Project SV OU - Victim of the Week (Week 44: CM Primarina)

Check: :Choice_Band: Rillaboom

:sv/rillaboom:

Iron Bands (Rillaboom) @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 128 HP / 252 Atk / 4 Def / 124 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- Knock Off
- U-turn

With Grassy Glide, Rillaboom becomes an effective check to Ogerpon-Wellspring, dodging a 2HKO from any unboosted move and cleanly 2HKOing back with Grassy Glide or OHKOing with Wood Hammer (although the former is preferable so as to not take recoil). Tera Grass can even be used to OHKO Ogerpon after a single round of rocks or spikes chip. Even if they SD on the switch, Rilla will live any hit including a +2 Crit Cudgel, and if they try to Tera Water Cudgel they die to a single glide. If they Knock Off on the switch, Wood Hammer will still OHKO Ogerpon and even Knock into a Tera Water Cudgel Crit will not kill after grassy terrain recovery, although you cannot Glide in this case. Banded U-turn can also be used if they've taken hazard chip beforehand to kill while also generating momentum.

If they SD/Power Whip/Cudgel on the switch:
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Ogerpon-Wellspring in Grassy Terrain: 219-258 (72.7 - 85.7%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Rillaboom Grassy Glide vs. 0 HP / 0 Def Ogerpon-Wellspring in Grassy Terrain: 145-172 (48.1 - 57.1%) -- 46.5% chance to 2HKO after Grassy Terrain recovery
Even if they Knock Off on the turn after you come in, they will always go down to two Glides.
If they Knock on the switch:
252+ Atk Rillaboom Wood Hammer vs. 0 HP / 0 Def Ogerpon-Wellspring in Grassy Terrain: 315-372 (104.6 - 123.5%) -- guaranteed OHKO
If they have taken prior chip from Hazards:
252+ Atk Choice Band Tera Grass Rillaboom Grassy Glide vs. 0 HP / 0 Def Ogerpon-Wellspring in Grassy Terrain: 292-344 (97 - 114.2%) -- 81.3% chance to OHKO
252+ Atk Choice Band Rillaboom U-turn vs. 0 HP / 0 Def Ogerpon-Wellspring: 282-334 (93.6 - 110.9%) -- 62.5% chance to OHKO
These will both guaranteed kill after rocks or 1 spike, even after a turn of Grassy Terrain recovery.
If they Tera Water:
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Tera Water Ogerpon-Wellspring-Tera in Grassy Terrain: 438-516 (145.5 - 171.4%) -- guaranteed OHKO
Their strongest unboosted attack into you:
252 Atk Wellspring Mask Ogerpon-Wellspring Power Whip vs. 128 HP / 4 Def Rillaboom in Grassy Terrain: 156-185 (41.8 - 49.5%) -- guaranteed 3HKO after Grassy Terrain recovery
If they Knock on the switch:
252 Atk Wellspring Mask Ogerpon-Wellspring Knock Off (97.5 BP) vs. 128 HP / 4 Def Rillaboom: 131-155 (35.1 - 41.5%) -- 100% chance to 3HKO after Grassy Terrain recovery
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 128 HP / 4 Def Rillaboom on a critical hit: 202-238 (54.1 - 63.8%) -- guaranteed 2HKO after Grassy Terrain recovery
This does not kill after Grassy Terrain recovery, even if they Terastallize and land a critical hit with Ivy Cudgel (the highest possible damage they can do), although in that case you would die to Wood Hammer recoil; this is the best-case outcome for them.
If they SD on the switch:
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Power Whip vs. 128 HP / 4 Def Rillaboom in Grassy Terrain: 313-369 (83.9 - 98.9%) -- guaranteed 2HKO after Grassy Terrain recovery
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 128 HP / 4 Def Rillaboom on a critical hit: 301-355 (80.6 - 95.1%) -- guaranteed 2HKO after Grassy Terrain recovery
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Knock Off vs. 128 HP / 4 Def Rillaboom: 175-206 (46.9 - 55.2%) -- 74.2% chance to 2HKO after Grassy Terrain recovery
They cannot kill you before you Glide them twice, and even if they Knock Off you will 2HKO them with banded into itemless Glide.

