I have absolutely no clue. I used it as a gimmick set in STABmons. I might want to bringYeah! Although, I didn't pay attention to the EVs, is it 60 HP to get the Liechi Berry boost after just 3 subs? I can't remember now :s
I have absolutely no clue. I used it as a gimmick set in STABmons. I might want to bringYeah! Although, I didn't pay attention to the EVs, is it 60 HP to get the Liechi Berry boost after just 3 subs? I can't remember now :s
As long as your HP after investment is divisble by 4, you'll get the boost with just 3 subs. A bit late but ehYeah! Although, I didn't pay attention to the EVs, is it 60 HP to get the Liechi Berry boost after just 3 subs? I can't remember now :s
OK, so 12 is lowest number that gets you to something divisible by 4As long as your HP after investment is divisble by 4, you'll get the boost with just 3 subs. A bit late but eh
Zarif, we pretty much already have this core.Defensive Core (Fire)
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Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Morning Sun
- ExtremeSpeed
- Flare Blitz
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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 HP
- Lava Plume
- Earth Power
- Toxic
- Protect
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Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 HP
- Fire Blast
- Roost
- SolarBeam
- Focus Blast
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Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 HP
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn
Introduction: This is a pretty simple Bulky Core for Fire.You mainly have Arcanine as the Switch in for most Physical attackers and get off a Intimidate and get a Will-O-Wisp in IF possible,if not then switch out to Torkoal and Stealth Rock/Rapid Spin/Yawn whatever works in that situation.If its a special attacker,your walls will be Heatran and Charizard Y kinda.Heatran will survive most special attacks but is weak to Landorus-I and Keldeo.Thats where Charizard Y comes in.Now Charizard Y can't really do much to Landorus-I if it has Rock Slide/Gravity.Charizard Y provides for an excellent attacker as well.You can run Defog on it as an alternative to Roost but since you already have Torkoal for Rapid Spin,I don't really find it that useful.An alternative for Heatran would be Specially Defensive Rotom-Heat,It can provide Screens which will make this core even bulkier but Heatran with its Specially Defensive Bulk and Toxic Stall works just fine too.
Volcarona, now Volcarona is one of the best Special set-up sweepers Fire gets.It can run a bulky variant which can set up easily on Ground Pokemon and sweep them afterwards.It has an excellent Special Attack with Good Speed and Good Special Defense.![]()
Entei, Entei can rip-apart Generic Flying-monotypes with a life orb and Stone Edge. It also gives Fire some coverage against Fairy-monotypes.![]()
Rotom-Heat, serves as a great Special wall for Fire. Plus it gets Light Screen/Reflect/Will-O-Wisp/Thunder Wave. I personally love using Screens Rotom-H,as it helps give out some much needed bulk to Fire-monotype for atleast 7-8 turns. It can also cripple physical attackers with Will-O-Wisp.![]()
Darmanitan, provides amazing power and an amazing late-game sweeper with a Choice Scarf.With Sun,this Pokemon wrecks almost anything that isn't a physical wall![]()
Infernape, it can run multiple sets and has great variety.A Focus Sash lead Infernape with Taunt would work well with this Core.Life Orb/Scarf/Banded Infernape works fine too and is a good alternative to Darmanitan too.It gets Fighting Coverage which can deal with Chansey,Umbreon,Porygon-2 and so on.![]()
Victini, Another Pokemon that can run a number of sets.The Scarf Physical set is more often used with V-Create as the main move.Even Scarf Special Victini works too and if you're feeling weirder,you could run Assault Vest on Victini to add even more bulk to the core.![]()
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Terrakion - Now Terrakion is a major prick for almost all Fire-monotypes. There isn't any clear-cut solution to this,but Arcanine and Torkoal come in clutch against this. With a Choice Scarf,a Stone Edge will hurt everything.
How to defeat it?: Well, here Arcanine and Torkoal are gonna be your main walls to Terrakion.I'd suggest first going to Arcanine and getting off an Intimdate and if you can,get off a Will-O-Wisp,if you're switching into Arcanine on a Stone Edge,I'd go to Torkoal and try to burn it with a Lava Plume.
