Project ORAS OU Core-Building Competition (Round 12 - Setup Spam - Results)

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Diggersby @ Choice Scarf / Choice Band / Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Earthquake
- U-Turn
- Knock Off / Quick Attack

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat / Flamethrower
- Hidden Power Ice

Mega Manectric and Diggersby form a nice volt turn core. Diggersby can fucking break shit and create huge holes for Mega Manectric to abuse by picking off weakened mons with its high speed. Diggersby checks such as Slowbro, Skarmory, bulky Lando-T, and Ferrothorn can be U-Turned out of and into Mega Manectric which takes care of these walls. Additionally common switch ins for Mega Manectric such as Raikou, SpDef tran, and even Chansey on stall are taken care of with Diggersby.

Obviously there are some other walls such as Hippowdon which really cockblocks this core, so some partners that can break some other stuff can really help. Also the item on Diggersby really depends on what you want for your team.
 
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Spikes + VoltTurn

VoltTurn easily combos well with Spikes and this core capitalizes on just that. VoltTurn itself makes opponents want to switch out since you are in the more favorable match-up most of the time and the extra chip damage you with Spikes makes it a lot more punishing. Manectric's electric STAB hits common deffogers and Magnet Rise + Rocky Helmet Klefki can punsih Rapid Spinners. Torndaus is on exellent pivot thanks to its amazing bulk and Regenerator ability.

Klefki @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Foul Play

Manectric-Mega @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off
 
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Pangoro @ Choice Band
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Knock Off
- Gunk Shot
- Parting Shot

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
CB Pangoro is a decent bulky and hard-hitting wallbreaker with great STABs and coverage. Parting shot gains momentum and cripples the opposing mon to safely bring Talonflame in and allow an easy set-up with swords dance as the opponent is forced to switch out. Superpower for sheer wallbreaking power, knock off for utility and gunk shot for fairies. Talonflame takes care of the likes of M-Venu and fighting types, and brings the speed to decimate offence while Pangoro excels against stall and balance. Rotom-W cripples physical attackers, checks opposing Talonflame and bulky waters, and has volt switch for more momentum and safe switches. Rotom resists water and flying for Talonflame and Pangoro respectively and has its grass weakness covered by Talonflame, Talonflame also resists fighting and fairy for Pangoro and in return Pangoro resists rock.
Teammates should provide hazard control and an electric check.
 
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Diggersby @ Choice Scarf / Choice Band / Life Orb
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Earthquake
- U-Turn
- Knock Off / Quick Attack

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat / Flamethrower
- Hidden Power Ice

Mega Manectric and Diggersby form a nice volt turn core. Diggersby can fucking break shit and create huge holes for Mega Manectric to abuse by picking off weakened mons with its high speed. Diggersby checks such as Slowbro, Skarmory, bulky Lando-T, and Ferrothorn can be U-Turned out of and into Mega Manectric which takes care of these walls. Additionally common switch ins for Mega Manectric such as Raikou, SpDef tran, and even Chansey on stall are taken care of with Diggersby.

Obviously there are some other walls such as Hippowdon which really cockblocks this core, so some partners that can break some other stuff can really help. Also the item on Diggersby really depends on what you want for your team.
Dat diggersby has Sturdy man.
 
Alright so just a heads up that I'll be running the thread Monday-Wednesday for the next few weeks (mainly due to work schedule but also fuck posting on Christmas day lol), meaning voting starts around this time tomorrow. Not many submissions this week so if anyone else has any momentum-focused cores please feel free to share :]
 
Surprised no one went with this

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Bread n butter defensive core that exists since mid XY cause these 2 can fit on a myriad of teams thanks to their good typing synergy with both handling a decent portion of the metagame (bar opposing electric type, a couple of wallbreakers like mega garde). It is well known what these 2 do and they go well with a lot of pokemon that appreciate pivoting like weavile among other frail mons. Simple and efficient
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Pain Split
- Will-O-Wisp
- Hydro Pump
Another one just because:

