Project Core Analysis Workshop (Discussing Partners for Mega Sharpedo + Tank Chomp)

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Reserving Manaphy

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Manaphy @ Expert Belt
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Tail Glow
- Scald/Surf
- Ice Beam
- Hidden Power: Fire

In front of Adamant Scizor just click HP Fire to OHKO even without boost.
252+ SpA Expert Belt Manaphy Hidden Power Fire vs. 0 HP / 4 SpD Mega Scizor: 288-341 (102.4 - 121.3%) -- guaranteed OHKO

252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Manaphy: 60-71 (17.5 - 20.8%) -- possible 5HKO

In front of Dragonite just use Ice Beam + Ice Beam or TG + Ice Beam.

Dragonite can use Dragon Claw + Extremespeed:
252+ Atk Dragonite Dragon Claw vs. 0 HP / 4 Def Manaphy: 76-91 (43.4 - 52%)
252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Manaphy: 98-116 (28.7 - 34%) ===> 36.5% + 52 = 78,5%
or Dragon Dance+Dragon Claw without being outsped by Manaphy:​
+1 252+ Atk Dragonite Dragon Claw vs. 0 HP / 4 Def Manaphy: 115-136 (65.7 - 77.7%)
77,7% at maximum​
This means you can kill both monsters in a row taking at maximum 20,8%+78,5% = 99,3%

P.S. +1 252+ Atk Dragonite Outrage vs. 0 HP / 4 Def Manaphy: 171-202 (97.7 - 115.4%) -- 87.5% chance to OHKO ===> if Dragonite has Outrage, it is better leaving it to a Faerie. If you are able to break Multiscale, Dragonite is very easy to OHKO.

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 Def / 2 Atk / 252 Spe
You should fix that EVs spread on the Atk stat (2 EVs instead of 252).
 
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quagsire.gif

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Scald
- Earthquake
- Recover
- Toxic / Encore / Yawn / whatever

Funnily enough, Quagsire completely walls the core by itself (unless Dragonite has Outrage and Quagsire has already taken some damage). Its ability makes setting up useless and its physical bulk unables it to take repeated attacks from both members of the core. In return, Quagsire can slowly wear them until they're KO'ed with Scald [burns] and Toxic since neither Dragonite or M-Scizor have reliable recovery.
252+ Atk Dragonite Dragon Claw vs. 252 HP / 252+ Def Quagsire: 118-139 (29.9 - 35.2%) -- guaranteed 3HKO after Stealth Rock, 3 layers of Spikes, and Leftovers recovery
252+ Atk Dragonite Outrage vs. 252 HP / 252+ Def Quagsire: 177-208 (44.9 - 52.7%) -- guaranteed 3HKO after Leftovers recovery (25.8% chance to 2HKO after SR)

252+ Atk Technician Scizor Bug Bite vs. 252 HP / 252+ Def Quagsire: 129-153 (32.7 - 38.8%) -- guaranteed 3HKO after Stealth Rock, 2 layers of Spikes, and Leftovers recovery
 
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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Swords Dance
- Stone Edge / Smack Down
- Earthquake
- Stealth Rock

Defensive Landorus-T racks up damage on the two through Rocky Helmet and it;s own attacks, however aside from that it can't do much. However with Swords Dance it takes advantage of Mega Scizor seeking to use it as fodder and with Stone Edge it can KO Dragonite after its boosted. With Smack Down however it can make it susceptible to Earthquake.
 
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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power Ice
- Stealth Rock

With max speed, Heatran is faster than any Scizor, making it a nice check. It's capable of setting up Stealth Rock by itself, which is useful to break Dragonite's Multiscale and put it in HP Ice range, doing 81.7 - 96.5%. In 1v1 situations with Multiscale intact and Dragonite at +0, Heatran wins because it's faster and 2HKOs with HP Ice while Dragonite is forced to break the balloon. If Dragonite has taken SR damage and has +1 prior to Heatran coming in, you also win since Heatran can take an Outrage and kill back. This set also has some nice utility outside of doing well against this core, surprising Pokemon like Garchomp and emergency checking Excadrill with balloon.
 