Tl;dr: There is never an outcome where Ogerpon-Wellspring will be leaving the field alive.

This is not a counter as if you come in on hazards as they SD, you have a chance of dying to +2 Power Whip while never killing back with Glide unless you Tera, and Rillaboom lacks the reliable recovery to act as a defensive switch-in over the course of a game. Investing fully in defences would help with this, but the given spread is designed to outrun uninvested base 100s (i.e. max def Zapdos) and losing this speed is not worth it. Max HP Boots Rillaboom would be more of a counter set, but please don't ever try to run this in any tier.
 

Zora489

I COULD BE BANNED!
Is the Knock off set optimal over running play Rough? Utility aside, it seems Play Rough is necessary to brute force a through many would be checks

Speaking of checks

Bulky Dragon Dance
Dragonite @ Heavy-Duty Noots
Ability: Multiscale
Tera Type: Normal
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Extremespeed
- Earthquake
- Roost

+1 252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Ogerpon-Wellspring: 170-200 (56.4 - 66.4%) -- guaranteed 2HKO

2hko Ogerpon-Wellspring after 1 DD.

+2 252 Atk Wellspring Mask Ogerpon-Wellspring Knock Off (97.5 BP) vs. 144 HP / 0 Def Multiscale Dragonite: 125-148 (34.8 - 41.2%) -- guaranteed 3HKO

Multiscale allows it to tank one +2 knock off (after which, Knock off gets much weaker without HDB). Meanwhile, Dragonite can use Roost to recover any lost HP as it keeps setting up on it. If Ogerpon decides to tera, Dragonite itself can respond with Tera Normal Espeed
Knock is pretty much play rough but better for like 80% of its checks. Every flying mon + rocks. Plus, PR is inaccurate. Also, ogerpon water isn't really a brute-forcer, its meant to come in and out. Running play rough worked for ogerpon fire since it got the +1, but water really can't work with it too well imo.
 
Knock is pretty much play rough but better for like 80% of its checks. Every flying mon + rocks. Plus, PR is inaccurate. Also, ogerpon water isn't really a brute-forcer, its meant to come in and out. Running play rough worked for ogerpon fire since it got the +1, but water really can't work with it too well imo.
Well, Play Rough does allow it to 2hko mons like Dragonite, Chesnaught and Roaring Moon (three mons mentioned earlier), who either wall Ogerpon or setup in front of it/as it switches out. Anyways, this is probably off topic so i will drop it
 

Zora489

I COULD BE BANNED!
Well, Play Rough does allow it to 2hko mons like Dragonite, Chesnaught and Roaring Moon (three mons mentioned earlier), who either wall Ogerpon or setup in front of it/as it switches out. Anyways, this is probably off topic so i will drop it
252 Atk Wellspring Mask Ogerpon-Wellspring Play Rough vs. 252 HP / 252+ Def Chesnaught: 140-166 (36.8 - 43.6%) -- guaranteed 3HKO
(Plus, tera steel overlaps here.)

And, removing boots on dnite lets you force it to take rocks a lot. Also also, real dnite sets use tera normal so PR is a bad move into it. Plus, roaring moon shouldn't be coming in on ogrepon, but that's just my take lol
 
Counter: :amoonguss:

Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Fire
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Clear Smog
- Synthesis
- Foul Play

:amoonguss: is the hardest counter to :ogerpon-wellspring:that I know of. :amoonguss: resists the dual STAB, has regenerator for knock off, and gets toxic to cripple, clear smog just in case swords dance gets out of hand, synthesis so you can recover, and foul play to score huge damage on :ogerpon-wellspring:. The tera type does not matter, as the whole point of :amoonguss: is its incredible type matchup against :ogerpon-wellspring:. Worst case scenario, you at least get a toxic off, allowing you to just outlive :ogerpon-wellspring:. This set is by no means the best :amoonguss: set, but it does the best into :ogerpon-wellspring:.
 

