OU Alakazam

Overview
########

Mega Alakazam is an exceptional revenge killer, outspeeding most of the unboosted metagame, while possessing a deadly combination of coverage and power. Its Alakazam gains Trace upon Mega Evolution, an ability which allows it to revenge kill some of the most dangerous threats in the tier, notably Swift Swim sweepers and Sand Rush Excadrill. It can also be used to acquire Sheer Force and Protean to boost its power to even greater levels, acting as a terrifying late-game cleaner. However, its poor defensive typing and paper-thin defenses make it extremely susceptible to priority, hampering its effectiveness against offensive teams and making it difficult to Mega Evolve safely.

Mega Alakazam
########
name: Mega Alakazam
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Hidden Power Fire / Substitute / Protect
ability: Magic Guard
item: Alakazite
evs: 32 HP / 252 SpA / 224 Spe
nature: Modest / Timid

Moves
========

Psychic is Mega Alakazam’s optimal STAB move, as it hits physically defensive Pokemon, such as Mega Vensaur, Landorus-T, and Hippowdon, harder than Psyshock while threatening everything else needed. Focus Blast is used in the second slot to threaten Dark- and Steel-types such as Tyranitar, Mega Gyarados, Heatran, and Excadrill. Opposing Psychic-types, which would otherwise wall Alakazam, are threatened by a super effective Shadow Ball, which deters opposing Psychic-types, such as Mew, Latios, Latias, Mega Gardevoir, and opposing Mega Alakazam, from switching in on Mega Alakazam. In the final moveslot, Mega Alakazam has a number of viable options. Hidden Power Fire is preferred to OHKO Scizor and Ferrothorn as well as hit other Steel-types more reliably. However, either Substitute or Protect can be used to ensure Mega Evolution, especially against offensive teams. Substitute shields Mega Alakazam from status and priority, prolonging its longevity, as well as acting as a buffer against possible revenge killers. Protect guarantees that Alakazam will Mega Evolve, giving it an immediate boost to its Speed and greater general flexibility. It is especially advantageous against rain offense before Mega Evolving, enabling Alakazam to revenge kill Swift Swim sweepers without having to Mega Evolve beforehand due to getting Trace.

Taunt allows Mega Alakazam to shut down Chansey, specially defensive Heatran, Calm Mind Clefable, and entry hazard users. However, naturally strong Pokemon, such as Hippowdon, are able to hurt Alakazam even when Taunted. Additionally, if Prankster is copied by Trace, Taunt can prevent Thundurus from crippling Mega Alakazam with Thunder Wave. Hidden Power Ice is a great option to OHKO Landorus; Focus Sash-lacking Garchomp; specially defensive Gliscor, which avoids the 2HKO from Psychic; and Dragonite, provided Multiscale has been broken. Calm Mind can be used against balance and more defensive teams, punishing its switch-ins, but Mega Alakazam’s frailty hampers its ability to set up, and is still vulnerable to priority and physical attacks. Lastly, Encore can be used to help Alakazam deal with setup sweepers, defensive Pokemon, and Sucker Punch users.

Set Details
========

252 Special Attack EVs maximize Alakazam's Special Attack; upon Mega Evolution, its power is equivalent to a Life Orb user with base 123 Special Attack. 224 Speed EVs allow Modest Mega Alakazam to outspeed +1 Mega Gyarados, but more EVs can be invested into Speed if not running Hidden Power Fire to outspeed maximum Speed Garchomp. Magic Guard is the preferred ability, enabling Alakazam to switch into entry hazards without taking damage before Mega Evolving. Alakazite is needed to achieve Mega Evolution, boosting Alakazam's Special Attack and Speed to incredible levels. As the increase in power is more beneficial when wallbreaking, and base 150 Speed is often enough, Modest is the preferred nature to maximize Mega Alakazam's damage output. A Timid nature can be used to outspeed Adamant Mega Aerodactyl, Mega Manectric, Adamant Choice Scarf Landorus-T, and Timid Choice Scarf Heatran. When using a Timid nature, 224 Speed EVs should be used to outspeed Scarf Tyranitar and Pokemon with base 115 Speed before Mega Evolution. Protect is less effective on Timid Alakazam, as it is able to outspeed most of the metagame even before Mega Evolving.