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Rotom-H should be a good check. Can obviously destroy scizor, and resists almost anything dragonite can throw at it after a wisp. outrage is only doing around 30%. Obviously, the lack of reliable recovery hurts it, but still a solid check. Lati@s, keldo, starmie, and excadrill would be great teammates.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split
 
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Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Blue Flare
- Thunder
- Glaciate
- Focus Blast

Victini can make effective use of its special lure set against this duo to threaten both significantly, and cleanly outspeed and kill each with Rocks up. Victini can switch into any of Mega Scizor's moves + Bullet Punch and easily handle it with Scizor with fire STAB. Victini needs support from Stealth Rock or previous damage to knock out the Dragonite with Glaciate, since Earthquake + Extreme Speed will always kill.

252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Victini: 60-71 (17.5 - 20.8%) -- possible 5HKO

252+ Atk Technician Mega Scizor Bug Bite vs. 0 HP / 0 Def Victini: 180-213 (52.7 - 62.4%) -- guaranteed 2HKO

252+ SpA Expert Belt Victini Blue Flare vs. 0 HP / 4 SpD Mega Scizor: 936-1099 (333 - 391.1%) -- guaranteed OHKO
252+ Atk Dragonite Earthquake vs. 0 HP / 0 Def Victini: 246-290 (72.1 - 85%) -- guaranteed 2HKO

252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def Victini: 98-116 (28.7 - 34%) -- 1.3% chance to 3HKO

252+ Atk Dragonite Outrage vs. 0 HP / 0 Def Victini: 220-261 (64.5 - 76.5%) -- guaranteed 2HKO

252+ SpA Expert Belt Victini Glaciate vs. 0 HP / 0 SpD Multiscale Dragonite: 156-185 (48.2 - 57.2%) -- 90.6% chance to 2HKO

252+ SpA Expert Belt Victini Glaciate vs. 0 HP / 0 SpD Dragonite: 312-370 (96.5 - 114.5%) -- 75% chance to OHKO
 
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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Hidden Power Fire

Kyurem-B is a great threat to this core. HP Fire is not something that's very common on its set, and it can exploit that by luring in Scizor. Ice Beam OHKOs Dragonite due to Multiscale, not much to say here.

252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Kyurem-B: 240-284 (61.3 - 72.6%) -- guaranteed 2HKO
 
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On mobile, so unable to import a set but it's a typical defensive Rotom-Wash. Takes on threatening Water- and Electric-types, namely Manaphy, Azumarill, and Mega Manectric. Also handles Heatran. Manaphy is taken on in this situation because, running Fire for Mega Scizor means it has no room for Psychic/Grass coverage, so it takes it on fine. Energy Ball should be scouted out beforehand however. Spreads Burn, providing set up opportunities for Mega Scizor as well. Weakens things residually with Volt Switch, too, to make it easier for the two to do their business. Patches up the common share of Flying neutrality, which is always useful as well. Overall, a really great partner.

If anybody has the set, feel free to add it! I'll be home in a few hours and will edit it in regardless though.

Rotom :toast:
 
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Raikou @ Assault Vest/ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power Ice
- Shadow Ball / Calm mind

Raikou is a great addition to this core for it gives you a way to deal with Thundurus among other threats that both Dragonite and Scizor have to be wary of. Whether a CM sweeping set/Leftovers/Av is chosen Raikou is a great addition because of its decent bulk, resistance to electric and fast speed that will help in maintaining momentum.
 
Well, this core has weaknesses to powerful wallbreakers and others like Kyurem-Black, Mega Charizard X, and things that can kill both like Conkeldurr, who can use Fire Punch and Ice Punch. To remedy this problem, I would suggest a strong Fairy. Fairies have been a very influental aspect in the Overused Metagame and would greatly benefit this core. I would suggest an offensively-oriented Sylveon to be the core's Dragonslayer.

