SpD Tera Steel Muk-Alola: 106-126 (26.7 - 31.7%) -- 33.1% chance to 4HKO after Leftovers recovery
+2 0 SpA Tera Water Hatterene Draining Kiss vs. 184 HP / 184+ SpD Tera Steel Muk-Alola: 54-63 (13.6 - 15.8%) -- possibly the worst move ever
 
Omarinator you bastard I was writing up Alolamuk when you posted that
CHECK

:sv/Magnezone:

Magnezone @ Choice Specs
Ability: Magnet Pull
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Tera Blast
- Volt Switch

The massive threat of the Flash Cannon practically forces a Tera, which can allow Magnezone to just straight blast the hell out of Hatterene with Thunderbolt. If the opponent has already tera'd something else you just spam Flash Cannon and Hatterene simply drops. Even if the Hatterene player would be big brain enough to predict you predicting their tera and not tera and try to set up from there, Specs Thunderbolt is simply too strong for Hatterene to take no matter the case, so Magnezone can comfortably 1v1 it assuming Hatterene has no boosts under its belt yet. Even if Magnezone comes in on the Substitute it still wins handily.

Tera Grass and Tera Blast is more if the opponent has a Ground-type in the back pocket that you wanna lure and kill, not really something for the 1v1 since again, Thunderbolt is all you need.

0 SpA Hatterene Draining Kiss vs. 0 HP / 4 SpD Magnezone: 38-45 (13.5 - 16%) -- possible 7HKO
+1 0 SpA Hatterene Draining Kiss vs. 0 HP / 4 SpD Magnezone: 57-68 (20.2 - 24.1%) -- guaranteed 5HKO
+2 0 SpA Hatterene Stored Power (100 BP) vs. 0 HP / 4 SpD Magnezone on a critical hit: 229-270 (81.4 - 96%) -- guaranteed 2HKO

252 SpA Choice Specs Magnezone Flash Cannon vs. 252 HP / 0 SpD Hatterene: 384-452 (120.7 - 142.1%) -- guaranteed OHKO
252 SpA Choice Specs Magnezone Thunderbolt vs. 252 HP / 0 SpD Hatterene: 216-255 (67.9 - 80.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Magnezone Thunderbolt vs. +1 252 HP / 0 SpD Hatterene: 144-171 (45.2 - 53.7%) -- guaranteed 2HKO after Leftovers recovery
(^ is after Substitute + lefties)
 
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:sv/kingambit:
Kingambit @ Choice Band
Ability: Supreme Overlord
Tera Type: Fairy/Dark/Steel/Literally anything
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Kowtow Cleave
- Low Kick
- Iron Head
This easily beats hatt by spamming kowtow.
Proof after 1 cm: zaydapoketrainer vs. Builtlikeapotato - Showdown! (pokemonshowdown.com)
You might be thinking this is a dumb set, but this mon also has 135 attack, and giving it a choice band makes it have insane wallbreaking potential.
Iron head forces tera, but kowtow spam wins.
This is a check, as if it is chipped, you can lose.
 
Voting is over! The winners are...
:ss/zapdos:
Check
:thundurus-therian: NP Volt Absorb by InvisibleWater
Counter
:clodsire: Specially Defensive by Mugenman88

Congratulations! Your sets will be included in the Hall of Fame!

Week 20: SubCM Hatterene

:ss/hatterene:
Hatterene @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Tera Type: Water
Bold Nature
- Calm Mind
- Draining Kiss
- Stored Power
- Substitute

Substitute + Calm Mind Hatterene is a horrifying set up sweeper thanks to Magic Bounce, which blocks both Taunt and Encore, two of the most common moves to stop set-up. Substitute enhances Hatterene's threat level, ensuring that it can either get at least one attack off on various Pokemon or get a free Calm Mind. How will you lure this threat?

Submissions are due Friday the 21st. Please specify whether you are submitting a check or a counter.
I tried defensive gholdengo, but the only thing that works is goofy teras like dark, which don't even work unless the opponent walks into it/doesn't have tera, along with requiring perfect play on the normal ghost tera. (Did the calcs with all min rolls and no rocks, but if rocks+1 spike is up and you're tera ghost, you can break with all min rolls). But, since this meta contains tera I'm going to have to recommend an offensive set.

Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Fighting
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Make It Rain
- Shadow Ball
- Focus Blast
- Trick

Specs gholdengo pretty much destroys cm hatterene as long as you switch into it turn one of it setting up cm. Even with tera it is a reliable counter as it does enough damage to break sub/punch through cm setup. I'll explain it using min rolls, as I always do.

252+ SpA Choice Specs Gholdengo Shadow Ball vs. +1 252 HP / 0 SpD Tera Water Hatterene: 144-169 (45.2 - 53.1%) -- guaranteed 2HKO after Leftovers recovery

61.05%

252+ SpA Choice Specs Gholdengo Shadow Ball vs. +2 252 HP / 0 SpD Tera Water Hatterene: 108-127 (33.9 - 39.9%) -- 90.6% chance to 2HKO after Leftovers recovery

33.4%

252+ SpA Choice Specs Gholdengo Shadow Ball vs. +3 252 HP / 0 SpD Tera Water Hatterene: 85-102 (26.7 - 32%) -- guaranteed 3HKO after Leftovers recovery

Not enough to sub. If they had enough to sub, they'd sweep through.
 
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Check

:SV/Ursaluna:
Ursaluna @ Flame Orb
Ability: Guts
Tera Type: Normal
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Facade
- Headlong Rush
- Fire Punch

Feared wallbreaker Ursaluna can OHKO this Hatterene without Tera or even boosting moves. Hatterene can't Substitute stall or Draining Kiss stall forever.

0 SpA Hatterene Draining Kiss vs. 116 HP / 0 SpD Ursaluna: 85-102 (19.7 - 23.7%) -- 98.9% chance to 4HKO after burn damage (20.1 - 24.2% recovered)
0 SpA Hatterene Draining Kiss vs. -1 116 HP / 0 SpD Ursaluna: 127-151 (29.5 - 35.1%) -- guaranteed 3HKO after burn damage (29.8 - 35.5% recovered)
252+ Atk Ursaluna Facade vs. 252 HP / 204+ Def Hatterene: 103-123 (32.3 - 38.6%) -- 4.8% chance to 3HKO after Leftovers recovery
252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 204+ Def Hatterene: 309-364 (97.1 - 114.4%) -- 81.3% chance to OHKO
252+ Atk Ursaluna Headlong Rush vs. 252 HP / 204+ Def Hatterene: 177-208 (55.6 - 65.4%) -- guaranteed 2HKO after Leftovers recovery
+2 252+ Atk Guts Ursaluna Facade (140 BP) vs. 252 HP / 204+ Def Hatterene: 616-726 (193.7 - 228.3%) -- guaranteed OHKO
 
Check

3544243.jpg


Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 SpA/4 SpD/252 Spe
Timid Nature
Tera-Type: Steel/Dark
- Discharge
- Volt Switch
- Hurricane
- Roost

First of all, screw all of y'all for snagging up the good ones

But yeah, Zapdos is an unorthodox choice to try and take Hatterene on with, but it can check it nonetheless if it switches in fast enough. Tera-Water only makes Hat get hit harder, and not even +1/+1 stops offensive Zap from breaking Hat's Subs with its Electric STAB of choice.

252 SpA Tera Dark Zapdos Thunderbolt vs. +1 252 HP / 0 SpD Hatterene: 93-111 (29.2 - 34.9%) -- 100% chance to 4HKO after Leftovers recovery
252 SpA Tera Dark Zapdos Discharge vs. +1 252 HP / 0 SpD Hatterene: 84-99 (26.4 - 31.1%) -- 12.3% chance to 4HKO after Leftovers recovery

Of course, the real idea here is to paralyze Hat with Discharge, which has a 30% of doing so over Thunder Bolt's lousy 10%. Roost is for longevity, and Tera-Steel cuts down on the damage Zap takes in return, most notably turning unfavorable odds to live a +2/+2 Stored Power from Hat into a guarantee

+2 0 SpA Hatterene Stored Power (100 BP) vs. 0 HP / 4 SpD Zapdos: 306-360 (95.3 - 112.1%) -- 68.8% chance to OHKO
+2 0 SpA Hatterene Stored Power (100 BP) vs. 0 HP / 4 SpD Tera Steel Zapdos: 153-180 (47.6 - 56%) -- 82.4% chance to 2HKO

