Project NU Pokemon Matchmaking v2 [Week 12 : Mega Audino]

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nv

The Lost Age
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Pokemon Matchmaking



| Approved by Raseri | Banner provided by Cretacerus | Format stolen from DarkNostalgia | Thanks to Can-Eh-Dian for the original thread

All Pokemon are unable to function effectively without their checks and counters gone, which is where their teammates come in. These partners are capable of dismantling multiple Pokemon proving a threat to their teammates, providing invaluable support and thus are often seen as the heart of the team.
This project aims to brainstorm various ideal and effective partners to various Pokemon that may range from metagame defining Pokemon to more underrated threats.

Procedure

Every week, I will nominate a Pokemon for discussion of potential partners and submissions. In that week, you will have the chance to submit any good partners for that chosen Pokemon, and after the course of the week I will choose the best partner(s) for that chosen Pokemon and put it into the archive. People that manage to get into the archive multiple times with good submissions will be let into the Hall of Fame.

Rules

1. Stick with things on the viability rankings. Pokemon such as Skiploom or Loudred which are not viable should not be nominated at all.
2. Reservations are perfectly welcome. However, in your reservation post you must state when you will be able to get your reservation done. This time frame must be no longer than 12 hours. After this time has expired, other users can take your reservation and do it for themselves. If you do not state a time frame your reservation expires in exactly two hours.
3. Don't theorymon. Post Pokemon that you have experience with, or have seen it have quite some use, don't pull Pokemon out of your ass that you think will work well. Have some experience first please.
4. Explain how and why the Pokemon you chose works well. For example, offensive synergy in terms of checks and counters or defensive synergy in terms of typing and checking threats.
5. Be nice to others with your posts and only post meaningful things. One-liners clutter up the thread, as do random memes.
6. Calcs are nice, but not compulsory.
7. Enjoy :)
8. ONE PARTNER PER POST PLEASE!!!

Week 12

I Have Feelings Mega Audino
Discuss!​
 
Last edited:

nv

The Lost Age
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Lilligant (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Sleep Powder
- Giga Drain
- Hidden Power [Fire] / Nature Power

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Climb
- Zen Headbutt
- Substitute
- Endeavor

Garbodor @ Rocky Helmet | Aftermath
248 HP / 204 Def / 56 Spe | Impish
Gunk Shot | Spikes | Toxic Spikes | Haze / Drain Punch / Seed Bomb

Exeggutor @ Choice Specs
Ability: Chlorophyll
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Leaf Storm
- Giga Drain
- Hidden Power Fire / Sleep Powder
Samurott @ Life Orb
Ability: Torrent
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature/Modest Nature
- Hydro Pump
- Ice Beam
- Grass Knot
- Aqua Jet/Hidden Power Electric

Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
- U-turn
- Psyshock
- Roost
- Calm Mind / Thunder Wave

Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off

DRS (Rhydon) @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Swords Dance
- Rock Blast/Stone Edge
- Earthquake


Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Rain Dance
- Hydro Pump
- Giga Drain
- Ice Beam

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild / Hasty Nature
- Dark Pulse
- Giga Drain
- Sucker Punch
- Spikes


Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
IVs: NaN Atk
- Thunder Wave
- Baton Pass
- Psychic
- Moonlight

Mawile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Play Rough / Iron Head
- Super Fang / Toxic
- Baton Pass


Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic

Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 244 SpD / 12 Spe
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 240 SpD / 16 Spe
Adamant Nature
- Close Combat
- Knock Off
- Fake Out
- Bullet Punch / Earthquake

Simisage @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Leaf Storm
- Focus Blast
- Hidden Power [Ice]


Fletchinder
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp/Taunt
- Roost
- Swords Dance/U-turn

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam/Heal Bell
- Toxic/Thunder Wave
- Volt Switch
- Scald

Carracosta @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Aqua Jet
- Stone Edge

Mesprit @ Life Orb/Colbur Berry
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Signal Beam
- Hidden Power [Fire]

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Aqua Jet
- Rapid Spin

Aurorus @ Life Orb
Ability: Refrigerate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Rock Polish
- Earth Power
- Hyper Voice
- Freeze-Dry

Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 136 Def / 120 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Barrier
- Calm Mind
- Moonlight/Rest
- Stored Power


Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Substitute
- Pain Split

Garbodor @ Rocky Helmet / Black Sludge
Ability: Aftermath
EVs: 252 HP/ 160 Def / 96 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Gunk Shot
- Drain Punch / Seed Bomb

Zweilous @ Eviolite
Ability: Hustle
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Crunch
- Dragon Tail / Roar

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature/Modest Nature
- U-turn
- Signal Beam/Ice Beam
- Psychic/Psyshock
- Energy Ball/Healing wish

Fletchinder
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Will-O-Wisp
- Acrobatics
- Roost
- Swords Dance

Magneton @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]
- Thunderbolt


Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Taunt/Hidden Power [Fire]
- Ice Beam/Hidden Power [Fire]
- Focus Blast

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Gunk Shot
- Spikes
- Drain Punch
- Toxic Spikes

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Zen Headbutt/Rock Slide
- Fire Blast

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat


Gurdurr @ Eviolite
Ability: Guts
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Bulk Up
- Knock Off

Tarzon (Magmortar) @ Assault Vest
Ability: Vital Spirit
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Fire Blast
- Thunderbolt
- Earthquake
- Hidden Power [Grass]

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Mild Nature
- Dark Pulse
- Sucker Punch
- Giga Drain
- Spikes

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 212 Def / 216 SpD / 40 Spe
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Toxic


Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
- Hidden Power [Fire]/Aromatherapy
- Giga Drain
- Moonlight
- Sludge Bomb

Exeggutor @ Life Orb / Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
- Giga Drain
- Psychic / Psyshock
- Hidden Power Fire

Zebstrika @ Life Orb
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Grass]
- Overheat


Sawk (M) @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Zen Headbutt / Earthquake
- Ice Punch / Poison Jab / Stone Edge

Prinplup @ Eviolite
Ability: Torrent
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Defog
- Toxic
- Stealth Rock

Gallade (M) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Zen Headbutt
- Ice Punch / Poison Jab / Stone Edge

Claydol @ Colbur Berry
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Earth Power
- Grass Knot
- Shadow Ball
- Rapid Spin

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Icy Wind

UWot? (Kabutops) @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Rapid Spin
- Aqua Jet
- Waterfall

Rhydon @ Eviolite
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Stone Edge
- Earthquake


Samurott @ Life Orb
Ability: Torrent / Naive
EVs: 4 Atk / 252 SAtk / 252 Spd
Timid Nature
- Hydro Pump
- Ice Beam
- Grass Knot
- Taunt / Aqua Jet

Rotom @ Spell Tag
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hex
- Will-O-Wisp
- Volt Switch
- Shadow Ball

Musharna @ Colbur Berry
Ability: Synchronize
EVs: 248 HP / 252 Def / 12 Spe
Bold Nature
- Signal Beam
- Psyshock
- Moonlight
- Calm Mind


Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Giga Drain
- Dark Pulse
- Spikes
- Sucker Punch

Xatu @ Rocky Helmet / Colbur Berry
Ability: Magic Bounce
EVs: 124 HP / 248 Def / 136 Spe
Timid Nature
- Psyshock / Psychic
- Roost
- Giga Drain
- Calm Mind / U-turn

Lilligant @ Life Orb
Ability: Own Tempo
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Quiver Dance
- Giga Drain
- Hidden Power [Fire]
- Sleep Powder


Sawk @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Earthquake
- Zen Headbutt / Stone Edge

Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Swords Dance
- U-turn
- Roost
- Aerial Ace

Probopass @ Choice Specs
Ability: Magnet Pull
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
- Earth Power
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon

Regirock @ Leftovers
Ability: Clear Body
EVs: 252 HP / 44 Atk / 16 Def / 196 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Thunder Wave

Combusken @ Eviolite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Careful Nature
- Protect
- Swords Dance
- Low Kick
- Flare Blitz


Linoone @ Sitrus Berry
Ability: Pickup
EVs: 172 HP / 252 Atk / 44 Def / 40 SpD
Adamant Nature
- Belly Drum
- Extreme Speed
- Seed Bomb
- Shadow Claw

Torterra @ Leftovers
Ability: Overgrow
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Synthesis
- Stealth Rock
- Wood Hammer
- Earthquake

Primeape @ Choice Band
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Earthquake
- Stone Edge / Ice Punch

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 48 Atk / 88 Def / 120 SpD
Impish Nature
- Spikes
- Leech Seed
- Knock Off
- Thunder Wave
 
Last edited:

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Ok you guys can now post. The first mon I picked is a mon that not only represents a really delicious breakfast food, but also has been rising in popularity especially with the recent tier shifts. That's right, this week's matchmaking victim is Stunfisk.
 