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 66 HP / 200 Def/ 244 SpA /
Modest Nature
- Hyper Voice
- Psyshock
- Hidden Power Ground
- Baton Pass

244+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 0 HP / 4 SpD Mega Charizard X: 319-376 -- guaranteed OHKO


Sure, Specs Sylveon is outclassed, but it still is pretty good. Sylveon checks Kyurem-Black, surviving a Life-Orb boosted Fusion Bolt and being able to OHKO afterwards. Sylveon also lives an unboosted Flare Blitz from a Tough Claws Mega Charizard X, and can OHKO with Hyper Voice. The EVs allow it to live a Flare Blitz ~60% of the time, and OHKO with Hyper Voice. Sylveon is a good partner to Mega Scizor and Dragonite as it checks many threats that threaten this core to some extent, like Keldeo, Mega Venusaur, Kyurem-Black, Conkeldurr, and Mega Charizard X.
 
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off / Superpower

Azu can check one of the biggest threats to this core in Charizard-X. Other fire types, such as the HP Ice Heatran mentioned during the threats period, are also handled well. Annoyances like Quagsire and Landorus-T are pressured by its STABs, something Mega Scizor and Dragonite appreciate. Bunny works well with this core offensively too. Offensive Mega Scizor does a good job luring and smashing Rotom-W, a Pokemon Azu really likes gone. Similarly, Azu does a number to Rotom-W on the switch, ensuring Sciz KOs later. Further, Azu's powerful attacks help weaken walls like Skarmory, letting the other two finish the job later and avoid a possible Whirlwind. In general, Dragonite + Scizor + Azu form a cool physical attacking core that breaks down physical walls for each other.

Aqua Jet also adds a third form of priority here, which is always good for offensive cores. This choice increases the weakness to Mega Manectric, but brings some important things to table regardless.

Happy holidays everyone!
 
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Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost / Healing Wish
Able to remove hazard this way Dnite can have the Multiscale intact for setting up, and also can take to extend Mega man that its a threat for this core. Have great sinergy overall with the core and acces to HW which can help late game as both are set up sweepers
 
a common theme highlighted in the threats section of the workshop was how annoying bulky fire types could be: Infernal mentioned heatran, which totally walls the core if dragonite is running fire punch > earthquake, and ksr15 mentioned rotom-h, which flat out walls the core thanks to levitate (for dragonite's possible earthquake). in addition to bulky fire types, bulky grounds are a problem. KidMagic mentioned landorus-t, and in the same vein, hippowdon is also a major nuisance.

to handle both defensive fire types and defensive ground types while fitting with the offensive nature of this core, an offensive water type is super nice. on top of handling the mentioned counters, offensive water types tend to provide a lot of general role compression for OU teams. also, considering this core isn't necessarily the fastest...
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Keldeo @ Choice Scarf | Ability: Justified
Timid | 4 Def / 252 SpA / 252 Spe (EVs / IVs also depend on 4th move)
Hydro Pump | Scald | Secret Sword | Icy Wind / HP Electric / HP Flying (depends on rest of the team)

keldeo helps with checking annoying bulky grounds & fires, and with choice scarf, it gives this offensive core some much needed speed. while offensive SD mega scizor does a fine job checking weavile and bisharp (which can annoy dragonite), it doesn't like to carry all of the burden. keldeo gives you a bit more freedom when dealing with these pokemon while also checking certain dark types that mega scizor doesn't do too well against, such as mega gyarados and crawdaunt. keldeo also really appreciates mega scizor's ability to handle lati@s, but to do this more efficiently, scizor can run pursuit (even though it does a fine job with bug bite + bullet punch).

adding keldeo doesn't help with the general bird (talonflame) weakness of the team, and mega venusaur is now pretty annoying. also, bulky waters are a bit problematic, specifically things like (mega / non-mega) slowbro and suicune (mainly crocune). (edit:) forgot to mention that it also makes you weaker to speedy electrics.
 
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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt

Starmie scares out Fire-types and Ground-types which annoy the core while also being able to check Dragon-types with Ice Beam. Thunderbolt is a nice option to put the hurt on Water-types such as Manaphy which can sweep this core. Rapid Spin allows Dragonite to preserve Multiscale.
 
