Resource ORAS Good Cores (Check Post #714)

Status
Not open for further replies.

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Sorry if someone's done this core already, I didn't see it in any of the archives.

Wallbreaker M-Medi + Twave Clef (Is this Balance or Offense idk)
+

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Calm Mind
- Soft-Boiled
So Medicham is a mad wallbreaker. Twave Clef is a perfect partner.
- Clef lures mons that beat Medi and Twaves them (Talonflame, Gengar, M-Meta etc.)
- Clef sets up on the fat mons that beat Medicham (Slowbro, Mega Sableye etc.)
- Medicham gets rid of fat steels and poisons that Clef doesn't like (Heatran, Venusaur, Excadrill etc.)
- Medi EVs means u outspeed max speed neutral Hydreigon, or Jolly Toxicroak, and everything below, the extra in HP is nice to take stuff like Azu's Aqua Jet or Pinsir's Quick Attack (Guaranteed live)
- Clef EVs are standard.
Just a couple of little things, put the HP EVs back in Speed and take them out of Attack if you want them, or just don't bother. There's no reason for you to be that close to a key benchmark(speed tying neutral 100s) and not achieving it. The extra HP / missing Attack will rarely if ever come into play whereas those Speed ties will a lot more.

Second thing, I'd suggest some good teammates, things that deal with bulky Talon esp. look useful, paralysing it with Clef is useful but in the long term it's still going to be a massive thorn in your side.
 
I was going to post a bandnape/scarftar core but realized Albacore's core is too similar to warrant posting it, rip

Instead, I'm going to bring up another Offensive core inspired by my experience in DPP.

Infernape + Shaymin + Gyarados

+
+
OR


I'll be honest: I'm not a fan of FWG as a defensive core, since it's too easily broken down. Offensively, however, it's fantastic, as it doesn't need to worry about coverage moves and instead secondary typings, which don't bother it as much. The core itself is simple: Infernape is a fantastically underrated wallbreaker that can dismantle some teams completely be himself, and has one of, if not THE stupidest movepool to pull from, making it arguably the most versatile Pokemon in the game. It's speed tier is decent too, on par with Keldeo. Gyarados gets a free switch-in on predicted Ground-type moves targeted against Infernape, and can hit STAB users back with its own Water-type STAB. It's also a great win condition versus the many offensive teams running around recently. Since this core has no Mega, it can also pull off its Mega forme, gaining Mold Breaker and great boosts in its Defensive stats. Finally, Shaymin is the last choice to provide Grass-type STAB and round off the core's coverage, a way to break past walls that Infernape can't due to Seed Flare's SpDef drop (or at least make said walls switch out to apply pressure), and provide Healing Wish support, something Offense teams in general greatly appreciate. Shaymin is used over Celebi due to the fact that oherwise the core would be very weak to Tyranitar.

The core needs a way to deal with Fairies and appreciates free switch-ins, so a Scizor of any variant is a good teammate. Stealth Rock is also an appreciated commodity to help get enough damage off to secure come possibly crucial KO's, so a reliable setter like Azelf also works. Flying types can also be a problem, as it hits Infernape and Shaymin super-effectively, and ignores Gyarados' Intimidate. As such, a good answer to them such as Weavile are usually good teambuilding options.

Sets:
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature (Timid if HP Ice, Modest if HP Fire)
IVs: 29 HP
- Seed Flare
- Earth Power
- Healing Wish
- Hidden Power [Ice] / [Fire]

Gyarados @ Life Orb / Leftovers (If you're running Sand) / Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP (only if you have LO)
- Waterfall
- Dragon Dance
- Bounce / Stone Edge / Earthquake / Crunch (If Mega)
- Bounce / Stone Edge / Earthquake / Crunch (If Mega)

I would put an Infernape set, but he's so versataile that it's impossible to specify a specific set. Use what your final team would appreciate the most, be it Band, Nasty Plot + CC, or a tailored variant of MixApe. The only constant is that Infernape should ALWAYS run max speed, to at least speed-tie with Keldeo.
 
Last edited:

bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Okay so the fact that we have ALMOST ZERO cores with Life Orb Alakazam is astounding given that it's pretty awesome right now. So I'm dropping one here.
Offensive Core:

Alakazam + Mega Diancie


Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Focus Blast
- Knock Off

Diancie @ Diancite
Ability: Clear Body
EVs: 56 HP / 16 Atk / 252 SpA / 184 Spe
Rash Nature
IVs: 30 Atk / 30 SpA / 30 Spe
- Rock Polish
- Moonblast
- Diamond Storm
- Hidden Power [Fire]


The basic premise is that Alakazam wallbreaks and Diancie cleans up late game. Knock Off Alakazam is a great lure that removes Assault Vests from things like Slowking, Eviolite from Chansey and Leftovers from annoying as hell mons like Clefable. With these items removed, Diancie can easily 2HKO Chansey with Diamond Storm and breaks through mixed Clefables a lot better as well. HP [Fire] lures in Mega Scizor which is a big threat to both members of the core. Mega Diancie also sets up on Torn-T which checks Zam and checks things like Bisharp and Talonflame which would otherwise beat Alakazam with priority moves. I think Rock Polish is severely underrated right now since it has additional power, the speed drop from HP [Fire] is much more manageable, and many of the best answers to Diancie are pokemon that outspeed it. EVs on Diancie allow it to outspeed base 115s like Starmie after a RP without Mega Evolving (if you need to take a hit). If you don't feel the need for the extra bulk - which helps get off a rock polish in base form - then you can just dump it into attack for more firepower.