Tera-Steel takes the forefront due to being more defensively effective against Hat overall, as well as the rest of the meta. But Tera-Dark can force Hat to Draining Kiss against Zap if it ever wants to inflict damage; this in turn makes Hat vulnerable to Static, due to the fact that Kiss makes contact. Do note that, unless you're intending to sac Zap, you can't really afford to let Hat get to +2/+2 in that case and you absolutely can't let it get to +3/+3

+2 0 SpA Hatterene Draining Kiss vs. 0 HP / 4 SpD Tera Dark Zapdos: 306-362 (95.3 - 112.7%) -- 68.8% chance to OHKO
+3 0 SpA Hatterene Draining Kiss vs. 0 HP / 4 SpD Tera Dark Zapdos: 384-452 (119.6 - 140.8%) -- guaranteed OHKO
 
Heyo Wassup Everybody!

I am back to my Monkey Business and today I am here with a mon that helped me get 1900 ;) Which can Hard Wall Hatterene Very Well especially these non Mystical Fire ones!

The Mon is!

BRONZONG

Bronzong @ Leftovers
Ability: Levitate
Tera Type: Fighting
EVs: 252 HP / 10 Def / 204 SpD / 36 Spe
Careful Nature
- Body Press
- Iron Head
- Substitute
- Rest

So this IS A VERY GREAT AND UNDERRATED MON which can Hard Wall almost anything in the Meta!

I chose this Set because it hard walls Hatterene Neither can Stored Power Touch nor can draining Kiss cuz of its amazing Defensive Typing! You don't Even need to Terastallize this mon to beat Hatterene due to which it helps you to store your Tera very well! (The Fighting Tera is just for Kingambits). It dos not end here, if the hatterene decides to stay in, you can Eventually take it down with Iron Heads! 204 Spd lets you tank hits very well Iron Head lets you break subs Finally you can set up your own sub or even ID up(if you run it instead of Sub) while they try to CM and 36 Speed is to outspeed Hatterene. Body Press is optional here you can run Sleep Talk but Body press is good for destroying Kingambits

As always Here are the Calcs:= (Sorry I am not using Spoiler this time)

0 SpA Hatterene Stored Power (260 BP) vs. 252 HP / 252+ SpD Bronzong: 59-69 (17.4 - 20.4%) -- possible 7HKO after Leftovers recovery

0 Atk Bronzong Iron Head vs. 252 HP / 204+ Def Hatterene: 122-146 (38.3 - 45.9%) -- guaranteed 3HKO after Leftovers recovery

+2 0 SpA Hatterene Stored Power (100 BP) vs. 252 HP / 252+ SpD Bronzong: 45-54 (13.3 - 15.9%) -- possibly the worst move ever


(I just wish there was Melmetal)
 
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Heyo Wassup Everybody!

I am back to my Monkey Business and today I am here with a mon that helped me get 1900 ;) Which can Hard Wall Hatterene Very Well especially these non Mystical Fire ones!

The Mon is!

BRONZONG

Bronzong @ Leftovers
Ability: Levitate
Tera Type: Fighting
EVs: 252 HP / 10 Def / 204 SpD / 36 Spe
Careful Nature
- Body Press
- Iron Head
- Substitute
- Rest

So this IS A VERY GREAT AND UNDERRATED MON which can Hard Wall almost anything in the Meta!

I chose this Set because it hard walls Hatterene Neither can Stored Power Touch nor can draining Kiss cuz of its amazing Defensive Typing! You don't Even need to Terastallize this mon to beat Hatterene due to which it helps you to store your Tera very well! (The Fighting Tera is just for Kingambits). It dos not end here, if the hatterene decides to stay in, you can Eventually take it down with Iron Heads! 204 Spd lets you tank hits very well Iron Head lets you break subs Finally you can set up your own sub while they try to CM and 36 Speed is to outspeed Hatterene. Body Press is optional here you can run Sleep Talk but Body press is good for destroying Kingambits

As always Here are the Calcs:= (Sorry I am not using Spoiler this time)

0 SpA Hatterene Stored Power (260 BP) vs. 252 HP / 252+ SpD Bronzong: 59-69 (17.4 - 20.4%) -- possible 7HKO after Leftovers recovery

0 Atk Bronzong Iron Head vs. 252 HP / 204+ Def Hatterene: 122-146 (38.3 - 45.9%) -- guaranteed 3HKO after Leftovers recovery

