Project SV RU Victim of the Week: Week 13! Jirachi!

Check
:sv/klefki:
Klefki @ Air Balloon
Ability: Prankster
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Foul Play
- Thunder Wave
- Magnet Rise

Immune to DMeteor and Earthquake initially, so you probably get a free turn, and even if your Air Balloon pops on the switch because Salamence hits Hurricane on the switch (it misses anyway) you can Magnet Rise to be immortal. The issue is that it is risky to switch in after your Balloon popped, but it may not matter since if you use Klefki you probably use an offense team, so, just don't let it happen I guess.


Counter
:sv/chansey:
Chansey @ Eviolite
Ability: Natural Cure
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell

She doesn't die
 
Check:

:sv/rotom-heat:
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Steel
EVs: 220 HP / 72 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Nasty Plot
- Pain Split

Rotom-Heat checks Salamence by somewhat comfotably taking a Draco on switch-in and forcing the Mence out if it doesn't want to face the wrath of a +6 Overheat. Pain Split allows Rotom to recover back most of the health it loses from the hit, allowing it to renew itself as a check. Salamence also dislikes Roosting in front of Rotom as it just ends up recovering more health. After Tera, Rotom can completely wall Mence, essentially transforming into a counter. The EV spread allows it to live 2 Dracos from full while still outspeeding Jolly Gyarados and Slither Wing.

Calcs:
252 SpA Salamence Draco Meteor vs. 220 HP / 72 SpD Rotom-Heat: 166-196 (56 - 66.2%) -- guaranteed 2HKO
252 SpA Salamence Draco Meteor over 2 turns vs. 220 HP / 72 SpD Rotom-Heat: 250-295 (84.4 - 99.6%) -- not a KO
+6 0 SpA Rotom-Heat Overheat vs. 0 HP / 0- SpD Salamence: 390-459 (117.8 - 138.6%) -- guaranteed OHKO
Note: If Salamence gets the max roll on two Dracos, Pain Split brings Rotom to 56% health and Mence to 50%


Counter:

:sv/umbreon:

Umbreon @ Leftovers
Ability: Inner Focus
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Toxic
- Wish
- Protect

Umbreon is a tried-and-true defensive behemoth that can take any of Salamence's attacks with ease and either dish out a crippling Toxic or take off half of Salamence's health with Foul Play. Wish also allows Umbreon to support the rest of its team, turning an encounter with the dragon from a scare to an opportunity. Umbreon is also quite meta-relevant currently as it's able to neutralize common HO mons in Blastoise and Armarouge as well as check Jirachi with Inner Focus and Foul Play.

Calcs:
252 SpA Salamence Draco Meteor vs. 252 HP / 252+ SpD Umbreon: 114-135 (28.9 - 34.2%) -- 99.6% chance to 4HKO after Leftovers recovery
4 Atk Umbreon Foul Play vs. 0 HP / 0 Def Salamence: 160-189 (48.3 - 57%) -- 91.4% chance to 2HKO
 
Check:
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Scream Tail @ Leftovers
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 88 Def / 168 Spe
Timid Nature
IVs: 0 Atk
- Dazzling Gleam
- Flamethrower
- Protect
- Wish

People have forgotten how absurdly annoying this Pokemon is, largely because Cobalion and Jirachi exist in the tier now, but there isn't much that can handle a fast Wish passer with great bulk and utility. This set drops notable moves like Encore and Thunder Wave to run two attacks in Dazzling Gleam and Flamethrower, which hit a majority of the metagame well, while still running the WishTect that supports itself and its teammates.

