Resource ORAS Good Cores (Check Post #714)

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Okay ArchPhantom posted a core earlier that somewhat inspired this one:

heatran.png
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charizard-mega-y.png

This core absolutely dismantles stall and does well against balance. What threats Char-Y doesnt destroy (Namely Chansey, Lati@s, or creselia), Heatran can trap and take out. While both pokemon may at first appear to have overlapping weaknesses, they actually have fairly good synergy as they only share a water weakness. Also another fun thing is that Heatran can often benefit from Char-Y with sunboosted magmastorms.

Useful teammates that I have found are Voltturners such as Lando-T, Raikou, or scizor. Also this core does not enjoy hazards, especially Char-Y, so a spinner or defogger is mandatory. Some pokemon that I have noticed can give this core trouble are Azumarill, Lando T, and Keldeo so make sure to keep checks for these mons specifically. (I know there are probably a few others that I cannot think of atm).

So yeah if you guys have any comments or nitpicks I'd be glad to hear them n_n

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Toxic

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid/ Modest Nature
- Fire Blast/Flamethrower
- SolarBeam
- Focus Blast
- Roost
This core is nice and all but how the hell you do even combat offense with this? I know you mentioned the issues it has but Scarf Lando-T and Keld are huge problems for this core mostly due to typing. I'm not exactly opposed to the idea of it because it actually works well in practice but it definitely needs a legitimate third partner on this to make it complete so it's not stomped by every offensive water type in existence. Also don't just slap on a partner and call it a day find something that actually goes well with these two either from an offensive or defensive standpoint that you've used well in practice.
 
This core is nice and all but how the hell you do even combat offense with this? I know you mentioned the issues it has but Scarf Lando-T and Keld are huge problems for this core mostly due to typing. I'm not exactly opposed to the idea of it because it actually works well in practice but it definitely needs a legitimate third partner on this to make it complete so it's not stomped by every offensive water type in existence. Also don't just slap on a partner and call it a day find something that actually goes well with these two either from an offensive or defensive standpoint that you've used well in practice.
To prevent it from being absolutely stomped by waters i've mostly been using AV Raikou. However I didn't put him in the core because Lando-T would literally roll over it. A possible answer could be Rotom-W so i'll test it this week and find out. Thanks!
 
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Funnily enough we had this discussion in the OU room earlier today and what makes it a stall breaker is preventing stalls one way of consistently dealing with Pokemon in status. Remove Status from stall, and all you have is sub par attack moves to worry about. Yes, it does wall break, but because of Hydration's ability to nullify anything stall planned on doing to it, it is also a stallbreaker. Not the most obvious form of such, but a stall breaker nonetheless.
idk if the matter of stall using weaker attacks is still true. In early xy, stall was passive af so status was the only meaningful way of doing damage. Nowaday the more reliable stall teams are ones that apply some offensive pressure instead of just sitting there taking attacks, its the reason why Chansey and Skarm have dropped significantly in usage and viability as of late. Other than that, youre right about stallbreakers
 
To prevent it from being absolutely stomped by waters i've mostly been using AV Raikou. However I didn't put him in the core because Lando-T would literally roll over it. A possible answer could be Rotom-W so i'll test it this week and find out. Thanks!

Chesnaught works well as a defensive partner.

If you want full offense, scarf Kube works well although with how often Keldeo scarfs now might still be weak to him
 
idk if the matter of stall using weaker attacks is still true. In early xy, stall was passive af so status was the only meaningful way of doing damage. Nowaday the more reliable stall teams are ones that apply some offensive pressure instead of just sitting there taking attacks, its the reason why Chansey and Skarm have dropped significantly in usage and viability as of late. Other than that, youre right about stallbreakers

I'm referring to full-on stall. The only offensive pressure stall tend to carry now is Mega Sableye, which, honestly, on stall, it shouldn't really be carrying CM imo, but I digress. In my experience I've seen it as more passive than ever, however, that's from what I've seen, I can very well be wrong. Most times I've ran up against stall the only offensively pressed 'mon is Mega Sableye while everything else tends to do its typical stall job of taking hits and healing up.
 
