Project NU Cores Threat Analysis - Haunter + Shiftry

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erisia

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Rotom @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Hex
- Discharge

This is usually how I dealt with this core during my laddering for reqs. Special Charizard is a great check for Rotom if it's not likely to Volt Switch, but Swords Dance is pretty easy to identify in Team Preview now and I can usually switch Rotom into it without fear. SD Zard's usual strategy is to Roost as Rotom Volt Switches out and make use of the free turn afterwards, but with Discharge Rotom can just stay in and spam Discharge until Charizard gets paralyzed, becoming vulnerable to a super effective Discharge as it fails to Roost in time or just becoming easy to take out with a teammate. Rotom can also take a +2 Acrobatics fairly well if required. Leftovers also makes Rotom hard to wear down with Will-O-Wisp. Meanwhile, Hitmonchan can't do anything other than use Ice Punch and get burned by Will-O-Wisp in return, at which point Rotom just sets up a Substitute and get more free turns or deals damage with Hex.

+2 8 Atk Charizard Acrobatics (110 BP) vs. 252 HP / 0 Def Rotom: 128-151 (42.1 - 49.6%) -- 26.6% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Iron Fist Hitmonchan Ice Punch vs. 252 HP / 0 Def Rotom: 115-136 (37.8 - 44.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252+ Atk Iron Fist burned Hitmonchan Ice Punch vs. 252 HP / 0 Def Rotom: 57-68 (18.7 - 22.3%) -- possible 6HKO after Stealth Rock and Leftovers recovery

4 SpA Rotom Discharge vs. 248 HP / 0 SpD Charizard: 192-228 (53.4 - 63.5%) -- guaranteed 2HKO
4 SpA Rotom Hex (130 BP) vs. 44 HP / 0 SpD Assault Vest Hitmonchan: 84-99 (33.3 - 39.2%) -- guaranteed 3HKO after burn damage
 
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poh

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Rotom-Fan @ Leftovers
Ability: Levitate
EVs: 80 HP / 252 Def / 176 Spe
Bold Nature
- Air Slash
- Volt Switch
- Thunderbolt
- Will-O-Wisp

Similar to erisias post but slightly different. What i like about Rotom-Fan is that Zard literally can't touch this thing, even after +4 Acrobatics doesn't 2HKO. When facing Hitmonchan it's better to burn it first since Ice Punch has a chance to 2HKO. Burning it makes you 2HKO the AV set aswell with Air Slash. I put enough speed investment to outspeed Hitmonchan.

+4 8 Atk Charizard Acrobatics (110 BP) vs. 80 HP / 252+ Def Rotom-S: 105-125 (40.2 - 47.8%) -- guaranteed 3HKO after Leftovers recovery
 

poh

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Audino-Mega @ Audinite
Ability: Healer
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Dazzling Gleam
- Heal Bell

Mega-Audino is a great defensive partner for this core. It can absorb any hit the previous threats want to throw at it. Heal Bell support is also great to help the core against the Rotom forms. A LO-boosted Psychic from Mesprit is the only move that can 3HKO it! Everything else does minor damage. Wish gives the core some kind of recovery too.

252 SpA Life Orb Mesprit Psychic vs. 252 HP / 4 SpD Mega Audino: 134-160 (32.6 - 39%) -- 99.4% chance to 3HKO
 
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Since I posted Pyroar w/ Zard+Chan in the archetype core thread I may as well cross post.