NoobHereWaddup

Tri Attack will freeze
is a Tiering Contributor
:ogerpon:
Ogerpon (F) @ Life Orb
Ability: Defiant
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Ivy Cudgel
- anything

what checks an ogerpon? another ogerpon of course

Teal Mask Ogerpon resists Ivy Cudgel from Wellspring and can live a +2 Ivy Cudgel pre-tera and a crit at +0
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 0 HP / 0 Def Ogerpon: 214-252 (71 - 83.7%) -- guaranteed 2HKO
252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 0 HP / 0 Def Ogerpon on a critical hit: 161-189 (53.4 - 62.7%) -- guaranteed 2HKO
While simultaneously you either 2HKO with Ivy Cudgel or OHKO if it crits
252 Atk Life Orb Ogerpon Ivy Cudgel vs. 0 HP / 0 Def Ogerpon-Wellspring: 231-274 (76.7 - 91%) -- guaranteed 2HKO
252 Atk Life Orb Ogerpon Ivy Cudgel vs. 0 HP / 0 Def Ogerpon-Wellspring on a critical hit: 348-411 (115.6 - 136.5%) -- guaranteed OHKO

"but aren't you relying too much on crits and speed ties?"
thats where tera comes in, giving a speed boost to Teal Mask, guaranteeing to go first and OHKOing without the need of a crit

252 Atk Life Orb Tera Grass Ogerpon-Teal-Tera Ivy Cudgel vs. 0 HP / 0 Def Ogerpon-Wellspring: 309-367 (102.6 - 121.9%) -- guaranteed OHKO
 
CHECK

:sv/iron_hands:

Iron Hands @ Choice Band
Ability: Quark Drive
Tera Type: Electric
EVs: 56 HP / 200 Atk / 252 Def
Adamant Nature
- Wild Charge
- Ice Punch
- Close Combat
- Earthquake

Iron Hands is just so damn bulky that it can take any hit from Oger-W and respond back with a OHKO with CC that Oger-W can't prevent, you can even come in on SD and you just win, although it's somewhat shaky cause if you take any chip beforehand you run the risk of getting OHKO'd by +2 Tera Water Ivy Cudgel, but even then the chance to not get one shot is in your favor factoring in hazards.

+2 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 56 HP / 252 Def Iron Hands: 370-436 (79.9 - 94.1%) -- guaranteed 2HKO
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 56 HP / 252 Def Iron Hands: 186-220 (40.1 - 47.5%) -- guaranteed 3HKO

200+ Atk Choice Band Iron Hands Close Combat vs. 0 HP / 0 Def Ogerpon-Wellspring: 381-448 (126.5 - 148.8%) -- guaranteed OHKO
 
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:sv/kommo-o:
Kommo-o @ Leftovers
Ability: Bulletproof
Tera Type: Fairy
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Iron Defense
- Body Press
- Stealth Rock
- Roar / Dragon Tail

Kommo-o is a check. It lacks reliable recovery, and can thus be worn down, but outside of Play Rough variants, it resists all of Ogerpon's moves, with even a boosted Tera Water Ivy Cudgel struggling to 2HKO. Once in, Kommo-o can either set up itself with Iron Defense or attempt to phaze Ogerpon out. At +2, Body Press is an OHKO.