Azumarill and Crawdaunt are both huge threats as well as Scizor. Fast mons are threatening until Diancie RPs up. Good partners include bulky steels like Empoleon and Ferrothorn. CM Manaphy gives an awesome answer to physical attackers like Mega Lopunny while also stallbreaking (Zam only breaks balance). I'd also recommend packing something for offensive grass types like Serperior as neither member can one shot it and if gets a free switch into Diancie then Zam is not a switch-in. My team with these two is still incomplete so I may update with more good partners in the future. Definitely enjoys volt-turn support to help Diancie get a free Mega Evolution and free switch-ins for both members which are pretty frail. EDIT: Rotom-Wash is also a nice partner since it checks most Scizors, checks BD Azu and allows for that slow Volt Switch.

I'll bless it with another core because I'm in the mood.

Balance Core:

Garchomp + Mega Venusaur + Clefable


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 76 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Rest / Fire Blast / Toxic

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Ice Beam / Thunderbolt / Knock Off


This is a nice lil balance core that handles a large portion of the metagame.

Garchomp is your standard set with the SpD investment to tank hits from Zard Y and random HP Ices. Rest is a great option for longevity even without Sleep Talk as Garchomp is basically a free switch into so many physical attackers. Garchomp takes on Bisharp for Clefable and Talonflame for Mega Venusaur. Garchomp is chosen over Hippowdon for its ability to switch into Heatran better and beating Mega Metagross better as well since Grass Knot is a lot more common than Ice Punch.

Venusaur is the true electric check thanks to Thick Fat letting it devour HP Ice and it also hard counters Azumarill and most other fairies for Garchomp. Venu also checks Mega Scizor to an extent thanks to HP Fire, while also beating other steel types that Clefable hates like Ferrothorn. Running a different lure move over HP [Fire] such as Knock Off or Earthquake is also perfectly viable.

Clefable is necessary otherwise Kyurem-Black and Latios just have a field day against the other two members. It's also here to prevent Mega Sableye from being a cockblock (if you see Sableye in team preview, lead Clef and double into Chomp. SR is also an option). Ice Beam deals with Gliscor which annoys this core while Thunderbolt is for SpDef Skarmory as well as SpDef Talonflame which is an annoyance to almost every balance core. Clefable also helps with Weavile to an extent and provides a status absorber for Scalds and whatnot since Venusaur would prefer to remain healthy. Knock Off is an option for Heatran, Gliscor and Gengar switch-ins.

As you can see powerful psychic types pose a big threat, Mega Gardevoir being the biggest. Pack a steel type for the love of god and probably something with Thunder Wave as well (an option on Clefable as well if you are willing to forgo coverage) for some speed control.

Good partners include Slowbro (takes on Zard X, relieves some pressure from Garchomp to check mons like Talon), Skarmory (Spikes, Mega Gardevoir check), Manaphy to break stall, and other common balance mons like SpDef Talon (stallbreaking) and Heatran.

EDIT: The version of the team I'm using actually has Chomp as RestTalk and Clefable as CM + Rocks. This prevents Mega Sableye from blocking hazards and also prevents Chomp from being setup fodder for something while it is asleep. Of course there are a bunch of options but just thought I'd mention what is working for me currently.
 
Last edited:

Dr Ciel

Banned deucer.
The fact that I only see 4 cores with Toxicroak in nearly 50 pages is ludicrous. Anyways, here's a solid offensive core for rain teams.

Kingdra + Toxicroak Offensive Core.



This core is really amazing & in general really fun to use, as these two Pokemon set up or beat each others counters. Kingdra is universally known as one of the best Swift Swim users in the game, pounding away at the opponent with Specs Hydro Pumps and Draco Meteors. However, there are a few things that prevent Kingdra from straight up destroying everything in its path when the Rain is up. The main culprit being Ferrothorn, which can switch in with impunity & can use Kingdra as set up fodder for SR or Spikes, although it has to watch out for the occasional Scald burn. Other specially defensive Pokemon such as Slowking, and a few variants of Mew have no problem switching in & threatening Kingdra. Finally, Fairy type Pokemon, notably Mega Altaria and Azumarill take little damage from Kingdra's assaults. This is where the second part of the core, Toxicroak comes in. Toxicroak can easily set up & OHKO or 2HKO all of Kingdra's checks and counters with just Gunk Shot and Drain Punch. Now Toxicroak's checks and counters include physically bulky Pokemon such as Landorus & Gliscor, (if not carrying Ice Punch), Slowbro, Skarmory, naturally faster Pokemon that can survive a Sucker Punch, such as Garchomp & Mega Diancie, & Mega Sableye, which can just burn Toxicroak to render it useless. Kingdra can easily 2HKO these Pokemon with a powerful STAB Hydro Pump in the Rain. Good partners to this core, aside from the obvious Politoed include rain based teammates such as Tornadus-T, Kabutops & Omastar, and set up sweepers such as Mega Scizor and Thundurus.

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature
- Hydro Pump
- Draco Meteor
- Scald
- Ice Beam

Toxicroak @ Life Orb / Black Sludge
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Adamant Nature
- Gunk Shot
- Drain Punch
- Sucker Punch
- Swords Dance / Ice Punch
 
Last edited:
Sub Salac Lando-T + Scarftran + Mega Gardevoir offensive core
+
+


This is the first core I ever posted so please be gentle.

