Post by 5gen on Sept 3, 2016 22:56:17 GMT
ZU Checks Compendium
Credit goes to Acast for the banner!
Approved by Chinese Pooh
S/o to Tsundere and Ayo sb for their help!
OP largely influenced by PU Checks Comp. (By Anty)
The purpose of this thread is to equip players with a resource that allows them to pick checks and counters for the tier's top offensive threats. Essentially, a "check" as characterized here is something that consistently beats a threat, and will be separated by their ability to switch in. Pokemon will be organized in alphabetical order (instead of by viability ranking) to make the list less subjective and be more extensive as a result. This also allows us to use some lesser seen checks that are pretty good switch ins to certain mons (such as C rank and below). Feel free to suggest changes you think are necessary.
Required Reading:
- Threats were chosen from S-rank to B- rank on the VR. If you think lower ranking mons deserve to be here make your case through a post please
- For the checks, we chose to add any check that does a great job of switching into a respective pokemon. This means something like D-rank Frillish can be a GSI to A+-rank Huntail. With this, we're able to be as extensive as possible giving builders a vast range of options
- Keep in mind that pokemon without offensive presence won't have checks. Things like Wartortle or Quilladin don't exert as much offensive pressure as say, Simipour or Simisage so we won't bother with those
- As stated before, the list/checks order will be done alphabetically rather than viability to reduce subjectivity
- We only consider standard/common sets when talking about both the threats and their checks (i.e unorthodox lures aren't taken into account {Tbolt Girafarig for Noctowl})
- You're open to suggest changes as there is probably room for improvement, but just be kind about it as this took quite some effort to create. Don't repost the same thing if your change doesn't go through, we most likely took it into consideration and disagreed the first time
Categories:
There are three categories that the checks will be divided into for each entry.
Guaranteed Switch-Ins (GSI): These Pokemon can switch into basically anything a threat can throw at them and win the matchup, within reason. This often means switching in on more than one set, for example Lickilicky can run LO Mixed, Swords Dance and Choice Band, so it lacks a guaranteed switch in. When evaluating which moves a check must be able to switch into, we used what we think is good enough to be standard, but obviously that is subjective.
Situational/Safe Switch-Ins (SSI): These Pokemon can switch in safely under certain circumstances, but not always. Pokemon in this category can either switch safely into some variants of a threat but struggle against others, or they struggle with common coverage moves but can at least switch into a threat's STABs and other moves commonly used on switches (such as boosting moves and Knock Off) and win the matchup. This is somewhat of a "gray area" category, so there's a bit of flexibility here.
Non-Switch-Ins (NSI): These Pokemon cannot switch safely into a certain threat, generally because they are beaten by one of the threat's STABs, lose if they switch in on a boosting move, etc. Pokemon in this category can, however, defeat a threat in a 1-on-1 matchup. This includes faster revenge killers, as well as Pokemon that can take a single hit and KO back.
There might be exceptions to the above rules, so these will be handled on a case-by-case basis. Use this compendium alongside the ZU Viability Rankings and make sure that you have an answer to the highest ranked offensive pokemon first (who are generally the biggest threats and top priority for builders to cover), then work your way down to lower ranking threats. Having a GSI for everything shouldn't be your main concern given how difficult it is to counter the plethora of threats ZU has to offer (i.e Licky, the Simis, CB Zwei etc). On the other hand, an SSI or two should be mandatory so that when you're faced with a tough threat, you're prepared. More offensive teams can get away with having some NSI's and maintaining offensive pressure. After all, this compendium is here to give you a wide variety of checks/counters to choose from so that you can build until you can cover what you need to between team synergy and in-game decision making.