:kommo-o:
204+ Def Kommo-o Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 156-184 (51.8 - 61.1%) -- guaranteed 2HKO
+2 204+ Def Kommo-o Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 312-367 (103.6 - 121.9%) -- guaranteed OHKO
0- Atk Kommo-o Dragon Tail vs. 0 HP / 0 Def Ogerpon-Wellspring: 73-87 (24.2 - 28.9%) -- 98.4% chance to 4HKO

:ogerpon-wellspring:
252 Atk Wellspring Mask Ogerpon-Wellspring Power Whip vs. 252 HP / 204+ Def Kommo-o: 71-84 (20 - 23.7%) -- possible 6HKO after Leftovers recovery
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Power Whip vs. 252 HP / 204+ Def Kommo-o: 141-167 (39.8 - 47.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 59-70 (16.6 - 19.7%) -- possible 7HKO after Leftovers recovery
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 118-139 (33.3 - 39.2%) -- 14.1% chance to 3HKO after Leftovers recovery
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 79-94 (22.3 - 26.5%) -- possible 5HKO after Leftovers recovery
+2 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 158-186 (44.6 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Wellspring Mask Ogerpon-Wellspring Knock Off (97.5 BP) vs. 252 HP / 204+ Def Kommo-o: 39-46 (11 - 12.9%) -- possible 8HKO
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Knock Off (97.5 BP) vs. 252 HP / 204+ Def Kommo-o: 77-91 (21.7 - 25.7%) -- 1.5% chance to 4HKO
 
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Zora489

I COULD BE BANNED!
:sv/kommo-o:
Kommo-o @ Leftovers
Ability: Bulletproof
Tera Type: Fairy
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Iron Defense
- Body Press
- Stealth Rock
- Roar / Dragon Tail

Kommo-o is a check. It lacks reliable recovery, and can thus be worn down, but outside of Play Rough variants, it resists all of Ogerpon's moves, with even a boosted Tera Water Ivy Cudgel struggling to 2HKO. Once in, Kommo-o can either set up itself with Iron Defense or attempt to phaze Ogerpon out. At +2, Body Press is an OHKO.

:kommo-o:
204+ Def Kommo-o Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 156-184 (51.8 - 61.1%) -- guaranteed 2HKO
+2 204+ Def Kommo-o Body Press vs. 0 HP / 0 Def Ogerpon-Wellspring: 312-367 (103.6 - 121.9%) -- guaranteed OHKO
0- Atk Kommo-o Dragon Tail vs. 0 HP / 0 Def Ogerpon-Wellspring: 73-87 (24.2 - 28.9%) -- 98.4% chance to 4HKO

:ogerpon-wellspring:
252 Atk Wellspring Mask Ogerpon-Wellspring Power Whip vs. 252 HP / 204+ Def Kommo-o: 71-84 (20 - 23.7%) -- possible 6HKO after Leftovers recovery
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Power Whip vs. 252 HP / 204+ Def Kommo-o: 141-167 (39.8 - 47.1%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 59-70 (16.6 - 19.7%) -- possible 7HKO after Leftovers recovery
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 118-139 (33.3 - 39.2%) -- 14.1% chance to 3HKO after Leftovers recovery
252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 79-94 (22.3 - 26.5%) -- possible 5HKO after Leftovers recovery
+2 252 Atk Wellspring Mask Tera Water Ogerpon-Wellspring-Tera Ivy Cudgel vs. 252 HP / 204+ Def Kommo-o: 158-186 (44.6 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Wellspring Mask Ogerpon-Wellspring Knock Off (97.5 BP) vs. 252 HP / 204+ Def Kommo-o: 39-46 (11 - 12.9%) -- possible 8HKO
+2 252 Atk Wellspring Mask Ogerpon-Wellspring Knock Off (97.5 BP) vs. 252 HP / 204+ Def Kommo-o: 77-91 (21.7 - 25.7%) -- 1.5% chance to 4HKO
Love kommo-o sets!
 

SetsuSetsuna

is a Community Leaderis a Community Contributoris a Top Tiering Contributoris a Contributor to Smogonis a Battle Simulator Moderatoris a Team Rater Alumnus
OU Forum Leader
Congratulations to the winners this week! The winning counter is Synthesis :Amoonguss: by quacc. As for checks, there is a tie between Joseph Gomes :Dragonite: and kd458 :Rillaboom:; both will be added to the Hall of Fame. Congratulations! For the next week we have... Offensive Manaphy!