Usage Tips
========

It is imperative to consider Mega Alakazam's frailty both before and after Mega Evolution, taking into consideration it wants to Mega Evolve as soon as possible in order to receive Trace and the Speed needed to revenge kill effectively. As such, it should only be brought in after a teammate has been KOed or on an obvious switch by the opponent. Before Mega Evolution, Magic Guard allows Alakazam to switch into entry hazards, so Defog or Rapid Spin support is not a necessity. Alakazam’s primary role is to act as a revenge killer, and Trace allows Alakazam to accomplish this in a unique manner, enabling Alakazam to revenge kill Swift Swim sweepers and Sand Rush Excadrill. Additionally, Trace can be used to handle Unaware Calm Mind Clefable, as Unaware ignores accumulated boosts. Heatran sets lacking Earth Power are completely shut down by Taunt. However, it is only necessary to use Taunt when switching in to Heatran to prevent the use of Taunt and Roar; when Heatran switches in on Alakazam, it will be attacking directly. Thundurus and Greninja are two other notable threats that Alakazam is able to handle thanks to Trace, copying Prankster and Protean, respectively. While Alakazam is best used as a revenge killer, it has sufficient power and Speed to act as a late-game cleaner, especially against unprepared teams lacking priority.

Team Options
========

Strong wallbreakers, such as Landorus, Diggersby, and Crawdaunt, are important teammates for Alakazam, as they are able to cripple or check Chansey and Jirachi; Terrakion is notable for its access to both Stealth Rock and Swords Dance, to break defensive cores, making it one of Alakazam's best partners. Chansey, one of Alakazam’s top counters, is best handled by powerful Fighting-types, such as Breloom and Keldeo. Entry hazards are important to score crucial KOs, especially because Alakazam cannot afford to take a hit. As neither Latias nor Latios are KOed by Shadow Ball without significant prior damage, Pursuit Bisharp is a viable teammate, as is Tyranitar, which can lay down Stealth Rock, Pursuit trap Psychic- and Ghost-types, and handle Talonflame. Pokemon that are able to withstand common priority attacks are also essential teammates, so Heatran, which checks Talonflame, Scizor, and Bisharp, and Amoonguss, one of the few Pokemon that can tank Azumarill's Aqua Jet, are valuable partners to Mega Alakazam.

Revenge Killer
########
name: Revenge Killer
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Thunder Wave / Hidden Power Ice / Hidden Power Fire
ability: Magic Guard
item: Focus Sash
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
========

Generally outdamaging Psyshock, Psychic is chosen as the STAB move. Focus Blast provides necessary coverage against Dark-types, which are immune to Psychic, and Steel-types, which resist Psychic, whereas Shadow Ball hits Psychic-types, which resist both Psychic and Fighting. Thunder Wave is the optimal choice in the final moveslot, as, in tandem with Focus Sash, it enables Alakazam to cripple dangerous sweepers, such as Mega Charizard X and other Dragon Dance users that would otherwise outspeed Alakazam. However, depending on what threatens your team most, Alakazam can also utilize either Hidden Power Ice or Hidden Power Fire over Thunder Wave. Hidden Power Ice OHKOes both of the Landorus formes, Garchomp, Dragonite, provided Multiscale is broken, and other Pokemon 4x weak to Ice. For more reliable coverage against Steel-types, Hidden Power Fire can be used, notably hitting Ferrothorn and Scizor harder than Focus Blast does.

Set Details
========

252 Special Attack and Speed EVs with a Timid nature allow Alakazam to act as a revenge killer, and a Timid nature lets Alakazam outspeed the majority of the unboosted metagame. Magic Guard protects Alakazam from all forms of residual damage, allowing its Focus Sash to stay preserved even against sand and entry hazard damage. Focus Sash is the preferred item, guaranteeing at least one hit on the foe if it is intact and letting Alakazam act as a revenge killer of sorts. Due to its Speed, Alakazam is often able to get off a second hit, provided it is not facing a Choice Scarf user.

Usage Tips
========

Due to its frailty, Alakazam is unable to switch into most attacks, and therefore should only be brought in after a teammate has fainted. Additionally, this serves to preserve Alakazam’s Focus Sash, which cannot be broken by entry hazards thanks to Magic Guard. Focus Sash guarantees that Alakazam will survive a hit, giving it the rather unique ability to revenge kill faster threats without a Choice Scarf attached or the ability to take a hit. Prior damage is often needed to score OHKOs, so entry hazard support is appreciated, but the nature of Focus Sash somewhat mitigates this requirement. When facing a Pokemon that outspeeds Alakazam and cannot be OHKOed by it, Thunder Wave can be used to cripple the foe, allowing a teammate to finish it off.

