Project OU Theorymon

approved by AM
original by alexwolf
very very original by zebraiken



Metagame Discussion Thread
Pokemon Showdown! Room

Welcome to the Theorymon Project of 6th gen's OU, led by Recreant with a council. Here, every few days, we will be discussing a list of 4 Pokemon, all of which will have little to zero viability in OU, and all of which have an additional move / ability / typing that they didn’t originally have. After all the theorymons have been sufficiently discussed, the voting will commence.

How will this list of Pokemon be created each time? The council will be accepting ideas from the community and may also put some of our own ideas into a relatively small slate (4 Pokemon) each time. Every Pokemon that wins on each voting will be recorded in the archive, together with the name of the person who submitted it. All submissions will be sent to the council, via VM or PM.

At the end of every month, we will have roughly ~4 new Pokemon.

Here are the active council members. The council helps lead discussion and will accept theorymons, and are a figure of authority here. If you are a recognized contributor to the thread, you may earn a spot in the council.

Recreant (Leader)
Akumeoy
GnralLao
Isa Simple
Tressed
Valmanway

Submission Rules
  • Do not submissions in this or the metagame thread. Please send all submissions to the council members
  • Don't suggest changes about Pokemon that are already pretty viable in OU. Generally B- and lower are fair game, though exceptions up to B rank can be made if they are incredibly unique.
  • Don’t suggest changes that make or may make a Pokemon broken.
  • In a similar vein, avoid suggesting mindless buffs, such as Pure Power, Protean, or Magic Bounce. Higher power moves, such as Boomburst Meloetta or Shell Smash Lapras, are also frowned upon.
  • Only theorymon ideas that bring positives to the OU metagame and have useful implications will be picked, which means no Huge Power on random Pokemon and other similar buffs.
  • Competitive viability is more important than flavour. This project is all about giving things new moves, typings, and abilities that change how they work, and not all of them are going to be perfectly in line with their in-game identities.

+ Vital Spirit
+ Normal / Ghost typing
+ Poison / Steel typing
+ Magic Guard
+ Technician
+ Sand Stream


+ Parting Shot and Dark / Fairy-typing

+ Protean

+ Defiant

+ Lightningrod
+ Volt Switch
+ Simple


+ Wish
+ Sucker Punch
+ Electric / Steel typing (Flash Cannon replaces Air Slash)
+ Roost
+ Focus Blast
+ Fur Coat
+ Dragon / Steel typing
+ Water Absorb
+ Recover
+ Thousand Arrows
+ Extreme Speed
+ Sand Rush
+ Bug / Ground typing
+ Gale Wings
+ Ground / Fairy typing
+ Trace
+ Poison Heal
+ Dragon Dance
+ Dragon / Ghost-typing and Analytic
+ Ghost / Fighting-type and Drain Punch
+ Drought
+ Dark / Poison-typing and Regenerator
+ Dark / Fighting-typing and Vacuum Wave
+ Spikes
+ Magnet Pull

+ Seed Flare
+ Thick Fat

+ Rattled and Moonblast
+ Iron Barbs and Recover

+ Volt Switch and Regenerator
+ Steel / Flying-typing and Flash Cannon
+ Prankster
+ U-turn and Trick Room


last slate's winner(s):
+ Fairy / Ghost-typing

Votes:

Cresselia + Ghost / Fairy-typing - 17
Shaymin + Grass / Fairy-typing and Flower Veil - 14
Doublade + Bulletproof - 4
Mandibuzz + Unaware - 1

Current Slate:

+ Flame Charge
+ Normal / Fairy and Play Rough
+ Recover
+ Bug / Ground and Earth Power
Have fun! :)
cofagrigus+recover
 
Yanmega has won this round!

Honchkrow + Flame Charge - 1
Tauros + Normal / Fairy and Play Rough - 16
Cofagrigus + Recover- 16
Yanmega + Bug / Ground and Earth Power - 18

Onto the next slate...

There's no next slate. We're doing a little project instead. I'll be posting details in just a second.
 