+2 0 SpA Hatterene Stored Power (100 BP) vs. 252 HP / 252+ SpD Bronzong: 45-54 (13.3 - 15.9%) -- possibly the worst move ever


(I just wish there was Melmetal)
10 Def Bronzong Body Press vs. 252 HP / 204+ Def Tera Water Hatterene: 51-61 (16 - 19.1%) -- possible 6HKO after Leftovers recovery

Bruv

Best case scenario, is that the hatterene player instantly teras and cms. So you now have to switch into a +1 hatterene. Worst case, is they let you hit iron head once, cm, then tera and cm, then sub. Then, you'd have to deal with a +2 sub hatterene.
 
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Checks: :muk-alola: :Kingambit:
Counter: :Gholdengo: (You have to Trick if Hatterene Calm Minds on the switch or Hatterene eventually stacks 3 Calm Minds with Tera Water and uses Draining Kiss every turn to compensate for Shadow Ball damage)
 
F
Checks: :muk-alola: :Kingambit:
Counter: :Gholdengo: (You have to Trick if Hatterene Calm Minds on the switch or Hatterene eventually stacks 3 Calm Minds with Tera Water and uses Draining Kiss every turn to compensate for Shadow Ball damage)
Fair enough, but in order for this scenerio to even occur requires you to roll min rolls every single time, and even then, they survive the last shadow ball at 6%. Not only is it incredibly unlikely for this to happen, it requires the opponent to terastalize, and even further, it requires 0 spd drops to occur. Which even with min rolls + tera + no spd drops is blocked by trick. Although I am agreeing with you on this partially, it requires such an impossible level of luck to survive that I feel its not worth mentioning. Plus, if you start hitting max rolls after every min roll you break +3 as they require a 32% to 3hko, and each max roll on draining kiss only loses you 0.35% every turn. (Probably did the % wrong but the math is (32-(26.1+6.25))=-0.35
 
Voting is up!

The winners are...
Check

:muk-alola: Specially Defensive Thunder Punch by Omarinator
Counter
:gholdengo: Choice Specs by Zora489

Congratulations!

Week 21: Choice Band Hoopa-U

:sm/hoopa-unbound:

Hoopa-Unbound @ Choice Band
Ability: Magician
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Zen Headbutt
- Drain Punch
- Knock Off / Gunk Shot

Hoopa-U is a monstrous breaker thanks in no short part due to its amazing offensive typing and blistering Attack stat. It is amazingly efficient at breaking stall teams thanks to their generally slow pace benefitting Hoopa-U's otherwise mediocre Speed tier. Drain Punch lets Hoopa-U hit Steel-types like Iron Treads and Heatran. Knock Off gives Hoopa-U some utility, removing items from various Pokemon. How will you lure this threat?

Submissions are due Saturday the 29th! Make sure to specify whether you submit a check or a counter.
 
Check

Alomomola @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Play Rough
- Wish
- Protect
- Chilling Water

Hoopa Unbound is Stall's greatest nightmare. With it's already monstrous Hyperspace Furies getting jacked up to absurd levels with Terastalization, it basically has no switchin. Enter Tera Fairy Alolamola.
252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Tera Fairy Alomomola: 158-187 (29.5 - 35%) -- 15.7% chance to 3HKO
With Tera Fairy, you are rarely 3hkoed by even Tera Dark Hyperspace, allowing you to stall out the power points, wish up yourself, and do great damage with Play Rough:
0 Atk Tera Fairy Alomomola Play Rough vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 234-276 (77.7 - 91.6%) -- 31.3% chance to OHKO after Stealth Rock
Everything looks rather peachy here--unfortunately, it's Hoopa Unbound. Gunk Shot post tera does 70% minimum:
252 Atk Choice Band Tera Dark Hoopa-Unbound Gunk Shot vs. 252 HP / 252+ Def Tera Fairy Alomomola: 380-448 (71.1 - 83.8%) -- guaranteed 2HKO, and before Mola teras HyperSpace Fury cleanly 2hkos:
252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Alomomola: 316-374 (59.1 - 70%) -- guaranteed 2HKO.
So you can't really counter it, as you never want to take a Gunk Shot and you have to tera ASAP.
 