Team Options
========

Without Mega Evolving, Alakazam sees a significant drop in power, so more Dark-types threaten Alakazam, making Breloom, Keldeo, and Conkledurr good teammates. Stealth Rock and other entry hazards are also greatly appreciated, allowing Alakazam to OHKO a greater number of threats. Terrakion is a great teammate, with access to both Stealth Rock and STAB Close Combat to hammer Chansey and other common counters to Alakazam. Pursuit trappers, such as Tyranitar and Bisharp, are also required to take on Latios, Latias, and other bulky Psychic-types.

Other Options
########

While Psychic is the preferred STAB move, Psyshock can be used in conjunction with Taunt to defeat Chansey, one of Alakazam's top counters. When carrying either Substitute or Protect, Disable works well on Mega Alakazam, but requires it to forego important coverage. Grass Knot allows Mega Alakazam to reliably handle Gyarados, OHKOing and 2HKOing Mega Gyarados and Gyarados, respectively, helping with the mindgames. Grass Knot lets Alakazam OHKO both Omastar and Kabutops without having to resort to Focus Blast, as well as Greninja after Stealth Rock and one round of Life Orb Damage. Grass Knot also 2HKOes Tyranitar, specially defensive Hippowdon, and Calm Mind Suicune, provided Suicune uses Calm Mind on the first turn. Future Sight can be used to pressure some of Alakazam’s usual switch-ins, as in tandem with powerful teammates, Alakazam's hard counters can be forced into a checkmate position. Finally, Dazzling Gleam threatens Dragon-types, most notably Swift Swim Kingdra.

Checks & Counters
########

**Special Walls**: Chansey is able to wall both of Mega Alakazam's sets due to her high Special Defense and access to recovery, but Alakazam variants carrying Taunt can harass Chansey. Specially defensive Hippowdon is able to switch into Alakazam, survive the second hit, and respond with a strong Earthquake. Specially defensive Jirachi is only 3HKOed by Shadow Ball, while in return, Iron Head 2HKOes Mega Alakazam. Barely scratched by any of Alakazam's moves, specially defensive Togekiss can cripple it with Thunder Wave. Assault Vest Azumarill avoids the 2HKO and KOes Alakazam in return, as does Alomomola, which can then Toxic Alakazam in return. Cresselia comfortably tanks all of Alakazam's moves, crippling it with either Toxic or Thunder Wave.

**Dark-types**: Bisharp can threaten Alakazam with both priority Sucker Punch and Pursuit, but must beware of Focus Blast. Sableye is notable, only fearing the rare Dazzling Gleam, being immune to Psychic and taking little damage from Shadow Ball. Mandibuzz is able to avoid the 2HKO from Alakazam and KO back with either Foul Play or Knock Off.

**Priority Attacks**: Due to its poor typing and general frailty, especially on the physical side, priority is the most efficient way of dealing with Alakazam. Talonflame is able to OHKO Alakazam with Brave Bird, and Mega Scizor fears only Hidden Power Fire, and can respond with a powerful Bullet Punch. Mega Pinsir needs only a little prior damage or a broken Focus Sash to pick off Alakazam, and Bisharp is able to utilize its STAB Sucker Punch against Alakazam once it has switched in.
 
Last edited:

Jukain

!_!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
psychic is better than psyshock. it hits physically bulky things like landorus-t, charizard x, and hippowdon too much better to pass up.

i like protect a lot, sub too but protect is nice. it lets you get your speed fast, which can be crucial. one nice thing is that you can protect on sand exca, and actually have the speed for it, which you don't normally on the evo turn due to mega evo speed mechanics. it's a move that allows zam to be significantly more flexible in mega evolving which can be really annoying when you wanna rk keldeo or something but you're not evo'd so you can't.

btw 4 def evs for an odd hp number, rocks/other residual damage you know what i mean.
 

Aragorn the King

Literally a duck
is a Forum Moderator Alumnusis a Community Contributor Alumnus
psychic is better than psyshock. it hits physically bulky things like landorus-t, charizard x, and hippowdon too much better to pass up.

i like protect a lot, sub too but protect is nice. it lets you get your speed fast, which can be crucial. one nice thing is that you can protect on sand exca, and actually have the speed for it, which you don't normally on the evo turn due to mega evo speed mechanics. it's a move that allows zam to be significantly more flexible in mega evolving which can be really annoying when you wanna rk keldeo or something but you're not evo'd so you can't.

btw 4 def evs for an odd hp number, rocks/other residual damage you know what i mean.
I definitely would support Protect getting a slash, maybe even the main slash, since it's extremely useful v. Excadrill and Greninja. I also agree that Psychic > Psyshock, since Psyshock only beats Chansey if you're also running Taunt, which is very hard to fit in.
 

alexwolf

lurks in the shadows
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Protect is also very useful to scout moves of Scarfed Pokemon, some of the best answers to Zam after it KOes something for offensive teams.
 

