Project NU Archetype Cores: Discuss Your Experiences! (HIATUS)

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Rock on:
Golem+Archeops+Jynx

Archeops
Ability: Defeatist
EVs: 252 Atk / 252 Spe / 4 Spa
Hasty Nature
-Acrobatics
-Stone edge
-Earth Power
-Taunt

Golem @ Weakness Policy
Ability: Sturdy
Evs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
-Rock Polish
-Earthquake
-Stone Edge
-Sucker Punch

Jynx (F) @ Focus Sash
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Psyshock
- Lovely Kiss
- Nasty Plot


This team is a somewhat suboptimal Archeops with the sole goal of keeping rocks off the field and demonstrating its lack of SR. People then assume that Golem "must" carry the move, allowing it to set up safely set up. Golem was chosen for its excellent coverage, very strong offensive stats (120 attack is nothing to sneeze at) and its ability to beat Claydol should it not be carrying a colbur berry (or even beat it regardless if sturdy is intact. It also takes advantage of Golem's excellent stab coverage (unresisted bar Totrerra, who Archeops can often handle or is dealt with by full hp Golem)
Jynx is a nice special sweeper that can take on the water and grass types that threaten this core, while simultaneously appreciating Archeops' ability to keep rocks off. It also makes Floatzel that much less likely to just hit aqua jet, or allows you to punish it if it does. Meanwhile, the two rock types take on common revenge killers such as Tauros and Swellow and have nice coverage for fire types.
Obviously there are several common sets that just beat this, and it isn't as useful once the opponent knows the set (after, say, facing you before, or reading this thread), but its fun when it works and it isn't dead weight when it doesn't.
 
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Cooler (Aggron) @ Choice Band
Ability: Rock Head
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Low Kick
- Toxic/Fire Punch

Fortune Faded (Barbaracle) @ White Herb
Ability: Tough Claws
EVs: 252 Atk / 252 Spe
Jolly Nature
- Shell Smash
- Razor Shell
- Return
- Cross Chop/Earthquake/Subs/Stone Edge

Feel Good (Jumpluff)
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sleep Powder
- Acrobatics
- Memento
- U-turn


We will rock you! Rock spam is here CB Aggron helps barb to weak walls for a future sweep Head Smash does a lot to stuff while Low Kick hits Steelix and Heav Slam does also a good damage with 100% accuracy Toxic helps to gradualy weakens Gastrodon and Poliwrath while Fire Punch deals with Ferrossed. Shell Smash Barb is still good even with Gastrodon bc Return does a lot after +2 in the first set Cross Chop is for Ferro what is p annoying is Aggron is not running Fire Punch otherwise you can use EQ to avoid the recoil damage from stuff such Garbodor/Skuntank and Stone Edge hits Sheddy lol. Jumpluff helps the two puting things to sleep, checking Fighting, Grass types and also brings momentum with u-turn being able to brings Aggron in safe against slow mons and Memento helps Barb to boost.
 
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PrinceLucian

Banned deucer.
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Archeops
Ability: Defeatist
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Acrobatics
- Earth Power
- Roost
- U-turn

Aggron @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Heavy Slam
- Superpower
- Fire Punch


Torterra @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

-Claiming the godly core, Aggron destroys everything on its path as its one of the most terrifying pokemon to switch into,weakening every archeops check/counter and allowing it to sweep late game, Archeops is also another powerful wallbreaker+speed control and acrobatics is great stab coming from powerful base 140 atk, while earth power also weakens Aggron checks like ground/rock types and U-turn can bring it safely in. Torterra was a filler at this point as im still experimenting with aggron, it checks every physical water type and priority like A-jet, its also a good normal check/Aggron check and stealth rocker for team.
*core is weak to special rott+floatzel so having a counter/check to them is a must, gastrodon could be nice partner over torterra as well*
 
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Solrock @ Leftovers
Ability: Levitate
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Will-O-Wisp
- Rock Slide
- Morning Sun

Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Toxic
- Recover
- Giga Drain
- Rock Slide

Gourgeist-Super @ Colbur Berry
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Atk
- Will-O-Wisp
- Synthesis
- Foul Play
- Leech Seed


Since there seems to be a lot of offensive cores, I thought I'd share a more defensive core. Solrock is able to take on a good amount of the normal types in the tier. It is good vs Tauros and the 2 scrappy users in Kanga and Swellow, being able to get a free wisp or rocks up. It also can check some of the fire types like Charizard and Pyroar, but it has to watch out for specs HP grass. I put on 32 speed EVs to try and outspeed standard Weezing. Cradily is able to take on the stray scalds and other water moves aimed at Solrock. Gourgeist helps round out the core by taking on fighting types for the 2 and also acting as a spinblocker. The core struggles vs ice and status, but it does a pretty decent job from what I've seen.
 

erisia

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Spoiler alert: Brick Small. is the winner for this week! Sometimes it's the thread-runner that learns the lesson this week, and that lesson is Rock-spam isn't too effective of a concept, as most of the checks to Rock-type attacks (Steelix, Ferroseed, Gastrodon, etc) aren't too bothered by repeated hits, and defensively running two Rock-types stacks a lot of weaknesses. This week's theme will be
; now that Aggron's in the tier, I am confident this won't turn into "Build a core with Steelix" week! Steel and Flying have excellent defensive synergy (just ask Skarmory), while Ground-types can provide a Volt Switch immunity and hit the Electric-types that resist Steel and Flying hard.