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Really cool offensive momentum core featuring 2 mons that can pivot while acting like excellent win conditions when necessary. Torn-t complements the core by taking advantage of the pivoting these 2 provides and torn-t, being a really neat balance breaker with a LO under its belt, weaken every mon that could potentially check them so these 2 can set up (Mega venusaur among others). Fun core that fits on a lot of builds, even rain builds.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Def / 200 SpD / 16 Spe
Impish Nature
- Bullet Punch
- Swords Dance
- U-turn
- Roost

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Timid Nature
- Taunt
- Knock Off
- Hurricane
- Superpower
Sorry, got carried away, lol

*puff*
 
Voting time! Thanks again to those who took part. Here are the submissions, one or two votes each as usual, voting ends in 2 days:

Core 1
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Diggersby @ Choice Scarf / Choice Band / Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Earthquake
- U-Turn
- Knock Off / Quick Attack

Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat / Flamethrower
- Hidden Power Ice
Mega Manectric and Diggersby form a nice volt turn core. Diggersby can fucking break shit and create huge holes for Mega Manectric to abuse by picking off weakened mons with its high speed. Diggersby checks such as Slowbro, Skarmory, bulky Lando-T, and Ferrothorn can be U-Turned out of and into Mega Manectric which takes care of these walls. Additionally common switch ins for Mega Manectric such as Raikou, SpDef tran, and even Chansey on stall are taken care of with Diggersby.

Obviously there are some other walls such as Hippowdon which really cockblocks this core, so some partners that can break some other stuff can really help. Also the item on Diggersby really depends on what you want for your team.

Core 2
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VoltTurn easily combos well with Spikes and this core capitalizes on just that. VoltTurn itself makes opponents want to switch out since you are in the more favorable match-up most of the time and the extra chip damage you with Spikes makes it a lot more punishing. Manectric's electric STAB hits common deffogers and Magnet Rise + Rocky Helmet Klefki can punsih Rapid Spinners. Torndaus is on exellent pivot thanks to its amazing bulk and Regenerator ability.
Klefki @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Foul Play

Manectric-Mega @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off

Core 3
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Pangoro @ Choice Band
Ability: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Knock Off
- Gunk Shot
- Parting Shot

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 152 Def / 108 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
CB Pangoro is a decent bulky and hard-hitting wallbreaker with great STABs and coverage. Parting shot gains momentum and cripples the opposing mon to safely bring Talonflame in and allow an easy set-up with swords dance as the opponent is forced to switch out. Superpower for sheer wallbreaking power, knock off for utility and gunk shot for fairies. Talonflame takes care of the likes of M-Venu and fighting types, and brings the speed to decimate offence while Pangoro excels against stall and balance. Rotom-W cripples physical attackers, checks opposing Talonflame and bulky waters, and has volt switch for more momentum and safe switches. Rotom resists water and flying for Talonflame and Pangoro respectively and has its grass weakness covered by Talonflame, Talonflame also resists fighting and fairy for Pangoro and in return Pangoro resists rock.
Teammates should provide hazard control and an electric check.

Core 4
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Bread n butter defensive core that exists since mid XY cause these 2 can fit on a myriad of teams thanks to their good typing synergy with both handling a decent portion of the metagame (bar opposing electric type, a couple of wallbreakers like mega garde). It is well known what these 2 do and they go well with a lot of pokemon that appreciate pivoting like weavile among other frail mons. Simple and efficient
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- U-turn
- Stealth Rock
- Earthquake
- Stone Edge

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Pain Split
- Will-O-Wisp
- Hydro Pump

Core 5
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Really cool offensive momentum core featuring 2 mons that can pivot while acting like excellent win conditions when necessary. Torn-t complements the core by taking advantage of the pivoting these 2 provides and torn-t, being a really neat balance breaker with a LO under its belt, weaken every mon that could potentially check them so these 2 can set up (Mega venusaur among others). Fun core that fits on a lot of builds, even rain builds.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Def / 200 SpD / 16 Spe
Impish Nature
- Bullet Punch
- Swords Dance
- U-turn
- Roost

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Timid Nature
- Taunt
- Knock Off
- Hurricane
- Superpower

Core 6
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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Pain Split
- Will-O-Wisp
- Hydro Pump

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Def / 200 SpD / 16 Spe
Impish Nature
- Bullet Punch
- Swords Dance
- U-turn
- Roost
well first off these two have perfect defensive synergy which is a plus. so rotom-w pretty much cockblocks most threats that try and take advantage of scizor like unboosted mega pinsir which is getting good, scarf magnezone, and a lot of physical threats like talonflame. scizor in return checks fairies that can run through it along with a few grass types and powerful special attackers like latios.
 