Pyroar (F) @ Choice Specs
Ability: Unnerve
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Hidden Power [Grass]
- Hyper Voice
- Dark Pulse

252 SpA Choice Specs Pyroar Dark Pulse vs. 252 HP / 0 SpD Rotom: 288-340 (94.7 - 111.8%) -- 68.8% chance to OHKO
Everyone knows about the explosive offensive presence that fire types have. Doubling up on that ensures that the few mons we have capable of taking their hits are overwhelmed. Thick Fat stuff like Yama&Grumpig lack reliable recovery because neither take lefties, and that's passive anyways. You still have trouble w/ Archeops but you can have other ways to deal with that. This also does work against Rotom due to unnerve stopping the common Colbur Berry. Fblast & Dark Pulse are both OHKOs with rocks up but sometimes you rather not rely on the inaccuracy of Fblast. The partnership between these three mons is as straight forward as it gets. I'm definitely double dipping a bit here, but it works so why not? Having the common checks Zard and Pyroar share weakened by Pyroar's massive offensive presence makes a Zard sweep easier.
 

marilli

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The problem with Hitmonchan is that it struggles to spin hazards vs. ghost types. Once hazards are up this core loses a lot of power. Hitmonchan alone is simply not good enough if you're using something as heavily dependent on hazard removal as Charizard. Xatu provides a secondary source of hazard control, beats Poison types that Hitmonchan doesn't like going up against. Also Acrozard tends to burn Rock-types, which also makes Xatu's job of bouncing SR easier.

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 252 HP / 248 Def / 8 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Signal Beam
- Roost
- U-turn
 
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Skuntank @ Chesto Berry
Ability: Aftermath
EVs: 252 Atk / 228 SpD / 28 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Poison Jab
- Rest

Brawlfest used this set on a Fighting spam team a while back and it's a neat partner for Chan + Zard. Basically Resto Chesto Skuntank is a super reliable way of trapping ghosts (mainly rotom) that block Hitmonchan's spin and in general really annoy the core. This Skunk set in particular hates bulky Rocks like Rhydon also, so Zard's tendency to burn these Rock types with Wil-O also has nice synergy. Overall a really solid glue mon for the core.
 
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etern

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Liepard @ Life Orb
Ability: Prankster
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Seed Bomb
- Thunder Wave

One of the biggest threats to this core are ghost types, namely Rotom, Mismagius and Haunter. Liepard alleviates this with Pursuit, which has a slight surprise factor to it. Seed Bomb helps take down annoying Rock/Ground, Water/Ground and Rock/Water mons that would give Zard trouble, such as Barbaracle, Omastar, Quagsire and Rhydon. Twave is in the last slot to paralyse something like Sceptile or Tauros so that the rest of the core can deal with them easier. In return, Zard handles common fighting types that would force Liepard out, and Hitmonchan breaks through Steel-types as well as opposing Dark-types.
 
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Shadestep

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DD Rhydon and Rotom are pretty big threats to this core.
I know this Mon is seen as outclassed by Sceptile but i still love it to death:

Lilligant (F) @ Choice Scarf
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Hidden Power [Rock] / [Fire]
- Healing Wish

Scarf Lilligant is something most people don't even think about anymore, while it's still a good leaf storm spammer and can pull off a lategame Healing Wish which can come in clutch.
I chose Timid over Modest as this way you outspeed scarf Sawk. Leaf Storm is still strong enough to OHKO Rotom most of the time, and it also OHKOs Archeops. it also OHKOs Sawk after minor chip damage, which is really nice.
 
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nv

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Thanks to Brick Small., Aladyyn, Blaziken., GyRro, and lolbro this week for helping choose the winners. This week's winner for threat goes to Oda and their Archeops while the win for partner goes to marilli and their Xatu. Congratulations!

This week's core is...
+
+

Abomasnow @ Life Orb
Ability: Snow Warning
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Giga Drain
- Blizzard
- Ice Shard
- Earthquake

Aurorus @ Focus Sash
Ability: Snow Warning
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Stealth Rock
- Blizzard
- Freeze-Dry
- Earth Power

Rotom-Frost @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Blizzard
- Trick

Basically the core is meant to spam the weather condition Hail and use it to its advantage. Abomasnow provides a reliable wallbreaker that can break down bulky Waters fairly easily. Aurorus' Lead set aims to set up Hail and hazards, which aid in wearing down the opponent quicker, while also being able to fire off very powerful Blizzards. Lastly, Rotom-Frost is a means of momentum and appreciates Hail support to be able to have accurate Blizzards while also using Trick to cripple walls that can tank most of the core's attacks.