Orphic

perhaps
is a Tiering Contributor Alumnus
I'll start by saying that NV this is a brilliant choice of Pokemon considering the recent changes, fair play by not immediately jumping to one of the new mons, but instead choosing based God Stunfisk. Considering this thing is a defensive mon, i'll start with some defensive partners and move on to those offensive ones which benefit from it's utility.


Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 228 Def / 16 SpD / 16 Spe
Calm Nature
- Defog
- Scald
- Air Slash
- Toxic

Simple synergy to start with, Mantine has two weaknesses, rock and electric which are both covered nicely by Stunfisk and Stunfisk has it's weaknesses to water and ground covered by Mantine, as well as taking neutral damage from grass and ice which both threaten Stunfisk. Stunfisk and Mantine help each other and the rest of the team they belong to in setting and removing hazards and providing a nice defensive basis for the team.
Lets consider some specific threats to these guys and see how they deal with them to help the other one out.

Magneton
vs Mantine
Magneton threatens Mantine with Volt Switch and with Thunderbolt, but never fear, Stunfisk has a solid immunity to electric, and knowing Magneton is usually choice locked, can effectively counter it. Even if the opponent predicts this switch and clicks Flash Cannon, Stunfisk takes this nicely as well, threat avoided.

Samurott vs Stunfisk
Samurott, let's assume Physical, can destroy Stunfisk with a Life Orb Waterfall, rendering it unable to switch in late game if it survives, you have a nice and healthy Mantine waiting in the wings. Mantine comes in on Swords Dance, Waterfall, and all Samurott's coverage moves and can retaliate with a strong Air Slash or Toxic to help remove this Stunfisk threat from the game.

Okay so now let's look at something offensive which benefits from Stunfisk or benefits Stunfisk itself. Offensive partners to Stunfisk can include anything that benefits from Stealth Rocks, or from paralyzed opposing mons so, lets look at this guy:

Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 244 SpD / 12 Spe
Careful Nature
- Superpower
- Knock Off
- Rest
- Sleep Talk

Malamar is a great offensive set up sweeper in the current NU metagame, once it gets going it's very hard to stop with its combination of Rest to remove burns, Sleep Talk for what really is extra Superpower pp and a way of hitting and boosting while sleeping and it's great ability in Contrary as well. A common Malamar check/counter is Scyther, something which Stunfisk deals with very effectively. Stunfisk can come in and get a paralyze with Static, it can manually click Thunder Wave and cripple Scyther, it can even Discharge, deal huge damage and paralyze it that way! Not to mention, Stunfisk can passively destroy Scyther by setting rocks early game, while providing overall team help as well. This paralysis help stands for all other forms of Malamar counters such as Signal Beam attackers like Mesprit and Uxie, which can usually 2HKO Malamar before it sets up or 2HKOs back with Knock Off, but with this support from Stunfisk, they can't deal with Malamar as effectively as they would like.

Hope you like NV, and everyone else.

Orphic~
 
This thread isn't dead!!!! And with those exclamation marks, I bring...

Stunfisk and Ferroseed

So ferroseed has been recently screwed by the drop of magneton. This is unfortunate.