Calcs:
252 SpA Salamence Hurricane vs. 252 HP / 0 SpD Scream Tail: 142-168 (32.7 - 38.7%) -- 3.5% chance to 3HKO after Leftovers recovery
4 Atk Salamence Earthquake vs. 252 HP / 88 Def Scream Tail: 86-102 (19.8 - 23.5%) -- possible 6HKO after Leftovers recovery

0 SpA Scream Tail Dazzling Gleam vs. 0 HP / 0- SpD Salamence: 164-194 (49.5 - 58.6%) -- 98.4% chance to 2HKO
0 SpA Scream Tail Flamethrower vs. 0 HP / 0- SpD Tera Steel Salamence: 124-146 (37.4 - 44.1%) -- guaranteed 3HKO
 
CHECK
Utility Jirachi
:Jirachi:
Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Steel
EVs: 252 HP / 32 Def / 224 Spe
Jolly Nature
- Body Slam
- Iron Head
- Wish
- U-turn

Mixed Salamence is very threatening and sticks around for a long time if it’s able to keep healthy with roost. Jirachi is arguably the most splashable steel type to keep Mence at bay that fits on the most amount of teams, but must be careful of Mence’s EQ. The goal with this set is to pivot in on Mence’s Draco or Hurricane instead by luring the attack with another teammate, or threatening mence out with Body Slam Paralysis if it clicks EQ predicting the switch to Jirachi, which it can live 2 of after rocks most of the time:

4 Atk Salamence Earthquake vs. 252 HP / 32 Def Jirachi: 180-214 (44.5 - 52.9%) -- 26.6% chance to 2HKO after Stealth Rock and Leftovers recovery

Wish can be used to keep Jirachi healthy, especially if Jirachi can paralyze an incoming target with body slam, throw up a wish, and flinch the target on the turn wish is healing. Jirachi is not the sturdiest answer to mence, but it can force specific plays from the opponent like going into their electric or ghost type to block body slam para and letting Jirachi get back momentum with U-turn.

COUNTER
Calm Mind Cresselia
:cresselia:
Cresselia (F) @ Leftovers
Ability: Levitate
Tera Type: Poison
EVs: 248 HP / 44 Def / 216 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Moonblast
- Moonlight

Cresselia is able to take on special Mence as long as its Moonlight PP is available and sand or rain aren’t up. Cress comes in on any of Mence’s attacks and can either Moonlight to full health or choose to start setting up CMs if the opponents team has been weakened enough that they can’t stop her. Salamence’s strongest move to hit cress is Draco which it cannot click twice

252 SpA Salamence Draco Meteor vs. 248 HP / 0 SpD Cresselia: 162-192 (36.5 - 43.3%) -- 98.8% chance to 3HKO after Leftovers recovery

Hurricane is doing even less, and Mence must rely on confusion and hurricane accuracy to have any chance at keeping Cress low. Cress is great for teams that don’t have the sturdiest steel type into Salamence like Cobalion or Bisharp as she can switch in on mence and prevent it from making progress. Even if Mence wants to Tera steel, it still risks being setup fodder if it stays in for too long. Mind you that Cress only needs HP investment to stop Mence, and so it can invest in physical bulk to make it even harder for Mence’s physical teammates that will need to hit it hard and fast once Cress begins to boost its Special Defense.
 
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welcome back to another perpetually late voting round for Victim of the Week! Same rules as always, you are allowed to vote for 1 Check and 1 Counter and if you submitted a set you are not allowed to vote for yourself. Best of luck to all of those who submitted.

Phys Def :diancie: from Heatranator
Sp Def :klefki: from fluff!!
Sp Def :rotom-heat: from Sir Tetris
Phys Def :scream tail: from FlamingoPokeman
Utility :jirachi: from THE_CHUNGLER

Sp Def :Bronzong: from Heatranator
:chansey: from fluff!!
Sp Def :umbreon: from Sir Tetris
CM :cresselia: from THE_CHUNGLER

VOTING ENDS SUNDAY JUNE 30TH
 
Thank you to everyone who voted! Congratulations to fluff!! and THE_CHUNGLER for winning the week!
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Winning Check
Sp Def :klefki:

Winning Counter
CM :cresselia:

For our next victim, we have another fallen gen 3 icon, Jirachi!
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Jirachi @ Leftovers
Ability: Serene Grace
Tera Type: Water
EVs: 252 HP / 32 SpD / 224 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Encore

For months, the RU community begged for a "real steel" in the tier and during april shifts this year, their prayers were answered as Jirachi dropped into RU standing for the first time in its career. Jirachi is one of the more versatile defensive options in the tier bringing valuable resists to flying, fairy, and normal moves, a support package including potential access to moves like wish, thunder wave, and body, and a very balanced 100 across the board stat spread. Will you flinch in the front of this pixie?