:sv/manaphy:
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Tera Type: Grass
Timid Nature
- Tail Glow
- Surf

- Energy Ball
- Ice Beam

With its great coverage, good Speed, and a Special Attacke backed up by the +3 boost of Tail Glow, Manaphy is a dangerous offensive threat in the tier. Its Speed allows it to outpace Booster Energy Walking Wake, and at worst Speed tie against opposing Manaphy and Zapdos. Ice Beam allows it to threaten Dragon-types like Dragonite, Dragapult, and Roaring Moon, and Grass-types such as Ogerpon and Rillaboom. Energy Ball targets opposing Water-types such as Dondozo, Manaphy, and Hisuian Samurott. Tera Grass powers up Energy Ball and removes both of Manaphy weaknesses into resistances, particularly improving its matchup against Ogerpon-Wellspring. With all that in mind, what Pokemon are capable of taking on Manaphy?

Submissions end on Friday October 6th at 23:59 EST
Remember to specify if your submission is a check or a counter
 
:sv/Toxapex:
Toxapex @ Leftovers
Ability: Regenerator
Tera Type: Steel
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Surf
- Recover
- Toxic
- Haze
Eball icebeam? No take heart? walled.
gg ez
+3 252 SpA Manaphy Energy Ball vs. 252 HP / 252+ SpD Toxapex: 115-136 (37.8 - 44.7%) -- guaranteed 3HKO after Leftovers recovery
U can lose if it tera grasses, but then they wasted tera and you get a free toxic off, so I'm not 100% sure if this is a check or a counter but Counter
 
Cryogonal @ Heavy-Duty Boots
Ability: Levitate
Shiny: Yes
Tera Type: Steel
EVs: 248 HP / 44 SpD / 216 Spe
Timid Nature
- Freeze-Dry
- Rapid Spin
- Haze
- Recover

Cryogonal is an excellent Manaphy check. It is Guaranteed to outspeed it with the above EV spread and can Haze away its boost before it has a chance to do anything. From there, it can hit Manaphy decently hard with Freeze Dry, which deals high damage to Manaphy's common Tera Types like Grass or Dragon. An alternative Tera Type like Water or Grass can be used, but imo Steel is the best one for the Ursaluna MU.

EDIT: Actually I will be labeling Cryogonal as a COUNTER. Even in worse case, Surf will not be 2HKO.

252 SpA Manaphy Surf vs. 248 HP / 44 SpD Cryogonal in Rain: 138-163 (38 - 44.9%) -- guaranteed 3HKO
 
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Cryogonal @ Heavy-Duty Boots
Ability: Levitate
Shiny: Yes
Tera Type: Steel
EVs: 248 HP / 44 SpD / 216 Spe
Timid Nature
- Freeze-Dry
- Rapid Spin
- Haze
- Recover

Cryogonal is an excellent Manaphy check. It is Guaranteed to outspeed it with the above EV spread and can Haze away its boost before it has a chance to do anything. From there, it can hut Manaphy decently hard with Freeze Dry, which deals high damage to Manaphy's common Tera Types like Grass or Dragon. An alternative Tera Type like Water or Grass can be used, but imo Steel is the best one for the Ursaluna MU.
THE HEAT ICEFLAKE HAS COME UPON US ALL
best manaphy counter to date
 
:Ogerpon-Wellspring:
Ogerpon-Wellspring @ Wellspring Mask
Ability: Water Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Water
Jolly Nature
- Swords Dance
- Ivy Cudgel
- Power Whip
- Knock Off​

Water/Grass type with Water Absorb that hard-checks Manaphy and still does a shitload of damage to Tera Grass offensive variants with Swords Dance Knock Off. A Counter to offensive Manaphy.
 