Albacore

sludge bomb is better than sludge wave
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
I'd give Taunt a slash. Taunt lets you cripple defensive stuff and especially helps if you're using MZam as a pseudo-stallbreaker, and makes it easier to break past Chansey if you decide to use Psyshock>Psychic (although I do agree that Psychic>Psyshock, but that's more because of the very real possibility of tracing Sheer Force off Landorus which should defenitely be mentioned).
The biggest problem with taunt IMO is that most defensive mons do a ton of damage to it regardless (even Gliscor 2HKOs with EQ) and aren't hard-pressed to attack it, so it isn't exactly the best option for it, but it does deserve a mention IMO since it could potentially help teammates and provides nice utility in general.
 
In terms of sets/set order, what does QC want included? The original had just the two sets I believe, with Sash/LO slashed on regular Zam. I prefer MegaZam as the first, with Sash as the only item on the second. Not a huge fan of Choice, but definitely OO mention?

Edit: I'm currently at work, but I can update sporadically
 
Last edited:

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Couple of things:
  • Focus Blast shouldn't be slashed with anything; the ability to target Tyranitar, Heatran, Bisharp and Greninja is very, very, very crucial, very. I'd slash HP Fire after Shadow Ball instead. You should point out that while Shadow Ball particularly useful against the Lati twins, but you can eschew it altogether if Mega Alakazam has Pursuit support.
  • Taunt is probably still good enough to deserve a primary slash on the main set after Substitute. With Taunt, Mega Zam turns into a pretty mean stallbreaker (you can completely shutdown SpD Heatran, force Skarmory to attack or switch, etc). The thing to keep in mind is that you're often going to be forced out after using it in the Chansey matchup, but the ability to prevent it from healing in that opportunity is well worth it. You can also do some other cool stuff like stop CM Clefable, block Stealh Rock from obvious SR users, etc.
    Taunt for stallbreaking/crippling defensive mons (some still hurt tho, i.e. Gliscor EQ)
I don't know if that's the best example. You should replace it with SpD Hippowdon instead.
  • In set details, i'd specifically specify why Modest is preferred over Timid is important. The power gain from Modest is far more valuable than the Speed Boost, and Modest Mega Alakazam has more than enough Speed as is. That said, I would also mention why Timid is a possible option; Timid should be used if the initial Speed is desirable, but one should note that the drop in Power is significant. You should also mention that Mega Alakazam get's pseudo access to Magic Guard (immunity to hazards, weather damage, etc) before Mega Evolving, useful if it switches into battle at a later point in the match, where hazards are thrown, and the reason why said ability is used over its other abilities.
  • Your set usage section could use some work. Most of it is common sense or tips that aren't particularly useful to the reader. Most players know what Trace does, it's how its utilized that's important. It's generally an inconsistent ability, but Protect let's you Mega Evolve without fear, which in turns allows you to use Trace to outrun swift swimmers and Excadrill on the turn that Mega Alakazam switches in. You should also mention its utility as a lategame cleaner. Under the right conditions (such as when the opponent's team is weakened) it can absolutely tear through an unprepared team. You can definitely expand on your second point. I'd point that out it's frailty makes it a little harder to rely on than most Pokemon; since it's so frail, you'll run into situations where it dies if it can't OHKO its target. That's why using it in the lategame as a cleaner or as a revenge killer is important. This set takes on a slightly different way of playing when Taunt is used. I wish I had Dice's post where he talks about the utility Taunt Mega Alakazam. It becomes more of an attacker/stall disrupter hybrid, rather than a revenge killer/cleaner (it can still do those things with Taunt, just not as well).
  • I don't think there's any sense in specifically mentioning Landorus-T / Rotom-W to deal with physical attackers; Mega Zam is frail enough to a point where just about any strong move will kill or seriously damage it. It would be more prudent to mention teammates that are good at dealing with it's checks. Heatran is a quintessential partner because it can deal with Talonflame, Mega Mawile (somewhat), Scizor, and Bisharp (aka, troublesome priority users). Tyranitar is pretty good, due to its ability to Pursuit trap like Bisharp, while also offering support via Stealth Rock. Entry hazard users deserve mention for the ability help Mega Alakazam score kills.
  • Don't even mention Choice scarf/specs in OO. Yes, they're that bad.
  • Your checks & counters section needs to be more detailed. Refer to this analysis and make sure you get everything down.
 
