Project The Next Best Thing - ORAS OU Edition V2 - Victini (Voting: Post #275)

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reserving Toxic MAero
Small note: Reservations are not allowed in this thread. You either write it up on the spot, or you don't write at all. By reserving, you clog the thread up, and sometimes people forgot to go back to the reservations and edit it. Also, updates will happen every Tuesday.
(taken from title)
 

Patolegend!

Fan of 1000 Arrow 'Slash
is a Tiering Contributor Alumnus
Dual Lure Mega Aerodactyl

Mega Aerodactyl @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Stone Edge
- Fire Blast
- Aerial Ace
- Iron Head

Mega Aerodactyl is often Walled by the likes of Mega Scizor, Ferrothorn, etc. With a Naive Nature and Fire Blast it easily 2HKOes the aforementioned Pokemon. Iron Head allows it to snipe Mega Diance who is unfazed by its STABS and 2HKO Clefable who also Walls it. Iron Tail could be ran, but Tough Claws already boosts Iron Head to very usable levels.

4 SpA Mega Aerodactyl Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 180-216 (51.1 - 61.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

4 SpA Mega Aerodactyl Fire Blast vs. 248 HP / 200 SpD Mega Scizor: 200-236 (58.3 - 68.8%) -- guaranteed 2HKO after Stealth Rock

252 Atk Tough Claws Mega Aerodactyl Iron Head vs. 252 HP / 172 Def Clefable: 250-296 (63.4 - 75.1%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Tough Claws Mega Aerodactyl Iron Head vs. 0 HP / 0 Def Mega Diancie: 440-520 (182.5 - 215.7%) -- guaranteed OHKO

Sorry, but did you forget it gets Fire Fang?

248 Atk Tough Claws Mega Aerodactyl Fire Fang vs. 252 HP / 88+ Def Ferrothorn: 260-308 (73.8 - 87.5%) -- guaranteed 2HKO after Leftovers recovery

248 Atk Tough Claws Mega Aerodactyl Fire Fang vs. 248 HP / 16+ Def Scizor: 344-408 (100.2 - 118.9%) -- guaranteed OHKO

It even has a chance to 2HKO Sp.Def Skarm (the popular set at the minute):

248 Atk Tough Claws Mega Aerodactyl Fire Fang vs. 252 HP / 0 Def Skarmory: 146-172 (43.7 - 51.4%) -- 60.5% chance to 2HKO after Stealth Rock and Leftovers recovery

4 SpA Mega Aerodactyl Fire Blast vs. 252 HP / 252+ SpD Skarmory: 108-128 (32.3 - 38.3%) -- 97.2% chance to 3HKO after Stealth Rock and Leftovers recovery

Yeah, I'm not sure Fire Blast is worth it, it only hits Phys Def Skarm.

4 SpA Mega Aerodactyl Fire Blast vs. 252 HP / 0 SpD Skarmory: 158-188 (47.3 - 56.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 

Albacore

sludge bomb is better than sludge wave
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Toxic Mega Aerodactyl


Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Aerial Ace / Stone Edge
- Fire Fang / Stone Edge
- Roost
- Toxic

Toxic is a decent move on Mega Aerodactyl, since it cripples bulky Grounds like Garchomp, Hippowdon and Landorus-T, as well as bulky Waters like Slowbro, Rotom-W, Quagsire and Gastrodon, all of which are often used as switchins to it.
 
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Mega Bluff Aerodactyl:

Aerodactyl @ Stone Plate
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Roost
- Earthquake
- Stone Edge

This set uses EdgeQuake along with Sub-Roost to bluff being M-Aero. Without recovery or LO it is hard to tell whether or not it is Mega. It forces out a weakened mon then sets up Substitute. You can then use it to attack with EdgeQuake while Roost is for recovery. It usually performs better as a late game cleaner when most of the bulky mons have been weakened. This functions similar to Iron Plate Scizor, if you use that set.
 
(Sand) Semi-Stall/Bulky Offense Mega Aerodactyl


Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 248 HP / 96 Def / 100 SpDef / 64 Spd
Jolly Nature
- Aerial Ace
- Rock Slide/Stone Edge
- Roost
- Taunt/Toxic/Earthquake

General: This is a different take on Mega Aerodactyl, using its decent bulk (80/85/95), recovery in Roost, great speed, and various support/coverage options to support a team, one that ideally has sand to boost your SpDef even more but that's not necessary (and the EVs aren't made around that).

EV spread: It hits some nice benchmarks but is still fairly interchangeable. 64 Speed and a Jolly nature hit 387 speed, one point ahead of max speed Jolly Talonflame (and ahead of Weavile to boot). Speed's adjustable, but you compromise that sweet bulk if you want to boost your speed much.