Submissions will continue until Saturday 21st May at 12:00 GMT. Here's your selection of mons.
Aggron, Ferroseed, Klinklang, Mawile, Metang, Probopass, Steelix
Altaria, Archeops, Articuno, Charizard, Chatot, Dodrio, Drifblim, Jumpluff, Mantine, Ninjask, Pelipper, Rotom-Fan, Scyther, Swellow, Vivillon, Vullaby, Xatu
Camerupt, Claydol, Gastrodon, Golem, Golurk, Marowak, Piloswine, Rhydon, Sandslash, Steelix, Torterra
 

Dr Ciel

Banned deucer.
Lol, who needs Aggron and Steelix.

Reserving Klinklang - Scyther - Claydol




This is a pretty offensive core that's based around a Klinklang sweep by paving the way for it through teammates. Klinklang is a pretty amazing sweeper once it gets going, as Shift Gear boosts both its Attack and Speed to respectable levels. Scyther is a pretty solid partner to Klinklang as it takes on Fighting types such as Poliwrath and Primeape (before Shift Gear boosts) while also having some solid synergy with Klinklang. Finally, Claydol provides Rapid Spin support as Scyther is 4x weak to Stealth Rock and Klinklang gets worn down by Spikes. In addition, Claydol can also eliminate Steel and Rock types with its STAB Earth Power while also eliminating Weezing and Garbodor and removing Garbodor's Spikes.

Klinklang @ Leftovers
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Return
- Substitute / Magnet Rise

Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Knock Off / Pursuit
- Quick Attack

Claydol @ Colbur Berry
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Rapid Spin
- Earth Power
- Shadow Ball
- Psychic
 
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Here is a core i'm enjoying to play since Gastrodon's drop. There isn't a lot of things that can be annoying defensively for this core except maybe wow hex Rotom and Grass knot Samurott.
Gastrodon's recent drop is actually amazing for bulky builds as it can just come on an amazing amount of build to help with some weakness. Regarding to this core at first, we can see that Stealth Rocks are annoying af because it break Steelix's sturdy and Zard just can't come safely if rocks are up. So adding a spinner/defog is the best thing to do.

Steelix is here to firstly set up rocks to help Zard and Gastrodon to do her job, but in addition, Steelix can stop easily some set up sweeper that can be pretty annoying such as Audino mega, Malamar and others thanks to Roar. As well as preventing the opponent to just click volt switch on zard, while Gastrodon do this better against Lanturn, Gastrodon+Steelix are amazing to deal with coverage move especially against things like Manectric. (Zebstrika too even if it's not that common)

Charizard is here as a "fighting check" (it fear Stone Edge from Primeape or Yama, so be careful when switch in) the first things that come immediatly in mind when i see this Zard, is the ability to switch in more safely against Knock off user as well as completely wall Shiftry (Explosion is threatening, but you can just wow/acrobatics) in addition, Charizard's immunity to ground type is amazing, as you can play around this if Gastrodon is at like 60% and you want to come on an EdgeQuake user. (Rhydon especially)

While Gastrodon is here as a secondary volt turn check, Gastrodon is an amazing water resist due to his ability as well as a decent fire check, but obviously it need to take care of HP Grass/Grass Knot things such as Pyroar, Magmortar, Manectric, Lanturn, Samurott & cie. Gastrodon also allows you to keep Steelix at a decent purcent of HP as it can check pretty easily things like Kangaskhan or Tauros.(without work up ofc)


That's a pretty cool defensive core that can fit in a lot of builds and do a great job. The things i like the most about this core is it's ability to switch "safely" if you are fearing a statuts (Steelix for Toxic/Twave, Zard for wow, Gastrodon for Twave)


Steelix @ Leftovers
Ability: Sturdy
EVs: 244 HP / 136 Atk / 128 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Roar
- Stealth Rock

Charizard
Ability: Blaze
EVs: 232 HP / 24 Atk / 252 Spe
Jolly Nature
- Acrobatics
- Swords Dance
- Roost
- Will-O-Wisp

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
- Toxic
- Scald
- Earthquake
- Recover
 
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poh

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Steelix @ Leftovers
Ability: Sturdy
EVs: 240 HP / 132 Atk / 136 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Toxic / Taunt / Roar
- Stealth Rock

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240Def / 16 SpD /
Calm Nature
IVs: 0 Atk
- Signal Beam / Air Slash
- Scald
- Defog
- Toxic

Golurk @ Life Orb
Ability: Iron Fist / No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Shadow Punch
- Earthquake
- Dynamic Punch / Ice Punch


Steelix and Mantine have great defensive synergy and provide your team with a rocker and a defogger. Steelix has the standard set but you can use Roar/Taunt instead of Toxic if Mantine is already running it. Mantine is pretty standard again and if you need something for Malamar, Modest Signal Beam can 2HKO it after rocks and lefties. RP Golurk is a scary wallbreaker and surely after +2 Speed. It's up to you if you need No Guard or Iron Fist, depending what your team needs.
 


Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
- Psychic
- U-turn
- Toxic
- Roost

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 228 SpD / 12 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Megahorn

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Spikes
- Gyro Ball
- Leech Seed
- Protect


This core aims to play a controlling hazard game. Rhydon and Xatu have decent physical synergy and Ferroseed can provide mixed sponge to blanket a lot of threats. Xatu can fly in against opposing rock and spike setters assuming they don't provide a strong stab or super effective move, and even if they do sometimes it is worth a switch in anyways to force delayed hazards. Threats to the core would still mostly be special attackers. Any special water (Lanturn / Samurott) with hp fire, any fire type (Pyroar/Charizard) with hp grass, Mismagius with taunt / wisp, special Shiftry can play a chip war with ferroseed and sweep in the late game, and big ice moves could break this core. I would suggest fast (or priority), aggressive pokemon to pair with these setters and to take advantage of Xatu keeping hazards off the field. Volt turn combinations also work well with Xatu's turn to rack up hazard damage. Examples would be Scyther, Pyroar, Swellow, Tauros, Manectric, Rotom, and Hariyama.
 
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