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Check

:SV/Enamorus:
Enamorus (F) @ Choice Specs
Ability: Contrary
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- Earth Power
- Mystical Fire
- Psychic / Focus Blast

Hoopa-U has great special bulk - enough to tank powerful neutral special attacks like Specs Walking Wake's Draco Meteor. So you gotta go super effective if you want to OHKO Hoopa-U with a special attack. Enter Enamorus, who hits Hoopa-U on its soft Fairy weakness that Tera Dark can't patch up.

252 SpA Choice Specs Enamorus Moonblast vs. 0 HP / 4 SpD Tera Dark Hoopa-Unbound: 380-450 (126.2 - 149.5%) -- guaranteed OHKO
(252 Atk Choice Band Tera Dark Hoopa-Unbound Zen Headbutt vs. 0 HP / 0 Def Enamorus: 306-361 (105.8 - 124.9%) -- guaranteed OHKO)
 
It may be D rank but it's still on the viability rankings
CHECK

:sv/tinkaton:

Tinkaton (F) @ Leftovers
Ability: Mold Breaker
Tera Type: Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gigaton Hammer
- Play Rough
- Knock Off
- Swords Dance

Standard SD, Tinkaton can outspeed and OHKO Hoopa-U with Play Rough, and can take any hit back just in case the first one misses to go for another one since you're also immune to Gunk Shot. Hope you aren't that 1/100 that'll miss 2 Play Rough in a row.

252 Atk Mold Breaker Tinkaton Play Rough vs. 0 HP / 0 Def Hoopa-Unbound: 308-366 (102.3 - 121.5%) -- guaranteed OHKO
252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 0 HP / 4 Def Tinkaton: 236-278 (75.8 - 89.3%) -- guaranteed 2HKO after Leftovers recovery
 
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Voting is up!

The winners are...
Check

:muk-alola: Specially Defensive Thunder Punch by Omarinator
Counter
:gholdengo: Choice Specs by Zora489

Congratulations!

Week 21: Choice Band Hoopa-U

:sm/hoopa-unbound:

Hoopa-Unbound @ Choice Band
Ability: Magician
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Zen Headbutt
- Drain Punch
- Knock Off / Gunk Shot

Hoopa-U is a monstrous breaker thanks in no short part due to its amazing offensive typing and blistering Attack stat. It is amazingly efficient at breaking stall teams thanks to their generally slow pace benefitting Hoopa-U's otherwise mediocre Speed tier. Drain Punch lets Hoopa-U hit Steel-types like Iron Treads and Heatran. Knock Off gives Hoopa-U some utility, removing items from various Pokemon. How will you lure this threat?

Submissions are due Saturday the 29th! Make sure to specify whether you submit a check or a counter.
Chesnaught is a check, but reliably walls half of hoopa's moves, and tera walls the two moves non-tera doesn't cover. It also sets spikes if you guess correctly, along with setting up iron defenses and clicking body press on incoming foes.

252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 252 HP / 252+ Def Chesnaught: 288-338 (75.7 - 88.9%) -- guaranteed 2HKO
252 Atk Choice Band Hoopa-Unbound Gunk Shot vs. 252 HP / 252+ Def Chesnaught: 286-338 (75.2 - 88.9%) -- guaranteed 2HKO

252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 252 HP / 252+ Def Tera Steel Chesnaught: 180-212 (47.3 - 55.7%) -- 78.5% chance to 2HKO
252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Tera Steel Chesnaught: 178-211 (46.8 - 55.5%) -- 74.2% chance to 2HKO

252+ Def Tera Steel Chesnaught Body Press vs. 0 HP / 0 Def Hoopa-Unbound: 208-246 (69.1 - 81.7%) -- guaranteed 2HKO
 
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Counter
D14923B1-345B-4B45-889E-6DA9B4FDB0F1.png
Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Tera Type: Dark
Relaxed Nature
- Spikes
- Light Screen
- Reflect
- Play Rough

“Standard” suicide lead set with Play Rough instead of trick room.

None of Hoopa’s STABs deal any significant damage while the only move it can reliably click is drain punch or immediately clicking Tera dark Hyperspace. Klefki can setup screens if it’s already in and can easily counter while also potentially dropping Hoopa’s attack stat and alternatively 2HKOing.