PK Gaming Did I address most of your concerns sufficiently? The only question I had was about Usage Tips for the Sash set; it seems straightforward enough in practice and I can't figure out how to elaborate without being too redundant
 
couple of things

Encore should be put in Moves for both sets, it is extremely useful and makes a pokemon that is setting up set up fodder for other pokemons or just get completely rekt

Disable should be in OO. Protect/Substitute + Disable = amazing.

Calm Mind should be slashed / mentioned in Moves in the Sash set (or mega set too), Sash + CM + magic Guard = guaranteed set up, you don't use calm mind vs. HO a lot but vs. stall it's extremely helpful and probably can sweep stall after Chansey is gone.

+1 252 SpA Alakazam Psychic vs. 4 HP / 0 SpD Landorus: 273-322 (85.3 - 100.6%) -- 87.5% chance to OHKO after Stealth Rock
+1 252 SpA Alakazam Psychic vs. 4 HP / 0 SpD Thundurus: 273-322 (91 - 107.3%) -- 43.8% chance to OHKO
+1 252 SpA Alakazam Focus Blast vs. 252 HP / 0 SpD Skarmory: 270-318 (80.8 - 95.2%) -- 50% chance to OHKO after Stealth Rock

+1 252 SpA Alakazam Psychic vs. 252 HP / 252+ SpD Amoonguss: 378-446 (87.5 - 103.2%) -- guaranteed OHKO after Stealth Rock
+1 252 SpA Alakazam Psychic vs. 252 HP / 4 SpD Mega Venusaur: 386-456 (106 - 125.2%) -- guaranteed OHKO

+1 252 SpA Alakazam Focus Blast vs. 248 HP / 0 SpD Mandibuzz: 210-248 (49.6 - 58.6%) -- 69.5% chance to 2HKO after Leftovers recovery (Guaranteed after rocks)
 
Professional2341 In regards to Calm Mind, I don't know if it deserves a slash, but I will definitely consider moving it up to moves. I'll wait for QC to have input, but I tried running it and it felt too situational to be put on the set

Edit: Added mention of Disable, moved Encore to moves, moved CM up in OO
 
Last edited:

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
You didn't update the main set (No Taunt, Focus Blast is still slashed, and you didn't mention its relevant targets)
 

aim

pokeaimMD
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Two-Time Past WCoP Champion
I think timid should be slashed on mega zam. Be sure to mention that modest works well with protect but if you need that immediate speed for keldeo and others like the lati twins (just say base include number here and put examples) and want to run taunt/sub should use timid. I probably worded that wrong but i think you get the idea.
 
Does QC think I should add any mentions of Dual Screens (either to set up, or as support?) It wouldn't be anything more than OO; even with the boost, Alakzam's still incredibly fragile and there are better setters, but just wanted to get a second opinion.
 

alexwolf

lurks in the shadows
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
I wouldn't even mention dual screens in OO, as Azelf is flat out better due to access to Stealth Rock.

Also, i don't think Protect should get the first slash, especially if Timid is slashed first. The main point of using Protect is to safely MEvolve, bit when running Timid you already outspeed Pokemon such as Keldeo, Terrakion, Latios, Latias, Gengar, and Starmie, so there are much fewer Pokemon that you can't outspeed before MEvolving. Here is how i would make the moveset:

Mega Alakazam
########
name: Mega Alakazam
move 1: Psychic
move 2: Focus Blast
move 3: Shadow Ball
move 4: Hidden Power Ice / Hidden Power Fire / Taunt
ability: Magic Guard
item: Alakazite
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid / Modest