I'm referring to full-on stall. The only offensive pressure stall tend to carry now is Mega Sableye, which, honestly, on stall, it shouldn't really be carrying CM imo, but I digress. In my experience I've seen it as more passive than ever, however, that's from what I've seen, I can very well be wrong. Most times I've ran up against stall the only offensively pressed 'mon is Mega Sableye while everything else tends to do its typical stall job of taking hits and healing up.
That may be right from experience but as any stall player must know, handing free setup to mons in such a fast paced and offensive meta is almost begging to be swept. If stall sticks with similar builds from early xy, they always risk being dominated by common stallbreakers. Just today I beat an entire stall team with a single Stallbreaker talon simply because they had no way of stopping it except with status, which taunt made void. However all this is discussion for a different topic and is mostly my opinion.
 
can i post here? or am i not cool enough

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This core is fucking rad. These work together so well it's honestly absurd. First off, the type synergy between Heatran and Toxicroak is god-like. Heatran takes Psychic, Flying, and Fire (which toxicroak is weak to bcuz dry skin) attacks for Toxicroak, all very well. Furthermore, Heatran sets up the based Stealth Rock, which lets Toxicroak score the OHKO on Latios with Sucker Punch. Toxicroak, in return, absorbs Water (+25% health swag) and Fighting attacks. Because Toxicroak beats those two types, it also happens to beat Keldeo, which shits all over Heatran. Between Toxicroak and Heatran, they have perfect offensive coverage just within their STABs (even if Heatran isn't offensive). While the synergy between the two is amazing, the #1 you'll notice is the Ground weakness and weakness to opposing offensive Fire-types. Do you know what is the best fix to this problem? Rotom-W, of course! The immunity to Ground is amazing, and it sponges Fire-type attacks so well it's ridiculous. Grass weakness? nah son. Heatran gotchu.

The basic premise of the core is for each Pokemon to take out each other's counters.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Earth Power
- Stealth Rock

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Substitute / Swords Dance

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

edit: btw this is a balanced core

I really like the idea of this core, as soon as I saw it, I knew I had to build a team around it. There's an HO core that's similar to it I saw recently, only instead of Heatran they used Mega-Houndoom (for some of the same reasons, but some different reasons as well, the core still functions the same, they take on eachother's counters quite well, its just that with Mega-Houndoom the team is skewed away from balance and more towards offense.)

I was thinking that Latios or Latias is a natural fit for this core, as that would provide defog as well as a super-strong draco, and the additional benefit of again taking on things that can potentially counter the core.
 
can i post here? or am i not cool enough

479_whosshu.gif
485.gif
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This core is fucking rad. These work together so well it's honestly absurd. First off, the type synergy between Heatran and Toxicroak is god-like. Heatran takes Psychic, Flying, and Fire (which toxicroak is weak to bcuz dry skin) attacks for Toxicroak, all very well. Furthermore, Heatran sets up the based Stealth Rock, which lets Toxicroak score the OHKO on Latios with Sucker Punch. Toxicroak, in return, absorbs Water (+25% health swag) and Fighting attacks. Because Toxicroak beats those two types, it also happens to beat Keldeo, which shits all over Heatran. Between Toxicroak and Heatran, they have perfect offensive coverage just within their STABs (even if Heatran isn't offensive). While the synergy between the two is amazing, the #1 you'll notice is the Ground weakness and weakness to opposing offensive Fire-types. Do you know what is the best fix to this problem? Rotom-W, of course! The immunity to Ground is amazing, and it sponges Fire-type attacks so well it's ridiculous. Grass weakness? nah son. Heatran gotchu.

The basic premise of the core is for each Pokemon to take out each other's counters.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Earth Power
- Stealth Rock

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Substitute / Swords Dance

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

edit: btw this is a balanced core

Seems like Excadrill would shit all over this core tbh, it can't directly switch in on anything but you migh wanna have at least one thing that can switch into Excadrill with impunity (like Lando-T for instance).
 