The threat nomination period will end on Tuesday. You may now post threats to this core.
 

Cheryl.

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Primeape @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- U-Turn
- Stone Edge
- Earthquake

Scarf Primeape OHKOes all of the core with STAB Close Combat, and outspeeds Scarf Rotom-Frost thanks to Scarf. Sadly it does get blocked by Aurorus' Focus Sash, so try to break the Sash before unleashing Primeape.
 
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Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Close Combat
- Knock Off
- Bullet Punch
- Stone Edge

Pretty standard answer here. Since the Abomasnow opts for Giga Drain over Wood Hammer, Hariyama isn't feeling very threatened by this core. Only thing you have to watch out for is the Trick on Rotom-F, but it isn't too hard to play around that. I'll leave the calculations below, excluding the obvious minimal damage Ice STAB calcs.

252+ SpA Life Orb Abomasnow Giga Drain vs. 0 HP / 252 SpD Assault Vest Hariyama: 99-118 (23 - 27.5%) -- 69.4% chance to 4HKO

4 Atk Life Orb Abomasnow Earthquake vs. 0 HP / 4 Def Hariyama: 133-156 (31 - 36.3%) -- 58.2% chance to 3HKO

252+ SpA Aurorus Earth Power vs. 0 HP / 252 SpD Assault Vest Hariyama: 65-77 (15.1 - 17.9%) -- possible 6HKO

252 SpA Rotom-F Thunderbolt vs. 0 HP / 252 SpD Assault Vest Hariyama: 93-109 (21.6 - 25.4%) -- 0.3% chance to 4HKO
 

Shadestep

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Magmortar @ Assault Vest
Ability: Vital Spirit
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Focus Blast
- Flame Charge

Magmortar takes multiple hits from all 3 Mons and can OHKO all of them, as long as you hit your move. nothing special about the moveset, Flame Charge is cool and all and Fire Blast + Focus Blast kills all!
 
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poh

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Klinklang @ Leftovers
Ability: Clear Body
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Shift Gear
- Gear Grind
- Substitute
- Return

Klinklang works great against this core. It outspeeds Abomasnow and Aurorus and kills them both with Gear Grind. It gets around Aurorus' Focus Sash with Gear Grind aswell. Dealing with Rotom can be a little bit trickier. You can Shift Gear on a Thunderbolt but unfortunately you won't be able to kill it, unless you already got off some chip damage on it. I put enough speed investment to outspeed Scarf Rotom (Scrotom) after a Shift Gear.

+1 252+ Atk Klinklang Gear Grind (2 hits) vs. 0 HP / 0 Def Rotom-F: 212-252 (87.9 - 104.5%) -- approx. 12.5% chance to OHKO :(
 
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Flareon @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 4 SpA / 252 SpD
Calm Nature
- Lava Plume
- Wish
- Protect
- Toxic / Roar

This set comes straight outta XY stall teams. While not the greatest set in the current meta, Specially Defensive Flareon is a huge threat to the core. Flareon straight up walls Aurorus, easily stalling it out of Hail with Wish + Protect and only being 3HKO'd by Earth Power. Flareon similarly walls Rotom, dodging a 3HKO from Thunderbolt and even being able to scout what move Rotom is locking itself into with Protect. All Flareon really needs to watch out for from this core is EQ from Abomasnow, but even then Flar eats one and OHKO's back with a 4x effective Lava Plume. It's also so cute *_*
252 SpA Aurorus Blizzard vs. 248 HP / 252+ SpD Flareon: 51-60 (15.3 - 18%) -- possible 6HKO after hail damage and Leftovers recovery
252 SpA Aurorus Earth Power vs. 248 HP / 252+ SpD Flareon: 112-132 (33.6 - 39.6%) -- guaranteed 3HKO after hail damage and Leftovers recovery
252+ SpA Life Orb Abomasnow Blizzard vs. 248 HP / 252+ SpD Flareon: 69-82 (20.7 - 24.6%) -- guaranteed 5HKO after hail damage and Leftovers recovery
0 Atk Life Orb Abomasnow Earthquake vs. 248 HP / 0 Def Flareon: 265-312 (79.5 - 93.6%) -- guaranteed 2HKO after hail damage and Leftovers recovery
252 SpA Rotom-F Thunderbolt vs. 248 HP / 252+ SpD Flareon: 85-102 (25.5 - 30.6%) -- guaranteed 4HKO after hail damage and Leftovers recovery