Counter: Unaware Clefable

:sv/Clefable:

WyClef Jean (Clefable) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Moonblast
- Knock Off
- Calm Mind
- Moonlight

Calm Mind Clefable is one of the few consistent answers to Manaphy, with this set seeing usage in tournament play. Nat used a similar set vs TPP to hard counter a Manaphy in SCL, although this was facing the even scarier Stored Power set; in this case, the Clef was Magic Guard, but Unaware is objectively better if you want your Clefable to answer Manaphy alone and this also serves as an answer to the terrifying Ursaluna-Bloodmoon, Joey even mentions this set during his video covering the October Tier Shifts. Knock Off removes Manaphy's ability to recover, and Clef can safely set up to +6 and kill the Manaphy with even double critical hits not being enough for a 2HKO. Tera is completely unnecessary as Clef already is neutral to any move that Manaphy can click, but Dark is suggested for a general Tera as counterplay to Stored Power sweepers such as the alternative Take Heart-Acid Armor Manaphy set.

0- Atk Clefable Knock Off vs. 0 HP / 4 Def Manaphy: 32-38 (9.3 - 11.1%) -- possible 9HKO
0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Manaphy: 99-117 (29 - 34.3%) -- 99.4% chance to 4HKO after Leftovers recovery
+5 0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Manaphy: 342-403 (100.2 - 118.1%) -- guaranteed OHKO
If you elect not to set up for some reason, then Knock Off into 3 Moonblasts has a 91.6% chance to kill, while Clef needs +5 to kill guaranteed with Moonblast. However, calcs offensively into Manaphy do not matter as much as Clef is safe to use it as setup fodder and only needs a minimal number of Moonlights to do this due to raising its own Sp.Def in the process.
+6 252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Unaware Clefable: 94-112 (23.8 - 28.4%) -- 96.7% chance to 4HKO
+6 252 SpA Tera Grass Manaphy Energy Ball vs. 252 HP / 252+ SpD Unaware Clefable: 94-112 (23.8 - 28.4%) -- 96.7% chance to 4HKO
As Clefable ignores Manaphy's boosts, it will always take a maximum of 28.4% from Manaphy's strongest attack and can therefore come in on a Manaphy at +6 to hard counter and set up on it.

252 SpA Tera Grass Manaphy Energy Ball vs. -1 252 HP / 252+ SpD Clefable: 142-168 (36 - 42.6%) -- guaranteed 3HKO
Even if they get the 10% Sp.Def drop with a Tera Grass Energy Ball on the switch in, Clefable is safe to heal back up to full and regain this Sp.Def with Calm Mind; This only serves to delay the process.

252 SpA Manaphy Surf vs. +1 252 HP / 252+ SpD Clefable: 64-76 (16.2 - 19.2%) -- possible 6HKO
252 SpA Manaphy Surf vs. 252 HP / 252+ SpD Clefable on a critical hit: 142-168 (36 - 42.6%) -- guaranteed 3HKO
After a single Calm Mind, Clefable becomes unbreakable for Manaphy, and even if they crit through your boosts this does much less than half so Clef is safe to heal back up and set up further.

Clefable can safely switch in to Manaphy after any number of Tail Glows, is not prone to hax with double crit not even being enough to kill and uses Manaphy as fodder to set up to +6. Heavy-Duty Boots means that this can be done no matter how many hazards are up, and no Tera type will save them from losing to this set, you don't even have to play around it being any different set as Stored Power Manaphy still loses while even a Tera that resists Moonblast will only prolong the inevitable due to your ability to Knock Off their leftovers and remove their only source of recovery. This is a hard counter that does not care about anything Manaphy can throw at it and not only beats it but turns it into setup fodder. A Phys.Def Clef could be ran with this same set and still beat Manaphy while being more poised for a later sweep, but this is prone to hax such as crits/Sp.Def drop on the switch and so Sp.Def is preferable here.
 
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