Stunfisk and Ferroseed are a really solid defensive core which take on each other's weaknesses very well, things like magneton, pyroar, magmorter are all walled by stunfisk, then stunfisk is hurt by things like sneasel, archeops and most things with EQ which ferroseed fixes. Both of them provide great synergy by walling the things that threaten each other. They also make a very good hazard stacking core and hazard stacking is just good in general in NU with lack of hazard control.
252 Atk Life Orb Sneasel Knock Off (97.5 BP) vs. 252 HP / 252+ Def Eviolite Ferroseed: 86-101 (29.4 - 34.5%) -- 4% chance to 3HKO
252 Atk Life Orb Sneasel Icicle Crash vs. 252 HP / 252+ Def Ferroseed: 110-133 (37.6 - 45.5%) -- guaranteed 3HKO
0 Atk Ferroseed Gyro Ball (150 BP) vs. 0 HP / 4 Def Sneasel: 300-354 (119.5 - 141%) -- guaranteed OHKO

252 Atk Archeops Acrobatics (110 BP) vs. 252 HP / 252+ Def Eviolite Ferroseed: 97-115 (33.2 - 39.3%) -- 100% chance to 3HKO
0 Atk Ferroseed Gyro Ball (150 BP) vs. 0 HP / 0 Def Archeops: 266-314 (91.4 - 107.9%) -- 43.8% chance to OHKO

252+ SpA Life Orb Samurott Ice Beam vs. 252 HP / 4 SpD Eviolite Ferroseed: 94-110 (32.1 - 37.6%) -- 93.1% chance to 3HKO
Obviously leach seed and gyro ball beat samurott :P

252+ SpA Life Orb Magmortar Fire Blast vs. 252 HP / 252+ SpD Stunfisk: 181-214 (42.8 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Pyroar Fire Blast vs. 252 HP / 252+ SpD Stunfisk: 149-177 (35.3 - 41.9%) -- 84.3% chance to 3HKO after Leftovers recovery
252+ SpA Choice Specs Magneton Hidden Power Grass vs. 252 HP / 252+ SpD Stunfisk: 148-176 (35 - 41.7%) -- 79.9% chance to 3HKO after Leftovers recovery


Overall pretty nice core that works effectively together :D
 


I don't have long so I need to keep this short-

Hariyama helps stunfisk by taking all the ice moves that stunfisk is weak to, as well as other random grass and water moves. Guts Hariyama lets it switch into scalds aimed at Stunfisk without any fear. And in return Stunfisk helps patch up Hariyamas weakness to Fletchinder and other flying types. These two have really good synergy with one another and are a very good pair in this tier.
 
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Disjunction

Everything I waste gets recycled
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Simisage @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Leaf Storm
- Focus Blast
- Hidden Power [Ice]

Honestly, Stunfisk pairs really well with offensive Grass-types in general so I just picked the coolest one! Simisage doesn't really switch into any offensive Ice-types that threaten Stunfisk, but it certainly has the ability to put offensive pressure on them with Focus Blast. Aside from this, Simisage helps beat back any Grass-, Water-, or Ground-type Pokemon that can threaten Stunfisk. Stunfisk also has the added bonus of providing a valuable Poison-, and Flying-type switch in for Simisage. A safe Fletch switch in is crucial for Simi. Definitely a cool offensive choice to pair with Stunfisk imo :)
 
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nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
I am so sorry about being late my first update, but tbh my birthday was Tuesday and as such forgot to update this lol. Anyways, this week was great, getting a decent amount of contributions, :) (Thank mah frens <3) Anyways, now that you guys know what Pancake Lord likes in a partner, it is time for a new matchmaking victim. This week I decided to do a Pokemon that I have seen being on the rise in NU and that is...



That is right. This time around I want you to find a match for dear old Mother Earth here. Get out there, have fun, and be creative!
 


Hey NV, have you heard? It was too my understanding everyone had heard, Da da da burd burd burd, da burd is the wurd
Torterra + Fletchinder

Fletch and torterra are a great balanced core in NU, everything that counters fletchinder usually will get beat by torterra, things like stunfisk and lanturn torterra can almost always switch in then either get rocks up, synthesis or attack. These two really provide good synergy in the tier, the things that torterra struggle against can be hit very hard by fletch, a lot of things that beat acrobatics priority is walled by torterra (kabutops for example).

Overall really nice balanced core that uses torterra to one of it's best uses in the tier by exploiting NU's ground weakness and it's ability to walls fletch's switch ins :toast:


Fletchinder
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Acrobatics
- Will-O-Wisp/Taunt
- Roost
- Swords Dance/U-turn

Torterra @ Leftovers
Ability: Overgrow
EVs: 248 HP / 252 Atk / 4 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Seed Bomb/Wood Hammer
- Synthesis/Stone Edge

 


Lanturn form a great pair with Torterra, the two have a great synergy with each other, Lanturn deals with the types that cause problems Torterra, fire, ice and Flying while Torterra switch in ground moves without problem. Each deals with checks from the other well forming a very solid core, Lanturn can also support with Heal Bell and heal Torterra which increases its durability in battle or just use Toxic, or Thunder Wave.




Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 252 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam/Heal Bell
- Toxic/Thunder Wave
- Volt Switch
- Scald
 


Carracosta seems like the perfect pair for Torterra at the moment. What I honestly like most about the pair is that it plays tricks on your opponent's minds. Both of these can be used defensively and offensively, both can set up rocks. I used the set below as an example because I currently prefer defensive Torterra over the offensive variant and I like having one offensive while the other is defensive, but both work fine. If you're feeling fancy, you can use both offensively or defensively, but that doesn't work out as well in my experience. Typing wise, Carracosta deals with Fire, Flying, Bug AND Ice Pokemon, which is an amazing quality for a Torterra partner. Torterra on the other hand, has no issues switching in on the Ground, Grass and Electric moves that threaten Carracosta. Fighting types can be iffy, but that problem is easily solved by proper teambuilding.

Carracosta @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shell Smash
- Waterfall
- Aqua Jet
- Stone Edge
 
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Orphic

perhaps
is a Tiering Contributor Alumnus
+
OR


Mesprit @ Life Orb/Colbur Berry
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Signal Beam
- Hidden Power [Fire]

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Wood Hammer
- Stone Edge


Okay so Rock Polish Torterra is something I've had a lot of fun and success with so I thought I'd post something that works really well with it as an offensive core. Torterra struggles with defensive mons like Weezing that resist both its STABs and laughs at Stone Edge, as well as Ferroseed. Mesprit acts as a neat lure for Ferroseed bringing HP Fire, and also with Signal Beam for something else Torterra struggles with - Malamar. Torterra also deals with difficult mons like Quagsire which would nullify Mesprits boosts, as well as strong fire types (after a boost) which would beat Mesprit 1v1. I know Mesprit is a good blanket teammate for a lot of things but I've had some very good success using it with Torterra and thought it was worth sharing.
 
x


Uh oh, we have a core here. Lord Turtle meets Kabutops, the spin master. Torterra can run a plethora of sets, but for this core I had Torterra run the tank set. Kabutops of course was relegated to spinning and checking offensive threats with strong STABs and priority. Torterra hates Flying types (Fletchinder, Archeops, Swellow) and Ice types/Ice coverage moves, which Kabutops gets a relatively safe switch into. Kabutops threatens these flimsy Flying types with STAB Aqua Jet, and other offensive threats with the aforementioned powerful stabs, Waterfall and Stone Edge. A more obvious point is the fact that Kabutops can pick off fire types that threaten Torterra throughout the match, forming a nice one-two punch of Aqua Jet combined with Torterra's hazards (Provided you choose to run Stealth Rock). Kabutops even has tremendous utility with Rapid Spin. It can keep the field clear for Torterra so that Torterra may tank hits in return, while taking it well enough to recover off damage. In return for Kabu's services, Lord Turtle provides a handy switch in to the ever prevalent Ground type moves that threaten the meta. Torterra also works as a solid switch in to Magneton (Eviolite and Scarf, Torterra loses when switching into Specs), Lanturn, Stunfisk, Mawile, and other tankier mons that Kabutops needs worn down before it can proceed to do its job. An important note: Torterra eats these mons for breakfast. I have had a lot of fun with Torterra, I will provide a sample set I have been using below.

252+ Atk Life Orb Kabutops Aqua Jet vs. 112 HP / 4 Def Fletchinder: 276-328 (94.1 - 111.9%) -- 62.5% chance to OHKO

252+ Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 0 Def Archeops: 299-354 (115 - 136.1%) -- guaranteed OHKO (Non-Lead variant of course)

252+ Atk Life Orb Kabutops Aqua Jet vs. 0 HP / 4 Def Swellow: 130-153 (49.8 - 58.6%) -- guaranteed 2HKO after toxic damage (Of course Waterfall and Stone Edge outright kill)

252 Atk Choice Band Technician Scyther Aerial Ace vs. 0 HP / 4 Def Kabutops: 93-111 (35.6 - 42.5%) -- guaranteed 3HKO (U-Turn/Bug Bite nets 2HKOs, but Kabu nabs that trill OHKO with Stone Edge)

-1 252+ Atk Life Orb Kabutops Waterfall vs. 252 HP / 252 Def Mawile: 99-118 (32.5 - 38.8%) -- 99.2% chance to 3HKO

Torterra's turn!