252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 252 HP / 252+ Def Klefki: 110-130 (34.5 - 40.8%) -- guaranteed 3HKO

252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 252 HP / 252+ Def Klefki through Reflect: 55-65 (17.2 - 20.4%) -- possible 5HKO

Chance to kill if highrolled on the switch in after screens go up

252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 252 HP / 252+ Def Klefki through Reflect: 55-65 (17.2 - 20.4%) -- 1.4% chance to 3HKO

252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Klefki: 146-172 (45.9 - 54%) -- guaranteed 2HKO

252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Klefki through Reflect: 73-86 (22.9 - 27%) -- 43.9% chance to 4HKO

0 Atk Klefki Play Rough vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 242-288 (80.3 - 95.6%) -- guaranteed 2HKO
 
:sv/landorus-therian:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Tera Type: Water
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Taunt

Landorus-T is a check. It lacks reliable recovery, and both Knock Off and Gunk Shot can be annoying in their own ways, but Intimidate gives Landorus-T the bulk to switch in on pretty much anything banded Hoopa throws at it, with the sole exception of Tera Dark Hyperspace Fury. Once in, Landorus-T can OHKO Hoopa with U-turn before it Terastalizes. It still deals a fair amount to Hoopa post-Tera as well, as does Earthquake. In addition, all of Hoopa's attacks outside of Hyperspace Fury and Gunk Shot make contact, which leads to Rocky Helmet chip, which can add up fast.

:landorus-therian:
0 Atk Landorus-Therian Earthquake vs. 0 HP / 0 Def Hoopa-Unbound: 225-265 (74.7 - 88%) -- guaranteed 2HKO
0 Atk Landorus-Therian Earthquake vs. -1 0 HP / 0 Def Hoopa-Unbound: 337-397 (111.9 - 131.8%) -- guaranteed OHKO
0 Atk Landorus-Therian U-turn vs. 0 HP / 0 Def Hoopa-Unbound: 420-496 (139.5 - 164.7%) -- guaranteed OHKO
0 Atk Landorus-Therian U-turn vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 210-248 (69.7 - 82.3%) -- guaranteed 2HKO
0 Atk Landorus-Therian U-turn vs. -1 0 HP / 0 Def Tera Dark Hoopa-Unbound: 316-372 (104.9 - 123.5%) -- guaranteed OHKO

:hoopa-unbound:
-1 252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 248+ Def Landorus-Therian: 148-175 (38.7 - 45.8%) -- guaranteed 3HKO
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 252 HP / 248+ Def Landorus-Therian: 198-234 (51.8 - 61.2%) -- guaranteed 2HKO
-1 252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 252 HP / 248+ Def Landorus-Therian: 118-141 (30.8 - 36.9%) -- 71.3% chance to 3HKO
-1 252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 252 HP / 248+ Def Landorus-Therian: 37-44 (9.6 - 11.5%) -- possible 9HKO
-1 252 Atk Choice Band Hoopa-Unbound Knock Off (97.5 BP) vs. 252 HP / 248+ Def Landorus-Therian: 144-169 (37.6 - 44.2%) -- guaranteed 3HKO
-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Knock Off (97.5 BP) vs. 252 HP / 248+ Def Landorus-Therian: 192-226 (50.2 - 59.1%) -- guaranteed 2HKO
-1 252 Atk Choice Band Hoopa-Unbound Gunk Shot vs. 252 HP / 248+ Def Landorus-Therian: 59-70 (15.4 - 18.3%) -- possible 6HKO
 
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:Corviknight:
Corviknight @ Leftovers
Ability: Pressure
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird / Defog
- Body Press / Defog
- U-turn
- Roost

This is a check, theres a risk in hard switching corviknight but if you get the right predict you get rewarded with a potentiall kill or a free uturn (as long as hoopa hasn't used tera).