Hello again! Instead of a slate this time, we'll be building an OU Theorymon team, not unlike CCAT.
Rules:
  • When submitting a Pokemon or core, be sure to include a set and explanation. The explanation should not only explain why you chose that Pokemon or core, but also why that Pokemon is the most optimal choice for the team. Be sure to also explain why you chose the set you chose specifically.
  • During the voting period, you're only allowed to vote for 1 Pokemon or 1 starting core! Simply say the name of that Pokemon in bold. Please say the name of the Pokemon / set as it appears on the list.
  • After the opening two-Pokemon core, we will be submitting teammates one at a time.
With that said, I'll start the submission period. We're looking for a two-mon core to start. Submission period will end five days from now (June 8th), so be sure to get your nominations in before then.
 
Last edited by a moderator:

HailFall

my cancer is sun and my leo is moon
Mega Absol + Keldeo


Absol-Mega @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Play Rough
- Knock Off
- Sucker Punch
- Swords Dance / Pursuit

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Focus Blast


Mega Absol's insane attacking stats along with unresisted STAB and a great speed tier make it a very threatening mon to face. Unfotunately, Mega Absol is frail and lacks the capability to take on pokemon like Scizor without getting bodied by Bullet Punch. Keldeo solves this by giving a solid answer to steel types like Mega Aggron which fearlessly tank Mega Absol's hits as well as a solid wallbreaker to soften the opposing team up for Absol to clean. Focus Blast is the preferred filler on Keldeo in order to cleanly OHKO Mega Aggron without any prior damage, but any of Keldeo's other fillers can work too. Mega Absol is Swords Dance to act as a wincon and late game sweeper, but Pursuit is also an option to trap Latis for Keldeo. Overall a pretty effective core and I think its a good starting point for an offensive team.
 


Mega Pidgeot + Sandslash

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- U-Turn
- Roost

Sandslash @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Thousand Arrows
- Shadow Claw / Iron Tail
- Swords Dance


Mega Pidgeot is a cool Pokemon in OU Theorymon, with Focus Blast allowing it to beat its traditional counters of Heatran and Tyranitar. However, it still struggles with bulky Flying resists and/or special walls, such Bronzong, Goodra, and Mega Ampharos. It also struggles against offensive Electric-types, for obvious reasons. And lastly, it wants hazard control.

Sandslash can switch into Electric- and Rock-type attacks aimed at Mega Pidgeot, use its Thousand Arrows to break down things like Zapdos, Bronzong, and Goodra, and spin rapidly. It's chosen over Excadrill (which could still end up on the team, mind you!) for its ability to set up and break past bulkier stuff like Chansey while still hitting non-grounded opponents. In return, Mega Pidgeot crushes the bulky Grass-types and physical walls that trouble Sandslash.

Mega Pidgeot runs a two-attacks + Roost + U-Turn set to stay healthy through the match and get Sandslash, or its obligatory Sand setter, onto the field cleanly on predicted switches. Sandslash runs a straightforward sand sweeper set, with Shadow Claw and Iron Tail being options to break past Fairy/Ghost Cresselia, which otherwise troubles the core.
 
Last edited:
Mega Aggeron +Cressilia

These two cover each other's weaknesses almost perfectly, and they're tanky beyond all reason. They constitute a fairy/dragon/steel core all on their own, and levitate means that cress can switch into those troublesome earthquakes.
sets:
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Avalanche
- Dragon Tail
Cresselia @ Leftovers
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Calm Mind
- Psyshock
- Moonblast
- Moonlight
 
Last edited:

Sun

Who cares if one more light goes out? Well I do...
is a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnus

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Sleep Talk
- Rest



Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Calm Mind
- Psyshock
- Recover

This core its pretty fun, resttalk keldeo its the best counter for dark spam, which give trouble to Reuniclus, and Volt switch Reuni give a free switch against Bisharp, Weavile , finally reuni helps keldeo to deal with mega venusaur and others bulky grass.
 
Last edited:

Patolegend!

Fan of 1000 Arrow 'Slash
is a Tiering Contributor Alumnus
This is gonna be so cool!