252+ SpA Magneton Flash Cannon vs. 252 HP / 0 SpD Torterra: 156-184 (39.5 - 46.7%) -- guaranteed 3HKO after Leftovers recovery

252+ Atk Torterra Wood Hammer vs. 40 HP / 252 Def Lanturn: 420-494 (104.7 - 123.1%) -- guaranteed OHKO

252+ Atk Torterra Wood Hammer vs. 252 HP / 252+ Def Stunfisk: 306-362 (72.5 - 85.7%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Rotom Shadow Ball vs. 252 HP / 0 SpD Torterra: 121-144 (30.7 - 36.5%) -- guaranteed 4HKO after Leftovers recovery


Torterra @ Leftovers
Ability: Overgrow
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Earthquake
- Stealth Rock
- Synthesis

Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Aqua Jet
- Rapid Spin


Note: Shell Armor is a really neat ability on Torterra. It keeps you from being struck by a critical hit, which is convenient, especially on crucial turns where you have the bulk to take something but a critical will kill you. For Kabutops, Swords Dance is an option over Waterfall. I just appreciate the stronger Water STAB.
 

DennisEG

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Ok i like to put one great partner for my Boi torterra, first thing is identified the weakness of torterra which are Ice/bug/flying/fire ... So the underrated threat Aurorus fit pretty nice the roll of partner, this mon has a lot of weakness but the tank turtle can take a couple hits either way and set up SR for the RP Aurorus sweep, due to the incredible power of this turtles forces so many switching weakend a lot opposing team which makes more easier set up with aurorus, here are my sets:

Torterra @ Leftovers
Ability: Shell Armor
EVs: 252 HP / 104 Atk / 152 SpD
Careful Nature
- Wood Hammer
- Earthquake
- Synthesis
- Stealth Rock

Aurorus @ Life Orb
Ability: Refrigerate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Rock Polish
- Earth Power
- Hyper Voice
- Freeze-Dry

No point running Timid just because u outspeed the most common scarfes after +2 in the tier. Sawk, Primeape, Magmortar, Scyther all this scarfes with +speed nature outspeed even Timid Aurorus after +2, although this mons are rarely seen scarfers.


Here some calcs of the most common switch ins / threats for torterra
252+ SpA Choice Specs Magneton Flash Cannon vs. 248 HP / 152+ SpD Torterra: 178-211 (45.2 - 53.6%) -- 41% chance to 2HKO after Stealth Rock and Leftovers recovery

104 Atk Torterra Wood Hammer vs. 40 HP / 252 Def Lanturn: 338-398 (84.2 - 99.2%) -- 75% chance to OHKO after Stealth Rock

104 Atk Torterra Wood Hammer vs. 252 HP / 252+ Def Stunfisk: 248-294 (58.7 - 69.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
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Rapture

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Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 136 Def / 120 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Barrier
- Calm Mind
- Moonlight/Rest
- Stored Power

My boy mushy can make a great start to any defensive core built around Torterra. The Barrier/Calm Mind variant can turn into such a powerful win condition if left unchecked. This spread at full allows our pink friend to set up on the flying types and water types that like to give Torterra trouble, as well as any ice type not named Sneasel. Rest is an option for a way to recover HP while also removing status, but should only be used carefully as to not give opponents free turns.
 

nv

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Ok so today is update day and I am very pleased with the submissions this week. I am really glad the turtle was able to find some potential matches and somewhere in there is his perfect match, :)

Anyways, onto the new matchmaking victim. With hollywood recently promo'd to Tier Leader status, I decided to kiss ass ask what he thought of as a good Pokemon for this week:

[17:10] &hollywood: vanilluxe.

Luckily, however, I convinced him that Vanilluxe may not be the perfect fit so...