Corv has a good matchup against most of its moves
252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 248 HP / 252+ Def Corviknight: 100-118 (25 - 29.5%) -- 0% chance to 4HKO after Leftovers recovery
252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 248 HP / 252+ Def Corviknight: 80-94 (20 - 23.5%) -- possible 6HKO after Leftovers recovery

Not a good matchup against the dark moves however
252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 248 HP / 252+ Def Corviknight: 199-235 (49.8 - 58.8%) -- 75.8% chance to 2HKO after Leftovers recovery
252 Atk Choice Band Hoopa-Unbound Knock Off (97.5 BP) vs. 248 HP / 252+ Def Corviknight: 193-228 (48.3 - 57.1%) -- 91.4% chance to 2HKO

To remedy this, you can tera fairy, which leads you vulnerable to zen headbutt and gunk shot but if the opposing hoopa isn't running gunk shot then it turns into a very decent check

252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 248 HP / 252+ Def Tera Fairy Corviknight: 99-117 (24.8 - 29.3%) -- guaranteed 5HKO after Leftovers recovery
252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 248 HP / 252+ Def Tera Fairy Corviknight: 50-59 (12.5 - 14.7%) -- possibly the worst move ever
252 Atk Choice Band Hoopa-Unbound Knock Off (97.5 BP) vs. 248 HP / 252+ Def Tera Fairy Corviknight: 96-114 (24 - 28.5%) -- 97.3% chance to 4HKO
252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 248 HP / 252+ Def Tera Fairy Corviknight: 160-189 (40.1 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
 
Counter (Soft)

Overqwil.png

Overqwil @ Loaded Dice
Ability: Intimidate
EVs: 244 Atk/12 Def/252 Spe
Jolly Nature
Tera-Type: Poison
- Gunk Shot/Barb Barrage
- Crunch
- Pin Missile
- Spikes

True, it lacks reliable recovery (hence why it's only a soft counter), but apart from that, Overqwil has all the right tools to stop a Hoopa-Unbound sweep dead in its tracks. Intimidate practically negates its Choice Band, a Dark/Poison typing grants resistances to everything Hoopa can throw at it bar Drain Punch (which isn't outdamaging Hyperspace Fury anyway), and with a base Speed of 85, Qwil has just enough to outpace Hoopa the next turn, cutting down on the number of hits it has to take before it can actually retaliate.

And retaliate it certainly can, with Loaded Dice Pin Missile securing a KO even against post-Tera Hoopa.

244 Atk Overqwil Pin Missile (4 hits) vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 312-368 (103.6 - 122.2%) -- guaranteed OHKO

Tera-Poison allows Qwil's Poison STAB of choice to also OHKO Hoopa, but do note that Gunk Shot has accuracy issues and Barb Barrage needs T-Spike support in order to reach full power early.

244 Atk Tera Poison Overqwil Barb Barrage (120 BP) vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 362-426 (120.2 - 141.5%) -- guaranteed OHKO
244 Atk Tera Poison Overqwil Barb Barrage (60 BP) vs. 0 HP / 0 Def Tera Dark Hoopa-Unbound: 180-214 (59.8 - 71%) -- guaranteed 2HKO

EVs are designed for Qwil to always take 2 Tera-Dark Hyperspace Furies from full, solidifying its capabilities as a switch-in. Still, you might wanna pair this with Wish support so that it stays healthy for Hoopa.

-1 252 Atk Choice Band Tera Dark Hoopa-Unbound Hyperspace Fury vs. 0 HP / 12 Def Overqwil: 131-155 (42.1 - 49.8%) -- guaranteed 3HKO
 
counter -

forretress.gif


Forretress @ Sitrus Berry
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Spe
Relaxed Nature
- Stealth Rock
- Rapid Spin
- Bug Bite
- Gyro Ball

now hear me out...

252 Atk Choice Band Hoopa-Unbound Zen Headbutt vs. 252 HP / 252+ Def Forretress: 65-77 (18.3 - 21.7%) -- possible 5HKO

252 Atk Choice Band Hoopa-Unbound Drain Punch vs. 252 HP / 252+ Def Forretress: 82-97 (23.1 - 27.4%) -- 68.1% chance to 4HKO

252 Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 252+ Def Forretress: 162-192 (45.7 - 54.2%) -- 50% chance to 2HKO

252 Atk Choice Band Hoopa-Unbound Knock Off (97.5 BP) vs. 252 HP / 252+ Def Forretress: 159-187 (44.9 - 52.8%) -- 25.8% chance to 2HKO

AND

0 Atk Forretress Bug Bite vs. 0 HP / 0 Def Hoopa-Unbound: 360-424 (119.6 - 140.8%) -- guaranteed OHKO

not only does it get up rocks and spins away hazards, it can also switch in on hoopa, proc citrus berry and KO with bug bite, and noone expects bug bite fortress

enough said
 
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