0 SpA Flareon Lava Plume vs. 0 HP / 0 SpD Abomasnow: 376-448 (117.1 - 139.5%) -- guaranteed OHKO
0 SpA Flareon Lava Plume vs. 0 HP / 0 SpD Rotom-F: 156-186 (64.7 - 77.1%) -- guaranteed 2HKO
0 SpA Flareon Lava Plume vs. 0 HP / 0 SpD Aurorus: 90-106 (23.2 - 27.3%) -- 64.7% chance to 4HKO
 

marilli

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Grumpig @ Leftovers
Ability: Thick Fat
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Psychic
- Focus Blast
- Signal Beam
- Calm Mind

CM Grumpig resists Ice but isn't weak to Giga Drain or Thunderbolt. It will get worn down over the course of the match if you switch into hits, that's why they're stacked. But after a Calm Mind, Grumpig is an offensive and defensive threat to this core and can just sweep the core outright unless they get some help from teammates.
 
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Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
-Psychic
-U-turn
-Roost
-Thunder Wave

If you are going to run three ice types, you need hazard control. In addition, all three of the pokemon are week to fighting. Xatu covers both of these weaknesses. Xatu forms a nice VoltTurn Core with Rotom-F. Thunder Wave is the last move of choice because Aurorus and Aboma are slow and appreciate it. Nothing much more to say other than you should probably run a spinner as well.
 
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cryalot

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Grumpig @ Colbur Berry/Assault Vest
Ability: Thick Fat
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Psychic
- Signal Beam
- Focus Blast
- Power Gem/Taunt/Thunder Wave/Whirlwind

The core is really weak to fighting, fire, steel and rock. Grumpig is a perfect check for all these weaknesses: Thick fat allows it to take fire attacks with no problem and its typing resists fighting. This moveset is able to take on the majority of the opposing threats, and his bulk allows it to survive attacks and retaliate back. Assault vest is a good option if paired with another good physical wall, while colbur is preferred if the team lacks knock off absorbers and dark checks. Thunder wave, whirlwind or taunt are other suitable moves on the colbur set to stop an opposing set-up, but you lose the possibility to nuke charizard with power gem.
 

poh

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Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 240 SpD / 18 Spe
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Bullet Punch

As my dear friend cryalot already mentioned this core is extremely weak to Fire, Fighting, Steel and Rock. Yama can absorb any Fire and Rock hits it gets thrown at and can deal a lot of damage to the types that threaten this core. Having double priority is nice and you can stall the opponent a bit with Hail. Yama's Flying weakness gets covered by the core which is handy.
 

Hingo

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Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 252 HP / 16 Atk / 240 SpD
Adamant Nature
- Megahorn
- Stealth Rock
- Earthquake
- Rock Blast

Okay so as I was looking at this team and also all the threats to the core, I decided that Rhydon would be one of the best checks to help the core. As I saw what cryalot and PursuitOfHappiny posted above, yes this core is weak to fire, fighting, steel, and rock. I realized that Rhydon can take almost all fire hits and eat up hits from opposing steel and fighting types. With the 240 SpD, it can eat up many fire type attacks from threats like Magmotar and charizard. Rhydon also has tremendous bulk on its physical side to take hits from Flareon and other opposing physical hitters. Rhydon's moveset is built to beat those opposing types that come as a threat to the core. You have megahorn for standard Psychic types like mesprit and malamar. Earthquake is your main move for fire steel fighting and rock types. I decided to go with rock blast instead of stone edge because it has more accuracy and you can also break sturdy and sashes with it. Rock blast is used to check flying mons such as Xatu's and charizards.
 