-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Arcanine: 182-216 (47.3 - 56.2%) -- 23.4% chance to 2HKO after Leftovers recovery
-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
Yeah..Shits Complicated in Fire
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Azumarill - Azumarill...now if Azumarill gets a Belly Drum up and you don't Yawn/Burn it. You're kinda screwed but its another pokemon Arcanine can do really good against it.
How to defeat it?: Simple,Just don't let it Belly Drum and use Solar Beam with Charizard.But if you do let it Belly Drum,well then its a completely different story.You gotta go to Charizard Y and sack and then go to Arcanine to get off a Will-O-Wisp and burn it next turn with Will-O-Wisp.Arcanine survives an Aqua Jet at +5.
-1 252+ Atk Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine in Sun: 86-104 (22.4 - 27.1%) -- possible 5HKO after Leftovers recovery
+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 248 HP / 252+ Def Arcanine in Sun: 230-272 (60 - 71%) -- guaranteed 2HKO after Leftovers recovery
-1 252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine: 264-312 (68.9 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
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Garchomp/Garchomp-Mega - Yet another Pokemon Arcanine and Torkoal can really shine against.A Choice Scarf Garchomp really puts a dent on Fire but Arcanine can wall it pretty nicely.Now with Garchomp-Mega its a different story. Its not the biggest threat but with the added bulk, its tough to kill it.
How to defeat it?: As usual,go to Arcanine and get an Intimidate on it and then go to Torkoal and try to Burn it with Lava Plume or even Yawn it.Same thing with Mega-Garchomp.
-1 252 Atk Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery
-1 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
-1 252 Atk Mega Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 222-264 (57.9 - 68.9%) -- guaranteed 2HKO after Leftovers recovery
-1 252 Atk Mega Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 152-180 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery
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Gyarados-Mega - Gyarados-mega will probably sweep and crush this core, if the Gyarados has Substitute and leads with it while you lead wit Torkoal, it can easily set up a substitute and start Dragon Dancing and it will sweep you.
How to defeat it?: Lead with Arcanine when you see it and Will-O-Wisp it first turn,if it has substitute,then you're out of choices really and are being forced to switch,at this point theres really nothing you can do except break the substitute and keep Intimidating it.This is a match-up that you should rely on other pokemon like Infernape,Victini to deal with instead.
-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery
-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
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Keldeo - Keldeo can do quite a number against Torkoal and Arcanine but here's where Charizard Y and Heatran can come into play.Charizard Y dominates in this match up.The only move that is really going to hurt Charizard Y is Hidden Power Rock but not most Keldeos run that.Even so Heatran can easily take an Hidden Power Rock.
How to defeat it?: Charizard Y with SolarBeam/Air Slash will easily OHKO it but keep in mind the Calm Mind Keldeo set will give Charizard Y a run for its money.Even still a Choice Specs Keldeo with Hydro Pump does VERY hit hard!
252 SpA Choice Specs Keldeo Hydro Pump vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 236-278 (79.1 - 93.2%) -- guaranteed 2HKO
252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran: 248-294 (64.4 - 76.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran in Sun: 122-146 (31.6 - 37.9%) -- 0.5% chance to 3HKO after Leftovers recovery
252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO
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Mega-Diancie - Now this is Pokemon will absolutely demolish this core.You have to really play around it to actually beat it.It gets access to moves like Earth Power which will wreck Torkoal,Arcanine and Heatran and Diamond Storm which will annihilate Charizard Y with a 50% chance to get a defensive boost too.Nothing is switching into this.You're best bet is running Flash Cannon on your Heatran for this.
How to defeat it?: It's kinda simple,You have to sack a pokemon that you don't feel important to the match anymore and then go to Heatran and Flash Cannon it to the face!Even so,Heatran might not even survive an Earth Power after Stealth Rock Damage.
252 SpA Mega Diancie Earth Power vs. 252 HP / 252+ SpD Heatran: 316-376 (81.8 - 97.4%) -- 62.5% chance to OHKO after Stealth Rock
4 SpA Heatran Flash Cannon vs. 0 HP / 0- SpD Mega Diancie: 444-528 (184.2 - 219%) -- guaranteed OHKO
Feel free to point out any any flaws.
Zarif, we pretty much already have this core.
Also, as a general comment for everyone, lets keep the cores at 2-3 Pokemon.