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Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Leaf Storm / Giga Drain
- Hidden Power [Fire] / Focus Blast
- Earthquake / Rock Slide

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off / Superpower

Sceptile isn't so great so it gets to live out here with a bunch of slashes. Anyway Azu supplements it by checking Weavile and weather offenses and Sceptile outspeeds and beats most electric types.

Discuss threats
 
Freeze-Dry Life Orb Mamoswine, if already out destroys this core by itself with Freeze-Dry, Earthquake, and the killing Ice Shard which prevents either from easily switching in. Another threat would be Life Orb 3 attack Roost Kyurem-Black who has the tools to destroy Mega Sceptile (with ice beam) and Azumarill with fusion bolt (which if low enough kills Mega-Sceptile due to Teravolt) once it gets in on a predicted waterfall/aqua jet. If Kyurem-Black is facing Mega Sceptile 1v1 dragon pulse fails to Kill without prior damage and it has to be wary of scarf variants of Kyurem-Black which has risen in popularity as of late.

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Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Knock Off



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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

-244 Atk Life Orb Mamoswine Earthquake vs. 52 HP / 0 Def Azumarill: 255-302 (72 - 85.3%) -- guaranteed 2HKO
-244 Atk Life Orb Mamoswine Ice Shard vs. 52 HP / 0 Def Azumarill: 51-61 (14.4 - 17.2%) -- possible 6HKO
-12 SpA Life Orb Mamoswine Freeze-Dry vs. 52 HP / 0 SpD Azumarill: 179-213 (50.5 - 60.1%) -- guaranteed 2HKO
244 Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 4 Def Mega Sceptile: 437-515 (155.5 - 183.2%) -- guaranteed OHKO
252 SpA Mega Sceptile Dragon Pulse vs. 0 HP / 0- SpD Mamoswine: 255-300 (71 - 83.5%) -- guaranteed 2HKO
_
252 SpA Mega Sceptile Dragon Pulse vs. 0 HP / 0 SpD Kyurem-B: 330-390 (84.3 - 99.7%) -- guaranteed 2HKO
252+ SpA Life Orb Teravolt Kyurem-B Ice Beam vs. 0 HP / 0- SpD Mega Sceptile: 1014-1201 (360.8 - 427.4%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0- Def Kyurem-B: 66-78 (16.8 - 19.9%) -- guaranteed 6HKO
56 Atk Life Orb Teravolt Kyurem-B Fusion Bolt vs. 52 HP / 0 Def Azumarill: 372-439 (105 - 124%) -- guaranteed OHKO
 
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No idea why Mega Sceptile is used over Serperior unless you really need the 145 Spe but ....

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Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
- Synthesis

Mega Venusaur avoids the 2HKO from any move both members of the core carry, even if Stealth Rock is up. Then, it can heal up with Synthesis or OHKO back with STAB Sludge Bomb / Giga Drain.

252 SpA Mega Sceptile Dragon Pulse vs. 232 HP / 4 SpD Mega Venusaur: 129-153 (35.9 - 42.6%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Mega Venusaur Sludge Bomb vs. 0 HP / 0 SpD Mega Sceptile: 354-416 (125.9 - 148%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 232 HP / 0 Def Mega Venusaur: 112-132 (31.1 - 36.7%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Mega Venusaur Giga Drain vs. 52 HP / 0 SpD Azumarill: 308-366 (87 - 103.3%) -- 93.8% chance to OHKO after Stealth Rock
 
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Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- HP Fire/ Icy Wind

Avoids OHKO from Azumaril's aqua jet and scarf lets it outspeed MScep.
Scarfed Gengar is not very common but it can take out this core with its poison STAB.