Submissions End on Friday July 5th
 
Check:
:sv/raikou:
Raikou @ Leftovers
Ability: Inner Focus
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Scald
- Aura Sphere
Raikou is a check to jirachi. I was going to say how raikou's hidden ability ignores jirachi's flinches, but then I remembered that raikou outspeeds jirachi. :zonger: Ig if somebody uses jirachi sticky webs, this would come in handy... Anyways, raikou can take minimal damage from jirachi's hits and fire back with powerful thunderbolts that have a chance to 2hit ko at +1, which raikou can easily get as unless the jirachi player predicts the calm mind, you will be getting the cm off. Thunderbolt even hits tera water for big damage, so it can't simply tera out of its typing without making raikou's job a lot easier.


Counter:
:sv/talonflame:
Talonflame @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Ghost
EVs: 248 HP / 124 Def / 136 Spe
Jolly Nature
- Flare Blitz
- Brave Bird
- Roost
- Defog
Talonflame is a counter to jirachi. With this ev spread, it always outspeeds neutral maushold and has a lot more physical bulk. On talonflame, iron head is a 7hit ko and every time jirachi attacks, it has a chance to proc flame body. This also means that jirachi cannot heal itself with leftovers and does even less damage, basically making jirachi obselete. But talon can do more then that. It can also defog away the stealth rocks that jirachi sets up, it can do big damage with flare blitz (which is a 2hit ko) or if jirachi tera water's, it can then 4hit ko with brave bird. Roost allows talon to keep itself healthy over the course of the interaction. Tera ghost avoids any body slam shenanigans that jirachi might try, which although that isn't the case for this set, is something jirachi is well known for.
 
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Rocky Helmet IronPress Magnezone
Magnezone @ Rocky Helmet
Ability: Magnet Pull
Tera Type: Ghost
EVs: 248 HP / 20 Def / 240 Spe
Bold Nature
IVs: 0 Atk
- Thunderbolt/Discharge
- Flash Cannon
- Iron Defense
- Body Press

The first thing everyone thought of when Jirachi came down here, or at least the first thing I thought of was “this thing is Magnezone food without u-turn! Sure enough though, people are running u-turn semi frequently, and thus the dream oftrapping it falls to the wayside. Choice Specs Magnezone, while it doesn’t trap jirachi, can switch in and set up for a big hit on whatever Jirachi u-turns out to.

Instead of taking that route, let’s just start punishing Jirachi for clicking u-turn at all! A Jirachi that clicks u-turn on Magnezone will lose 16% without getting its round of lefties, and dissuades the jirachi user from clicking any of their contact moves at all. Magnezone puts an insane amount of pressure on the jirachi user to get the fuck out of there and not click their broken flinching or paralyzing moves, which is exactly what you want. This Magnezone guarantees makingprogress on Jirachi no matter what support set it runs.

IronPress zone also allows mag to function well against some threatening hyper offense pokemon by outboosting some of their physical threats. It wont dominate like Cobalion once could, but with tera it can be an absolute nuisance to take down, and forces tera from pokemon like yanmega to kill it which can be a good game plan if your team has strong priority to take it down. choosing ghost tera as a generally solid one for a steel
ironpresser, flying or fighting are other good options. we use enoigh speed to outspeed crawdaunt plus some extra to try to get the jump on Goodra-Hisui and hit it with a body press on its weaker physical defense. Max speed can allow a speed tie with max speed choice specs variants, but its probably better to just lock them into a bad move instead.
 