Heatran, Zard Y, and Torkoalall have 0 HP IVs, you might want to change that. Also, run 248 HP on Torkoal/Arcanine and the final 4 in SpD on Zard Y so you can switch in on Stealth Rock more often if you let Torkoal die, or couldn't get a chance to spin. You might also want to mention that Zard Y's Sun gives Morning Sun 2/3 recovery instead of 1/2 on Arcanine while also weakening the Water moves it takes. Ninetales could be mentioned as a decent special attacker to support the Core, and of course, even more Sun (and can hold Heat Rock). After one D-Dance ScarfTini still outspeeds so you can sack it to break the Sub, and BandNape Mach Punch finishes it off if it took Rocks damage and one Sub (so 50%ish).Defensive Core (Fire)
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Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp
- Morning Sun
- ExtremeSpeed
- Flare Blitz
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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 HP
- Lava Plume
- Earth Power
- Toxic
- Protect
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Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 HP
- Fire Blast
- Roost
- SolarBeam
- Focus Blast
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Torkoal @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 HP
- Lava Plume
- Stealth Rock
- Rapid Spin
- Yawn
Introduction: This is a pretty simple Bulky Core for Fire.You mainly have Arcanine as the Switch in for most Physical attackers and get off a Intimidate and get a Will-O-Wisp in IF possible,if not then switch out to Torkoal and Stealth Rock/Rapid Spin/Yawn whatever works in that situation.If its a special attacker,your walls will be Heatran and Charizard Y kinda.Heatran will survive most special attacks but is weak to Landorus-I and Keldeo.Thats where Charizard Y comes in.Now Charizard Y can't really do much to Landorus-I if it has Rock Slide/Gravity.Charizard Y provides for an excellent attacker as well.You can run Defog on it as an alternative to Roost but since you already have Torkoal for Rapid Spin,I don't really find it that useful.An alternative for Heatran would be Specially Defensive Rotom-Heat,It can provide Screens which will make this core even bulkier but Heatran with its Specially Defensive Bulk and Toxic Stall works just fine too.
Volcarona, now Volcarona is one of the best Special set-up sweepers Fire gets.It can run a bulky variant which can set up easily on Ground Pokemon and sweep them afterwards.It has an excellent Special Attack with Good Speed and Good Special Defense.![]()
Entei, Entei can rip-apart Generic Flying-monotypes with a life orb and Stone Edge. It also gives Fire some coverage against Fairy-monotypes.![]()
Rotom-Heat, serves as a great Special wall for Fire. Plus it gets Light Screen/Reflect/Will-O-Wisp/Thunder Wave. I personally love using Screens Rotom-H,as it helps give out some much needed bulk to Fire-monotype for atleast 7-8 turns. It can also cripple physical attackers with Will-O-Wisp.![]()
Darmanitan, provides amazing power and an amazing late-game sweeper with a Choice Scarf.With Sun,this Pokemon wrecks almost anything that isn't a physical wall![]()
Infernape, it can run multiple sets and has great variety.A Focus Sash lead Infernape with Taunt would work well with this Core.Life Orb/Scarf/Banded Infernape works fine too and is a good alternative to Darmanitan too.It gets Fighting Coverage which can deal with Chansey,Umbreon,Porygon-2 and so on.![]()
Victini, Another Pokemon that can run a number of sets.The Scarf Physical set is more often used with V-Create as the main move.Even Scarf Special Victini works too and if you're feeling weirder,you could run Assault Vest on Victini to add even more bulk to the core.![]()
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Terrakion - Now Terrakion is a major prick for almost all Fire-monotypes. There isn't any clear-cut solution to this,but Arcanine and Torkoal come in clutch against this. With a Choice Scarf,a Stone Edge will hurt everything.
How to defeat it?: Well, here Arcanine and Torkoal are gonna be your main walls to Terrakion.I'd suggest first going to Arcanine and getting off an Intimdate and if you can,get off a Will-O-Wisp,if you're switching into Arcanine on a Stone Edge,I'd go to Torkoal and try to burn it with a Lava Plume.
-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Arcanine: 182-216 (47.3 - 56.2%) -- 23.4% chance to 2HKO after Leftovers recovery
-1 252 Atk Terrakion Stone Edge vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
Yeah..Shits Complicated in Fire
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Azumarill - Azumarill...now if Azumarill gets a Belly Drum up and you don't Yawn/Burn it. You're kinda screwed but its another pokemon Arcanine can do really good against it.