Porygon-Z @ Spooky Plate
Ability: Adaptability
EVs: 252 SpA / 252 Spe
Modest/Timid Nature
- Nasty Plot
- Agility
- Tri Attack
- Shadow Ball


Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch / Healing Wish

I really love Porygon-Z's new typing, giving it both attacking and defensive buffs, and providing stellar coverage. It destroys defensive teams, while Lopunny comes in and does a number on offense.

I like the double dance set; it can clean up offensive teams late game (also having a handy espeed immunity) or plough through defensive teams. With spooky plate it can bluff scarf or specs, and it doesn't take LO recoil.

Lopunny takes care of Bisharp and Ttar, who resist pory's stabs, while Pory takes on the fat psychics that like to take on Lopunny.
 
Last edited:
Reserving theorymon Zoroark + regular Mega Lopunny

Zoroark (Dark+Fighting type) @ Life Orb
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Timid Nature
- Nasty Plot
- Dark Pulse
- Focus Blast
- Sludge Bomb

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

This is a double Fighting core.
Although seems gimmick most of the time, Illusion is an ability which provides often a useful turn to use Nasty Plot in order to reach an high attacking stat.
Zoroark runs the classic special Nasty Plot set with NP to boost Zoroark's SpA to massive levels. Dark Pulse and Focus Blast are STABs; Sludge Bomb is there to hit hard Fairies which threaten this core. Other cool options include Grass Knot (to hit hard bulky Waters and Grounds which tries to wall Lopunny) and Flamethrower (but Ferrothorn is already OHKOed by STAB Focus Blast at +0).
Lopunny runs a classic AoA set, but with Ice Punch in the fourth slot to hit many targets 4x supereffectively.

Zoroark is a very handy/fun pokemon to use thanks to the level of unpredictability it brings on the table.
 
Last edited:

Martin

A monoid in the category of endofunctors
is a Smogon Discord Contributoris a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnus

Stunfisk @ Rocky Helmet (/ Chesto Berry (only alongside Rest))
Ability: Regenerator / Static
EVs: 40 HP / 224 Def / 244 SpD (Regenerator) OR 44 HP / 224 Def / 240 SpD (Static)
Bold Nature
IVs: 0 Atk
- Volt Switch
- Earth Power
- Stealth Rock
- Yawn / Toxic / Discharge (/ Rest (only alongside Static, but not mandatory alongside it))

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def/SpD / 4 Spe OR a more complex spread, depending on the squad
Bold Nature
IVs: 0 Atk
- Roost
- Defog
- Scald
- Toxic / Air Slash

This is one of the cores that I've utilised in my (admittedly small number of) OU Theorymon battles and I have to say that it is consistent with regards to what it does. Stunfisk takes on Electric-types which give Mantine trouble as well as the physical attackers which hit it on its weaker defensive stat. In return, Mantine covers the Water- and Ground-types which give Stunfisk trouble. Stunfisk is able to re-lay Stealth Rock that Mantine defogs away, and if Stunfisk carries Discharge and/or Static Mantine is able to potentially paraflinch with Air Slash--which coincidentally also deals with Grass-types that give Stunfisk a headache--or can aid the waring down of slower 'mons alongside Stunfisk's own Toxic by netting a flinch every now and then.

Static is still a valid option on Stunfisk despite Regen usually being better because it allows for Stunfisk to have a f*cking immense amount of passive presence just by being on the field, and it is able to punish Talonflame just by switching into it which is a huge boon for Stunfisk and one of the reasons why I think it is one of the better E-ranks in standard. Helmet+Static chance scares off just about every contact user trying to hit it, and if it carries Discharge very little enjoys coming in on it without an Electric-type or paralysis immunity (the latter of which is covered nicely by Earth Power). Volt Switch is good for grabbing momentum just like Yawn is, and it allows you to function as a really cool pivot especially if you have Regenerator. As for Mantine, it's v. specially bulky (it is literally an inverted Skarmory in terms of stat spread), and Scald is just as disgusting as it usually is. Given that it now has Roost, it is able to put Water Absorb+its typing+its okay movepool+its really sweet stat spread to good use.
 