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Check: :Armarouge:

Armarouge @ Heavy-Duty Boots
Ability: Weak Armor
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Armor Cannon
- Psyshock
- Destiny Bond/Energy Ball

Armarouge checks Utility Jirachi very well, resisting its STAB of Iron Head, along with only taking neutral damage from U-Turn. Armarouge additionally doesn’t have to worry about flinches due to Weak Armor’s quirk of raising speed after being hit by a physical attack. A +1 Sp. Atk and +2 Speed Armarouge is an extremely threatening breaker, and Jirachi is the perfect bait to setup on. Armor Cannon and Psyshock provide STAB, and I think the last spot has the most value being Destiny Bond to try and effectively trade 1 for 1 with a wide variety of things, but Energy Ball to target Slowbro and other bulky waters also works. Tera Fairy can help you benefit from a Knock Off from stuff like Cyclizar.

Counter: :Hippowdon:

Hippowdon @ Rocky Helmet
Ability: Sand Stream
Tera Type: Dragon
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Somewhat boring but Hippowdon is essentially the perfect counter to Jirachi, threatening it with Earthquake, denying it from pivoting safelywith the threat of Rocky Helmet chip as well as punishing attempts to flinch, and providing additionally utility for a team with Phasing and Hazards.
 
Check

:sv/thundurus:

Thundurus (M) @ Heavy-Duty Boots
Ability: Prankster
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Grass Knot
- Knock Off
- Thunder Wave

You resist Iron Head (and U-turn if that matters) and you're faster so no Iron Head shenanigans happen. Meanwhile, you get a free Thunder Wave out, and Jirachi hates getting paralyzed, and it's ok if Jirachi switches out since Thundurus is as impossible to switch into as ever. I'm pretty sure you're guaranteed to get some value out of the exchange since Amoonguss and Jirachi are rarely seen together...


Counter

:sv/empoleon:

Empoleon @ Chople Berry
Ability: Torrent
Tera Type: Ghost
EVs: 32 HP / 252 Def / 188 SpA / 36 Spe
Modest Nature
- Surf
- Ice Beam
- Roost
- Knock Off

A little adaptation of Chungler's Chople Berry Empoleon from Next Best Thing. No need to tell you that Empoleon takes 0 from support Jirachi and will always win the 1v1. But then the fun starts: if Jirachi U-turns on your switch and the opponent sends out like, Okidogi or Gapdos for example (wink wink), you get a free exchange out of that ; and a support Jirachi without something to support is not really useful... the EV changes from Chungler's NBT submission is due to having to take into account the U-turn chip to still be guaranteed to live Banded Okidogi CC.
 
Reserving Gastrodon

COUNTER

:pmd/gastrodon:

Gastrodon-East @ Covert Cloak
Ability: Storm Drain
Tera Type: Poison
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk

- Earth Power
- Clear Smog
- Recover
- Spikes/ Stealth Rock/ Ice Beam

Woo Gastrodon! Gastrodon is a great Mon that thwarts a wide variety of mons such as Volcanion, Barraskewda even, and The Calm Mind users with Clear Smog. Jirachi can't do much to this outside of Encoring Gastro into Recover or U-turning out. Covert Cloak prevents any Iron Head or Body Slam (if rachi chooses to run it) shenanigans while also making sure yanmega regrets existing. EVER.

Calc:
Copying what flamingo said, but Rachi doesn't do shit and u Earth Power towards victory
 
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:pmd/bellibolt:

Bellibolt @ Rocky Helmet
Ability: Static
Tera Type: Water
EVs: 208 HP / 252 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Muddy Water
- Slack Off
- Toxic
- Volt Switch

Bellibolt is the best physically defensive wall in the tier in many regards, with mono-Electric being a great typing, superb bulk, reliable recovery, and Static to punish pivots and physical attackers. This set is pretty standard except we up the speed to give us some favorable matchups into stuff like Alolan Muk that we can safely pivot out of with Volt Switch.

Calcs:
Jirachi is doing zero, Belli sits on it all day, gg
 
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