Overview: Sub Salac Lando-T is a great way to catch opponents off guard because of how little it's used. You can get to +2 behind a sub and eventually sub use will activate the salac berry and then you sweep your way to victory. Unless your opponent is packing another lando, latis, etc. That's where Scarftran and Mega Gardevoir come in. Scarftran can switch in on Mega Mane, Raikou, and thundy HP Ices and blow them away with an earth power or fire blast, but this scarftran has Hidden Power Ice as well. Allowing you to predict a switch into a check or counter such as Lando-T, Garchomp, or Gliscor without fear of losing your scarftran. Latis take a lot from HP Ice as well, but it's not enough. Mega Gardevoir can absorb their dracos and blow them back with a Hyper Voice. Weavile is a threat to both Lando and tran, but Mega Gards eats up anything weavile throws at it and blows it away with a hyper voice. I put energy ball on Mega Gardevoir over Calm Mind to deal with Rotom-W which is a threat to this core.

Sets: The sets are standad Jolly offensive Lando, Timid offensive garde with energy ball over calm mind, and Timid Scarftran with HP Ice instead of ancientpower or stone edge.

Landoge (Landorus-Therian) (M) @ Salac Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Earthquake
- Stone Edge

Heftran (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Hidden Power [Ice]
- Earth Power

Bae (Gardevoir-Mega) @ Gardevoirite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Energy Ball
Threats and Partners: No Rock move on scarftran makes talonflame and Zards a massive threat. Physically defensive Rotom-W and Support/physically defensive Skarm are recommended highly. Skarm can get up hazards threatning tflame and Zards and Rotom can speed control with twave. Rotom-W also deals with threats to scarftran if you fail to catch them with HP Ice. If you want a more offensive mon to deal with them, scarf Keldeo works just as well. Thundy is also recommended as it outspeeds and deals with zards and has priority twave. Running HP Flying over HP Ice can deal with Amoongus and Mega Venu which Garde cannot cleanly switch in on out of fear of a poison move. Sand offense can also work well with this core if you choose to run it.

Happy Sweeping.
 
Last edited:

MikeDawg

Banned deucer.
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Taunt
- U-turn

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Return
- Heal Bell
- Roost




Tornadus-T + DDD Altaria make a great combo. Tornadus (especially after revealing its lack of superpower) lures in mons like tyranitar, gliscor, bulky electrics, spdef mons like chansey, etc. It can easily u-turn out to altaria who can use all of them as easy setup bait. Tornadus also has the "surprise" heat wave that can give it the opportunity to lure some of the steel types that would trouble altaria. Taunt can prevent setup as well, allowing altaria to very easily check and setup on those mons. Pair with magnezone/etc. for extra carnage. :) U-turn is the star of the set given that it allows altaria a prediction-free switchin while also dealing chip damage and healing tornadus. Regenerator allows it to be a good partner for the entire match. Even before you intend on sweeping with altaria, being able to get it in to get off a heal bell during the match is super useful.
 
Last edited:

TPP

is a Tournament Directoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Past SPL Championis a Past WCoP Champion
Head TD
Keldeo + Heatran + Latios Offensive Core

+
+

I somehow end up using these 3 on every HO team I make, and it's because they synergize so well! Defensively they resist every type in the game except ghost, and they are able to check each other's threats. Heatran is able to defeat fairy types like Clefable that check/threaten Keldeo and Latios, while Latios is able to defeat fighting types like Keldeo that check Heatran. Finally, Keldeo is able to check and defeat dark types like Bisharp and Weavile that threaten Latios, as well as ground types like Lando-T that threaten Heatran. Heatran and Keldeo can defeat steel types like Bisharp that check Latios, Heatran and Latios can defeat grass types that wall Keldeo such as Mega Venusaur, and finally, Keldeo and Latios can defeat water types like Manaphy for Heatran. This core also provides Stealth Rocks and a Defog user, which is extremely useful in the current meta.

Threats and Good Teammates: Mega Metagross and Mixed Thundy are the biggest threats to this core. Mega Metagross is able to 1HKO Keldeo and Heatran, and checks Latios really well. Thundurus is able to 1HKO Keldeo, 1HKO Latios with Knock Off after rocks, and give Heatran at least 80% with Superpower. Teammates that can check these 2 such as bulky Mega Scizor, Hippowdon or Mega Manectric will work out well to support the core. Charizard X with Earthquake can also be a huge threat as it can set up on Keldeo and proceed to KO Latios and Heatran, so running Hippowdon or Lando-T will help to check it. Tornadus-T is also an annoying opponent as it can defeat and outspeed all of them, while taking less damage with its Assault Vest. Anything that can check it such as Zapdos or electric types in general, would also be great and helpful. Special Walls and Assault Vest users that resist Psyshock and Secret Sword will be difficult to defeat, so strong physical attackers will be very useful.

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Heatran @ Air Balloon / Leftovers
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Flash Cannon
- Stealth Rock

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost / Earthquake
- Defog


Keldeo's set can literally be anything, from Sub Calm Mind, to Choice Specs to Choice Scarf. Sub Calm Mind can be used as a set up sweeper, choice specs allow Keldeo to hit extremely hard, while Choice Scarf allows it to outspeed threats such as Thundurus. Heatran's set is the trapper set, and allows Heatran to get rid of fairies, especially Clefable, on the spot. Air Balloon can be run to avoid Earthquake from Mega Altaria, or from Charizard X. Air Balloon also makes it easier to use Stealth Rocks. Taunt helps Heatran defeat Clefable and Talonflame (who can also be trapped and KO'd) while trapped, and basically nets a free KO if Magma Storm doesn't miss. Latios's set is standard, with the final move having multiple options. Roost allows Latios to constantly check Keldeo and Zard Y, while Earthquake can be used to 2HKO Heatran. HP Fire isn't on the set because Heatran and Keldeo are both able to defeat Scizor and Ferrothorn very easily.