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Seems like Excadrill would shit all over this core tbh, it can't directly switch in in anything but you migh wanna have at least one thing that can switch into Excadrill with impunity (like Lando-T for instance).
Yes and no; it depends if drill is sand rush or mold breaker. If it's sand rush, Rotom has no issue whatsoever, while Landorus-T would be helpful for Mold Breaker variants.
 
To prevent it from being absolutely stomped by waters i've mostly been using AV Raikou. However I didn't put him in the core because Lando-T would literally roll over it. A possible answer could be Rotom-W so i'll test it this week and find out. Thanks!

I think a Grass-type would work well here, resisting Ground for Heatran, Electric for Zard and Water for the pair, enjoying the option of sun-boosted Synthesis and HP Fire and thumping Waters with its STAB.
 
boltsandbombers yo I fixed up the Heatran and Celebi sets in the Tran | Keld | Celebi core, and made my explanation a bit better.
Change the celebi spread to 252 / 148 / 108 Bold so it can baton pass out of jolly bisharp - I could do this myself, I just want to let you know what I feel the most optimal spread is. Spdef isnt bad, its just that you dont wall much with it and p.def is usually better for exca, azumarill, lopunny, etc.

Okay ArchPhantom posted a core earlier that somewhat inspired this one:

heatran.png
+
charizard-mega-y.png

This core absolutely dismantles stall and does well against balance. What threats Char-Y doesnt destroy (Namely Chansey, Lati@s, or creselia), Heatran can trap and take out. While both pokemon may at first appear to have overlapping weaknesses, they actually have fairly good synergy as they only share a water weakness. Also another fun thing is that Heatran can often benefit from Char-Y with sunboosted magmastorms.

Useful teammates that I have found are Voltturners such as Lando-T, Raikou, or scizor. Also this core does not enjoy hazards, especially Char-Y, so a spinner or defogger is mandatory. Some pokemon that I have noticed can give this core trouble are Azumarill, Lando T, and Keldeo so make sure to keep checks for these mons specifically. (I know there are probably a few others that I cannot think of atm).

So yeah if you guys have any comments or nitpicks I'd be glad to hear them n_n

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Toxic

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid/ Modest Nature
- Fire Blast/Flamethrower
- SolarBeam
- Focus Blast
- Roost
Like AM said, the core does seem pretty cool. However, I'm not opposed to you adding in a 3rd mon to help cover the weaknesses to offense - I think that would benefit the core a lot.

Anyways, OP's are updated.
 
Oh hi there. boltsandbombers, I'd like to nitpick something. It's Mega Scizor, not Keldeo who's in the supposed Tyranitar + Latios + Keldeo core in the offensive cores part.
 
I was watching a few good level battles and I saw one featuring this core no one mentioned yet, which fares decently well against every type of builds in the meta.

Offensive Core: Mega Metagross and Excadrill + Sandstream User

metagross-mega.gif
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excadrill.gif
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248.png
/
450.png

Metagross (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt / Ice Punch
- Hammer Arm
- Grass Knot

Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance / Rapid Spin
Metagross and LO Excadrill share some really similar counters. With those two sets, Metagross can lures in Slowbro, Skarmory, Hippowdon, and weaken defensive Landorus-T in order to clear the way for a Sand Rush Excadrill sweep. Excadrill destroys offense, Metagross dismantles balance, and both can put work against stall teams. The only priority user that can threaten both is a huge pain for every kind of team: Bisharp.
Physically defensive Gliscor can beat both given the right conditions (max health, no flinches from Iron Head, etc) which is why you see Ice Punch slashed after Zen Headbutt. But I don't think it is a nice idea to forego a sure kill on Keldeo and a 40ish percent damage on defensive Rotom-W only for that. You can still cover those remaining weaknesses with the other mons of the team. The third mon of the core is really up to you. I tried a 252+ Speed Tyranitar with Ice Beam / Fire Blast / Rocks, which lets you easily kill the omnipresent annoying Ferrothorn, the already mentioned Gliscor, and adamant Bisharp. Since the loss of bulk sucks, you can always rely on a standard bulky Pursuit + Rocks variant. Don't forget to put Smooth Rock on it. I slashed Rapid Spin on Excadrill, as you might need it based on your team composition. Excadrill is running a Jolly nature, which lets him outspeed a few mons such as Jolly Mamoswine, Modest Charizard Y, Adamant Charizard X, Modest Manaphy and Timid Heatran when sandstorm isn't up.