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Manectric @ Manectite
Ability: Lightningrod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch

So here's a core that I was testing against AM the other day. M-Manectric and Keldeo both do well against HO and Balanced archetypes, respectively, and seeing as to how most of these teams carry pokemon to check them are mauled by Tyranitar, I decided to try it out and it worked really well.

HO teams usually rely on stuff like Lati@s and Raikou to check M-Manectric. I click Volt Switch on their switch in and go out to Tyranitar to trap them with Pursuit. This also opens up the path for Keldeo to put in some work too. It's checks like Heatran and Clefable can be overwhelmed by Keldeo and Tyranitar.

Keldeo can plough through a lot of teams with its Specs set. Balanced teams usually rely on Tornadus-T, Slowbro, Lati@s, and Tangrowth to check it. Slowbro is dealt with by M-Manectric or Tyranitar, Tornadus-T and Latios are trapped with Pursuit Tar. Tangrowth can be dealt with through Tyranitar and M-Manectric. Keldeo is also weak to stuff like Talonflame so M-Manectric and Tyranitar are two excellent checks to it.

Threats to the core include Fairy-types, M-Lopunny, M-CharizardX, M-CharizardY, Kyurem-B, Keldeo. The first thing I'd add as a potential teammate would be Ferrothorn as it covers majority of the aforementioned pokemon
I like this a lot, but unnerve ttar could do the same thing (probably better in this scope, actually) :c it isn't a weather core


Edit: oops I am multiple weeks in the past sorry
 
Votes are in. This week's winner is MrAldo with M-Zor VoltTurn. Runner up is SlaySlenderDragon XD with spikes VoltTurn. Congratulations both and welcome (back) to the hall of fame!
Core 1: 2
Core 2: 3
Core 3: 2
Core 4: 2
Core 5: 5
Core 6: 2

This week's theme will be:
Fire-Water-Grass!
Core must have one fire, one water, and one grass type.


I think the last type core was a bit obscure, and the aim of this thread is to have competitive themes, so here's a classic for you this week. Fire-water-grass have a great offensive and defensive synergy and can form a strong backbone in almost any team. There is also a plethora of choice for each type in OU. Go nuts :]
 
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Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip


Azumarill+Charizard X form a very nice core. Azumarill breaks stuff like Landorus and Hippowdon, Charizard breaks down Ferrothorn and Skarmory. Ferrothorn is a nice addition because the duo struggle vs Fairy-types, also provides SR support for the team.
 
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Mega Charizard X + Manaphy + Serperior

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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Psychic / Ice Beam

Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare
This is an incredibly powerful offensive core built around Charizard-X. Standard DD Char-X is walled by a number of bulky grounds and fat waters and also Pokemon like Heatran and Altaria in certain situations. Manaphy and Serperior take on all of these checks.

The EVs on Charizard are to outrun max speed Choice Scarf Landorus-T after a Dragon Dance and OHKO at +0 (after a DD and Intimidate) after rocks with Flare Blitz. Otherwise the set is pretty self-explanatory.

Manaphy is made to take on some fat pokemon like Landorus-T and Hippowdon, both of which check this Char-X set. Ice Beam helps you beat Altaria, which technically isn't a switch-in anyways due to Scald burn shenanigans but ensuring the KO is always nice. I've slashed Psychic--it's good for taking on Mega Venusaur (even though Char-X should beat M-Venu, taking a ton of Flare Blitz damage and potentially getting Sludge Bomb poisoned can be annoying) and hits a lot of Scald resists for neutral damage. Rain Dance cracks open stall.

Serperior takes on the things that Manaphy and Char-X have trouble with, such as Slowbro and to a lesser extent, Rotom-W. Dragon Pulse means Lati@s doesn't run through this core effortlessly (but don't use it as a Draco switchin LOL). HP Ground lures in Heatran which checks Charizard and is never staying in on Manaphy (so luring it makes life easier). Finally, Glare is one of the greatest moves in the game for that crisp paralysis chance and helps with speed control (as zard and mana aren't the fastest mons around).