How to defeat it?: Simple,Just don't let it Belly Drum and use Solar Beam with Charizard.But if you do let it Belly Drum,well then its a completely different story.You gotta go to Charizard Y and sack and then go to Arcanine to get off a Will-O-Wisp and burn it next turn with Will-O-Wisp.Arcanine survives an Aqua Jet at +5.
-1 252+ Atk Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine in Sun: 86-104 (22.4 - 27.1%) -- possible 5HKO after Leftovers recovery
+5 252+ Atk Huge Power Azumarill Aqua Jet vs. 248 HP / 252+ Def Arcanine in Sun: 230-272 (60 - 71%) -- guaranteed 2HKO after Leftovers recovery
-1 252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 248 HP / 252+ Def Arcanine: 264-312 (68.9 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
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Garchomp/Garchomp-Mega - Yet another Pokemon Arcanine and Torkoal can really shine against.A Choice Scarf Garchomp really puts a dent on Fire but Arcanine can wall it pretty nicely.Now with Garchomp-Mega its a different story. Its not the biggest threat but with the added bulk, its tough to kill it.
How to defeat it?: As usual,go to Arcanine and get an Intimidate on it and then go to Torkoal and try to Burn it with Lava Plume or even Yawn it.Same thing with Mega-Garchomp.
-1 252 Atk Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery
-1 252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
-1 252 Atk Mega Garchomp Earthquake vs. 248 HP / 252+ Def Arcanine: 222-264 (57.9 - 68.9%) -- guaranteed 2HKO after Leftovers recovery
-1 252 Atk Mega Garchomp Earthquake vs. 252 HP / 252+ Def Torkoal: 152-180 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery
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Gyarados-Mega - Gyarados-mega will probably sweep and crush this core, if the Gyarados has Substitute and leads with it while you lead wit Torkoal, it can easily set up a substitute and start Dragon Dancing and it will sweep you.
How to defeat it?: Lead with Arcanine when you see it and Will-O-Wisp it first turn,if it has substitute,then you're out of choices really and are being forced to switch,at this point theres really nothing you can do except break the substitute and keep Intimidating it.This is a match-up that you should rely on other pokemon like Infernape,Victini to deal with instead.
-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 248 HP / 252+ Def Arcanine: 182-216 (47.5 - 56.3%) -- 25.8% chance to 2HKO after Leftovers recovery
-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 252+ Def Torkoal: 126-150 (36.6 - 43.6%) -- 99.2% chance to 3HKO after Leftovers recovery
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Keldeo - Keldeo can do quite a number against Torkoal and Arcanine but here's where Charizard Y and Heatran can come into play.Charizard Y dominates in this match up.The only move that is really going to hurt Charizard Y is Hidden Power Rock but not most Keldeos run that.Even so Heatran can easily take an Hidden Power Rock.
How to defeat it?: Charizard Y with SolarBeam/Air Slash will easily OHKO it but keep in mind the Calm Mind Keldeo set will give Charizard Y a run for its money.Even still a Choice Specs Keldeo with Hydro Pump does VERY hit hard!
252 SpA Choice Specs Keldeo Hydro Pump vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 236-278 (79.1 - 93.2%) -- guaranteed 2HKO
252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran: 248-294 (64.4 - 76.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Keldeo Hydro Pump vs. 248 HP / 252+ SpD Heatran in Sun: 122-146 (31.6 - 37.9%) -- 0.5% chance to 3HKO after Leftovers recovery
252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Keldeo: 330-390 (102.1 - 120.7%) -- guaranteed OHKO
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Mega-Diancie - Now this is Pokemon will absolutely demolish this core.You have to really play around it to actually beat it.It gets access to moves like Earth Power which will wreck Torkoal,Arcanine and Heatran and Diamond Storm which will annihilate Charizard Y with a 50% chance to get a defensive boost too.Nothing is switching into this.You're best bet is running Flash Cannon on your Heatran for this.
How to defeat it?: It's kinda simple,You have to sack a pokemon that you don't feel important to the match anymore and then go to Heatran and Flash Cannon it to the face!Even so,Heatran might not even survive an Earth Power after Stealth Rock Damage.