Zoroark + Mega-Metagross


Zoroark @ Dread Plate
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Sludge Bomb (or other coverage to lure M-Scizor
- Nasty Plot / U-Turn

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Bullet Punch
Dark/Fighting Zoroark and M-Meta have pretty fantastic type synergy, and coupled with Zoroark's ability, these two can be a real nightmare for opposing teams to deal with. Metagross deals with the fairies, birds and (physical) fighting types that bother Zoroark, while on the other end of things, Zoroark readily dispatches the Dark and ghost types that forces Metagross out. Zoroark breaks down physical walls, while Metagross punches through pretty much anything else. Notably, both of these pokemon share a rock resistance, which means that it's difficult for the opponent to determine which one has switched in. This can be exploited to lure in the partner's counter/check, which when done correctly will allow the other to clean up. U-turn is also a very nice option on Zoroark, since you can pair this core with a slow pivot (that preferably has U-turn as well) to allow Zoroark and Meta to get in safe, and make your opponent go insane with trying to guess what is really in.

I've been using Manaphat:
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Scald
- Rain Dance
- Rest
- U-turn

Dream scenario:
  • opponent has Clefable in
  • Zoroark gets clean switch, appearing as Metagross
  • Clefable flees in terror, while the opponent sends in mega-slowbro
  • Zoroark destroys mega slowbro
  • Metagross destroys the rest
 


Gastrodon @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Scald
- Earthquake
- Recover

Moltres @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Roost
- Defog
- Flamethrower
Very solid status-absorbing defensive core. 1 Curse under Gastrodon's belt checks a large portion of sand, including Sandslash, Exca, and Tyranitar, while also being a very sold defensive wincon outside of the sand matchup due to how well it takes advantage of common fire-types like Heatran and Talonflame, as well as being a solid check to rock-types that don't carry CB. It especially does well against CB Defiant Entei, since Sacred Fire can no longer burn it when Poison Heal is activated.

Moltres deals with Grass-types like non-AV Tangrowth and Sand Rush Cacturne, burns physical threats that Gastro can't stomach without a boost (like M-Lopunny and DD users) and appreciates Gastrodon's ability to beat Electric-types as well. Defogging away SR without taking damage from it is also a very solid niche to have. The EV spread is from Almost Any Ability, which lets it check a range of special attackers that Gastro has trouble against, like Mega Alakazam and Gengar.
 


Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Earthquake
- Dragon Dance

Crobat @ Black Sludge
Ability: Intimidate
EVs: 252 HP / 120 Def / 136 Spe
Jolly Nature
- Poison Fang / Brave Bird
- U-turn
- Roost
- Taunt / Defog

This has been a pretty fun and effective core to build around in my experience, giving a variety of great tools for and against almost any archetype. The two have great defensive synergy together, stacking on Double Intimidate and covering the weaknesses of one another very well. Crobat is a fantastic check to the vast majority of pokemon that can trouble Krookodile, taking care of a multitude of Fairy, Fighting, Grass and Bug types for it. Krookodile in return, sports a Rock resistances and Immunities to Electric and Psychic. Be careful of the shared Ice weakness though. Krookodile's set allows it to come in semi frequently throughout the match to provide Pursuit, Knock Off, and Intimidate support to the team without wearing itself down too much with LO, so it can still set up a Dragon Dance and clean late game. I've opted to use StallBreaker Crobat, as it provides fantastic utility between Taunt, Poison Fang and U-Turn, posing a massive threat to any opposing archetype. Though I've also slashed options for the Defog set. Crobat's spread makes it as physically bulky as possible while still out speeding base 115s like Starmie and Raikou. In particular you can use this speed creep to U-Turn into Krookodile on a predicted Psyshock or Thunderbolt/Volt Switch, who can then survive a HP Ice or Scald (From utility Starmie) to set up a DD and KO with Knock Off or Earthquake before threatening to sweep (All respectively). Core brings a cool mix of reliability and high risk high reward potential.
 
Last edited:
+


Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Seed Flare
- Dragon Pulse
- Focus Blast
- Hidden Power Fire

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Lava Plume
- Toxic
- Taunt

With Seed Flare, M-Sceptile can continuously pressure opposing teams (especially offense builds), and even more so if it lands a SpDef drop, due to its excellent Speed stat and immunity to Thunder Wave. Unfortunately, it's still prone to most priority hits like M-Scizor's Bullet Punch and Talonflame's Brave Bird, and has trouble going past Grass- and Fairy-type mons.