That's it for now! If you want to run alternate versions of this core, you could run Mega Gyarados/Mega Shardedo in place of Keldeo and/or running Latios in place of Latios works too.
 
Last edited:
Ahem. So then i got a story for all you guys. sooo i was bored last night and started looking at snowcristals archive and decided to build something crazy thats a take on the good ol classic mega diancie+volcarona core. Just as a disclaimer i dont think this mons niche is viable enough to be used regularly in ou but has a niche when paired up with volcarona due to how it helps to remove its checks and counters. With that said enjoy!

Volcarona + BARBARACLE OFFENSIVE CORE

+


Right just pointing out im being serious about this core. These two have legit offensive synergy, hows this? Barbaracles unique rock,water typing allows it to shut down talonflame pretty well and has the physical bulk to not only take hits pretty well but also have a rather easy time at setting up which is a really cool niche. Also its the only non mega that gets tough claws if im right so thats cool. Naturally both chansey and talon can be handeled by barbaracle so the perfect partner for this 6 eyed monster is none other then Volcarona! Volcarona hits from the opposite side of barbaracle and loves the removal of both mons i mentioned before. On top of this volc can remove steel types not named heatran for barbaracle to sweep with much more ease. Good partners for this team would be fast cleaners such as weavile, mega loppunny, mega sceptile, mega manetric, lucario, lo tornadus-t and thunderous-i. Hazard removal is really important for this core so stuff like excadrill, latias and latios can work with that said. Mega metagross stands out as a fast and powerful wallbreaker that can soften up or finish up pokemon to help aid these mons sweeps. Rotom-w works well also as it cant get both pokemon in safe but mind the grass weakness. Skarmory+garchomp cores can also work wonders as the spikes+rocks damage can help get a bunch of crucial ko's. Bring somthing that can beat lo mixed torn-t with super power. It kinda rips this core apart lol.

Gia (Barbaracle) (M) @ White Herb
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cross Chop
- Razor Shell
- Stone Edge
- Shell Smash

Vulcan (Volcarona) @ Passho Berry
Ability: Flame Body
Shiny: Yes
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Fire Blast
- Quiver Dance
- Bug Buzz
- Giga Drain
 

Serperior (M) @ Miracle Seed / Life Orb / Metronome
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

Gengar (M) @ Life Orb
Ability: Levitate
EVs: 120 HP / 136 SpA / 252 Spe
Timid Nature
- Hex
- Substitute
- Sludge Bomb
- Pain Split

serp and gengar share a lot of checks, mainly sdef talonflame / av tornadus-t / heatran /mvenu etc, which are commonplace on balance builds atm and they are placed on the team solely for a sdef pivot. gengar is a pretty strong mon in its own right, but it lacks the power to break through the aforementioned pokemon without heavy chip damage on them, and furthermore the former two pokemon outrun and ko gengar, which would force gengar out and giving them an opportunity to recover their health w/ regenerator/roost respectively. glare on serp "lures" these pokemon and gives gengar enough firepower with hex to cleanly 2hko them, dishing out enough damage to prevent them from beating gengar and this otherwise becomes a huge problem for balance teams, especially if their sole check to gengar is sdef talon/av torn t. sludge bomb is used over sludge wave because i like going for the poison chance on sdef hippo and later coming back to 2hko it. i like subsplit on gengar atm because it gives it more staying power vs balance and gives me more opportunities to mess up balance. other gengar sets are fine too. serp set is standard, miracle seed or life orb is up to personal preference, although the team i was playing this core on was weak to unaware clef and twave chansey so metronome is also a pretty neat option to beat them in the long run, or at least dish out an insane amount of damage with leaf storm after a couple of turns.

good partners with this core would be any pokemon that can throw around status with their moves (i.e. keldeo w/ scald, klefki w/ twave/toxic etc). a flying switch-in is also much appreciated because serp has to switch out if you want to preserve it for lategame so stuff like mega aerodactyl / mega diancie is good too.
 

Dr Ciel

Banned deucer.
The fact that I see no Panda cores in here makes panda very angry. Anyways, here's a solid offensive core that I like to use.

Pangoro + Gengar Offensive Core.



This is a core that I've really enjoyed using, as it employs an extremely underrated threat in Choice Band Pangoro & a rather common threat in LO Gengar. The core uses offensive pressure for a sweeper in your team to easily clean up late game. Pangoro is an amazing Pokemon in general, as he got a huge boon in ORAS, gaining two amazing moves in Knock Off and Gunk Shot. His sky high Attack stat combined with an another move in Parting Shot allows him to be an absolutely devastating wall-breaker. Pangoro however has some rather huge threats that he normally can't deal with. Said threats include Fairy types, including the likes of Mega Gardevoir, Mega Altaria, and Mega Diancie, despite him having Gunk Shot, are all faster than him and can easily threaten him out with their STAB attacks. Steel types that are neutral to Fighting, such as Mega Scizor, Skarmory, and even Klefki can stomach most of what Pangoro can throw at them and retaliate appropriately. This is where Gengar comes in, taking on most Fairy types, quickly dispatching them with a LO boosted STAB Sludge Wave. It also takes on Mega Scizor, Skarmory, and Klefki, doing heavy damage with a LO boosted STAB Shadow Ball. Gengar is naturally threatened mainly by pursuit users, mainly Bisharp & Tyranitar, and strong Choice Scarf users such as Tyranitar, Terrakion, Excadrill, and Landorus-T. Pangoro can easily KO all of these with his respective STAB moves. Some good partners to this core include U-Turn and Volt Switch users including the likes of Scizor, Landorus-T, and Mega Manectric, as they allow each of these Pokemon to come in easily on their counters.