252 SpA Mega Diancie Earth Power vs. 252 HP / 252+ SpD Heatran: 316-376 (81.8 - 97.4%) -- 62.5% chance to OHKO after Stealth Rock
4 SpA Heatran Flash Cannon vs. 0 HP / 0- SpD Mega Diancie: 444-528 (184.2 - 219%) -- guaranteed OHKO
Feel free to point out any any flaws.
Replays:
vs Bug. Gyarados Sweeps
vs Water. Manaphy Sweeps
vs ArVaDa's Flying. This was a haxy battle, and they are quite prepared for my strats with a Haze Articuno, but this is the only replay I can find where the Yawn, then sweep idea is displayed.
vs Electric. This is a perfect example of sacking Greninja to remove Thundy for a Gyarados Sweep. With Thundy gone on turn 1, I just have to kill Manectric and it is gg. The Yawn+sweep w/ Gyara almost never fails vs. Electric, although it wasn't needed in this battle.
To be fair, your flying team is quite different from all the others I routinely encounter. Whenever you decide to retire it I'm sure everyone would love to see one of the cores from that team. :PI like how my replay has a title haha. That core is generally a pain in the ass because it preys on letting something die so something else can come in and rip holes. Besides the fact that greninja is a little bastard to flying teams.
Nice core! I've been thinking about trying something like that out. Just one thing though, you seem to have missed 8 EVs on Gliscor :PI heard you needed a Char-Y core c:
Balanced Charizard-Y Core (Flying)
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Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 252 Def / 4 SpD
Impish Nature
- Taunt
- Earthquake
- Toxic
- Roost / U-turn
How it works
This is simple, use Charizard-Y to wallbreak pretty much everything. Gliscor beats most of its most common counters / checks such as Chansey and Scarf Excadrill. It also protects Zard-Y from status. Drought nullifies their Water weakness, and Charizard-Y can take (weak) Ice Beams for Gliscor since it has a half decent Special Defense stat. Roost lets Charizard live longer.
Threatlist
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Fast BoltBeam Spammers![]()
The problem's obvious, they all outspeed Charizard & Gliscor, and are free to click the appropriate move at no cost. Thunderbolt flat out kills Charizard, while Gliscor gets dented by HP Ice if not KOed.
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Stealth Rock![]()
SR doesn't bother Gliscor too much, but it instantly strips Charizard 50% of its health which is kinda bad. Pretty easy to prevent though.
Support
Defog![]()
Pretty much mandatory on every Flying team since Rocks hurt way too much. Zapdos is notable for beating BoltBeam mons (without STAB Ice attacks) whereas Skarmory can take Physical Ice attacks. But then again, why not add both. :P
Stealth Rock Support![]()
Charizard forces a lot of switches, and extra chip damage never hurts. Landorus-T provides U-turn (more on the next part), whereas Skarmory can just hazard stack.
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Volt-Turn Support![]()
Charizard isn't too bulky, so getting in freely is pretty nice. Landorus-T + Staraptor are notable for luring phyiscal walls such as Ferrothorn and Skarmory. Thundy-T can switch into predicted Thunderbolts, but Gliscor does the same thing.
Replays:
None atm since I don't really save replays. :(
Glad you finally posted this core! And no, she did have 8 missing lol. The original spread was HP/Def/SpD: 244/252/4, then she added 8 to SpDDEFENSIVE ARTICUNO CORE!
Brief Credentials:
This core has a tad over 1100 battles played.
This core is timeless in high ladder, meaning even if the moves and sets are known, you will have the ability to combat your opponent, as my W/L has risen not fallen over time.
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Iceman (Articuno) @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 SpD / 56 Spe
Calm Nature
- Reflect
- Roost
- Freeze-Dry
- Haze
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Espresso (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 248 SpD / 16 Spe
Careful Nature
- Earthquake
- Toxic
- Taunt
- Roost
Motivation/Set Details/Usage Tips: The real reason I chose these pokemon was because I was sick and tired of losing to what I call "air superiority" pokemon/tactics like gravity, mega diancie, clefable, mega sableye, kyurem-w, mega slowbro, suicune, and greninja. Provided the support to switch in on greninja, unless it is carrying rock slide, it WILL get walled, not only that, but you have reliable recovery in roost to shake it off and come in again. The other choices to fill this role are gyarados and mantine, neither of which helped my calm mind problem (haze it). I also like Articuno because it can set up a reflect in Landorus-I's face when it tries to set up gravity. Now if he goes to excadrill, gliscor will wall it to kingdom come and back. If they go into mamoswine, articuno can stay in and wall it provided it isn't running stone edge.