The Special Defense (and HP) investment lets you switch in on Life Orb Gengar and win the 1v1 almost 80% of the time (Shadow Ball has a 20% chance to 2HKO out of sand, and the same percentage to 3HKO in sand). You also are 3HKO'd by Timid Charizard Y's Fire Blast in the Sun (19% chance to be 2HKO'd by Modest in Sun), and can either Roost stall or OHKO back with Rock Slide/Stone Edge). Life Orb Tornadus T does 31% max with Hurricane, and you outspeed and Stone Edge OHKOs back (Rock Slide does 84% min, meaning you need SR to guarantee an OHKO)--note that with this spread, if you're full health, you can switch in with SR up on your side, eat a Superpower from LO Tornadus T (does 40% max), and live the following Hurricane even at max rolls (even though you outspeed, assuming you're paralyzed or something). Sadly, you don't outspeed Sceptile and you can't switch into anything other than HP Fire, but if they think that since their Mega outspeeds you when you're unevolved, they can get rid of you with Leaf Storm, they're in for a nasty surprise when you live even after SR and OHKO back with Aerial Ace. If Keldeo has taken about 25%, you can RK Scarf Keldeo locked into Scald (you can live one). Many Gardevoir think they can live any of your attacks (which they can if you're regular 252/252 Mega Aero) and OHKO back with Hyper Voice after SR damage, but with this spread, you live Hyper Voice after SR (in fact, Psyshock is most often a 3HKO sans SR) and 2HKO back. Offensive Mega Venusaur loses the 1v1 to you, but that's to be expected, while Defensive Mega Venusaur actually can stall you out.

The Physical Defense (and HP) investment are for checking/countering BirdSpam. Even at +2, Flare Blitz from Talonflame is a 3HKO, and while Brave bird is a 2HKO, you outspeed and OHKO back with Rock Slide. Banded Tflame is rare but 3HKOs with BB/Flare Blitz. Bulky DD Gyarados might think it can switch in on an Aerial Ace and set up on you, but you 2HKO back with Rock Slide (after Aerial Ace) and live an unboosted Waterfall 100% of the time (of course he can just set up on you, but not if you have Stone Edge, which has a 50% chance of OHKOing Gyarados after Aerial Ace, even factoring Intimidate for both). The EVs also let you switch in on anything Mega Heracross runs sans Rock Blast, outspeed, and OHKO back with Aerial Ace. You can even switch in on Mega Medicham's Ice Punch when you're at full health and live 100% of the time so that you can RK with Aerial Ace. Sadly, Mega Lopunny beats you while a normal Mega Aerodactyl spread can outspeed and OHKO, but if you retain the element of surprise and play smart, you still have a 50% chance to OHKO Mega Lopunny after SR.

Moveslots: Roost and Aerial Ace/Wing Attack are mandatory, for recovery and Tough Claws boosted STAB respectively. Rock Slide/Stone Edge is almost always mandatory too, whichever one you want depends on how much you value the extra accuracy and PP versus the power. Personally, since this Aero is meant to be for more balanced/semi-stall teams, I'd use Rock Slide. For the last slot, there are a lot of options. Taunt lets you turn this Mega Aerodactyl into a decent stallbreaker, while Toxic lets you cripple conventional switch-ins like Mandibuzz, Hippowdon, Quagsire, etc. Earthquake lets you wreck Heatran in a 1v1 (even offensive variants, even if you switch in on Flash Cannon), while Iron Head lets you switch in on Mega Diance (Timid Diance Diamond Storm only has a 18% chance to OHKO) and OHKO back, while letting you beat Clefable in a 1v1 sans getting Thunder Wave'd. Fire Fang is a bad option since while it lets you beat Ferro (not Banded Scizor or Skarmory), you take tons of recoil in the process.

Team(mates): If you can get sand up on your side, this Mega Aerodactyl becomes even harder to break from the special side, and you can do stuff like switching in on a Specs Keldeo Scald and OHKOing back after a bit of chip damage and living a LO Thundurus Thunderbolt and OHKOing back. Plus, passive damage from Sandstorm helps ensure you check/counter what you're meant to with this spread. Thus, Hippowdon is a great partner for this set, since it gives you a rock resistance and an electric immunity, plus it lets you set up your own rocks. You'll need a good water immunity and ice resist though. A cleric is also near critical-getting burned/paralyzed/toxic'd seriously hampers this Mega Aero's ability to check/counter what it's built to check/counter. Finally, make sure to have good Rapid Spin/Defog control. Standard stuff.
 
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Bulky Defog Mega Aerodactyl:



Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 248 HP / 132 Def / 128 Spe
Impish Nature
- Defog
- Roost
- Aerial Ace
- Taunt

This mega aerodactyl set is a bulky defogger which has an absurdly quick speed tier for a defensive mon alongside valuable utility in defog and taunt. Defog removes hazards from your side of the field while roost is for longevity. Aerial Ace is stab and gets a tough claws boost while taunt stops recovery and utility moves. It works on balanced teams that need a bird check capable of outspeeding and stalling them out. This spread hits 368 speed which outspeeds base 115 speed stuff. 148 more evs could be run to outspeed alakazam and ohko it and 160 speed outspeeds tornadus-t by one point but you do miss out on a good chunk of bulk however.
 

Voltage

OTTN5
is a Pre-Contributor
Pursuit MegaAero



Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 248 Atk / 44 Def / 216 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Earthquake/Ice Fang
- Pursuit

Mega Aerodactyl is stupid fast and hits like a brick. The only thing is that it's really still threatened by mons like Analytic Starmie, who annihilates him with a Scald after it hits for around 50% with Aerial Ace. With Pursuit however, wth a little crafity playing, MAero can OHKO Starmie on the switch. In addition, this set can handle Latias quite well being able to pick up an OHKO after rocks on the switch. And then you can also handle nearly every Psychic and Ghost type mon in the tier, doing at least 50% to all mons with one of Pursuit or Earthquake (in the case of MMeta). Latios is a bit of hassle, but that can be remedied by teambuilding.

Also, yay winning last week :]
 
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