Pangoro @ Choice Band
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Knock Off
- Gunk Shot
- Parting Shot

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt / Substitute / Icy Wind
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Offensive Core: Tyrantrum + Feraligatr


Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Waterfall
- Ice Punch
- Crunch
- Dragon Dance

Tyrantrum @ Lum Berry
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Dragon Claw
- Fire Fang
- Dragon Dance
Core is pretty obvious in applying offensive pressure with dual dragon dancers. Lum Tyrantrum is what I prefer considering it's pretty prone to status from the likes of scald burns, Thunder wave users, and overall just improves its effectiveness in my eyes. You could use Life Orb which gets you kills on M-Scizor with +1 Fire Fang iirc and just provide a wallbreaker. Feraligatr set is pretty standard not a whole lot to say other than Ice Punch helps with TankChomp with Crunch helping with fat psychics like Slowbro. Partners are normally ones that fall under Volt Turn roles. Raikou, M-Scizor, Rotom-W are a few. I use this core with SD U-Turn M-Scizor (bulky) and stall-breaker Talonflame. Come to think of it Mew would be pretty nice I think so I should try that out.

Balance Core: M-Steelix + Slowking


Steelix @ Steelixite
Ability: Sturdy
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Stone Edge
- Curse

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Psychic / Future Sight
- Ice Beam
- Fire Blast
This is used on a sand balance team and more or less I put this as the core as Slowking helps pivot into a lot of issues that M-Steelix has like Keldeo while M-Steelix can sort of just decimate lighter opponents through Heavy Slam along with more or less cleaning out most fairies that trouble Slowking like Clefable. I have Curse on Steelix so that it can set up on support moves such as Gliscor using Roost after a Heavy Slam or whatever really, moves interchangeable with something like Magnet Rise if you want. There's only hundreds of different spreads I use for Slowking so just kept it basic and threw a standard 252/252. You'd be pairing this with a sand setter such as Tyranitar or Hippowdon and another consistent water switch in such as Tangrowth or Amoonguss for examples.

Offensive Core: Mega Tyranitar + Suicune (CM / 3 Attacks)


Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Fire Punch
- Dragon Dance

Suicune @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Scald
- Hidden Power [Grass] / Extrasensory
- Ice Beam
- Calm Mind
Suicune set is just an ADV set that I really liked when playing ADV (trying to learn x_x) so thought it would be a good addition to help Mega Tyranitar sweep late-game. Offensive Calm Mind Suicune with 3 attacks being Scald, Ice Beam, and the 4th move is going to be team dependent coverage. Hp Electric can be used for Gyarados, Azumarill, Keldeo while HP Grass can be used for general water absorbs like Gastrodon, Seismitoad, and Mega Tyranitars defensive check in Quagsire. Extrasensory can lure Toxicroak while netting hits on Keldeo and other fighters like Conkeldurr, Mega Venusaur, and Mega Lopunny. Mega Tyranitar set is standard I like Fire Punch personally to take out M-Scizor and Ferrothorn. Team I use this on has Specs Reuniclus but I think CM Reuniclus works well also being a check to Mega Lopunny which can be an annoyance to the team in general
 
OFFENSIVE CORE: Weavile + Gengar + Raikou

+
+



This offensive core doe, of two LO attackers, and a specs attacker.
I've been playing around this core and it's been doing pretty well for me. Weavile doesn't generally counter many stuff, but it can check most of weavile's threats, like a potential over speed tying Latios, Goodra, Dragalge, Starmie, TTar, and Bisharp.
Gengar does a decent job too, it can handle clefable, mega slowbro, mega aggron, azumarill and other fairy types that hurt weavile. Despite being offense, gengar also switches into many fighting attacks that hurt Weavile.
And Specs Raikou? That mainly handles bulky waters that could be threatening to Weavile and Gengar, as well Talonflame, and could potential avoid the ko from Mega Aerodactyl, makes Mega Beedrill much more easily handlable and puts work in against Latios (although Draco is an OHKO after hp ice damage), and Gyarados. Raikou also absorbs electric type paralysis.
Spreads are pretty generic, there's nothing that I changed from standard, neither is their anything I need to change.
Raikou @ Choice Specs
Ability: Pressure
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Extrasensory

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Low Kick

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Icy Wind


thanks i'll appreciate all suggestions :]

I've also gotta mention, for building purposes, you need an answer for the common threats, as often, the core doesn't handle EVERY threat. Something for scizor (megazard or so), also make sure you cover mons that the team doesn't handle perfectly like Latias, Mega Lopunny, Mega Manectric, Mega Aerodactlyl, Excadrill, Weavile and Heatran. Remember it's fine to adapt your own style of teambuilding, as long as it's not too retarted n_n
 
Last edited:
OFFENSIVE CORE: Weavile + Gengar + Raikou

+
+



This offensive core doe, of two LO attackers, and a specs attacker.
I've been playing around this core and it's been doing pretty well for me. Weavile doesn't generally counter many stuff, but it can check most of weavile's threats, like a potential over speed tying Latios, Goodra, Dragalge, Starmie, TTar, and Bisharp.
Gengar does a decent job too, it can handle clefable, mega slowbro, mega aggron, azumarill and other fairy types that hurt weavile. Despite being offense, gengar also switches into many fighting attacks that hurt Weavile.
And Specs Raikou? That mainly handles bulky waters that could be threatening to Weavile and Gengar, as well Talonflame, and could potential avoid the ko from Mega Aerodactyl, makes Mega Beedrill much more easily handlable and puts work in against Latios (although Draco is an OHKO after hp ice damage), and Gyarados. Raikou also absorbs electric type paralysis.
Spreads are pretty generic, there's nothing that I changed from standard, neither is their anything I need to change.
Raikou @ Choice Specs
Ability: Pressure
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Extrasensory