This core does struggle with a few things. M-Lopunny, M-Zam, Weavile, etc. and fast mons in general smack this core pretty hard. Having a Lati switchin is vital, and so is rocks removal (it's zard duh). Luckily, fast electrics like Manectric that offense normally struggles with are handled pretty well for the most part by Zard. This FWG core definitely has the potential to perform very well.
 
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My submission. Also paging littlelucario and Analytic - reminder to update your reservations just in case you'd forgotten about it. Thanks :)

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Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
This is a really fun extremely offensive priority-spam core. Each member can be an early-game wallbreaker or late game cleaner depending on matchup giving you lots of flexibility in battle as they weaken or remove each other's checks for one of them to sweep - Talonflame deals with the steel, fire and grass types such as Scizor, Volcarona and M-Venu which Breloom struggles with, while Azumarill takes on the likes of CharX and opposing Talonflame. Azu and Loom take care of Heatran and Hippowdon for Talon and Loom checks Rotom-W and other waters while Azu also checks the likes of Diancie and Landorus.

Teammates must include hazard control and a good electric check though as M-Mane destroys this core. (worst case scenario: aqua jet + mach punch + brave bird, with intimidate in effect on each one and no swords dance and no rocks, has a 71% chance to KO, but even so it's not worth losing 2 team members in the process lol)
 
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Ferrothorn - Rotom-H - Mega Slowbro
Been having fun with Rotom-H, so here is a core with the little guy. Mega Slowbro and Ferrothorn are weak to many similar threats, such as Mega Manectric, Thundurus-I, Charizard-Y, Mega Scizor, and Serperior. Rotom-H is a protection against all of those Pokemon because of its typing, and forms a nice combination here because of this.

Rotom-H covers important threats for the core, but comes with a scary weakness to several waters, like Mega Gyarados and Manaphy. That's where Ferrothorn comes in, checking those threats well while providing SR and check to Mega Altaria and Latios especially, who would otherwise Draco Meteor everything freely.

Ferrothorn + Rotom-H leaves the core vulnerable to really ugly stuff, think Keldeo, Charizard-X, Heatran, Mega Medicham, Mega Lopunny, etc. Not only does Mega Slowbro address those issues, but it also gives the core a strong win condition with CM. This is especially useful because Mega Slowbro does good vs. CM Clefable, who would break this core otherwise.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
 
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This set is centered around having Volcarona have the support necessary to have a good Quiver Dance Sweep. When looking at Volcarona, I have always thought how many things in OU could unfortunately stop the cool Sun Moth from sweeping teams: Stealth Rock, Physical Attackers, and things that can survive an attack and KO (i.e. Tyranitar and Conkeldurr with the right coverage move). These are some of the things keeping it from being a top threat. This core aims to remove these two threats- hazards and bulky physical attackers- with Defensive Staple Mega Venusaur, the thing that will survive Nuclear Wars, and Starmie, who can spin away hazards and maintains offensive backbone.

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

DO NOT use this core against Mega Rayquaza or you're screwed, bruh.
 
Voting time! Once again thanks to those who submitted a core, not many submissions this week but they all look really solid :]
As always you can vote for one or two cores. Voting ends in 2 days. Good luck!

Core 1
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Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
Azumarill+Charizard X form a very nice core. Azumarill breaks stuff like Landorus and Hippowdon, Charizard breaks down Ferrothorn and Skarmory. Ferrothorn is a nice addition because the duo struggle vs Fairy-types, also provides SR support for the team.

Core 2
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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Psychic / Ice Beam

Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare
This is an incredibly powerful offensive core built around Charizard-X. Standard DD Char-X is walled by a number of bulky grounds and fat waters and also Pokemon like Heatran and Altaria in certain situations. Manaphy and Serperior take on all of these checks.

The EVs on Charizard are to outrun max speed Choice Scarf Landorus-T after a Dragon Dance and OHKO at +0 (after a DD and Intimidate) after rocks with Flare Blitz. Otherwise the set is pretty self-explanatory.