Here's an OLT battle between PDC and Chimpact. It showcases how Grass Knot Metagross lures and kos Hippowdon, the only answer Chimpact had for LO Excadrill.
Chimpact vs PDC

EDIT: Modified the post based on AM suggestions.
 
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I was watching a few good level battles and I saw one featuring this core no one mentioned yet, which fares decently well against every type of builds in the meta.

Offensive Core: Mega Metagross and Excadrill + Sandstream User

metagross-mega.gif
+
excadrill.gif
+
248.png
/
450.png

Metagross (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt / Ice Punch
- Hammer Arm
- Grass Knot

Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance / Rapid Spin
Metagross and LO Excadrill share some really similar counters. With those two sets, Metagross can lures in Slowbro, Skarmory, Hippowdon, and weaken defensive Landorus-T in order to clear the way for a Sand Rush Excadrill sweep. Excadrill destroys offense, Metagross dismantles balance, and both can put work against stall teams. The only priority user that can threaten both is a huge pain for every kind of team: Bisharp.
Physically defensive Gliscor can beat both given the right conditions (max health, no flinches from Iron Head, etc) which is why you see Ice Punch slashed after Zen Headbutt. But I don't think it is a nice idea to forego a sure kill on Keldeo and a 40ish percent damage on defensive Rotom-W only for that. You can still cover those remaining weaknesses with the other mons of the team. The third mon of the core is really up to you. I tried a 252+ Speed Tyranitar with Ice Beam / Fire Blast / Rocks, which lets you easily kill the omnipresent annoying Ferrothorn, the already mentioned Gliscor, and adamant Bisharp. Since the loss of bulk sucks, you can always rely on a standard bulky Pursuit + Rocks variant. Don't forget to put Smooth Rock on it. I slashed Rapid Spin on Excadrill, as you might need it based on your team composition, and I suggest you running a Jolly nature on Excadrill if opposing sand teams are a problem for you.

Here's an OLT battle between PDC and Chimpact. It showcases how Grass Knot Metagross lures and kos Hippowdon, the only answer Chimpact had for LO Excadrill.
Chimpact vs PDC
This is a good core but SD Excadrill is more than likely to be running Jolly in the first place. Just a heads up.
 
No the point being is that SD Excadrill will be running a Jolly nature in the first place. It's become standard for the SD set where as Adamant is the optional one. That's what I was implying.
 
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Okay ArchPhantom posted a core earlier that somewhat inspired this one:

heatran.png
+
charizard-mega-y.png

This core absolutely dismantles stall and does well against balance. What threats Char-Y doesnt destroy (Namely Chansey, Lati@s, or creselia), Heatran can trap and take out. While both pokemon may at first appear to have overlapping weaknesses, they actually have fairly good synergy as they only share a water weakness. Also another fun thing is that Heatran can often benefit from Char-Y with sunboosted magmastorms.

Useful teammates that I have found are Voltturners such as Lando-T, Raikou, or scizor. Also this core does not enjoy hazards, especially Char-Y, so a spinner or defogger is mandatory. Some pokemon that I have noticed can give this core trouble are Azumarill, Lando T, and Keldeo so make sure to keep checks for these mons specifically. (I know there are probably a few others that I cannot think of atm).