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Low Kick

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Icy Wind


thanks i'll appreciate all suggestions :]

I've also gotta mention, for building purposes, you need an answer for the common threats, as often, the core doesn't handle EVERY threat. Something for scizor (megazard or so), also make sure you cover mons that the team doesn't handle perfectly like Latias, Mega Lopunny, Mega Manectric, Mega Aerodactlyl, Excadrill, Weavile and Heatran. Remember it's fine to adapt your own style of teambuilding, as long as it's not too retarted n_n
Ive played 4 or so battles and can agree this core is pretty sick. it does struggle with breaking ferrothorn to a degree because weavile takes 1000% damage from iron barbs + life orb + Leech Seed + Potential Rocky Helmet, while Low kick is a guaranteed 2HKO, and gengar doesn't OHKO and i don't know if its just me but i don't like risking my gengar to get 72-87% off on a ferrothron while it can gyro ball. I ran Heatran for rocks support help beat Ferrothorn. Mega Gyarados i found to be an issue because at +1, it outspeeds everything, and raikou has a 93% chance to be OHKOed after SR, but running heatran may have made that problem bigger. I ran Mega Aerodactyl to help beat talon flame, because frankly i don't find raikou that good of a check as it dies to +2 Flare Blitz. It also makes for a good cleaner/ Lopunny check. I kinda just threw Latios for hazard support as a last team member, but it made for a decent Azu check. Overall, Amazing core :].
 
Ive played 4 or so battles and can agree this core is pretty sick. it does struggle with breaking ferrothorn to a degree because weavile takes 1000% damage from iron barbs + life orb + Leech Seed + Potential Rocky Helmet, while Low kick is a guaranteed 2HKO, and gengar doesn't OHKO and i don't know if its just me but i don't like risking my gengar to get 72-87% off on a ferrothron while it can gyro ball. I ran Heatran for rocks support help beat Ferrothorn. Mega Gyarados i found to be an issue because at +1, it outspeeds everything, and raikou has a 93% chance to be OHKOed after SR, but running heatran may have made that problem bigger. I ran Mega Aerodactyl to help beat talon flame, because frankly i don't find raikou that good of a check as it dies to +2 Flare Blitz. It also makes for a good cleaner/ Lopunny check. I kinda just threw Latios for hazard support as a last team member, but it made for a decent Azu check. Overall, Amazing core :].
Thanks, but I did say that you need a more reliable talon check, and yeah heatran is really good with the core. Mega gyarados is a big team issue but I have tried Mega Aero and it works well.
Keldeo appears good for the team as a gyarados counter as it has decent offensive synergy with the core but thanks for the feedback :]
 

TPP

is a Tournament Directoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Past SPL Championis a Past WCoP Champion
Head TD
Crawdaunt + Kyurem Black Offensive Core
+


These 2 wallbreakers form a destructive combo that leaves no team safe. They each have really good coverage, and are able to punch holes in the opponent's team with ease. Crawdaunt has a few number of checks, including Keldeo, Azumarill, Mega Altaria and Mega Venusaur. Kyurem-Black is able to KO all of them easily, but runs the risk of being KO'd by them as well. It's also able to take out physical walls that can give Crawdaunt a hard time, while Crawdaunt can get rid of special defensive walls for Kyurem. Most of Kyurem-Black's checks can be taken care of by running HP Fire to lure in steel types like Scizor, and Crawdaunt can also help against the other bulky checks such as Cresselia and Mega Slowbro. They may be slow, but they can put a ton of pressure on the opponent when they have an opportunity to attack. Crawdaunt's set is is standard, with Swords Dance being able to boost its attack to monstrous levels. Expert Belt is another option on Kyurem-Black to bluff choice scarf, and still do massive damage without taking LO damage. Team members that can help these wallbreakers, include ones that can handle fighting types and fairy types. Mach Punch gets rid of these 2 before they can do anything, and fairy types can easily KO them as well. Scizor and Mega Metagross are ideal for knocking out fairies and being able to take on fighting types. Scizor also has the ability to get a slow u-turn and get Kyurem or Crawdaunt in safely.
Crawdaunt (M) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Aqua Jet
- Knock Off
- Crabhammer
- Swords Dance

Kyurem-Black @ Life Orb / Expert Belt
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Ice Beam
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]
 
Last edited:
Crawdaunt + Kyurem Black Offensive Core
+


These 2 wallbreakers form a destructive combo that leaves no team safe. They each have really good coverage, and are able to punch holes in the opponent's team with ease. Crawdaunt has a few number of checks, including Keldeo, Azumarill, Mega Altaria and Mega Venusaur. Kyurem-Black is able to KO all of them easily, but runs the risk of being KO'd by them as well. It's also able to take out physical walls that can give Crawdaunt a hard time, while Crawdaunt can get rid of special defensive walls for Kyurem. Most of Kyurem-Black's checks can be taken care of by running HP Fire to lure in steel types like Scizor, and Crawdaunt can also help against the other bulky checks such as Cresselia and Mega Slowbro. They may be slow, but they can put a ton of pressure on the opponent when they have an opportunity to attack. Crawdaunt's set is is standard, and Superpower is an option if you want to kill dark types with Crawdaunt. Expert Belt is another option on Kyurem-Black to bluff choice scarf, and still do massive damage without taking LO damage. Team members that can help these wallbreakers, include ones that can handle fighting types and fairy types. Mach Punch gets rid of these 2 before they can do anything, and fairy types can easily KO them as well. Scizor and Mega Metagross are ideal for knocking out fairies and being able to take on fighting types. Scizor also has the ability to get a slow u-turn and get Kyurem or Crawdaunt in safely.
Crawdaunt (M) @ Life Orb
Ability: Adaptability
EVs: 8 HP / 248 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Crabhammer / Superpower
- Swords Dance