Manaphy is made to take on some fat pokemon like Landorus-T and Hippowdon, both of which check this Char-X set. Ice Beam helps you beat Altaria, which technically isn't a switch-in anyways due to Scald burn shenanigans but ensuring the KO is always nice. I've slashed Psychic--it's good for taking on Mega Venusaur (even though Char-X should beat M-Venu, taking a ton of Flare Blitz damage and potentially getting Sludge Bomb poisoned can be annoying) and hits a lot of Scald resists for neutral damage. Rain Dance cracks open stall.

Serperior takes on the things that Manaphy and Char-X have trouble with, such as Slowbro and to a lesser extent, Rotom-W. Dragon Pulse means Lati@s doesn't run through this core effortlessly (but don't use it as a Draco switchin LOL). HP Ground lures in Heatran which checks Charizard and is never staying in on Manaphy (so luring it makes life easier). Finally, Glare is one of the greatest moves in the game for that crisp paralysis chance and helps with speed control (as zard and mana aren't the fastest mons around).

This core does struggle with a few things. M-Lopunny, M-Zam, Weavile, etc. and fast mons in general smack this core pretty hard. Having a Lati switchin is vital, and so is rocks removal (it's zard duh). Luckily, fast electrics like Manectric that offense normally struggles with are handled pretty well for the most part by Zard. This FWG core definitely has the potential to perform very well.

Core 3
breloom.gif
talonflame.gif
azumarill.gif

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
This is a really fun extremely offensive priority-spam core. Each member can be an early-game wallbreaker or late game cleaner depending on matchup giving you lots of flexibility in battle as they weaken or remove each other's checks for one of them to sweep - Talonflame deals with the steel, fire and grass types such as Scizor, Volcarona and M-Venu which Breloom struggles with, while Azumarill takes on the likes of CharX and opposing Talonflame. Azu and Loom take care of Heatran and Hippowdon for Talon and Loom checks Rotom-W and other waters while Azu also checks the likes of Diancie and Landorus.

Teammates must include hazard control and a good electric check though as M-Mane destroys this core. (worst case scenario: aqua jet + mach punch + brave bird, with intimidate in effect on each one and no swords dance and no rocks, has a 71% chance to KO, but even so it's not worth losing 2 team members in the process lol)

Core 4
ferrothorn.gif
rotom-heat.gif
slowbro-mega.gif
Been having fun with Rotom-H, so here is a core with the little guy. Mega Slowbro and Ferrothorn are weak to many similar threats, such as Mega Manectric, Thundurus-I, Charizard-Y, Mega Scizor, and Serperior. Rotom-H is a protection against all of those Pokemon because of its typing, and forms a nice combination here because of this.

Rotom-H covers important threats for the core, but comes with a scary weakness to several waters, like Mega Gyarados and Manaphy. That's where Ferrothorn comes in, checking those threats well while providing SR and check to Mega Altaria and Latios especially, who would otherwise Draco Meteor everything freely.

Ferrothorn + Rotom-H leaves the core vulnerable to really ugly stuff, think Keldeo, Charizard-X, Heatran, Mega Medicham, Mega Lopunny, etc. Not only does Mega Slowbro address those issues, but it also gives the core a strong win condition with CM. This is especially useful because Mega Slowbro does good vs. CM Clefable, who would break this core otherwise.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off
Core 5
volcarona.gif
venusaur-mega.gif
starmie.gif

This set is centered around having Volcarona have the support necessary to have a good Quiver Dance Sweep. When looking at Volcarona, I have always thought how many things in OU could unfortunately stop the cool Sun Moth from sweeping teams: Stealth Rock, Physical Attackers, and things that can survive an attack and KO (i.e. Tyranitar and Conkeldurr with the right coverage move). These are some of the things keeping it from being a top threat. This core aims to remove these two threats- hazards and bulky physical attackers- with Defensive Staple Mega Venusaur, the thing that will survive Nuclear Wars, and Starmie, who can spin away hazards and maintains offensive backbone.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power Fire

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

DO NOT use this core against Mega Rayquaza or you're screwed, bruh.
 
Core 2 (Rain Dance is nice, but you'll lose to Mega Venusaur since Flare Blitz will do less damage in Rain)
Core 4

Also, Bendiving you could edit the title to say "Voting" so people know we're in the voting phase now.

I really love how this thread turned out, so keep up the good work :)
 
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