So yeah if you guys have any comments or nitpicks I'd be glad to hear them n_n

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Toxic

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid/ Modest Nature
- Fire Blast/Flamethrower
- SolarBeam
- Focus Blast
- Roost

Okay well after some testing and I've found my favorite iteration to be this:
heatran.png
+
charizard-mega-y.png
+
rotom-wash.png

If you're gearing towards a more offensive build another option is AV Azumarill, but overall I'd say rotom-w is the best teammate. Not only is it less worried about switching to scalds (which can be horrifying for Azu) but it provides an overall better set of resistances and utility. The set I would recommend is this:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Thunder Wave/Will-O-Wisp

T-Wave is the best option as Heatran and CharY are not the fastest mons and really enjoy the opponents reduced speeds. Another important thing rotom provides is a slow voltturner that gives Char Y an easier switch. One thing to keep in mind is rotom will often often be switching in on attacks and can be worn down if used to liberally. Also, as I previously mentioned, this core is slow and works well with pokemon with high speed tiers or priority. So yeah, here is the edited core
 
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keldeo.gif
Pinsir_Mega_XY_Shiny_Sprite.gif
heatran.gif

Keldeo / Mega Pinsir / Heatran Core (Searched Thread for this, sorry if I missed it) [criticism greatly appreciated] Note: thnx darkrai147 for helping!

The purpose of this offensive core is to give Pinsir the highest chance of global domination sweeping a team as possible by eliminating annoying checks to pinsir such as talonflame and skarmory by using heatran and keldeo.

Type synergy: this core covers its weaknesses quite well: super effective fire attacks on pinsir-> keldeo, heatran.
ground move on tran -> pinsir, keldeo
grass move on keldeo-> Heatran, pinsir

Teammates: This team needs defog or spin.Good teammates for this core include: zapdos, due to his use of defog and covering water types more efficiency than pinsir or keldeo and skarmory, again defog and helps with physical threats. NastyPass Celebi makes another great teammate to complete a FWG core and to pass boosts to Keldeo/Tran. Yet this leaves the team extremely weak to talonflame.

Threats to core: Lo infernape-> cc, overheat
HP ground tflame?
Band Azu
Rotom-Wash (semi-walls team)
Scarf Lando (OHKOes 2/3 members and does significant damage to Keldeo

Sets~~
Hidden Power on Keldeo is team dependant
Ability on Pinsir ether be mold brraker to hit rotom-w with eq or hyper cutter to not get attack dropped by lando-t
Enjoy:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 252 Spe / 4 Def [or SpD]
Timid Nature
- Scald
- Hidden Power Ice / Hidden Power Electric
- Secret Sword
- Hydro Pump

Pinsir @ Pinsirite
Ability: Mold Breaker / Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Quick Attack
- Swords Dance
- Return
- Earthquake / Close Combat

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 36 SpA / 220 SpD [can add 68 speed to speed creep]
Calm Nature
- Stealth Rock
- Lava Plume
- Protect
- Toxic / Roar / Taunt
 
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Double Genie
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Surprised this hasn't been done yet. While not at the same level it was during the Mega Mawile meta, this core it still pretty effective and very underprepared for. There's a lot of versatility here, both have the option for boosting sets (CM for Lando, NP for Thundy) or wallbreaking sets, which can lure out and beat Chansey. Typically making one a wallbreaker and one a booster works best. While their speed tiers are not what they were in BW, it's still more than fast enough to beat many of the balanced and stall teams out there. As far as support goes, having teammates that can take on common Ice Shard users is reccomended. Azumarill, Slowbro, and Rotom-W are great examples of good teammates, as they can take several Ice Shards and force out the common abusers (Weavile and Mamoswine). The biggest threats to this core are priority abusers, especially those that abuse Ice Shard. Faster threats like Mega Manectric and Mega Sceptile can also give this core issues.