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Weezing @ Black Sludge
Ability: Levitate
EVs: 248 HP / 152 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Flamethrower
- Sludge Bomb
- Taunt

Weezing is a really good switch-in for the problematic fighting types and spread some status around with either wisp or sludge bomb. Flamethrower and Taunt are for Stealth Rock Steelix and taunt can stop Flareon from Wishing. This doesn't stop the fire weakness problem so you'll have to rely on focus sash Aurorus. But this pretty much is great for taking on a lot of physical attackers that could give this team problems.
 
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Claydol @ Colbur Berry
Ability: Levitate
EVs: 48 Def / 208 SpA / 252 Spe
Modest Nature
- Rapid Spin
- Earth Power
- Psyshock
- Signal Beam / Shadow Ball

Claydol can be a very helpfull partner in hail team, while it can provide a Rapid Spin support to the core. Claydol is also a good check for fightning types such as Primeape or Hariyama, and can deal with some of other treats such as Steelix or Malamar. 48 Def allows to avoid OHKO from 16+ Rhydon's Megahorn, and 208+SpA is enought to 2HKO 252HP/244+SDef Malamar with Signal Beam. Shadow Ball is an option to lure Rotom, who can switch easily on a Rapid Spin/Earth Power.

208+ SpA Claydol Signal Beam vs. 252 HP / 244+ SpD Malamar: 204-240 (54.2 - 63.8%)
+1 0 Atk Malamar Knock Off (97.5 BP) vs. 0 HP / 48 Def Colbur Berry Claydol: 135-159 (51.7 - 60.9%)

208+ SpA Claydol Psyshock vs. 0 HP / 4 Def Hariyama: 276-326 (64.3 - 75.9%)
252+ Atk Hariyama Knock Off (97.5 BP) vs. 0 HP / 48 Def Colbur Berry Claydol: 101-119 (38.6 - 45.5%)
252+ Atk Hariyama Knock Off vs. 0 HP / 48 Def Claydol: 136-160 (52.1 - 61.3%)
Claydol has ~36% chance to avoid 2HKO from Knock Off

136+ Atk Steelix Heavy Slam (80 BP) vs. 0 HP / 48 Def Claydol: 88-105 (33.7 - 40.2%)
208+ SpA Claydol Earth Power vs. 244 HP / 128 SpD Steelix: 246-290 (69.8 - 82.3%)

208+ SpA Claydol Shadow Ball vs. 252 HP / 0 SpD Rotom: 152-180 (50 - 59.2%)
 
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etern

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NU Leader

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 156 Def / 100 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Clef is a great partner, as it patches up a lot of the weaknesses that this core faces, namely against Fighting and Fire types. Clefairy synergises nicely with hail, having magic guard to avoid hail damage, and Softboiled, which doesn't get affected by weather. Finally, Calm Mind lets Clef act as a wincon, and T-wave gives the core some speed control, which is very much appreciated.
 

Shadestep

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Shiftry @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Knock Off
- Leaf Storm
- Sucker Punch
- Defog / Low Kick

Shiftry beats / tackles down most of the things that Hail struggles with: Grumpig, Hariyama (you knock off the AV / Low Kick it), Magmortar (you outspeed most of them + kill with any prior damage), you kill Primeape after chip damage + -1 defense with Sucker Punch.. overall, great support. it does add another fire-weakness and doesn't help defensively, but Shiftry does a great job at supporting Hail-spam, also getting rid of hazards with Defog or luring yama with Low Kick.
 
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