[17:11] NV: Idk if others have had experience with it tho :o
[17:11] &hollywood: uh do
[17:11] NV: Which means there would be no submissions :/
[17:11] &hollywood: like
[17:11] &hollywood: evire or smthn ocol
[17:11] &hollywood: cool

So here we go, frens...


Electivire is a really underrated mon but has amazing coverage and can be tailored to a lot of playstyles, so as such I am expecting to see a ton of submissions, :)
 
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Cool offensive core. While Electivire is very powerful and hits majority of the tier super effectively, it often struggles to take down walls it can't such as Weezing, Mega Audino, Uxie, Granbull and a few others. This is where haunter job comes in taking them all down with Sludge Waves and Shadow balls. Haunter also helps out Electrivire with a ground immunity and in return it helps break down those special walls for Haunter.


Electivire @ Life Orb / Expert Belt
Ability: Motor Drive
EVs: 252 Atk / 40 SpA / 216 Spe
Lonely Nature
- Wild Charge
- Earthquake
- Ice Punch
- Hidden Power [Grass]

Haunter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Substitute
- Pain Split
 
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Garbodor & Electivire is a very cool core. Garbodor not only provide much needed hazards for EVire to sweep through teams, but he also deals easily with one of EVire's mightiest & most common counter: Mega Audino.
And that's about it, this core is pretty self explanatory. You'd probably enjoy something to take care of fat psychics types + Weezing while having a good synergy with Garbodor... Hmm... SpD Zweilous! That's it!
You took care of almost all of Evire's biggest counters/checks while providing some entry hazard into your team, isn't that nice?

EDIT: Fixed Gifs

Electivire @ Life Orb
Ability: Motor Drive
EVs: 252 Atk / 40 SpA / 216 Spe
Lonely Nature
- Wild Charge
- Earthquake
- Ice Punch
- Hidden Power [Grass]

Garbodor @ Rocky Helmet / Black Sludge
Ability: Aftermath
EVs: 252 HP/ 160 Def / 96 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Gunk Shot
- Drain Punch / Seed Bomb

Zweilous @ Eviolite
Ability: Hustle
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Crunch
- Dragon Tail / Roar
 
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What a cute couple, NV get working on a E-vire and Mesprit fanfiction plz
Electivire and Mesprit

Electivire and Mesprit is a really nice offensive core, electric being the best type in the game, only has one weakness which is ground, mesprit of course is immune to things like earthquake and earthpower. Electivire can hit the things mesprit struggles with like special walls and vice-versa, the preferred items are life orb e-vire and scarf mesprit so they can beat nearly everything together. One of the best niche's this core has is it is an amazing volt turn core. Electivire can easily volt switch out and mesprit can do the same with u-turn, so if a counter comes in on one of these then they can simply switch out into there partner and damage the so called counter.

Electivire @ Life Orb
Ability: Motor Drive
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk / 30 SpA
- Earthquake
- Wild Charge
- Volt Switch/Flamethrower
- Ice Punch/Hidden Power [Grass]

Mesprit @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature/Modest Nature
- U-turn
- Signal Beam/Ice Beam
- Psychic/Psyshock
- Energy Ball/Healing wish
 
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boltsandbombers

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Electivire @ Life Orb
Ability: Motor Drive
EVs: 200 Atk / 56 SpA / 252 Spe
Naive Nature
- Wild Charge
- Earthquake
- Hidden Power [Grass]
- Flamethrower

Fletchinder
Ability: Gale Wings
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Will-O-Wisp
- Acrobatics
- Roost
- Swords Dance

Fletchinder is an incredible partner with Electivire to form an offensive core for a ton of reasons. From a general point, Electivire acts as a wallbreaker to soften up walls for Fletchinder to clean up late game. More specifically, Electivire pressures or lures in the majority of Fletchinder's common checks and counters. Earthquake smacks Lanturn, Magneton, Stunfisk, as well as opposing Electivire if you win the speed tie lol. Hidden Power Grass with the given EV spread always 2HKOs standard Rhydon after Stealth Rock damage, provided that you hit it on the switch in; and it also hits Quagsire which is pretty useful. Flamethrower doesnt help much with Fletchinder's checks, but getting big damage off on Ferroseed and other bulky Grass / Steel types can be pretty crucial for another teammate. Lastly, Electivire also pressures some other general bulky Water-types like Prinlpup, Pelipper, and Mantine that check Fletchinder. This core struggles a bit with Archeops and Kabutops to an extent (it can revenge both after some prior damage), but all they really need apart from that is something for entry hazard removal and faster Flying resists / revenge killers.
 