Gliscor fills the ever needed diancie hole. At a point in time, although the stats do not reflect this, there was a very good user I would always meet in the high ladder with an HP fire diancie. Iron head just wasn't going to work because it could come in and kill any of my other pokemon, then switch out when skarmory came it, it just didn't work. Gliscor solves this problem. No matter what the spread (bar an hp ice variant that shouldn't exist), it will only get get 3hko'd by any move. If it sets up a calm mind on the switch you can get 1 earthquake in and then brave bird can clean up from there. Toxic allows you to stay in on levitation/flying/defensive water/ice beam pokes and stall them out.
Threats: Physical aggression from anything they aren't resistant to is dangerous. They definitely can take a hit, but once we start delving into the really big hitters like crawdaunt, diggersby, and even just an altaria will make them uncomfortable. You have reflect and haze to keep the boosting minimal, but sometimes articuno can't get it up. Stealth rocks is an issue, but really it is an issue for all flying teams just like kyurem-b, I would not say running articuno weakens you to stealth rocks any more than anything else. You should be carrying defog regardless.
Good Partners: Heal bell, physical resistances, lots of defog, and things that can eat up physical or special bolt/beam coverage is always helpful. Charizard X, Zapdos, and skarmory mitigate weaknesses. You can run heal bell on dragonite or togekiss.
Here, http://pastebin.com/wiBHmJWH, is a showcase gallery of replays you can watch if you care to see more, otherwise I think the proof is in the pudding, just "/rank arvada". I've only used flying on this account and the team has been the same pokes but different move combinations for about 1100 battles now. The replays I posted in the viability thread here ----> http://www.smogon.com/forums/thread...before-reserving.3517737/page-48#post-6064608
Final Notes
I haven't retired the team, I've just been pestered by a few people to post this. The sets posted are the ones I run.
The reason Articuno's speed is goofy is because I was tired of ArkenCiel and his stupid max speed jolly azumarill was fast enough to belly drum and KO my whole team. Articuno survives the aqua jet and hazes the belly drum away, which seals the match. 220 also outspeeds max invested but neutral nature base 60s for 1 extra set of EVs, I think it is worth it.
Also InfernapeTropius11 , she missed 4 not 8.... :p
Defensive Core (dragon)
View attachment 27963
Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Substitute
- Coil
- Earthquake
- Dragon Tail
View attachment 27964
Goodra @ Assault Vest
Ability: Gooey
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Fire Blast
- Sludge Wave
- Thunderbolt
View attachment 27965
Kyurem-Black @ life orb/choice scarf
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe or alternatively 252 Atk / 32 SpA / 224 SpD
Jolly Nature
- Fusion Bolt
- ice beam
- earth power/outrage
- roost/iron head
How does this core work exactly?
Using Kyurem-b to sponge ice attacks and being able to handle fairies are a major plus in my book pairing that with goodra.
You're able to patch up Zygardes weak points one of them being a four times weakness to ice and fairies. Although it can tank some special attacks, so long as its not stab and couple that with Goodra's special bulk makes it even more amazing, being able to tank fairy moves and removing major threats to Zygarde such as Togekiss and Whimmiscott which they both completely wall Zygardes moves
Other team mates to consider running to help support Zygarde more or to buff your team overall are.
Using Druddigon as a lead Pokemon, lead Druddigon is good in particular due to it have access to glare Stealth rocks which can cripple your opponents team from turn one while also setting up hazards.
Another good team mate to consider would be Latios, Latios can be either used as a defogger where you can also run Dragonite for the synergy. Another set to consider would be scarf Latios, scarf Latios can be used effectively to speed creep your opponent and also trick your opponents Pokemon if they're setting up in your face.
And lastly another pokemon to consider would be Latias, if you choose to run Latios as your scarfer you can run Latias as a defogger, one thing to mention that Latias has access to that Latios doesn't is healing wish, healing wish can save you from losing the game being able to fully recovery your Pokemon
and status conditions, while also keeping up the offensive pressure by using a life orb with two stab moves.