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Gengar: 180-213 (69.4 - 82.2%) -- guaranteed 2HKO
252 SpA Gengar Sludge Wave vs. 52 HP / 0 SpD Azumarill: 374-444 (105.6 - 125.4%) -- guaranteed OHKO
252 SpA Gengar Sludge Wave vs. 0 HP / 0- SpD Mega Sceptile: 396-468 (140.9 - 166.5%) -- guaranteed OHKO
 
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Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind / Taunt

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 208 Def / 48 Spe
Impish Nature
- Roost
- Defog / Spikes
- Brave Bird / Counter
- Whirlwind / Taunt

Skarmory, regardless of its set, serves as an annoying obstacle for this core. Specially defensive skarm hard-walls mega sceptile (sceptile only does a max of 45.5% with HP Fire) and can use it as Spike fodder or chip at it with Iron Head. Regarding Azumarill, SpD skarm can switch in on predicted Play Roughs and Aqua Jets easily, and can take a waterfall or a superpower in a pinch (they cap at 63%). On the other hand, physically defensive Skarm is a counter to azu (who only defeats it with a series of critical hits or possibly a superpower on a roost, as skarm is faster), but can only switch into Sceptile on a baited Leaf Storm. If it baits the Leaf Storm effectively it then is a counter for Sceptile, but if it can't it takes 67% max from an HP Fire before KOing with Brave Bird (certainly not ideal, but it can work in a pinch).

Part of Skarm's threat to the core is how the mon it hard counters changes depending on the set, but Skarm is capable of putting up a fight vs. the mon it doesn't counter and provide entry hazard support – spikes or rocks – for the team. It also can remove hazards with Defog which is helpful if the opposing team packs another check to Sceptile (they're usually rocks weak, examples: talon, torn, zapdos).
 
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Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Megahorn
- Aqua Tail
- Poison Jab
- Protect

Simple - outspeeds both (Sceptile after a speed boost courtesy of protect) and KOs both with poison jab (Azu is just a 87.5% chance to KO from full though).

Can switch into any move from Sceptile although dragon pulse does a maximum of 90% so the life orb recoil might kill you, all the other moves are 3HKOs bar rock slide which is a 2HKO, just. Can switch into any attack from Azumarill bar waterfall which has a high chance to KO, however the fact that Azu is choice-locked gives you plenty of switch-in opportunities once it's used a move.

252+ Atk Life Orb Scolipede Poison Jab vs. 0 HP / 4 Def Mega Sceptile: 393-463 (139.8 - 164.7%) -- guaranteed OHKO

252 SpA Mega Sceptile Dragon Pulse vs. 16 HP / 0 SpD Scolipede: 204-241 (76.9 - 90.9%) -- guaranteed 2HKO

252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 16 HP / 4 Def Scolipede: 262-309 (98.8 - 116.6%) -- 93.8% chance to OHKO

252+ Atk Life Orb Scolipede Poison Jab vs. 172 HP / 0 Def Azumarill: 374-445 (97.3 - 115.8%) -- 87.5% chance to OHKO
 
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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 30 Atk / 30 Def
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power Ice

Tangrowth has the ability to deal a great chunk of damage to both members of the core (even OHKO them with the right conditions) while absorbing their hits pretty easily (bar Azu's Play Rough, but if it's stuck on a Water-type move, then you're just fine).
252 SpA Mega Sceptile Dragon Pulse vs. 252 HP / 252+ SpD Assault Vest Tangrowth: 109-129 (26.9 - 31.9%) -- guaranteed 4HKO

252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 252 HP / 4 Def Tangrowth: 98-116 (24.2 - 28.7%) -- 98.7% chance to 4HKO
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 4 Def Tangrowth: 220-261 (54.4 - 64.6%) -- guaranteed 2HKO
0 SpA Tangrowth Hidden Power Ice vs. 0 HP / 4 SpD Mega Sceptile: 216-256 (76.8 - 91.1%) -- 25% chance to OHKO after Stealth Rock

0 SpA Tangrowth Leaf Storm vs. 52 HP / 0 SpD Azumarill: 366-432 (103.3 - 122%) -- guaranteed OHKO
 
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Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Poison Jab