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This is an offensive core where Electivire acts as a wallbreaker weakening the counters of Magneton for it cleans late game. Choice Scarf Magneton can revenge quick things that cause problems to Electivire, like Archeops and other fast mons that think it is specs or evio.


Electivire @ Life Orb
Ability: Motor Drive
EVs: 200 Atk / 56 SpA / 252 Spe
Naive Nature
- Wild Charge
- Earthquake
- Hidden Power [Grass]
- Flamethrower


Magneton @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Ground]
- Thunderbolt
 

nv

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Ok so I loved the submissions this week guys, keep them coming! This time around, I went for a bulky attacker who is a really good wallbreaker while also hitting everything with its STAB thanks to its ability, Scrappy. And no I am not talking about that cow, Miltank. I am referring to the one, the only...



As Victor Hugo once said, "A mother's arms are made of tenderness and children sleep soundly in them." Sadly these arms are made to hit hard and protect her loved ones. Have fun this week you guys! :)
 

Orphic

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Alright NV I am all over this as a big fan of kanga and people have probably seen my recent team in the sample teams thread so I'll post some of the mons that work as great teammates with kanga from that team!

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Floatzel @ Life Orb
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Taunt/Hidden Power [Fire]
- Ice Beam/Hidden Power [Fire]
- Focus Blast

Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Gunk Shot
- Spikes
- Drain Punch
- Toxic Spikes

Given Kangaskhans role as a wallbreaker it seems only right to pair it with another fantastic wallbreaker in the form of Floatzel (preferred over samurott to make up for Kangas speed). Floatzel breaks bulky rock types and steel types like Ferroseed that normally give Kangaskhan trouble, whie Kangaskhan weakens special walls for Floatzel to take them out.

For a wallbreaker core, prior and chip damage is always handy. Garbodor lays out spikes and toxic spikes which give any switch in to Kanga and Floatzel less room to breathe and creates fantastic offensive pressure. Furthermore, Garbodor gives a great check to mons like Gurdurr and Hariyama and scarf Sawk that Floatzel can't outrun, that this core would normally have trouble with.

Enjoy ^_^
 
Reserving combusken n_n

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Normal Spam
Normal Spam has always been a very popular play style in NU, it abuses a total of 3 insanely hard hitting normal types that synergises really well. Kanga is the main part of normal spam as it's priority and it's good physical movepool really help things like tauros and zangoose. It can hit rhydon's, regirock and others to help it's team mates. It also provides fake out and sucker punch so mons can't set up as easily and sweep your normal spam. It also has scrappy which can help the normal spam core hit ghost types like mismagius and haunter.

Tauros is a part of normal spam because of it's amazing speed, being able to speed tie with archeops and other things like jynx, uxie etc. It provides the core much needed speed to be able to hit things hard, and break through walls such as ferroseed with fire blast which kangaskhan struggles with. Tauros can also be swapped to swellow which still provides a fast hard hitter and also provides momentum so it's really all up to preference.

Zangoose is the last part, and most essential part of normal spam, it helps tauros and kanga clean up late game due to it's insane power. Toxic Boost and stab facade can 2HKO half the tier, it's hits things like mega audino, vileplume and musharana all insanely hard making them either faint, or easily revenge killed with the other two members of normal spam. It also has knock off and close combat which is perfect coverage paired with facade so it's hits almost everything barring carbink for at least neutral damage. This pairs very well with kanga as it can break the walls kanga can't making it much easier late game to clean up.

Overall Normal spam has been popular since BW and still is, it's a dominant core that can easily break through any wall in NU :)

Kangaskhan (F) @ Silk Scarf
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Fake Out
- Sucker Punch
- Aqua Tail/Earthquake/Drain Punch

Tauros (M) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Zen Headbutt/Rock Slide
- Fire Blast

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat
 
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