That's where Heatran comes in. Heatran performs well against fatter builds by inflicting burns, Taunting and Toxic-ing opposing mons. Specifically, Heatran takes care of a bunch of mons that includes (but doesn't limit to) M-Scizor, Talonflame, bulky Grass-types (as long as they don't have Earthquake) and Fairy-types, all of which can trouble M-Sceptile (even then, landing a SpDef drop on the switch can force out its would-be checks). I use this spread mainly to outspeed M-Scizor and get a surprise KO before it can use a SD-boosted Superpower.

In return, M-Sceptile deals with pretty much all Water-type mons (Rotom-W deserves a special mention as Volt Switch gives it a SpAtk boost), most Ground-types, Dragon-types and other key threats like M-Diancie, Tyranitar and the three main trappers (Magnezone, Cobalion and Dugtrio).

Of course, this core isn't perfect as it needs additional support against Fighting-types and E-Speeders, but then again, that's what the rest of the team is for! Ü
 
Last edited:

fair weather friend (Swanna) @ Life Orb / Sky Plate
Ability: Gale Wings
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam / Roost
- Hurricane
- Tailwind

circles (Terrakion) @ Life Orb / Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Iron Head / Substitute

Yeah, I really wanted to participate in this event since I've honestly been kinda distant from the thread due to IRL issues which has really been bothering me, and I've been messing around with these two and I have to say they're quite the destructive core overall. Swanna is a pretty cool Pokemon and really takes advantage of last ditch Tailwind. Flying-types in general pair up pretty well with Terrakion, as they can take care of bulky Grass-types like Tangrowth, Mega Venusaur, and Amoonguss that Terrakion can have issues breaking through if they manage to catch it unboosted. Swanna also has Scald to defeat Ground-types such as Hippowdon, Landorus-T, and Gliscor, even though the two aren't the most common threats anymore. Honestly, Swanna's ability to simply click Scald against the opposing team really does a good job at wearing down checks (especially Mega Scizor, Granbull, and Skarmory), and a Flying-type STAB is just a cherry on top.

When I was looking at Swanna and I saw Tailwind, I thought "wallbreaker" and Terrakion was the first thing to come to mind. Choice Band is usually the better choice for a lot of teams just due to its immediate power, but with Swanna's priority Hurricane and Tailwind, the latter giving it a fighting (puns) chance against offensive teams, it becomes a lot easier to set up and win games with Swords Dance sets (it also takes care of Keldeo so you don't have to risk the Speed tie, which is pretty cool considering how good Keldeo is in theorymon right now). Terrakion breaks down certain Steel-types, mainly Aggron, Empoleon, Bronzong, and Ferrothorn, thanks to its crazy powerful Close Combats. Terrakion also crushes specially-oriented walls such as Chansey and Goodra. Yeah in the end both do an excellent job of just smashing through each others checks that I can't believe this core hasn't been brought up before.

The core doesn't really like Mega Latias and Clefable, but there are a lot of partners which can easily pressure them enough for an unboosted 2HKO with Stone Edge. A lot of offensive checks, mainly Mega Diancie or Latios and whatever, are really pressured once Tailwind goes up to the point where they can barely be considered checks. Lots of slashes here and there but it really depends on the team for which ones we'd actually use in the end. :toast:
 
Alright, it's time to choose our core to start the team! I'm really happy with how much stuff we've got to work with here, so thank you for submitting!

Since we've got so many submissions, you're allowed to have two votes. Here are the cores you may vote for:
Mega Absol + Keldeo
Sandslash + Mega Pidgeot
Mega Aggron + Cresselia
Keldeo + Reuniclus
Porygon-Z + Mega Lopunny
Zoroark + Mega Lopunny
Stunfisk + Mantine
Zoroark + Mega Metagross
Gastrodon + Moltres
Krookodile + Crobat
Mega Sceptile + Heatran
Swanna + Terrakion
Slowbro + Houndoom

Voting will end on the 10th, at which point we will start nominations for the next member of the team.

edit: forgot, don't vote for your own core pls
 
Last edited:

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

Top