Wallbreaker Thundurus-I
Thundurus @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power [Ice] / Hidden Power [Flying]

Thundurus-I Nasty Plot
Thundurus @ Leftovers / Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying] / Hidden Power [Ice]
- Focus Blast / Thunder Wave / Substitute

Wallbreaker Landorus-I
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Psychic / Sludge Wave
- Focus Blast
- Knock Off

Landorus-I Calm Mind
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Earth Power
- Psychic / Sludge Wave
- Focus Blast
 
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Okay well after some testing and I've found my favorite iteration to be this:
heatran.png
+
charizard-mega-y.png
+
rotom-wash.png

If you're gearing towards a more offensive build another option is AV Azumarill, but overall I'd say rotom-w is the best teammate. Not only is it less worried about switching to scalds (which can be horrifying for Azu) but it provides an overall better set of resistances and utility. The set I would recommend is this:
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Thunder Wave

T-Wave is the best option as Heatran and CharY are not the fastest mons and really enjoy the opponents reduced speeds. Another important thing rotom provides is a slow voltturner that gives Char Y an easier switch. One thing to keep in mind is rotom will often often be switching in on attacks and can be worn down if used to liberally. Also, as I previously mentioned, this core is slow and works well with pokemon with high speed tiers or priority. So yeah, here is the edited core
Looks better, good use of Twave Rotom, an underrated set btw. I'd still slash Will-O-Wisp before T-Wave just so you're not Azumarill food. Regardless nice job.
keldeo.gif
Pinsir_Mega_XY_Shiny_Sprite.gif
heatran.gif

Keldeo / Mega Pinsir / Heatran Core (Searched Thread for this, sorry if I missed it) [criticism greatly appreciated] Note: thnx darkrai147 for helping!

The purpose of this offensive core is to give Pinsir the highest chance of global domination sweeping a team as possible by eliminating annoying checks to pinsir such as talonflame and skarmory by using heatran and keldeo.

Type synergy: this core covers its weaknesses quite well: super effective fire attacks on pinsir-> keldeo, heatran.
ground move on tran -> pinsir, keldeo
grass move on keldeo-> Heatran, pinsir

Teammates: This team needs defog or spin.Good teammates for this core include: zapdos, due to his use of defog and covering water types more efficiency than pinsir or keldeo and skarmory, again defog and helps with physical threats. NastyPass Celebi makes another great teammate to complete a FWG core and to pass boosts to Keldeo/Tran. Yet this leaves the team extremely weak to talonflame.

Threats to core: Lo infernape-> cc, overheat
HP ground tflame?
Band Azu

Sets~~ Enjoy:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 252 Spe / 4 Def [or SpD]
Timid Nature
- Scald
- Hidden Power Ice / Icy Wind / Hidden Power Bug / Hidden Power Grass
- Secret Sword
- Hydro Pump

Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Quick Attack
- Swords Dance
- Return
- Earthquake

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 36 SpA / 220 SpD /
Calm Nature
- Stealth Rock
- Lava Plume
- Protect
- Toxic / Roar / Taunt
I'd slash Close Combat before Earthquake on M-Pinsir just to help you handle Rotom-W a bit better amongst some usual checks to M-Pinsir as well. No need for HP Bug on Keldeo when you have both Heatran and Pinsir. Hyper Cutter as the ability on Pinsir so that you can ignore Attack drops from things such as Lando-T's Intimidate. HP Grass doesn't have too much purpose on Keldeo where as Icy wind is overall better than hp ice and HP Electric is better than HP Grass. A minimum of 68 speed on Heatran will help you out to speed creep some things but otherwise this looks solid too. Also welcome to Smogon since you joined recently.
 
I'd slash Close Combat before Earthquake on M-Pinsir just to help you handle Rotom-W a bit better amongst some usual checks to M-Pinsir as well. No need for HP Bug on Keldeo when you have both Heatran and Pinsir. Hyper Cutter as the ability on Pinsir so that you can ignore Attack drops from things such as Lando-T's Intimidate. HP Grass doesn't have too much purpose on Keldeo where as Icy wind is overall better than hp ice and HP Electric is better than HP Grass. A minimum of 68 speed on Heatran will help you out to speed creep some things but otherwise this looks solid too. Also welcome to Smogon since you joined recently.

Thnx. Edits done
 
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