Kyurem-Black @ Life Orb / Expert Belt
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
IVs: 29 HP / 30 Atk / 30 SpA / 30 Spe
- Ice Beam
- Fusion Bolt
- Earth Power
- Hidden Power [Fire]
Quick nitpick, Crawdaunt SHOULD be running jolly, due to the fact that 44 speed rotom out speeds you and can kill you or cripple you.
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Yeah Jolly also lets Crawdaunt outspeed Mega Venusaur, defensive Landorus-T, and defensive Heatran. Not using Adamant doesn't lose kills at all as far as I'm concerned. And Superpower isn't that great - I wouldn't personally slash it with Crabhammer, as Crabhammer is great - examples would be it 2HKOing all Azumarill variants after Stealth Rock, which is what lets Crawdaunt wallbreak so well. Cool core though.
 

TPP

is a Tournament Directoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Past SPL Championis a Past WCoP Champion
Head TD
Quick nitpick, Crawdaunt SHOULD be running jolly, due to the fact that 44 speed rotom out speeds you and can kill you or cripple you.
44 Speed Rotom-W isn't as common, and unless Crawdaunt is at +2, there's no reason to stay in.

Yeah Jolly also lets Crawdaunt outspeed Mega Venusaur, defensive Landorus-T, and defensive Heatran. Not using Adamant doesn't lose kills at all as far as I'm concerned. And Superpower isn't that great - I wouldn't personally slash it with Crabhammer, as Crabhammer is great - examples would be it 2HKOing all Azumarill variants after Stealth Rock, which is what lets Crawdaunt wallbreak so well. Cool core though.
Out of all of those, only Defensive Lando-T outspeeds Adamant Crawdaunt (Crawdaunt can't even 1HKO with the Intimidate drop). Venusaur needs 52 Speed EVs to speed tie with Adamant Crawdaunt, Defensive Heatran needs 76 speed to speed tie (most Heatrans are max speed nowadays). Crabhammer is great as you said, so I'll take off Superpower (the only things it hit would be Keldeo and Mega Gyarados). I'll add Jolly as option.
 
Last edited:

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
44 Speed Rotom-W is the most common listed spread on the 1695 stats* at ~12%, and the 3rd most common listed on the 1825 stats at ~9%. In my opinion it's enough to consider running Jolly on Crawdaunt, especially since max Defense Rotom-W can (and probably should) just beat Adamant by investing 8 EVs into Speed.

*There are actually two spreads with 44 Speed, but the only difference between them is whether or not the EV investment is 248 HP and 216 Defense or 252 HP and 212 Defense. The difference is largely inconsequential bar the 248 HP spread taking less Stealth Rock damage, so combined they make up the most common spread.
 
Last edited:

TPP

is a Tournament Directoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Past SPL Championis a Past WCoP Champion
Head TD
44 Speed Rotom-W is the most common listed spread on the 1695 stats* at ~12%, and the 3rd most common listed on the 1825 stats at ~9%. In my opinion it's enough to consider running Jolly on Crawdaunt, especially since max Defense Rotom-W can (and probably should) just beat Adamant by investing 8 EVs into Speed.

*There are actually two spreads with 44 Speed, but the only difference between them is whether or not the EV investment is 248 HP and 216 Defense or 252 HP and 212 Defense. The difference is largely inconsequential bar the 248 HP spread taking less Stealth Rock damage, so combined they make up the most common spread.
I'm not too familiar with the usage stats for each set, but your explanation is great. The one thing that's kinda holding me back, is that Crawdaunt can't 1HKO Rotom unless it's at +2 so why is outspeeding it so important? There also runs the risk of Rotom-W being scarfed (rare but still used). I doubt Rotom-W would try to switch into a Knock Off from Crawdaunt, and Crawdaunt's main role is to force switch outs and hit hard. If anything, Kyurem-Black or another teammate can KO Rotom-W. It's kinda the same reason why I'm running Mild instead of Hasty or Naive on Kyurem. These 2 are meant to hit as hard as possible and they really aren't meant to outspeed much. I'll try to find some relevant calcs of Adamant vs. Jolly

252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Bisharp: 117-140 (43 - 51.4%) -- 62.5% chance to 2HKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Bisharp: 109-130 (40 - 47.7%) -- 3.5% chance to 2HKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 0 HP / 4 Def Mega Lopunny: 125-148 (46.1 - 54.6%) -- 96.5% chance to 2HKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 0 HP / 4 Def Mega Lopunny: 114-135 (42 - 49.8%) -- 23.4% chance to 2HKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Excadrill: 359-426 (99.1 - 117.6%) -- 93.8% chance to OHKO
252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Excadrill: 328-390 (90.6 - 107.7%) -- 43.8% chance to OHKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 88 HP / 4 Def Azumarill: 177-208 (48.7 - 57.3%) -- 94.1% chance to 2HKO
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 88 HP / 4 Def Azumarill: 161-190 (44.3 - 52.3%) -- 16% chance to 2HKO