Although, in this core, Weavile is usually taken care of by Azumarill, Poison Jab is able to cleanly KO it after a switch-in to Knock Off or Icicle Crash (or, any prior damage, say a previous switch into Stealth Rock), and Banded Aqua Jet from Azumarill does not KO in return. Ice Shard easily finishes off Mega Sceptile from full, or, if it's not Mega Evolved, Weavile outspeeds it pre-Mega and KOs with Icicle Crash. Weavile doesn't really like switching into anything from the core, though.
Also idk I find Sceptile pretty underrated so maybe I'm just weird like that

252 Atk Life Orb Weavile Icicle Crash vs. 52 HP / 0 Def Azumarill: 103-121 (29 - 34.1%) -- 3.2% chance to 3HKO

252 Atk Life Orb Weavile Poison Jab vs. 52 HP / 0 Def Azumarill: 260-307 (73.4 - 86.7%) -- guaranteed 2HKO

252 Atk Life Orb Weavile Ice Shard vs. 0 HP / 4 Def Mega Sceptile: 406-484 (144.4 - 172.2%) -- guaranteed OHKO
 
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Celebi
@ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Giga Drain
- Psychic
- Nasty Plot

Adding to the grass types! Mega Sceptile fails to do any big damage to Celebi with Dragon Pulse or HP Fire, which do 37.3 - 44% and 35.6 - 42% respectively. This damage can be healed easily with Recover, allowing Celebi to consistently take Scep on throughout the course of a game. Celebi can take advantage of Scep's presence to NP up and make itself more threatening to the opposing team, or simply whittle it down with Psychic. Psychic admittedly isn't as common as options like BP or EP. However, it's actually useful for hitting the numerous Pokemon in OU resisting Giga Drain. For example, Psychic helps you with Mega Venusaur and Amoonguss, while preventing scary threats like Gengar and SD Talonflame from switching in for free.

As for Azumarill, Celebi has to be wary of Knock Off. However, it's still good vs. the water bunny. Although Play Rough hurts (52.2 - 61.6%), Celebi can still switch in and win by 2HKOing with Giga Drain (54.6 - 64.7%), or heal the damage with Recover as Azumarill switches. The remainder of Azumarill's moves do little damage, and Celebi can take advantage of a resisted move to NP up as well.
 
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Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Gunk Shot
- Drain Punch
- Sucker Punch
- Swords Dance

Toxicroak isn't one of the biggest threats to the core, but it is very deadly. Toxicroak can absorb Azumarill's Aqua Jet or Waterfall and can use it as setup fodder or KO it by using Gunk Shot. However Toxicroak can't switch-in directly fearing a Play Rough being a OHKO. Mega Sceptile can not directly switch-in fearing a Gunk Shot meanwhile Sceptile doesn't even K.O. it anyway but can do massive damage. Because Sceptile is running the All-Out Attacker set, Toxicroak can do massive damage by using Sucker Punch or even KOing at a +2 Attack boost.

252 Atk Life Orb Toxicroak Gunk Shot vs. 172 HP / 0 Def Azumarill: 530-627 (138 - 163.2%) -- guaranteed OHKO
252 Atk Life Orb Toxicroak Gunk Shot vs. 0 HP / 4 Def Mega Sceptile: 556-658 (197.8 - 234.1%) -- guaranteed OHKO
252 Atk Life Orb Toxicroak Sucker Punch vs. 0 HP / 4 Def Mega Sceptile: 125-147 (44.4 - 52.3%) -- 16.4% chance to 2HKO
+2 252 Atk Life Orb Toxicroak Sucker Punch vs. 0 HP / 4 Def Mega Sceptile: 248-292 (88.2 - 103.9%) -- 31.3% chance to OHKO

0- Atk Mega Sceptile Earthquake vs. 0 HP / 4 Def Toxicroak: 198-234 (64.4 - 76.2%) -- guaranteed 2HKO
252 SpA Mega Sceptile Dragon Pulse vs. 0 HP / 0 SpD Toxicroak: 214-253 (69.7 - 82.4%) -- guaranteed 2HKO
 
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