The first three moves are mandatory because you need Focus Blast for Steel- and Dark-types, namely Heatran, Tyranitar, Mandibuzz, Bisharp, Skarmory, Ferrothorn, Scizor, Magnezone, and Excadrill, and you need Shadow Ball for Psychic-types, namely Mew, Latios, Latias, Slowbro, Starmie, Victini, opposing Mega Alakazam, and Mega Gardevoir. On the last slot, Hidden Power Ice allows Mega Zam to OHKO Landorus, Garchomp, and Landorus-T, all very important 1 v 1 for Mega Zam to win, because all of them are common leads that Mega Zam can take advantage of in order to MEvolve early game. Also, OHKOing Dragonite after Stealth Rock can be very useful, especially against DD variants, as Mega Zam outspeeds them and doesn't care about +1 ES at all if SR is off the field, because of Trace copying Multiscale. Hidden Power Fire is great vs Mega Scizor, and gives Mega Zam a reliable way to hit other Steel-types. Taunt shuts down Chansey, one of the few reliable defensive answers to Mega Zam, and also prevents Thundurus from using T-Wave against Mega Zam, assuming you Traced Prankster. Chansey is much easier to take advantage of with teammates such as Pursuit Bisharp though, so imo Taunt is not as good as the two Hidden Power, because Mega Zam is very frail and usually can't afford to take a hit from Pokemon such as Slowbro, Mew, and Hippowdon when trying to stop their recovery.

As for other useful moves, Protect, Grass Knot, Future Sight, and Thunderbolt are all great options.

We all know what Protect does, so not much to talk about here.

Grass Knot revenge kills Mega Gyarados reliably while also 2HKOing regular Gyarados, which means that you don't have to play the ''Psychic or Focus Blast'' mindgame if Gyarados wants to set up on you, 2HKOes Tyranitar reliably and does upwards of 60% damage to Mega Tyranitar, OHKOs Greninja after SR and 1 LO round if using Modest without having to risk Focus Blast, 2HKOes SpD Hippo which walls Mega Zam otherwise, OHKOes Kabutops and Omastar without having to resort to Focus Blast, and prevent CM Suicune from setting up on you, as GK 2HKOes Suicune, assuming it uses CM on the first turn.

Thunderbolt 2HKOes Mandibuzz without SR, 2HKOes SpD Mega Char Y which walls you otherwise, 2HKOes AV Azumarill, OHKOes Greninja, Omastar, and Kabutops without the need to rely on Focus Blast, and is your best bet against bulky Water-types such as Mola, Suicune, and Politoed.

Future Sight allows you to put immense pressure on the opponent as after you use it and bring in a check to the opponent's check to Mega Zam, eg. let's stay Terrakion for Blissey, the opponent now has to bring in something able to avoid the 2HKO from Terrakion with Future Sight added into the mix, which is almost impossible. This is great for situations where the opponent has multiple checks to Mega Zam or one hard counter, as you just skip the mindgames and let one of your teammates fuck things up.

Finally, mention Pokemon that Mega Zam can outspeed when MEvolved and using Timid that it can't with Modest, such as Adamant Mega Aero, Mega Manectric, Adamant Scarf Lando-T, and Timid Scarf Heatran.
 
  • Like
Reactions: trc
I think that the Mega set Alexwolf proposed and the Sash set should be merged, and the Subsitute/Taunt/Encore Mega set should be dropped to the second as its own. The Mega/Sash sets play a similar role (different approach, but both are revenge killers), whereas taking on Substitute and Taunt as primary slashes allow Mega Alakazam to disrupt stall. If QC wants me to change it back, I will, but I prefer this new structure. I'll revamp the stallbreaker set later this weekend; I have limited access to a computer at the moment, but it will be up by Monday
 

Jukain

!_!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
preferred sets:

Mega Special Attacker - Psychic / Focus Blast / Shadow Ball / Protect or Substitute or HP Fire with Taunt + Psyshock and HP Ice in Moves - Modest / Timid

Revenge Killer - Psychic / Focus Blast / Shadow Ball / Thunder Wave + whatever slashes idc - Timid

the sub + taunt set blows, mega and normal sash are v different, modest is better for the power boost...that should cover it. you had pretty much the first set before, i don't like alexwolf's set because taunt is meh imo espec without psyshock, hp ice is fine i guess and hp fire is pretty cool but none of them have the overall usefulness of protect or sub, which can be in a lot of scenarios while hp ice espec doesn't really have much many uses, covering 2 mons psychic already does lots to and letting you rk something you need to be at full health for and have multi broken.
 

alexwolf

lurks in the shadows
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Yeah after more thought and a bit of playtesting Taunt is nothing more than ''Moves'' material. And Protect is very nice against rain offense, because you often don't get a chance to MEvolve before their Swift Swim user is out, and if you MEvolve as you face the Swift Swim user, you won't get the Speed boost on that very turn and thus will be unable to outspeed it (speed of each turn is determined before MEvolving). I just realized this today when trying to RK an Omastar with an unMEvolved Alakazam, so i now think that Protect is main set-worthy.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top