+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 0 HP / 4 Def Keldeo: 309-365 (95.6 - 113%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 0 HP / 4 Def Keldeo: 282-333 (87.3 - 103%) -- 56.3% chance to OHKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Hippowdon: 380-447 (90.4 - 106.4%) -- 75% chance to OHKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Hippowdon: 348-411 (82.8 - 97.8%) -- 25% chance to OHKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 96 HP / 0 Def Manaphy: 286-338 (78.3 - 92.6%) -- 37.5% chance to OHKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 96 HP / 0 Def Manaphy: 263-309 (72 - 84.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
I'm not too familiar with the usage stats for each set, but your explanation is great. The one thing that's kinda holding me back, is that Crawdaunt can't 1HKO Rotom unless it's at +2 so why is outspeeding it so important? There also runs the risk of Rotom-W being scarfed (rare but still used). I doubt Rotom-W would try to switch into a Knock Off from Crawdaunt, and Crawdaunt's main role is to force switch outs and hit hard. If anything, Kyurem-Black or another teammate can KO Rotom-W. It's kinda the same reason why I'm running Mild instead of Hasty or Naive on Kyurem. These 2 are meant to hit as hard as possible and they really aren't meant to outspeed much. I'll try to find some relevant calcs of Adamant vs. Jolly

252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Bisharp: 117-140 (43 - 51.4%) -- 62.5% chance to 2HKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Bisharp: 109-130 (40 - 47.7%) -- 3.5% chance to 2HKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 0 HP / 4 Def Mega Lopunny: 125-148 (46.1 - 54.6%) -- 96.5% chance to 2HKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 0 HP / 4 Def Mega Lopunny: 114-135 (42 - 49.8%) -- 23.4% chance to 2HKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Excadrill: 359-426 (99.1 - 117.6%) -- 93.8% chance to OHKO
252 Atk Life Orb Adaptability Crawdaunt Aqua Jet vs. 4 HP / 0 Def Excadrill: 328-390 (90.6 - 107.7%) -- 43.8% chance to OHKO

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 88 HP / 4 Def Azumarill: 177-208 (48.7 - 57.3%) -- 94.1% chance to 2HKO
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 88 HP / 4 Def Azumarill: 161-190 (44.3 - 52.3%) -- 16% chance to 2HKO

+2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 0 HP / 4 Def Keldeo: 309-365 (95.6 - 113%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 0 HP / 4 Def Keldeo: 282-333 (87.3 - 103%) -- 56.3% chance to OHKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Hippowdon: 380-447 (90.4 - 106.4%) -- 75% chance to OHKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Hippowdon: 348-411 (82.8 - 97.8%) -- 25% chance to OHKO after Stealth Rock

252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 96 HP / 0 Def Manaphy: 286-338 (78.3 - 92.6%) -- 37.5% chance to OHKO after Stealth Rock
252 Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 96 HP / 0 Def Manaphy: 263-309 (72 - 84.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Not getting burned and punishing it for switching in directly is cool (some people will do it just to burn you, trust me). Like I said it's an option to consider, especially if you wanted to pair up Crawdaunt with something that appreciates Rotom-W being weakened or KO'd.

I just realized that you have 8 HP EVs for Crawdaunt (presumably to have an odd HP value) and 248 Attack. Just max out Attack and put the last 4 in Defense so you retain the odd value.
 

TPP

is a Tournament Directoris a Community Leaderis a Community Contributoris a Tiering Contributoris a Top Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Team Rater Alumnusis a Senior Staff Member Alumnusis a Past SPL Championis a Past WCoP Champion
Head TD
Not getting burned and punishing it for switching in directly is cool (some people will do it just to burn you, trust me). Like I said it's an option to consider, especially if you wanted to pair up Crawdaunt with something that appreciates Rotom-W being weakened or KO'd.

I just realized that you have 8 HP EVs for Crawdaunt (presumably to have an odd HP value) and 248 Attack. Just max out Attack and put the last 4 in Defense so you retain the odd value.
I'll keep it as an option, and I had the 8 EV to have 269 HP (I think that's a LO number), but I changed it to 252 Atk / 4 Def / 252 Spe. Thanks for the advice!
 
Ok i was gonna post this sooner but here it is:

Watmel berry Azumaril + Dragalge Offensive Core
(yes natural gift)

+


This core is really cool. First off watmel berry azumaril is a really interesting lure that was created by Leftiez . The point of this core is that both azu and dragalge have trouble beating steal types, namely Ferrothorn and mega scizor. Now once these mons are removed this opens huge holes for both the combination of azu and dragalge to tear apart holes in the opposition. Thats pretty cool. Also Watmel natural gift is always going to ohko so take comfort in that. Dragalge loves the removal of steels as typically its gotta rely on focus blast. This core really needs somthing to eat ground type moves as while azu can hit em hard nothing wants to switch into them. Charizard-y stands out being imune to ground and loving t spikes support where pokemon like ferrothorn can set up spikes. Excadrill is also a notable partner as it can set up rocks and spin hazards. Mega loppuny stands out as a great partner as it loves the removal of mega scizor and can remove special walls for dragalge while mega metagross also has good offensive synergy with the core as he can finish things up after both azu and drag have done their job. Anything that likes the removal of clef like mega mane also can work as a teammate.

Azumarill @ Watmel Berry
Ability: Huge Power
EVs: 54 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Natural Gift

Dragalge @ Dragon Fang
Ability: Adaptability
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Sludge Wave
- Toxic Spikes
- Focus Blast



Edit: Taging AM and bludz becuase i want to know if they wanna follow me on a quest to make cores for some of the e ranks they wanted to try out :P
 
Last edited:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 1)

Top